diff --git a/assets/server/manifests/kits.ron b/assets/server/manifests/kits.ron new file mode 100644 index 0000000..23385a1 --- /dev/null +++ b/assets/server/manifests/kits.ron @@ -0,0 +1,421 @@ +({ + "debug": [ + (Item("common.items.debug.admin_black_hole"),1), + (Item("common.items.debug.admin_stick"),1), + (Item("common.items.debug.admin_sword"),1), + (Item("common.items.debug.velorite_bow_debug"), 1), + (Item("common.items.debug.admin"),1), + (Item("common.items.debug.glider"),1), + (Item("common.items.debug.golden_cheese"),100), + ], + "consumables": [ + (Item("common.items.consumable.potion_big"), 100), + (Item("common.items.consumable.potion_med"), 100), + (Item("common.items.consumable.potion_minor"), 100), + (Item("common.items.food.apple"), 100), + (Item("common.items.food.apple_mushroom_curry"), 100), + (Item("common.items.food.apple_stick"), 100), + (Item("common.items.food.cactus_colada"), 100), + (Item("common.items.food.carrot"), 100), + (Item("common.items.food.cheese"), 100), + (Item("common.items.food.coconut"), 100), + //(Item("common.items.food.coltsfoot"), 100), + //(Item("common.items.food.dandelion"), 100), + //(Item("common.items.food.garlic"), 100), + (Item("common.items.food.lettuce"), 100), + //(Item("common.items.food.meat"), 100), + (Item("common.items.food.meat.beast_large_cooked"), 100), + (Item("common.items.food.meat.beast_large_raw"), 100), + (Item("common.items.food.meat.beast_small_cooked"), 100), + (Item("common.items.food.meat.beast_small_raw"), 100), + (Item("common.items.food.meat.bird_cooked"), 100), + (Item("common.items.food.meat.bird_large_cooked"), 100), + (Item("common.items.food.meat.bird_large_raw"), 100), + (Item("common.items.food.meat.bird_raw"), 100), + (Item("common.items.food.meat.fish_cooked"), 100), + (Item("common.items.food.meat.fish_raw"), 100), + (Item("common.items.food.meat.tough_cooked"), 100), + (Item("common.items.food.meat.tough_raw"), 100), + (Item("common.items.food.mushroom"), 100), + (Item("common.items.food.mushroom_stick"), 100), + //(Item("common.items.food.onion"), 100), + (Item("common.items.food.plainsalad"), 100), + //(Item("common.items.food.sage"), 100), + (Item("common.items.food.spore_corruption"), 100), + (Item("common.items.food.sunflower_icetea"), 100), + (Item("common.items.food.tomato"), 100), + (Item("common.items.food.tomatosalad"), 100), + ], + "jewellery": [ + // Necklace + (Item("common.items.armor.misc.neck.amethyst"), 1), + (Item("common.items.armor.misc.neck.ankh_of_life"), 1), + (Item("common.items.armor.misc.neck.carcanet_of_wrath"), 1), + (Item("common.items.armor.misc.neck.diamond"), 1), + (Item("common.items.armor.misc.neck.emerald"), 1), + (Item("common.items.armor.misc.neck.fang"), 1), + (Item("common.items.armor.misc.neck.gem_of_resilience"), 1), + (Item("common.items.armor.misc.neck.gold"), 1), + (Item("common.items.armor.misc.neck.haniwa_talisman"), 1), + (Item("common.items.armor.misc.neck.honeycomb_pendant"), 1), + (Item("common.items.armor.misc.neck.pendant_of_protection"), 1), + (Item("common.items.armor.misc.neck.ruby"), 1), + (Item("common.items.armor.misc.neck.sapphire"), 1), + (Item("common.items.armor.misc.neck.scratched"), 1), + (Item("common.items.armor.misc.neck.shell"), 1), + (Item("common.items.armor.misc.neck.topaz"), 1), + + // Rings + (Item("common.items.armor.misc.ring.diamond"), 2), + (Item("common.items.armor.misc.ring.ruby"), 2), + (Item("common.items.armor.misc.ring.emerald"), 2), + (Item("common.items.armor.misc.ring.sapphire"), 2), + (Item("common.items.armor.misc.ring.topaz"), 2), + (Item("common.items.armor.misc.ring.amethyst"), 2), + (Item("common.items.armor.misc.ring.scratched"), 2), + (Item("common.items.armor.misc.ring.gold"), 2), + (Item("common.items.armor.cultist.ring"), 2), + (Item("common.items.armor.misc.ring.abyssal_ring"), 2), + ], + "tier-5": [ + // Hide + (Item("common.items.armor.hide.dragonscale.back"), 1), + (Item("common.items.armor.hide.dragonscale.belt"), 1), + (Item("common.items.armor.hide.dragonscale.chest"), 1), + (Item("common.items.armor.hide.dragonscale.foot"), 1), + (Item("common.items.armor.hide.dragonscale.hand"), 1), + (Item("common.items.armor.hide.dragonscale.pants"), 1), + (Item("common.items.armor.hide.dragonscale.shoulder"), 1), + + // Cloth + (Item("common.items.armor.cloth.sunsilk.back"), 1), + (Item("common.items.armor.cloth.sunsilk.belt"), 1), + (Item("common.items.armor.cloth.sunsilk.chest"), 1), + (Item("common.items.armor.cloth.sunsilk.foot"), 1), + (Item("common.items.armor.cloth.sunsilk.hand"), 1), + (Item("common.items.armor.cloth.sunsilk.pants"), 1), + (Item("common.items.armor.cloth.sunsilk.shoulder"), 1), + + // Mail + (Item("common.items.armor.mail.orichalcum.back"), 1), + (Item("common.items.armor.mail.orichalcum.belt"), 1), + (Item("common.items.armor.mail.orichalcum.chest"), 1), + (Item("common.items.armor.mail.orichalcum.foot"), 1), + (Item("common.items.armor.mail.orichalcum.hand"), 1), + (Item("common.items.armor.mail.orichalcum.pants"), 1), + (Item("common.items.armor.mail.orichalcum.shoulder"), 1), + (Item("common.items.armor.mail.orichalcum.head"), 1), + + // Weapons + (ModularWeapon(tool: Sword, material: Orichalcum),1), + (ModularWeapon(tool: Axe, material: Orichalcum),1), + (ModularWeapon(tool: Hammer, material: Orichalcum),1), + (ModularWeapon(tool: Bow, material: Eldwood),1), + (ModularWeapon(tool: Staff, material: Eldwood),1), + (ModularWeapon(tool: Sceptre, material: Eldwood),1), + + // Legendaries + (Item("common.items.weapons.hammer.mjolnir"),1), + (Item("common.items.weapons.staff.laevateinn"),1), + (Item("common.items.weapons.sword.caladbolg"),1), + (Item("common.items.weapons.bow.sagitta"),1), + (Item("common.items.weapons.axe.parashu"),1), + (Item("common.items.weapons.sceptre.caduceus"),1), + + // Potion Kit + (Item("common.items.consumable.potion_med"), 100), + ], + "tier-4": [ + // Hide + (Item("common.items.armor.hide.primal.back"), 1), + (Item("common.items.armor.hide.primal.belt"), 1), + (Item("common.items.armor.hide.primal.chest"), 1), + (Item("common.items.armor.hide.primal.foot"), 1), + (Item("common.items.armor.hide.primal.hand"), 1), + (Item("common.items.armor.hide.primal.pants"), 1), + (Item("common.items.armor.hide.primal.shoulder"), 1), + + // Cloth + (Item("common.items.armor.cloth.moonweave.back"), 1), + (Item("common.items.armor.cloth.moonweave.belt"), 1), + (Item("common.items.armor.cloth.moonweave.chest"), 1), + (Item("common.items.armor.cloth.moonweave.foot"), 1), + (Item("common.items.armor.cloth.moonweave.hand"), 1), + (Item("common.items.armor.cloth.moonweave.pants"), 1), + (Item("common.items.armor.cloth.moonweave.shoulder"), 1), + + // Mail + (Item("common.items.armor.mail.bloodsteel.back"), 1), + (Item("common.items.armor.mail.bloodsteel.belt"), 1), + (Item("common.items.armor.mail.bloodsteel.chest"), 1), + (Item("common.items.armor.mail.bloodsteel.foot"), 1), + (Item("common.items.armor.mail.bloodsteel.hand"), 1), + (Item("common.items.armor.mail.bloodsteel.pants"), 1), + (Item("common.items.armor.mail.bloodsteel.shoulder"), 1), + + // Weapons + (ModularWeapon(tool: Sword, material: Bloodsteel),1), + (ModularWeapon(tool: Axe, material: Bloodsteel),1), + (ModularWeapon(tool: Hammer, material: Bloodsteel),1), + (ModularWeapon(tool: Bow, material: Frostwood),1), + (ModularWeapon(tool: Staff, material: Frostwood),1), + (ModularWeapon(tool: Sceptre, material: Frostwood),1), + + // Potion Kit + (Item("common.items.consumable.potion_med"), 100), + ], + "tier-3": [ + // Hide + (Item("common.items.armor.hide.carapace.back"), 1), + (Item("common.items.armor.hide.carapace.belt"), 1), + (Item("common.items.armor.hide.carapace.chest"), 1), + (Item("common.items.armor.hide.carapace.foot"), 1), + (Item("common.items.armor.hide.carapace.hand"), 1), + (Item("common.items.armor.hide.carapace.pants"), 1), + (Item("common.items.armor.hide.carapace.shoulder"), 1), + + // Cloth + (Item("common.items.armor.cloth.druid.back"), 1), + (Item("common.items.armor.cloth.druid.belt"), 1), + (Item("common.items.armor.cloth.druid.chest"), 1), + (Item("common.items.armor.cloth.druid.foot"), 1), + (Item("common.items.armor.cloth.druid.hand"), 1), + (Item("common.items.armor.cloth.druid.pants"), 1), + (Item("common.items.armor.cloth.druid.shoulder"), 1), + + // Mail + (Item("common.items.armor.mail.cobalt.back"), 1), + (Item("common.items.armor.mail.cobalt.belt"), 1), + (Item("common.items.armor.mail.cobalt.chest"), 1), + (Item("common.items.armor.mail.cobalt.foot"), 1), + (Item("common.items.armor.mail.cobalt.hand"), 1), + (Item("common.items.armor.mail.cobalt.pants"), 1), + (Item("common.items.armor.mail.cobalt.shoulder"), 1), + + // Weapons + (ModularWeapon(tool: Sword, material: Cobalt),1), + (ModularWeapon(tool: Axe, material: Cobalt),1), + (ModularWeapon(tool: Hammer, material: Cobalt),1), + (ModularWeapon(tool: Bow, material: Ironwood),1), + (ModularWeapon(tool: Staff, material: Ironwood),1), + (ModularWeapon(tool: Sceptre, material: Ironwood),1), + + // Potion Kit + (Item("common.items.consumable.potion_med"), 100), + ], + "tier-2": [ + // Hide + (Item("common.items.armor.hide.scale.back"), 1), + (Item("common.items.armor.hide.scale.belt"), 1), + (Item("common.items.armor.hide.scale.chest"), 1), + (Item("common.items.armor.hide.scale.foot"), 1), + (Item("common.items.armor.hide.scale.hand"), 1), + (Item("common.items.armor.hide.scale.pants"), 1), + (Item("common.items.armor.hide.scale.shoulder"), 1), + + // Cloth + (Item("common.items.armor.cloth.silken.back"), 1), + (Item("common.items.armor.cloth.silken.belt"), 1), + (Item("common.items.armor.cloth.silken.chest"), 1), + (Item("common.items.armor.cloth.silken.foot"), 1), + (Item("common.items.armor.cloth.silken.hand"), 1), + (Item("common.items.armor.cloth.silken.pants"), 1), + (Item("common.items.armor.cloth.silken.shoulder"), 1), + + // Mail + (Item("common.items.armor.mail.steel.back"), 1), + (Item("common.items.armor.mail.steel.belt"), 1), + (Item("common.items.armor.mail.steel.chest"), 1), + (Item("common.items.armor.mail.steel.foot"), 1), + (Item("common.items.armor.mail.steel.hand"), 1), + (Item("common.items.armor.mail.steel.pants"), 1), + (Item("common.items.armor.mail.steel.shoulder"), 1), + + // Weapons + (ModularWeapon(tool: Sword, material: Steel),1), + (ModularWeapon(tool: Axe, material: Steel),1), + (ModularWeapon(tool: Hammer, material: Steel),1), + (ModularWeapon(tool: Bow, material: Hardwood),1), + (ModularWeapon(tool: Staff, material: Hardwood),1), + (ModularWeapon(tool: Sceptre, material: Hardwood),1), + + // Potion Kit + (Item("common.items.consumable.potion_med"), 100), + ], + "tier-1": [ + // Hide + (Item("common.items.armor.hide.leather.back"), 1), + (Item("common.items.armor.hide.leather.belt"), 1), + (Item("common.items.armor.hide.leather.chest"), 1), + (Item("common.items.armor.hide.leather.foot"), 1), + (Item("common.items.armor.hide.leather.hand"), 1), + (Item("common.items.armor.hide.leather.pants"), 1), + (Item("common.items.armor.hide.leather.shoulder"), 1), + + // Cloth + (Item("common.items.armor.cloth.woolen.back"), 1), + (Item("common.items.armor.cloth.woolen.belt"), 1), + (Item("common.items.armor.cloth.woolen.chest"), 1), + (Item("common.items.armor.cloth.woolen.foot"), 1), + (Item("common.items.armor.cloth.woolen.hand"), 1), + (Item("common.items.armor.cloth.woolen.pants"), 1), + (Item("common.items.armor.cloth.woolen.shoulder"), 1), + + // Mail + (Item("common.items.armor.mail.iron.back"), 1), + (Item("common.items.armor.mail.iron.belt"), 1), + (Item("common.items.armor.mail.iron.chest"), 1), + (Item("common.items.armor.mail.iron.foot"), 1), + (Item("common.items.armor.mail.iron.hand"), 1), + (Item("common.items.armor.mail.iron.pants"), 1), + (Item("common.items.armor.mail.iron.shoulder"), 1), + + // Weapons + (ModularWeapon(tool: Sword, material: Iron),1), + (ModularWeapon(tool: Axe, material: Iron),1), + (ModularWeapon(tool: Hammer, material: Iron),1), + (ModularWeapon(tool: Bow, material: Bamboo),1), + (ModularWeapon(tool: Staff, material: Bamboo),1), + (ModularWeapon(tool: Sceptre, material: Bamboo),1), + + // Potion Kit + (Item("common.items.consumable.potion_minor"), 100), + ], + "tier-0": [ + // Hide + (Item("common.items.armor.hide.rawhide.back"), 1), + (Item("common.items.armor.hide.rawhide.belt"), 1), + (Item("common.items.armor.hide.rawhide.chest"), 1), + (Item("common.items.armor.hide.rawhide.foot"), 1), + (Item("common.items.armor.hide.rawhide.hand"), 1), + (Item("common.items.armor.hide.rawhide.pants"), 1), + (Item("common.items.armor.hide.rawhide.shoulder"), 1), + + // Cloth + (Item("common.items.armor.cloth.linen.back"), 1), + (Item("common.items.armor.cloth.linen.belt"), 1), + (Item("common.items.armor.cloth.linen.chest"), 1), + (Item("common.items.armor.cloth.linen.foot"), 1), + (Item("common.items.armor.cloth.linen.hand"), 1), + (Item("common.items.armor.cloth.linen.pants"), 1), + (Item("common.items.armor.cloth.linen.shoulder"), 1), + + // Mail + (Item("common.items.armor.mail.bronze.back"), 1), + (Item("common.items.armor.mail.bronze.belt"), 1), + (Item("common.items.armor.mail.bronze.chest"), 1), + (Item("common.items.armor.mail.bronze.foot"), 1), + (Item("common.items.armor.mail.bronze.hand"), 1), + (Item("common.items.armor.mail.bronze.pants"), 1), + (Item("common.items.armor.mail.bronze.shoulder"), 1), + + // weapons + (ModularWeapon(tool: Sword, material: Bronze),1), + (ModularWeapon(tool: Axe, material: Bronze),1), + (ModularWeapon(tool: Hammer, material: Bronze),1), + (ModularWeapon(tool: Bow, material: Wood),1), + (ModularWeapon(tool: Staff, material: Wood),1), + (ModularWeapon(tool: Sceptre, material: Wood),1), + + // potion kit + (Item("common.items.consumable.potion_minor"), 100), + ], + "ferocious": [ + (Item("common.items.armor.ferocious.chest"),1), + (Item("common.items.armor.ferocious.pants"),1), + (Item("common.items.armor.ferocious.hand"),1), + (Item("common.items.armor.ferocious.foot"),1), + (Item("common.items.armor.ferocious.shoulder"),1), + (Item("common.items.armor.ferocious.belt"),1), + (Item("common.items.armor.ferocious.back"),1), + ], + "cultist": [ + // Cultist weapons + (Item("common.items.weapons.hammer.cultist_purp_2h-0"),1), + (Item("common.items.weapons.staff.cultist_staff"),1), + (Item("common.items.weapons.sword.cultist"),1), + (Item("common.items.weapons.bow.velorite"),1), + (Item("common.items.weapons.axe.malachite_axe-0"),1), + (Item("common.items.weapons.sceptre.sceptre_velorite_0"),1), + // Clothes + (Item("common.items.armor.cultist.chest"), 1), + (Item("common.items.armor.cultist.pants"), 1), + (Item("common.items.armor.cultist.hand"), 1), + (Item("common.items.armor.cultist.foot"), 1), + (Item("common.items.armor.cultist.shoulder"), 1), + (Item("common.items.armor.cultist.belt"), 1), + (Item("common.items.armor.misc.back.dungeon_purple"), 1), + (Item("common.items.armor.cultist.bandana"), 1), + (Item("common.items.armor.cultist.necklace"), 1), + (Item("common.items.armor.cultist.ring"), 2), + ], + "admin_cosmetics": [ + (Item("common.items.debug.cultist_belt"),1), + (Item("common.items.debug.cultist_boots"),1), + (Item("common.items.debug.cultist_chest_blue"),1), + (Item("common.items.debug.cultist_hands_blue"),1), + (Item("common.items.debug.cultist_legs_blue"),1), + (Item("common.items.debug.cultist_shoulder_blue"),1), + (Item("common.items.debug.dungeon_purple"),1), + (Item("common.items.debug.admin_back"),1), + ], + "witch": [ + (Item("common.items.armor.witch.back"),1), + (Item("common.items.armor.witch.belt"),1), + (Item("common.items.armor.witch.chest"),1), + (Item("common.items.armor.witch.hand"),1), + (Item("common.items.armor.witch.foot"),1), + (Item("common.items.armor.witch.hat"),1), + (Item("common.items.armor.witch.pants"),1), + (Item("common.items.armor.witch.shoulder"),1), + (Item("common.items.weapons.sceptre.belzeshrub"),1), + (Item("common.items.lantern.pumpkin"),1), + ], + "merchant": [ + (Item("common.items.armor.merchant.back"),1), + (Item("common.items.armor.merchant.belt"),1), + (Item("common.items.armor.merchant.chest"),1), + (Item("common.items.armor.merchant.hand"),1), + (Item("common.items.armor.merchant.foot"),1), + (Item("common.items.armor.merchant.turban"),1), + (Item("common.items.armor.merchant.pants"),1), + (Item("common.items.armor.merchant.shoulder"),1), + ], + "boreal": [ + (Item("common.items.armor.boreal.chest"),1), + (Item("common.items.armor.boreal.pants"),1), + (Item("common.items.armor.boreal.hand"),1), + (Item("common.items.armor.boreal.foot"),1), + (Item("common.items.armor.boreal.shoulder"),1), + (Item("common.items.armor.boreal.belt"),1), + (Item("common.items.armor.boreal.back"),1), + (Item("common.items.armor.misc.head.boreal_warhelm"),1), + ], + "brinestone": [ + (Item("common.items.armor.brinestone.chest"),1), + (Item("common.items.armor.brinestone.pants"),1), + (Item("common.items.armor.brinestone.hand"),1), + (Item("common.items.armor.brinestone.foot"),1), + (Item("common.items.armor.brinestone.shoulder"),1), + (Item("common.items.armor.brinestone.belt"),1), + (Item("common.items.armor.brinestone.back"),1), + (Item("common.items.armor.brinestone.crown"),1), + ], + "instruments": [ + (Item("common.items.tool.instruments.double_bass"),1), + (Item("common.items.tool.instruments.flute"),1), + (Item("common.items.tool.instruments.glass_flute"),1), + (Item("common.items.tool.instruments.guitar"),1), + (Item("common.items.tool.instruments.guitar_dark"),1), + (Item("common.items.tool.instruments.lyre"),1), + (Item("common.items.tool.instruments.icy_talharpa"),1), + (Item("common.items.tool.instruments.kalimba"),1), + (Item("common.items.tool.instruments.lute"),1), + (Item("common.items.tool.instruments.melodica"),1), + (Item("common.items.tool.instruments.sitar"),1), + (Item("common.items.tool.instruments.washboard"),1), + (Item("common.items.tool.instruments.wildskin_drum"),1), + (Item("common.items.tool.instruments.steeltonguedrum"),1), + (Item("common.items.tool.instruments.shamisen"),1), + ], +}) diff --git a/assets/server/manifests/presets.ron b/assets/server/manifests/presets.ron new file mode 100644 index 0000000..4c2715c --- /dev/null +++ b/assets/server/manifests/presets.ron @@ -0,0 +1,237 @@ +// NOTE: Order matters here +// (you need to unlock skillgroup to be able to unlock skills in it +({ + "max": [ + // General skills + (Climb(Cost), 2), + (Climb(Speed), 2), + (Swim(Speed), 2), + + // Sword + (UnlockGroup(Weapon(Sword)), 1), + (Sword(CrescentSlash), 1), + (Sword(Cascade), 1), + (Sword(CrossCut), 1), + (Sword(Skewer), 1), + (Sword(FellStrike), 1), + (Sword(Finisher), 1), + (Sword(HeavySweep), 1), + (Sword(HeavyPommelStrike), 1), + (Sword(HeavyFortitude), 1), + (Sword(HeavyPillarThrust), 1), + (Sword(CleavingEarthSplitter), 1), + (Sword(CleavingWhirlwindSlice), 1), + (Sword(CleavingSkySplitter), 1), + (Sword(CleavingBladeFever), 1), + (Sword(AgileQuickDraw), 1), + (Sword(AgileFeint), 1), + (Sword(AgileDancingEdge), 1), + (Sword(AgileFlurry), 1), + (Sword(CripplingHamstring), 1), + (Sword(CripplingGouge), 1), + (Sword(CripplingBloodyGash), 1), + (Sword(CripplingEviscerate), 1), + (Sword(DefensiveRiposte), 1), + (Sword(DefensiveDisengage), 1), + (Sword(DefensiveStalwartSword), 1), + (Sword(DefensiveDeflect), 1), + // Axe + (UnlockGroup(Weapon(Axe)), 1), + (Axe(BrutalSwing), 1), + (Axe(Berserk), 1), + (Axe(RisingTide), 1), + (Axe(SavageSense), 1), + (Axe(AdrenalineRush), 1), + (Axe(Execute), 1), + (Axe(Maelstrom), 1), + (Axe(Rake), 1), + (Axe(Bloodfeast), 1), + (Axe(FierceRaze), 1), + (Axe(Furor), 1), + (Axe(Fracture), 1), + (Axe(Lacerate), 1), + (Axe(Riptide), 1), + (Axe(SkullBash), 1), + (Axe(Sunder), 1), + (Axe(Plunder), 1), + (Axe(Defiance), 1), + (Axe(Keelhaul), 1), + (Axe(Bulkhead), 1), + (Axe(Capsize), 1), + // Hammer + (UnlockGroup(Weapon(Hammer)), 1), + (Hammer(ScornfulSwipe), 1), + (Hammer(Tremor), 1), + (Hammer(VigorousBash), 1), + (Hammer(Intercept), 1), + (Hammer(HeavyWhorl), 1), + (Hammer(Retaliate), 1), + (Hammer(Breach), 1), + (Hammer(SpineCracker), 1), + (Hammer(HelmCrusher), 1), + (Hammer(LungPummel), 1), + (Hammer(PileDriver), 1), + (Hammer(IronTempest), 1), + (Hammer(Upheaval), 1), + (Hammer(Tenacity), 1), + (Hammer(Rampart), 1), + (Hammer(Thunderclap), 1), + (Hammer(SeismicShock), 1), + (Hammer(Judgement), 1), + (Hammer(Earthshaker), 1), + + // Bow + (UnlockGroup(Weapon(Bow)), 1), + + (Bow(ProjSpeed), 2), + + (Bow(CDamage), 3), + (Bow(CKnockback), 2), + (Bow(CSpeed), 2), + (Bow(CRegen), 2), + (Bow(CMove), 2), + + (Bow(RDamage), 3), + (Bow(RCost), 2), + (Bow(RSpeed), 2), + + (Bow(UnlockShotgun), 1), + (Bow(SDamage), 2), + (Bow(SCost), 2), + (Bow(SArrows), 2), + (Bow(SSpread), 2), + + // Staff + (UnlockGroup(Weapon(Staff)), 1), + + (Staff(BDamage), 3), + (Staff(BRegen), 2), + (Staff(BRadius), 3), + + (Staff(FRange), 2), + (Staff(FDamage), 3), + (Staff(FDrain), 2), + (Staff(FVelocity), 2), + + (Staff(UnlockShockwave), 1), + (Staff(SDamage), 2), + (Staff(SKnockback), 2), + (Staff(SRange), 2), + (Staff(SCost), 2), + // Sceptre + (UnlockGroup(Weapon(Sceptre)), 1), + + (Sceptre(LDamage), 3), + (Sceptre(LRange), 2), + (Sceptre(LLifesteal), 3), + (Sceptre(LRegen), 2), + + (Sceptre(HHeal), 3), + (Sceptre(HDuration), 2), + (Sceptre(HCost), 2), + (Sceptre(HRange), 2), + + (Sceptre(UnlockAura), 1), + (Sceptre(AStrength), 2), + (Sceptre(ADuration), 2), + (Sceptre(ARange), 2), + (Sceptre(ACost), 2), + // Mining + (Pick(Speed), 3), + (Pick(OreGain), 3), + (Pick(GemGain), 3), + ], + // Just copypasta from max with random reductions + "middle": [ + // Sword + (UnlockGroup(Weapon(Sword)), 1), + + // Axe + (UnlockGroup(Weapon(Axe)), 1), + + // Hammer + (UnlockGroup(Weapon(Hammer)), 1), + + // Bow + (UnlockGroup(Weapon(Bow)), 1), + + (Bow(ProjSpeed), 2), + + (Bow(CDamage), 2), + (Bow(CKnockback), 2), + (Bow(CSpeed), 1), + (Bow(CRegen), 1), + (Bow(CMove), 2), + + (Bow(RDamage), 3), + (Bow(RCost), 1), + (Bow(RSpeed), 2), + + (Bow(UnlockShotgun), 1), + (Bow(SDamage), 2), + (Bow(SCost), 1), + (Bow(SArrows), 2), + (Bow(SSpread), 2), + + // Staff + (UnlockGroup(Weapon(Staff)), 1), + + (Staff(BDamage), 1), + (Staff(BRegen), 1), + (Staff(BRadius), 2), + + (Staff(FRange), 2), + (Staff(FDamage), 2), + (Staff(FDrain), 1), + (Staff(FVelocity), 2), + + (Staff(UnlockShockwave), 1), + (Staff(SDamage), 1), + (Staff(SKnockback), 2), + (Staff(SRange), 2), + (Staff(SCost), 2), + // Sceptre + (UnlockGroup(Weapon(Sceptre)), 1), + + (Sceptre(LDamage), 2), + (Sceptre(LRange), 2), + (Sceptre(LLifesteal), 2), + (Sceptre(LRegen), 2), + + (Sceptre(HHeal), 2), + (Sceptre(HCost), 2), + (Sceptre(HRange), 2), + + (Sceptre(UnlockAura), 1), + (Sceptre(AStrength), 2), + (Sceptre(ADuration), 1), + (Sceptre(ARange), 2), + (Sceptre(ACost), 2), + ], + // Basic skill preset to unlock all abilities + "basic": [ + // Sword + (UnlockGroup(Weapon(Sword)), 1), + + // Axe + (UnlockGroup(Weapon(Axe)), 1), + + // Hammer + (UnlockGroup(Weapon(Hammer)), 1), + + // Bow + (UnlockGroup(Weapon(Bow)), 1), + + (Bow(UnlockShotgun), 1), + + // Staff + (UnlockGroup(Weapon(Staff)), 1), + + (Staff(UnlockShockwave), 1), + + // Sceptre + (UnlockGroup(Weapon(Sceptre)), 1), + + (Sceptre(UnlockAura), 1), + ], +}) diff --git a/assets/server/manifests/resource_experience_manifest.ron b/assets/server/manifests/resource_experience_manifest.ron new file mode 100644 index 0000000..829cea2 --- /dev/null +++ b/assets/server/manifests/resource_experience_manifest.ron @@ -0,0 +1,19 @@ +ResourceExperienceManifest({ + "common.items.mineral.gem.amethyst": 4, + "common.items.mineral.gem.sapphire": 8, + "common.items.mineral.gem.topaz": 4, + "common.items.mineral.gem.diamond": 25, + "common.items.mineral.gem.emerald": 10, + "common.items.mineral.gem.ruby": 12, + + "common.items.mineral.ore.coal": 6, + "common.items.mineral.ore.gold": 25, + "common.items.mineral.ore.iron": 4, + "common.items.mineral.ore.silver": 22, + "common.items.mineral.ore.velorite": 8, + "common.items.mineral.ore.veloritefrag": 4, + "common.items.mineral.ore.bloodstone": 20, + "common.items.mineral.ore.cobalt": 15, + "common.items.mineral.ore.copper": 3, + "common.items.mineral.ore.tin": 3, +}) diff --git a/assets/test/loadout/ok/example_royal_guard.ron b/assets/test/loadout/ok/example_royal_guard.ron new file mode 100644 index 0000000..ad60ebe --- /dev/null +++ b/assets/test/loadout/ok/example_royal_guard.ron @@ -0,0 +1,30 @@ +#![enable(implicit_some)] +( + inherit: Combine([ + Asset("test.loadout.ok.just_crafted_rings"), + Choice([ + (1, Asset("test.loadout.ok.just_ori_armor")), + (1, Asset("test.loadout.ok.just_dragonscale")), + ]), + Asset("test.loadout.ok.just_butterfly_gliders"), + Asset("test.loadout.ok.just_lanterns"), + ]), + active_hands: Choice([ + (1, InHands(( + Item("common.items.weapons.sword.caladbolg"), + None, + ))), + (1, InHands(( + Item("common.items.weapons.bow.sagitta"), + None, + ))), + (1, InHands(( + ModularWeapon(tool: Hammer, material: Orichalcum, hands: One), + ModularWeapon(tool: Hammer, material: Orichalcum, hands: One), + ))), + (1, InHands(( + ModularWeapon(tool: Axe, material: Orichalcum, hands: One), + Item("common.items.weapons.shield.shield_1"), + ))), + ]), +) diff --git a/assets/test/loadout/ok/inherit_rings.ron b/assets/test/loadout/ok/inherit_rings.ron new file mode 100644 index 0000000..bbcf2ae --- /dev/null +++ b/assets/test/loadout/ok/inherit_rings.ron @@ -0,0 +1,12 @@ +#![enable(implicit_some)] +( + inherit: Asset("test.loadout.ok.just_rings"), + head: Item("common.items.armor.cultist.bandana"), + active_hands: InHands(( + ModularWeapon(tool: Axe, material: Orichalcum, hands: One), + Choice([ + (1, ModularWeapon(tool: Hammer, material: Orichalcum, hands: One)), + (1, ModularWeapon(tool: Axe, material: Orichalcum, hands: One)), + ]), + )), +) diff --git a/assets/test/loadout/ok/inherit_rings_and_choice_hands.ron b/assets/test/loadout/ok/inherit_rings_and_choice_hands.ron new file mode 100644 index 0000000..976e031 --- /dev/null +++ b/assets/test/loadout/ok/inherit_rings_and_choice_hands.ron @@ -0,0 +1,7 @@ +#![enable(implicit_some)] +( + inherit: Combine([ + Asset("test.loadout.ok.just_rings"), + Asset("test.loadout.ok.just_choice_hands"), + ]), +) diff --git a/assets/test/loadout/ok/inherit_rings_or_choice_hands.ron b/assets/test/loadout/ok/inherit_rings_or_choice_hands.ron new file mode 100644 index 0000000..b63fee5 --- /dev/null +++ b/assets/test/loadout/ok/inherit_rings_or_choice_hands.ron @@ -0,0 +1,7 @@ +#![enable(implicit_some)] +( + inherit: Choice([ + (1, Asset("test.loadout.ok.just_rings")), + (1, Asset("test.loadout.ok.just_choice_hands")), + ]), +) diff --git a/assets/test/loadout/ok/just_all_entries.ron b/assets/test/loadout/ok/just_all_entries.ron new file mode 100644 index 0000000..17f833a --- /dev/null +++ b/assets/test/loadout/ok/just_all_entries.ron @@ -0,0 +1,34 @@ +// Simple example that shows loadout spec with all entries. + +#![enable(implicit_some)] +( + // Gear + head: Item("common.items.npc_armor.biped_small.myrmidon.head.hoplite"), + neck: Item("common.items.armor.misc.neck.gem_of_resilience"), + shoulders: Item("common.items.armor.twigsflowers.shoulder"), + chest: Item("common.items.armor.twigsflowers.chest"), + gloves: Item("common.items.armor.twigsflowers.hand"), + ring1: Item("common.items.armor.misc.ring.gold"), + ring2: Item("common.items.armor.misc.ring.gold"), + back: Item("common.items.armor.misc.back.dungeon_purple"), + belt: Item("common.items.armor.twigsflowers.belt"), + legs: Item("common.items.armor.twigsflowers.pants"), + feet: Item("common.items.armor.twigsflowers.foot"), + tabard: Item("common.items.debug.admin"), + // Misc + bag1: Item("common.items.armor.misc.bag.tiny_leather_pouch"), + bag2: Item("common.items.armor.misc.bag.tiny_leather_pouch"), + bag3: Item("common.items.armor.misc.bag.tiny_leather_pouch"), + bag4: Item("common.items.armor.misc.bag.tiny_leather_pouch"), + lantern: Item("common.items.lantern.black_0"), + glider: Item("common.items.glider.basic_red"), + // Weapons + active_hands: InHands(( + ModularWeapon(tool: Sword, material: Bloodsteel, hands: One), + ModularWeapon(tool: Sword, material: Bloodsteel, hands: One), + )), + inactive_hands: InHands(( + Item("common.items.weapons.sceptre.sceptre_velorite_0"), + None, + )), +) diff --git a/assets/test/loadout/ok/just_butterfly_gliders.ron b/assets/test/loadout/ok/just_butterfly_gliders.ron new file mode 100644 index 0000000..e681886 --- /dev/null +++ b/assets/test/loadout/ok/just_butterfly_gliders.ron @@ -0,0 +1,8 @@ +#![enable(implicit_some)] +( + glider: Choice([ + (1, Item("common.items.glider.moth")), + (1, Item("common.items.glider.morpho")), + (1, Item("common.items.glider.monarch")), + ]), +) diff --git a/assets/test/loadout/ok/just_choice_hands.ron b/assets/test/loadout/ok/just_choice_hands.ron new file mode 100644 index 0000000..63d7d82 --- /dev/null +++ b/assets/test/loadout/ok/just_choice_hands.ron @@ -0,0 +1,17 @@ +#![enable(implicit_some)] +( + active_hands: Choice([ + (1, InHands(( + Item("common.items.weapons.sword_1h.starter"), + Item("common.items.weapons.sword_1h.starter"), + ))), + (1, InHands(( + ModularWeapon(tool: Hammer, material: Orichalcum, hands: One), + ModularWeapon(tool: Axe, material: Orichalcum, hands: One), + ))), + (1, InHands(( + Item("common.items.weapons.sword.cultist"), + None, + ))), + ]), +) diff --git a/assets/test/loadout/ok/just_crafted_rings.ron b/assets/test/loadout/ok/just_crafted_rings.ron new file mode 100644 index 0000000..67a5d7a --- /dev/null +++ b/assets/test/loadout/ok/just_crafted_rings.ron @@ -0,0 +1,23 @@ +#![enable(implicit_some)] +( + ring1: Choice([ + (1, Item("common.items.armor.misc.ring.amethyst")), + (1, Item("common.items.armor.misc.ring.diamond")), + (1, Item("common.items.armor.misc.ring.emerald")), + (1, Item("common.items.armor.misc.ring.gold")), + (1, Item("common.items.armor.misc.ring.ruby")), + (1, Item("common.items.armor.misc.ring.sapphire")), + (1, Item("common.items.armor.misc.ring.topaz")), + (1, Item("common.items.armor.misc.ring.abyssal_ring")), + ]), + ring2: Choice([ + (1, Item("common.items.armor.misc.ring.amethyst")), + (1, Item("common.items.armor.misc.ring.diamond")), + (1, Item("common.items.armor.misc.ring.emerald")), + (1, Item("common.items.armor.misc.ring.gold")), + (1, Item("common.items.armor.misc.ring.ruby")), + (1, Item("common.items.armor.misc.ring.sapphire")), + (1, Item("common.items.armor.misc.ring.topaz")), + (1, Item("common.items.armor.misc.ring.abyssal_ring")), + ]), +) diff --git a/assets/test/loadout/ok/just_dragonscale.ron b/assets/test/loadout/ok/just_dragonscale.ron new file mode 100644 index 0000000..112aa79 --- /dev/null +++ b/assets/test/loadout/ok/just_dragonscale.ron @@ -0,0 +1,10 @@ +#![enable(implicit_some)] +( + shoulders: Item("common.items.armor.hide.dragonscale.shoulder"), + chest: Item("common.items.armor.hide.dragonscale.chest"), + gloves: Item("common.items.armor.hide.dragonscale.hand"), + back: Item("common.items.armor.hide.dragonscale.back"), + belt: Item("common.items.armor.hide.dragonscale.belt"), + legs: Item("common.items.armor.hide.dragonscale.pants"), + feet: Item("common.items.armor.hide.dragonscale.foot"), +) diff --git a/assets/test/loadout/ok/just_lanterns.ron b/assets/test/loadout/ok/just_lanterns.ron new file mode 100644 index 0000000..178c9fa --- /dev/null +++ b/assets/test/loadout/ok/just_lanterns.ron @@ -0,0 +1,11 @@ +#![enable(implicit_some)] +( + lantern: Choice([ + (1, Item("common.items.lantern.black_0")), + (1, Item("common.items.lantern.blue_0")), + (1, Item("common.items.lantern.green_0")), + (1, Item("common.items.lantern.red_0")), + (1, Item("common.items.lantern.geode_purp")), + (1, Item("common.items.boss_drops.lantern")), + ]), +) diff --git a/assets/test/loadout/ok/just_ori_armor.ron b/assets/test/loadout/ok/just_ori_armor.ron new file mode 100644 index 0000000..8e86ac4 --- /dev/null +++ b/assets/test/loadout/ok/just_ori_armor.ron @@ -0,0 +1,10 @@ +#![enable(implicit_some)] +( + shoulders: Item("common.items.armor.mail.orichalcum.shoulder"), + chest: Item("common.items.armor.mail.orichalcum.chest"), + gloves: Item("common.items.armor.mail.orichalcum.hand"), + back: Item("common.items.armor.mail.orichalcum.back"), + belt: Item("common.items.armor.mail.orichalcum.belt"), + legs: Item("common.items.armor.mail.orichalcum.pants"), + feet: Item("common.items.armor.mail.orichalcum.foot"), +) diff --git a/assets/test/loadout/ok/just_rings.ron b/assets/test/loadout/ok/just_rings.ron new file mode 100644 index 0000000..701d83d --- /dev/null +++ b/assets/test/loadout/ok/just_rings.ron @@ -0,0 +1,5 @@ +#![enable(implicit_some)] +( + ring1: Item("common.items.armor.cultist.ring"), + ring2: Item("common.items.armor.cultist.ring"), +) diff --git a/assets/voxygen/audio/ambience/cave.ogg b/assets/voxygen/audio/ambience/cave.ogg new file mode 100644 index 0000000..dfda318 Binary files /dev/null and b/assets/voxygen/audio/ambience/cave.ogg differ diff --git a/assets/voxygen/audio/ambience/leaves.ogg b/assets/voxygen/audio/ambience/leaves.ogg new file mode 100644 index 0000000..69be4ec Binary files /dev/null and b/assets/voxygen/audio/ambience/leaves.ogg differ diff --git a/assets/voxygen/audio/ambience/rain.ogg b/assets/voxygen/audio/ambience/rain.ogg new file mode 100644 index 0000000..2af73b7 Binary files /dev/null and b/assets/voxygen/audio/ambience/rain.ogg differ diff --git a/assets/voxygen/audio/ambience/thunder.ogg b/assets/voxygen/audio/ambience/thunder.ogg new file mode 100644 index 0000000..e06b0d1 Binary files /dev/null and b/assets/voxygen/audio/ambience/thunder.ogg differ diff --git a/assets/voxygen/audio/ambience/wind.ogg b/assets/voxygen/audio/ambience/wind.ogg new file mode 100644 index 0000000..b20db51 Binary files /dev/null and b/assets/voxygen/audio/ambience/wind.ogg differ diff --git a/assets/voxygen/audio/ambient.ron b/assets/voxygen/audio/ambient.ron new file mode 100644 index 0000000..8f2bf4e --- /dev/null +++ b/assets/voxygen/audio/ambient.ron @@ -0,0 +1,29 @@ +( + tracks: [ + ( + path: "voxygen.audio.ambience.wind", + length: 14.2, + tag: Wind, + ), + ( + path: "voxygen.audio.ambience.rain", + length: 17.0, + tag: Rain, + ), + ( + path:"voxygen.audio.ambience.thunder", + length: 32.0, + tag: Thunder, + ), + ( + path:"voxygen.audio.ambience.leaves", + length: 26.0, + tag: Leaves, + ), + ( + path:"voxygen.audio.ambience.cave", + length: 75.5, + tag: Cave, + ) + ] +) diff --git a/assets/voxygen/audio/calendar/christmas/soundtrack.ron b/assets/voxygen/audio/calendar/christmas/soundtrack.ron new file mode 100644 index 0000000..88aef1d --- /dev/null +++ b/assets/voxygen/audio/calendar/christmas/soundtrack.ron @@ -0,0 +1,492 @@ +// Times: Day, Night, or None (both) +// Weathers: Clear, Cloudy, Rain, Storm, or None (any weather) +// Biomes: Grassland, Forest, Desert, Snowland, Lake, Mountain, Ocean, Jungle, Savannah, Taiga +// planned biomes: Swamp +// Number after biome indicates weighting; higher numbers are less frequent +// Sites: Settlement(Default, CliffTown, DesertCity, or SavannahPit), Cave, Dungeon(Old or Gnarling), or Void [none] +// Music states: Activity(Explore or Combat) +// Combat music is looped. Needs three files: start, loop, and end. Start contains leadup to the loop. +// Artist format is ("Artist", "https://website.com/"). If no website, use None. +// It's recommended to also have appropriate metadata for those who listen via the game files :) + +#![enable(implicit_some)] +( + tracks: + [ + + // Overworld exploration tracks + Individual(( + title: "Everbearing", + path: "voxygen.audio.soundtrack.overworld.everbearing", + length: 192.0, + timing: Day, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + )), + Individual(( + title: "Song of the Eldwood", + path: "voxygen.audio.soundtrack.overworld.song_of_the_eldwood", + length: 254.0, + timing: Night, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + )), + Individual(( + title: "Torii", + path: "voxygen.audio.soundtrack.overworld.torii", + length: 157.0, + timing: Day, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("FaceImplosion", "https://www.youtube.com/c/FaceImplosion"), + )), + Individual(( + title: "Adventurous Soul", + path: "voxygen.audio.soundtrack.overworld.adventurous_soul", + length: 184.0, + timing: Day, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("Crow", None), + )), + Individual(( + title: "Stargazing", + path: "voxygen.audio.soundtrack.overworld.stargazing", + length: 216.0, + timing: Night, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("GeekyGami", "https://geekygami.newgrounds.com/audio/"), + )), + Individual(( + title: "The Heavens Weep", + path: "voxygen.audio.soundtrack.overworld.the_heavens_weep", + length: 210.0, + timing: None, + weather: Rain, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("Oolnokk", "https://soundcloud.com/walkerhallplaysthegeetar"), + )), + Individual(( + title: "A Hero's Sorrow", + path: "voxygen.audio.soundtrack.overworld.a_heros_sorrow", + length: 252.0, + timing: None, + weather: Rain, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("Oolnokk", "https://soundcloud.com/walkerhallplaysthegeetar"), + )), + Individual(( + title: "Follow the Signs", + path: "voxygen.audio.soundtrack.overworld.follow_the_signs", + length: 154.0, + timing: Day, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("Oolnokk", "https://soundcloud.com/walkerhallplaysthegeetar"), + )), + Individual(( + title: "Travel By Night", + path: "voxygen.audio.soundtrack.overworld.travel_by_night", + length: 66.0, + timing: Night, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("Oolnokk", "https://soundcloud.com/walkerhallplaysthegeetar"), + )), + Individual(( + title: "Winter Falls", + path: "voxygen.audio.soundtrack.overworld.winter_falls", + length: 215.0, + timing: Day, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + )), + Individual(( + title: "A Solemn Quest", + path: "voxygen.audio.soundtrack.overworld.a_solemn_quest", + length: 206.0, + timing: Night, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("Eden", "https://soundcloud.com/usernumberuser"), + )), + Individual(( + title: "Snowtop Volume", + path: "voxygen.audio.soundtrack.overworld.snowtop_volume", + length: 89.0, + timing: Day, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Moonbeams", + path: "voxygen.audio.soundtrack.overworld.moonbeams", + length: 158.0, + timing: Night, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Campfire Stories", + path: "voxygen.audio.soundtrack.overworld.campfire_stories", + length: 100.0, + timing: Night, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + Individual(( + title: "Limits", + path: "voxygen.audio.soundtrack.overworld.limits", + length: 203.0, + timing: Day, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + Individual(( + title: "Between The Fairies", + path: "voxygen.audio.soundtrack.overworld.between_the_fairies", + length: 175.0, + timing: Day, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + Individual(( + title: "Life of a Background Mob", + path: "voxygen.audio.soundtrack.town.life_of_a_background_mob", + length: 234.0, + timing: Day, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("GeekyGami", "https://geekygami.newgrounds.com/audio/"), + )), + Individual(( + title: "Warmth of the Hearth", + path: "voxygen.audio.soundtrack.town.warmth_of_the_hearth", + length: 156.0, + timing: Night, + weather: None, + biomes:[], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("Crow", None), + )), + Individual(( + title: "The Quiet After the Battle", + path: "voxygen.audio.soundtrack.town.the_quiet_after_the_battle", + length: 240.0, + timing: Night, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("Tobias Thy - (Thy SFX)", "https://soundcloud.com/thyofficial"), + )), + Individual(( + title: "Starlit Pathways", + path: "voxygen.audio.soundtrack.town.starlit_pathways", + length: 132.0, + timing: Night, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + )), + Individual(( + title: "Stars Like Stalactites", + path: "voxygen.audio.soundtrack.cave.stars_like_stalactites", + length: 130.0, + timing: Night, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity), Settlement(SavannahPit)], + music_state: Activity(Explore), + artist: ("DragonDee", "https://soundcloud.com/deanna-rusnock"), + )), + + // Cave music + + Individual(( + title: "Stars Like Stalactites", + path: "voxygen.audio.soundtrack.cave.stars_like_stalactites", + length: 130.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("DragonDee", "https://soundcloud.com/deanna-rusnock"), + )), + Individual(( + title: "Cavernous Hollow", + path: "voxygen.audio.soundtrack.cave.cavernous_hollow", + length: 256.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("GeekyGami", "https://geekygami.newgrounds.com/audio/"), + )), + Individual(( + title: "Saturated Hallows", + path: "voxygen.audio.soundtrack.cave.saturated_hallows", + length: 227.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("Flashbang", "https://soundcloud.com/unboundir0n-m4n"), + )), + Individual(( + title: "Mineral Deposits", + path: "voxygen.audio.soundtrack.cave.mineral_deposits", + length: 148.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Down The Rabbit Hole", + path: "voxygen.audio.soundtrack.cave.down_the_rabbit_hole", + length: 244.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + + // Dungeon music + + Individual(( + title: "A Heart's Ice-Cold Protection", + path: "voxygen.audio.soundtrack.dungeon.a_hearts_ice-cold_protection", + length: 205.0, + timing: None, + weather: None, + biomes:[], + sites: [ + Dungeon(Adlet), + ], + music_state: Activity(Explore), + artist: ("GeekyGami", "https://geekygami.newgrounds.com/audio/"), + )), + Individual(( + title: "Mysty Temple", + path: "voxygen.audio.soundtrack.dungeon.mysty_temple", + length: 183.0, + timing: None, + weather: None, + biomes:[], + sites: [ + Dungeon(Old), + Dungeon(Adlet), + ], + music_state: Activity(Explore), + artist: ("Tiny", None), + )), + Individual(( + title: "Cobbled Halls", + path: "voxygen.audio.soundtrack.dungeon.cobbled_halls", + length: 240.0, + timing: None, + weather: None, + biomes:[], + sites: [ + Dungeon(Old), + ], + music_state: Activity(Explore), + artist: ("Crow", None), + )), + Individual(( + title: "Dank Dungeon", + path: "voxygen.audio.soundtrack.dungeon.dank_dungeon", + length: 130.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + Dungeon(Adlet), + ], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Ruination", + path: "voxygen.audio.soundtrack.dungeon.ruination", + length: 135.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + Dungeon(Adlet), + ], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Vast Onslaught", + path: "voxygen.audio.soundtrack.dungeon.vast_onslaught", + length: 237.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Sacred Temple", + path: "voxygen.audio.soundtrack.dungeon.sacred_temple", + length: 75.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "The Undergrowth", + path: "voxygen.audio.soundtrack.overworld.the_undergrowth", + length: 165.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Gnarling), + ], + music_state: Activity(Explore), + artist: ("Oolnokk", "https://soundcloud.com/walkerhallplaysthegeetar"), + )), + Individual(( + title: "Jungle Ambient", + path: "voxygen.audio.soundtrack.overworld.jungle_ambient", + length: 218.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Gnarling), + ], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + Individual(( + title: "Thrumming Waters", + path: "voxygen.audio.soundtrack.dungeon.thrumming_waters", + length: 100.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Gnarling), + ], + music_state: Activity(Explore), + artist: ("Jeremiah Sweeney", "https://soundcloud.com/jsweeney743"), + )), + + // Combat Music + + Segmented( + title: "Barred Paths", + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + segments: [ + ("voxygen.audio.soundtrack.combat.barred_paths.barred_paths-start", 61.818, Transition(Explore, Combat(High)), Some(Combat(High))), + ("voxygen.audio.soundtrack.combat.barred_paths.barred_paths-loop", 54.545, Activity(Combat(High)), None), + ("voxygen.audio.soundtrack.combat.barred_paths.barred_paths-end", 6.0, Transition(Combat(High), Explore), None), + ], + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + ), + Segmented( + title: "Reversal", + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + segments: [ + ("voxygen.audio.soundtrack.combat.reversal.reversal-start", 61.666, Transition(Explore, Combat(High)), Some(Combat(High))), + ("voxygen.audio.soundtrack.combat.reversal.reversal-loop", 60.0, Activity(Combat(High)), None), + ("voxygen.audio.soundtrack.combat.reversal.reversal-end", 3.666, Transition(Combat(High), Explore), None), + ], + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + ), + Segmented( + title: "Clash", + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + segments: [ + ("voxygen.audio.soundtrack.combat.clash.clash-start", 121.5, Transition(Explore, Combat(High)), Some(Combat(High))), + ("voxygen.audio.soundtrack.combat.clash.clash-loop", 81.0, Activity(Combat(High)), None), + ("voxygen.audio.soundtrack.combat.clash.clash-end", 1.5, Transition(Combat(High), Explore), None), + ], + artist: ("Alfredo Pompa D & Rodriogo Plata", None), + ), + ] +) \ No newline at end of file diff --git a/assets/voxygen/audio/calendar/halloween/soundtrack.ron b/assets/voxygen/audio/calendar/halloween/soundtrack.ron new file mode 100644 index 0000000..526b83e --- /dev/null +++ b/assets/voxygen/audio/calendar/halloween/soundtrack.ron @@ -0,0 +1,350 @@ +// Times: Day, Night, or None (both) +// Weathers: Clear, Cloudy, Rain, Storm, or None (any weather) +// Biomes: Grassland, Forest, Desert, Snowland, Lake, Mountain, Ocean, Jungle, Savannah, Taiga +// planned biomes: Swamp +// Number after biome indicates weighting; higher numbers are less frequent +// Sites: Settlement(Default, CliffTown, DesertCity, or SavannahPit), Cave, Dungeon(Old or Gnarling), or Void [none] +// Music states: Activity(Explore or Combat) +// Combat music is looped. Needs three files: start, loop, and end. Start contains leadup to the loop. +// Artist format is ("Artist", "https://website.com/"). If no website, use None. +// It's recommended to also have appropriate metadata for those who listen via the game files :) + +#![enable(implicit_some)] +( + tracks: + [ + + // Overworld exploration tracks + + Individual(( + title: "Down The Rabbit Hole", + path: "voxygen.audio.soundtrack.cave.down_the_rabbit_hole", + length: 244.0, + timing: None, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity)], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + Individual(( + title: "Dank Dungeon", + path: "voxygen.audio.soundtrack.dungeon.dank_dungeon", + length: 130.0, + timing: None, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity)], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Ruination", + path: "voxygen.audio.soundtrack.dungeon.ruination", + length: 135.0, + timing: None, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity)], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Moonlit Canopy", + path: "voxygen.audio.soundtrack.overworld.moonlit_canopy", + length: 170.0, + timing: None, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity)], + music_state: Activity(Explore), + artist: ("GeekyGami", "https://geekygami.newgrounds.com/audio/"), + )), + Individual(( + title: "Ethereal Bonds", + path: "voxygen.audio.soundtrack.overworld.ethereal_bonds", + length: 59.0, + timing: None, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity)], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Raising Below Like Thunder", + path: "voxygen.audio.soundtrack.overworld.raising_below_like_thunder", + length: 120.0, + timing: None, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity)], + music_state: Activity(Explore), + artist: ("Rarnage", "https://soundcloud.com/rarnage44"), + )), + Individual(( + title: "Into The Dark Forest", + path: "voxygen.audio.soundtrack.overworld.into_the_dark_forest", + length: 184.0, + timing: None, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity)], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Ballerine Macabre", + path: "voxygen.audio.soundtrack.overworld.ballerine_macabre", + length: 193.0, + timing: None, + weather: None, + biomes: [], + sites: [Void, Settlement(Default), Settlement(CliffTown), Settlement(DesertCity)], + music_state: Activity(Explore), + artist: ("GeekyGami", "https://geekygami.newgrounds.com/audio/"), + )), + + // Cave music + + Individual(( + title: "Stars Like Stalactites", + path: "voxygen.audio.soundtrack.cave.stars_like_stalactites", + length: 130.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("DragonDee", "https://soundcloud.com/deanna-rusnock"), + )), + Individual(( + title: "Cavernous Hollow", + path: "voxygen.audio.soundtrack.cave.cavernous_hollow", + length: 256.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("GeekyGami", "https://geekygami.newgrounds.com/audio/"), + )), + Individual(( + title: "Saturated Hallows", + path: "voxygen.audio.soundtrack.cave.saturated_hallows", + length: 227.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("Flashbang", "https://soundcloud.com/unboundir0n-m4n"), + )), + Individual(( + title: "Mineral Deposits", + path: "voxygen.audio.soundtrack.cave.mineral_deposits", + length: 148.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Down The Rabbit Hole", + path: "voxygen.audio.soundtrack.cave.down_the_rabbit_hole", + length: 244.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + + // Dungeon music + + Individual(( + title: "A Heart's Ice-Cold Protection", + path: "voxygen.audio.soundtrack.dungeon.a_hearts_ice-cold_protection", + length: 205.0, + timing: None, + weather: None, + biomes:[], + sites: [ + Dungeon(Adlet), + ], + music_state: Activity(Explore), + artist: ("GeekyGami", "https://geekygami.newgrounds.com/audio/"), + )), + Individual(( + title: "Mysty Temple", + path: "voxygen.audio.soundtrack.dungeon.mysty_temple", + length: 183.0, + timing: None, + weather: None, + biomes:[], + sites: [ + Dungeon(Old), + Dungeon(Adlet), + ], + music_state: Activity(Explore), + artist: ("Tiny", None), + )), + Individual(( + title: "Cobbled Halls", + path: "voxygen.audio.soundtrack.dungeon.cobbled_halls", + length: 240.0, + timing: None, + weather: None, + biomes:[], + sites: [ + Dungeon(Old), + ], + music_state: Activity(Explore), + artist: ("Crow", None), + )), + Individual(( + title: "Dank Dungeon", + path: "voxygen.audio.soundtrack.dungeon.dank_dungeon", + length: 130.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + Dungeon(Adlet), + ], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Ruination", + path: "voxygen.audio.soundtrack.dungeon.ruination", + length: 135.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + Dungeon(Adlet), + ], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Vast Onslaught", + path: "voxygen.audio.soundtrack.dungeon.vast_onslaught", + length: 237.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Sacred Temple", + path: "voxygen.audio.soundtrack.dungeon.sacred_temple", + length: 75.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "The Undergrowth", + path: "voxygen.audio.soundtrack.overworld.the_undergrowth", + length: 165.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Gnarling), + ], + music_state: Activity(Explore), + artist: ("Oolnokk", "https://soundcloud.com/walkerhallplaysthegeetar"), + )), + Individual(( + title: "Jungle Ambient", + path: "voxygen.audio.soundtrack.overworld.jungle_ambient", + length: 218.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Gnarling), + ], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + Individual(( + title: "Thrumming Waters", + path: "voxygen.audio.soundtrack.dungeon.thrumming_waters", + length: 100.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Gnarling), + ], + music_state: Activity(Explore), + artist: ("Jeremiah Sweeney", "https://soundcloud.com/jsweeney743"), + )), + + // Combat Music + + Segmented( + title: "Barred Paths", + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + segments: [ + ("voxygen.audio.soundtrack.combat.barred_paths.barred_paths-start", 61.818, Transition(Explore, Combat(High)), Some(Combat(High))), + ("voxygen.audio.soundtrack.combat.barred_paths.barred_paths-loop", 54.545, Activity(Combat(High)), None), + ("voxygen.audio.soundtrack.combat.barred_paths.barred_paths-end", 6.0, Transition(Combat(High), Explore), None), + ], + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + ), + Segmented( + title: "Reversal", + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + segments: [ + ("voxygen.audio.soundtrack.combat.reversal.reversal-start", 61.666, Transition(Explore, Combat(High)), Some(Combat(High))), + ("voxygen.audio.soundtrack.combat.reversal.reversal-loop", 60.0, Activity(Combat(High)), None), + ("voxygen.audio.soundtrack.combat.reversal.reversal-end", 3.666, Transition(Combat(High), Explore), None), + ], + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + ), + Segmented( + title: "Clash", + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + segments: [ + ("voxygen.audio.soundtrack.combat.clash.clash-start", 121.5, Transition(Explore, Combat(High)), Some(Combat(High))), + ("voxygen.audio.soundtrack.combat.clash.clash-loop", 81.0, Activity(Combat(High)), None), + ("voxygen.audio.soundtrack.combat.clash.clash-end", 1.5, Transition(Combat(High), Explore), None), + ], + artist: ("Alfredo Pompa D & Rodriogo Plata", None), + ), + ] +) \ No newline at end of file diff --git a/assets/voxygen/audio/music_transition_manifest.ron b/assets/voxygen/audio/music_transition_manifest.ron new file mode 100644 index 0000000..252d362 --- /dev/null +++ b/assets/voxygen/audio/music_transition_manifest.ron @@ -0,0 +1,16 @@ +( + combat_nearby_radius: 25.0, + combat_health_factor: 70.0, + combat_nearby_high_thresh: 4, + combat_nearby_low_thresh: 4, + fade_timings: { + //(Track 1, Track 2): (Track 1 fade out (sec), Track 2 fade in (sec)), + (TitleMusic, Exploration): (4.0, 4.0), + (TitleMusic, Combat): (4.0, 4.0), + (Exploration, TitleMusic): (2.0, 2.0), + (Exploration, Combat): (0.5, 0.5), + (Combat, Exploration): (2.0, 5.0), + (Combat, TitleMusic): (2.0, 2.0), + }, + interrupt_delay: 5.0, +) diff --git a/assets/voxygen/audio/null.ogg b/assets/voxygen/audio/null.ogg new file mode 100644 index 0000000..3a87acd Binary files /dev/null and b/assets/voxygen/audio/null.ogg differ diff --git a/assets/voxygen/audio/sfx.ron b/assets/voxygen/audio/sfx.ron new file mode 100644 index 0000000..48d2771 --- /dev/null +++ b/assets/voxygen/audio/sfx.ron @@ -0,0 +1,1863 @@ +#![enable(implicit_some)] +( + { + // + // Ambient + // + Campfire: ( + files: [ + "voxygen.audio.sfx.ambient.fire", + ], + threshold: 21.835, + subtitle: "subtitle-campfire", + ), + Birdcall: ( + files: [ + "voxygen.audio.sfx.ambient.birdcall_01", + "voxygen.audio.sfx.ambient.birdcall_02", + "voxygen.audio.sfx.ambient.birdcall_03", + "voxygen.audio.sfx.ambient.birdcall_04", + "voxygen.audio.sfx.ambient.birdcall_05", + "voxygen.audio.sfx.ambient.birdcall_06", + "voxygen.audio.sfx.ambient.birdcall_07", + "voxygen.audio.sfx.ambient.birdcall_08", + "voxygen.audio.sfx.ambient.birdcall_09", + "voxygen.audio.sfx.ambient.birdcall_10", + ], + threshold: 10.0, + subtitle: "subtitle-bird_call", + ), + Owl: ( + files: [ + "voxygen.audio.sfx.ambient.owl_1", + ], + threshold: 14.0, + subtitle: "subtitle-owl", + ), + //Crickets: -20dB + Cricket1: ( + files: [ + "voxygen.audio.sfx.ambient.crickets_1", + ], + threshold: 0.0, + ), + Cricket2: ( + files: [ + "voxygen.audio.sfx.ambient.crickets_2", + ], + threshold: 0.0, + ), + Cricket3: ( + files: [ + "voxygen.audio.sfx.ambient.crickets_3", + ], + threshold: 0.0, + ), + Frog: ( + files: [ + "voxygen.audio.sfx.ambient.frog_croak_1", + ], + threshold: 4.0, + ), + Bees: ( + files: [ + "voxygen.audio.sfx.ambient.bees_1", + ], + threshold: 15.0, + subtitle: "subtitle-bees", + ), + RunningWaterSlow: ( + files: [ + "voxygen.audio.sfx.ambient.river_sounds.running_water-001", + "voxygen.audio.sfx.ambient.river_sounds.running_water-002", + "voxygen.audio.sfx.ambient.river_sounds.running_water-003", + "voxygen.audio.sfx.ambient.river_sounds.running_water-004", + "voxygen.audio.sfx.ambient.river_sounds.running_water-005", + "voxygen.audio.sfx.ambient.river_sounds.running_water-006", + "voxygen.audio.sfx.ambient.river_sounds.running_water-007", + "voxygen.audio.sfx.ambient.river_sounds.running_water-008", + "voxygen.audio.sfx.ambient.river_sounds.running_water-009", + "voxygen.audio.sfx.ambient.river_sounds.running_water-010", + "voxygen.audio.sfx.ambient.river_sounds.running_water-011", + "voxygen.audio.sfx.ambient.river_sounds.running_water-012", + "voxygen.audio.sfx.ambient.river_sounds.running_water-013", + "voxygen.audio.sfx.ambient.river_sounds.running_water-014", + "voxygen.audio.sfx.ambient.river_sounds.running_water-015", + "voxygen.audio.sfx.ambient.river_sounds.running_water-016", + "voxygen.audio.sfx.ambient.river_sounds.running_water-017", + "voxygen.audio.sfx.ambient.river_sounds.running_water-018", + "voxygen.audio.sfx.ambient.river_sounds.running_water-019", + "voxygen.audio.sfx.ambient.river_sounds.running_water-020", + "voxygen.audio.sfx.ambient.river_sounds.running_water-021", + "voxygen.audio.sfx.ambient.river_sounds.running_water-022", + "voxygen.audio.sfx.ambient.river_sounds.running_water-023", + "voxygen.audio.sfx.ambient.river_sounds.running_water-024", + "voxygen.audio.sfx.ambient.river_sounds.running_water-025", + "voxygen.audio.sfx.ambient.river_sounds.running_water-026", + "voxygen.audio.sfx.ambient.river_sounds.running_water-027", + ], + threshold: 7.0, + subtitle: "subtitle-running_water", + ), + RunningWaterFast: ( + files: [ + "voxygen.audio.sfx.ambient.river_sounds.fast_water-001", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-002", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-003", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-004", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-005", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-006", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-007", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-008", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-009", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-010", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-011", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-012", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-013", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-014", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-015", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-016", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-017", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-018", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-019", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-020", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-021", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-022", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-023", + "voxygen.audio.sfx.ambient.river_sounds.fast_water-024", + ], + threshold: 5.0, + subtitle: "subtitle-running_water", + ), + Lavapool: ( + files: [ + "voxygen.audio.sfx.ambient.river_sounds.running_water-003", + "voxygen.audio.sfx.ambient.river_sounds.running_water-004", + "voxygen.audio.sfx.ambient.river_sounds.running_water-005", + "voxygen.audio.sfx.ambient.river_sounds.running_water-006", + "voxygen.audio.sfx.ambient.river_sounds.running_water-012", + "voxygen.audio.sfx.ambient.river_sounds.running_water-013", + ], + threshold: 7.0, + subtitle: "subtitle-lavapool", + ), + // + // Character States + // + Swim: ( + files: [ + "voxygen.audio.sfx.footsteps.water_splash_1", + "voxygen.audio.sfx.footsteps.water_splash_2", + "voxygen.audio.sfx.footsteps.water_splash_3", + "voxygen.audio.sfx.footsteps.water_splash_4", + ], + threshold: 0.5, + subtitle: "subtitle-swim", + ), + Run(Earth): ( + files: [ + "voxygen.audio.sfx.footsteps.stepdirt_1", + "voxygen.audio.sfx.footsteps.stepdirt_2", + "voxygen.audio.sfx.footsteps.stepdirt_3", + "voxygen.audio.sfx.footsteps.stepdirt_4", + "voxygen.audio.sfx.footsteps.stepdirt_5", + ], + threshold: 0.5, + subtitle: "subtitle-footsteps_earth", + ), + QuadRun(Earth): ( + files: [ + "voxygen.audio.sfx.footsteps.stepdirt_1", + "voxygen.audio.sfx.footsteps.stepdirt_2", + "voxygen.audio.sfx.footsteps.stepdirt_3", + "voxygen.audio.sfx.footsteps.stepdirt_4", + "voxygen.audio.sfx.footsteps.stepdirt_5", + ], + threshold: 0.25, + subtitle: "subtitle-footsteps_earth", + ), + Run(Grass): ( + files: [ + "voxygen.audio.sfx.footsteps.stepgrass_1", + "voxygen.audio.sfx.footsteps.stepgrass_2", + "voxygen.audio.sfx.footsteps.stepgrass_3", + "voxygen.audio.sfx.footsteps.stepgrass_4", + "voxygen.audio.sfx.footsteps.stepgrass_5", + "voxygen.audio.sfx.footsteps.stepgrass_6", + ], + threshold: 1.0, + subtitle: "subtitle-footsteps_grass", + ), + QuadRun(Grass): ( + files: [ + "voxygen.audio.sfx.footsteps.stepgrass_1", + "voxygen.audio.sfx.footsteps.stepgrass_2", + "voxygen.audio.sfx.footsteps.stepgrass_3", + "voxygen.audio.sfx.footsteps.stepgrass_4", + "voxygen.audio.sfx.footsteps.stepgrass_5", + "voxygen.audio.sfx.footsteps.stepgrass_6", + ], + threshold: 0.5, + subtitle: "subtitle-footsteps_grass", + ), + // For when sand 1) exists and 2) has unique sounds + // Run(Sand): ( + // files: [ + // "voxygen.audio.sfx.footsteps.stepdirt_1", + // "voxygen.audio.sfx.footsteps.stepdirt_2", + // "voxygen.audio.sfx.footsteps.stepdirt_3", + // "voxygen.audio.sfx.footsteps.stepdirt_4", + // "voxygen.audio.sfx.footsteps.stepdirt_5", + // ], + // threshold: 1.6, + // ), + // QuadRun(Sand): ( + // files: [ + // "voxygen.audio.sfx.footsteps.stepdirt_1", + // "voxygen.audio.sfx.footsteps.stepdirt_2", + // "voxygen.audio.sfx.footsteps.stepdirt_3", + // "voxygen.audio.sfx.footsteps.stepdirt_4", + // "voxygen.audio.sfx.footsteps.stepdirt_5", + // ], + // threshold: 0.8, + // ), + Run(Snow): ( + files: [ + "voxygen.audio.sfx.footsteps.snow_step_1", + "voxygen.audio.sfx.footsteps.snow_step_2", + "voxygen.audio.sfx.footsteps.snow_step_3", + ], + threshold: 1.0, + subtitle: "subtitle-footsteps_snow", + ), + QuadRun(Snow): ( + files: [ + "voxygen.audio.sfx.footsteps.snow_step_1", + "voxygen.audio.sfx.footsteps.snow_step_2", + "voxygen.audio.sfx.footsteps.snow_step_3", + ], + threshold: 0.5, + subtitle: "subtitle-footsteps_snow", + ), + Run(Rock): ( + files: [ + "voxygen.audio.sfx.footsteps.stone_step_1", + "voxygen.audio.sfx.footsteps.stone_step_2", + "voxygen.audio.sfx.footsteps.stone_step_3", + "voxygen.audio.sfx.footsteps.stone_step_4", + "voxygen.audio.sfx.footsteps.stone_step_5", + "voxygen.audio.sfx.footsteps.stone_step_6", + "voxygen.audio.sfx.footsteps.stone_step_7", + "voxygen.audio.sfx.footsteps.stone_step_8", + "voxygen.audio.sfx.footsteps.stone_step_9", + "voxygen.audio.sfx.footsteps.stone_step_10", + "voxygen.audio.sfx.footsteps.stone_step_11", + "voxygen.audio.sfx.footsteps.stone_step_12", + ], + threshold: 1.0, + subtitle: "subtitle-footsteps_rock", + ), + QuadRun(Rock): ( + files: [ + "voxygen.audio.sfx.footsteps.stone_step_1", + "voxygen.audio.sfx.footsteps.stone_step_2", + "voxygen.audio.sfx.footsteps.stone_step_3", + "voxygen.audio.sfx.footsteps.stone_step_4", + "voxygen.audio.sfx.footsteps.stone_step_5", + "voxygen.audio.sfx.footsteps.stone_step_6", + "voxygen.audio.sfx.footsteps.stone_step_7", + "voxygen.audio.sfx.footsteps.stone_step_8", + "voxygen.audio.sfx.footsteps.stone_step_9", + "voxygen.audio.sfx.footsteps.stone_step_10", + "voxygen.audio.sfx.footsteps.stone_step_11", + "voxygen.audio.sfx.footsteps.stone_step_12", + ], + threshold: 0.5, + subtitle: "subtitle-footsteps_rock", + ), + Roll: ( + files: [ + "voxygen.audio.sfx.character.dive_roll_1", + "voxygen.audio.sfx.character.dive_roll_2", + ], + threshold: 0.3, + subtitle: "subtitle-roll", + ), + Climb: ( + files: [ + // TODO: sync with animation, make actual sfx + "voxygen.audio.sfx.footsteps.stepdirt_1", + "voxygen.audio.sfx.footsteps.stepdirt_2", + "voxygen.audio.sfx.footsteps.stepdirt_3", + "voxygen.audio.sfx.footsteps.stepdirt_4", + "voxygen.audio.sfx.footsteps.stepdirt_5", + ], + threshold: 1.2, + subtitle: "subtitle-climb", + ), + GliderOpen: ( + files: [ + "voxygen.audio.sfx.character.glider_open", + ], + threshold: 0.1, + subtitle: "subtitle-glider_open", + ), + GliderClose: ( + files: [ + "voxygen.audio.sfx.character.glider_close", + ], + threshold: 0.1, + subtitle: "subtitle-glider_close", + ), + Glide: ( + files: [ + "voxygen.audio.sfx.character.catch_air_1", + "voxygen.audio.sfx.character.catch_air_2", + "voxygen.audio.sfx.character.catch_air_3", + "voxygen.audio.sfx.character.catch_air_4", + "voxygen.audio.sfx.character.catch_air_5", + "voxygen.audio.sfx.character.catch_air_6", + "voxygen.audio.sfx.character.catch_air_7", + "voxygen.audio.sfx.character.catch_air_8", + ], + threshold: 0.85, + subtitle: "subtitle-glide", + ), + + // + // Sword + // + Wield(Sword): ( + files: [ + "voxygen.audio.sfx.weapon.sword_out", + ], + threshold: 0.5, + subtitle: "subtitle-wield_sword", + ), + Unwield(Sword): ( + files: [ + "voxygen.audio.sfx.weapon.sword_in", + ], + threshold: 0.5, + subtitle: "subtitle-unwield_sword", + ), + Attack(ComboMelee2(Action), Sword): ( + files: [ + "voxygen.audio.sfx.abilities.swing_sword", + ], + threshold: 0.7, + subtitle: "subtitle-sword_attack", + ), + Attack(FinisherMelee(Action), Sword): ( + files: [ + "voxygen.audio.sfx.abilities.swing_sword", + ], + threshold: 0.7, + subtitle: "subtitle-sword_attack", + ), + Attack(DiveMelee(Action), Sword): ( + files: [ + "voxygen.audio.sfx.abilities.swing_sword", + ], + threshold: 0.7, + subtitle: "subtitle-sword_attack", + ), + Attack(RiposteMelee(Action), Sword): ( + files: [ + "voxygen.audio.sfx.abilities.swing_sword", + ], + threshold: 0.7, + subtitle: "subtitle-sword_attack", + ), + Attack(RapidMelee(Action), Sword): ( + files: [ + "voxygen.audio.sfx.abilities.swing_sword", + ], + threshold: 0.7, + subtitle: "subtitle-sword_attack", + ), + Attack(ChargedMelee(Action), Sword): ( + files: [ + "voxygen.audio.sfx.abilities.swing_sword", + ], + threshold: 0.7, + subtitle: "subtitle-sword_attack", + ), + Attack(DashMelee(Action), Sword): ( + files: [ + "voxygen.audio.sfx.abilities.sword_dash", + ], + threshold: 0.8, + subtitle: "subtitle-sword_attack", + ), + Attack(DashMelee(Action), Hammer): ( + files: [ + "voxygen.audio.sfx.abilities.swing", + ], + threshold: 0.7, + subtitle: "subtitle-hammer-attack", + ), + Inventory(CollectedTool(Sword)): ( + files: [ + "voxygen.audio.sfx.inventory.pickup_sword", + ], + threshold: 0.3, + subtitle: "subtitle-pickup_sword", + ), + + // + // Hammer + // + Wield(Hammer): ( + files: [ + "voxygen.audio.sfx.weapon.weapon_out", + ], + threshold: 0.5, + subtitle: "subtitle-wield_hammer", + ), + Unwield(Hammer): ( + files: [ + "voxygen.audio.sfx.weapon.weapon_in", + ], + threshold: 0.5, + subtitle: "subtitle-unwield_hammer", + ), + Attack(ChargedMelee(Action), Hammer): ( + files: [ + "voxygen.audio.sfx.abilities.swing", + ], + threshold: 0.7, + subtitle: "subtitle-hammer_attack", + ), + Attack(LeapMelee(Action), Hammer): ( + files: [ + "voxygen.audio.sfx.abilities.swing", + ], + threshold: 0.8, + subtitle: "subtitle-hammer_attack", + ), + Inventory(CollectedTool(Hammer)): ( + files: [ + "voxygen.audio.sfx.inventory.pickup_sword", + ], + threshold: 0.3, + subtitle: "subtitle-pickup_hammer", + ), + + // + // Axe + // + Wield(Axe): ( + files: [ + "voxygen.audio.sfx.weapon.weapon_out", + ], + threshold: 0.5, + subtitle: "subtitle-wield_axe", + ), + Unwield(Axe): ( + files: [ + "voxygen.audio.sfx.weapon.weapon_in", + ], + threshold: 0.5, + subtitle: "subtitle-unwield_axe", + ), + Attack(RapidMelee(Action), Axe): ( + files: [ + "voxygen.audio.sfx.abilities.swing", + ], + threshold: 0.8, + subtitle: "subtitle-axe_attack", + ), + Attack(LeapMelee(Action), Axe): ( + files: [ + "voxygen.audio.sfx.abilities.swing", + ], + threshold: 0.8, + subtitle: "subtitle-axe_attack", + ), + Attack(BasicMelee(Action), Axe): ( + files: [ + "voxygen.audio.sfx.abilities.swing", + ], + threshold: 0.8, + subtitle: "subtitle-axe_attack", + ), + Inventory(CollectedTool(Axe)): ( + files: [ + "voxygen.audio.sfx.inventory.pickup_sword", + ], + threshold: 0.3, + subtitle: "subtitle-pickup_axe", + ), + + // + // Fire Staff + // + Wield(Staff): ( + files: [ + "voxygen.audio.sfx.weapon.staff_out", + ], + threshold: 0.5, + subtitle: "subtitle-wield_staff", + ), + Unwield(Staff): ( + files: [ + "voxygen.audio.sfx.weapon.staff_in", + ], + threshold: 0.5, + subtitle: "subtitle-unwield_staff", + ), + //Attack(BasicRanged, Staff): ( + // files: [ + // "voxygen.audio.sfx.abilities.staff_channeling", + // ], + // threshold: 0.8, + //), + Inventory(CollectedTool(Staff)): ( + files: [ + "voxygen.audio.sfx.inventory.pickup_staff", + ], + threshold: 0.3, + subtitle: "subtitle-pickup_staff", + ), + + // + // Bow + // + Wield(Bow): ( + files: [ + "voxygen.audio.sfx.weapon.weapon_out", + ], + threshold: 0.5, + subtitle: "subtitle-wield_bow", + ), + Unwield(Bow): ( + files: [ + "voxygen.audio.sfx.weapon.weapon_in", + ], + threshold: 0.5, + subtitle: "subtitle-unwield_bow", + ), + //Attack(BasicRanged, Bow): ( + // files: [ + // // channeling sound. + // ], + // threshold: 0.8, + //), + Inventory(CollectedTool(Bow)): ( + files: [ + "voxygen.audio.sfx.inventory.add_item", + ], + threshold: 0.3, + subtitle: "subtitle-pickup_bow", + ), + + // + // Sceptre + // + Wield(Sceptre): ( + files: [ + "voxygen.audio.sfx.weapon.staff_out", + ], + threshold: 0.5, + subtitle: "subtitle-wield_sceptre", + ), + Unwield(Sceptre): ( + files: [ + "voxygen.audio.sfx.weapon.staff_in", + ], + threshold: 0.5, + subtitle: "subtitle-unwield_sceptre", + ), + Attack(BasicAura, Sceptre): ( + files: [ + "voxygen.audio.sfx.abilities.sceptre_aura", + ], + threshold: 2.5, + subtitle: "subtitle-sceptre_heal", + ), + Inventory(CollectedTool(Sceptre)): ( + files: [ + "voxygen.audio.sfx.inventory.pickup_staff", + ], + threshold: 0.3, + subtitle: "subtitle-pickup_sceptre", + ), + + // + // Instruments + // NPC Organ + Attack(BasicAura, Instrument): ( + files: [ + "voxygen.audio.sfx.abilities.barrel_organ", + ], + threshold: 34.75, + subtitle: "subtitle-instrument_organ", + ), + // Player Instruments + Wield(Instrument): ( + files: [ + "voxygen.audio.sfx.weapon.weapon_out", + ], + threshold: 0.5, + subtitle: "subtitle-wield_instrument", + ), + Unwield(Instrument): ( + files: [ + "voxygen.audio.sfx.weapon.weapon_in", + ], + threshold: 0.5, + subtitle: "subtitle-unwield_instrument", + ), + Music(Instrument, Custom("DoubleBass")): ( + files: [ + "voxygen.audio.sfx.instrument.double_bass.double_bass_c", + "voxygen.audio.sfx.instrument.double_bass.double_bass_g", + "voxygen.audio.sfx.instrument.double_bass.double_bass_d", + "voxygen.audio.sfx.instrument.double_bass.double_bass_a", + "voxygen.audio.sfx.instrument.double_bass.double_bass_e", + "voxygen.audio.sfx.instrument.double_bass.double_bass_c1", + "voxygen.audio.sfx.instrument.double_bass.double_bass_ac1", + "voxygen.audio.sfx.instrument.double_bass.double_bass_ag", + "voxygen.audio.sfx.instrument.double_bass.double_bass_cec", + "voxygen.audio.sfx.instrument.double_bass.double_bass_de", + "voxygen.audio.sfx.instrument.double_bass.double_bass_e1c1", + "voxygen.audio.sfx.instrument.double_bass.double_bass_ge", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_double_bass", + ), + Music(Instrument, Custom("Flute")): ( + files: [ + "voxygen.audio.sfx.instrument.flute.flute_c", + "voxygen.audio.sfx.instrument.flute.flute_g", + "voxygen.audio.sfx.instrument.flute.flute_d", + "voxygen.audio.sfx.instrument.flute.flute_a", + "voxygen.audio.sfx.instrument.flute.flute_e", + "voxygen.audio.sfx.instrument.flute.flute_c1", + "voxygen.audio.sfx.instrument.flute.flute_c1a", + "voxygen.audio.sfx.instrument.flute.flute_c1ag", + "voxygen.audio.sfx.instrument.flute.flute_c1d1c1", + "voxygen.audio.sfx.instrument.flute.flute_ceg", + "voxygen.audio.sfx.instrument.flute.flute_dac1", + "voxygen.audio.sfx.instrument.flute.flute_eg", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_flute", + ), + Music(Instrument, Custom("GlassFlute")): ( + files: [ + "voxygen.audio.sfx.instrument.glass_flute.glass_flute_c", + "voxygen.audio.sfx.instrument.glass_flute.glass_flute_g", + "voxygen.audio.sfx.instrument.glass_flute.glass_flute_d", + "voxygen.audio.sfx.instrument.glass_flute.glass_flute_a", + "voxygen.audio.sfx.instrument.glass_flute.glass_flute_e", + "voxygen.audio.sfx.instrument.glass_flute.glass_flute_c1", + "voxygen.audio.sfx.instrument.glass_flute.glass_flute_c1a", + "voxygen.audio.sfx.instrument.glass_flute.glass_flute_c1ag", + "voxygen.audio.sfx.instrument.glass_flute.glass_flute_c1d1c1", + "voxygen.audio.sfx.instrument.glass_flute.glass_flute_ceg", + "voxygen.audio.sfx.instrument.glass_flute.glass_flute_dac1", + "voxygen.audio.sfx.instrument.glass_flute.glass_flute_eg", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_glass_flute", + ), + Music(Instrument, Custom("Lyre")): ( + files: [ + "voxygen.audio.sfx.instrument.lyre.lyre_c", + "voxygen.audio.sfx.instrument.lyre.lyre_g", + "voxygen.audio.sfx.instrument.lyre.lyre_d", + "voxygen.audio.sfx.instrument.lyre.lyre_a", + "voxygen.audio.sfx.instrument.lyre.lyre_e", + "voxygen.audio.sfx.instrument.lyre.lyre_c1", + "voxygen.audio.sfx.instrument.lyre.lyre_c1ag", + "voxygen.audio.sfx.instrument.lyre.lyre_cde", + "voxygen.audio.sfx.instrument.lyre.lyre_d1c1a", + "voxygen.audio.sfx.instrument.lyre.lyre_d1g", + "voxygen.audio.sfx.instrument.lyre.lyre_ec1", + "voxygen.audio.sfx.instrument.lyre.lyre_ega", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_lyre", + ), + Music(Instrument, Custom("IcyTalharpa")): ( + files: [ + "voxygen.audio.sfx.instrument.icy_talharpa.icy_talharpa_c", + "voxygen.audio.sfx.instrument.icy_talharpa.icy_talharpa_g", + "voxygen.audio.sfx.instrument.icy_talharpa.icy_talharpa_d", + "voxygen.audio.sfx.instrument.icy_talharpa.icy_talharpa_a", + "voxygen.audio.sfx.instrument.icy_talharpa.icy_talharpa_e", + "voxygen.audio.sfx.instrument.icy_talharpa.icy_talharpa_c1", + "voxygen.audio.sfx.instrument.icy_talharpa.icy_talharpa_c1ag", + "voxygen.audio.sfx.instrument.icy_talharpa.icy_talharpa_cde", + "voxygen.audio.sfx.instrument.icy_talharpa.icy_talharpa_d1c1a", + "voxygen.audio.sfx.instrument.icy_talharpa.icy_talharpa_d1g", + "voxygen.audio.sfx.instrument.icy_talharpa.icy_talharpa_ec1", + "voxygen.audio.sfx.instrument.icy_talharpa.icy_talharpa_ega", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_icy_talharpa", + ), + Music(Instrument, Custom("Kalimba")): ( + files: [ + "voxygen.audio.sfx.instrument.kalimba.kalimba_c", + "voxygen.audio.sfx.instrument.kalimba.kalimba_g", + "voxygen.audio.sfx.instrument.kalimba.kalimba_d", + "voxygen.audio.sfx.instrument.kalimba.kalimba_a", + "voxygen.audio.sfx.instrument.kalimba.kalimba_e", + "voxygen.audio.sfx.instrument.kalimba.kalimba_c1", + "voxygen.audio.sfx.instrument.kalimba.kalimba_c1a", + "voxygen.audio.sfx.instrument.kalimba.kalimba_c1d1c1", + "voxygen.audio.sfx.instrument.kalimba.kalimba_c1ge", + "voxygen.audio.sfx.instrument.kalimba.kalimba_cdc", + "voxygen.audio.sfx.instrument.kalimba.kalimba_ceg", + "voxygen.audio.sfx.instrument.kalimba.kalimba_da", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_kalimba", + ), + Music(Instrument, Custom("Melodica")): ( + files: [ + "voxygen.audio.sfx.instrument.melodica.melodica_c", + "voxygen.audio.sfx.instrument.melodica.melodica_g", + "voxygen.audio.sfx.instrument.melodica.melodica_d", + "voxygen.audio.sfx.instrument.melodica.melodica_a", + "voxygen.audio.sfx.instrument.melodica.melodica_e", + "voxygen.audio.sfx.instrument.melodica.melodica_c1", + "voxygen.audio.sfx.instrument.melodica.melodica_ad1c1", + "voxygen.audio.sfx.instrument.melodica.melodica_c1a", + "voxygen.audio.sfx.instrument.melodica.melodica_d1a", + "voxygen.audio.sfx.instrument.melodica.melodica_ec", + "voxygen.audio.sfx.instrument.melodica.melodica_ec1g", + "voxygen.audio.sfx.instrument.melodica.melodica_ge", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_melodica", + ), + Music(Instrument, Custom("Lute")): ( + files: [ + "voxygen.audio.sfx.instrument.lute.lute_c", + "voxygen.audio.sfx.instrument.lute.lute_g", + "voxygen.audio.sfx.instrument.lute.lute_d", + "voxygen.audio.sfx.instrument.lute.lute_a", + "voxygen.audio.sfx.instrument.lute.lute_e", + "voxygen.audio.sfx.instrument.lute.lute_c1", + "voxygen.audio.sfx.instrument.lute.lute_ac1", + "voxygen.audio.sfx.instrument.lute.lute_c1d1c1", + "voxygen.audio.sfx.instrument.lute.lute_cdc", + "voxygen.audio.sfx.instrument.lute.lute_ege", + "voxygen.audio.sfx.instrument.lute.lute_gag", + "voxygen.audio.sfx.instrument.lute.lute_ded", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_lute", + ), + Music(Instrument, Custom("Steeltonguedrum")): ( + files: [ + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_eg", + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_e", + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_d1c1", + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_d1", + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_d", + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_ce", + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_c1ag", + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_c1ae", + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_c1", + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_c", + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_ac1", + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_a", + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_c1c1", + "voxygen.audio.sfx.instrument.steeltonguedrum.steeltonguedrum_g", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_steeltonguedrum", + ), + Music(Instrument, Custom("Shamisen")): ( + files: [ + "voxygen.audio.sfx.instrument.shamisen.shamisen_a", + "voxygen.audio.sfx.instrument.shamisen.shamisen_aec1", + "voxygen.audio.sfx.instrument.shamisen.shamisen_c", + "voxygen.audio.sfx.instrument.shamisen.shamisen_c1", + "voxygen.audio.sfx.instrument.shamisen.shamisen_c1c1a", + "voxygen.audio.sfx.instrument.shamisen.shamisen_cc", + "voxygen.audio.sfx.instrument.shamisen.shamisen_cdc1", + "voxygen.audio.sfx.instrument.shamisen.shamisen_cea", + "voxygen.audio.sfx.instrument.shamisen.shamisen_ceg", + "voxygen.audio.sfx.instrument.shamisen.shamisen_cge", + "voxygen.audio.sfx.instrument.shamisen.shamisen_d", + "voxygen.audio.sfx.instrument.shamisen.shamisen_dac", + "voxygen.audio.sfx.instrument.shamisen.shamisen_e", + "voxygen.audio.sfx.instrument.shamisen.shamisen_ea", + "voxygen.audio.sfx.instrument.shamisen.shamisen_eac1c", + "voxygen.audio.sfx.instrument.shamisen.shamisen_g", + "voxygen.audio.sfx.instrument.shamisen.shamisen_gg", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_shamisen", + ), + Music(Instrument, Custom("Sitar")): ( + files: [ + "voxygen.audio.sfx.instrument.sitar.sitar_c", + "voxygen.audio.sfx.instrument.sitar.sitar_g", + "voxygen.audio.sfx.instrument.sitar.sitar_d", + "voxygen.audio.sfx.instrument.sitar.sitar_a", + "voxygen.audio.sfx.instrument.sitar.sitar_e", + "voxygen.audio.sfx.instrument.sitar.sitar_c1", + "voxygen.audio.sfx.instrument.sitar.sitar_c1ae", + "voxygen.audio.sfx.instrument.sitar.sitar_ce", + "voxygen.audio.sfx.instrument.sitar.sitar_da", + "voxygen.audio.sfx.instrument.sitar.sitar_ec1", + "voxygen.audio.sfx.instrument.sitar.sitar_gd1", + "voxygen.audio.sfx.instrument.sitar.sitar_gec", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_sitar", + ), + Music(Instrument, Custom("Guitar")): ( + files: [ + "voxygen.audio.sfx.instrument.guitar.guitar_c", + "voxygen.audio.sfx.instrument.guitar.guitar_g", + "voxygen.audio.sfx.instrument.guitar.guitar_d", + "voxygen.audio.sfx.instrument.guitar.guitar_a", + "voxygen.audio.sfx.instrument.guitar.guitar_e", + "voxygen.audio.sfx.instrument.guitar.guitar_c1", + "voxygen.audio.sfx.instrument.guitar.guitar_ac1a", + "voxygen.audio.sfx.instrument.guitar.guitar_c1d1c1", + "voxygen.audio.sfx.instrument.guitar.guitar_cdc", + "voxygen.audio.sfx.instrument.guitar.guitar_ded", + "voxygen.audio.sfx.instrument.guitar.guitar_ege", + "voxygen.audio.sfx.instrument.guitar.guitar_gag", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_guitar", + ), + Music(Instrument, Custom("DarkGuitar")): ( + files: [ + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_a", + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_c", + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_c1", + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_c1ae", + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_cce", + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_ceg", + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_d", + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_d1c1a", + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_d1ge", + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_dda", + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_e", + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_eeg", + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_g", + "voxygen.audio.sfx.instrument.dark_guitar.dark_guitar_gec", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_dark_guitar", + ), + Music(Instrument, Custom("Washboard")): ( + files: [ + "voxygen.audio.sfx.instrument.washboard.washboard_c", + "voxygen.audio.sfx.instrument.washboard.washboard_g", + "voxygen.audio.sfx.instrument.washboard.washboard_d", + "voxygen.audio.sfx.instrument.washboard.washboard_d", + "voxygen.audio.sfx.instrument.washboard.washboard_d", + "voxygen.audio.sfx.instrument.washboard.washboard_d", + "voxygen.audio.sfx.instrument.washboard.washboard_d_d", + "voxygen.audio.sfx.instrument.washboard.washboard_dd", + "voxygen.audio.sfx.instrument.washboard.washboard_d_dd", + "voxygen.audio.sfx.instrument.washboard.washboard_dd_d", + "voxygen.audio.sfx.instrument.washboard.washboard_a", + "voxygen.audio.sfx.instrument.washboard.washboard_e", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_washboard", + ), + Music(Instrument, Custom("WildskinDrum")): ( + files: [ + "voxygen.audio.sfx.instrument.wildskin_drum.wildskin_drum_c", + "voxygen.audio.sfx.instrument.wildskin_drum.wildskin_drum_d", + "voxygen.audio.sfx.instrument.wildskin_drum.wildskin_drum_e", + "voxygen.audio.sfx.instrument.wildskin_drum.wildskin_drum_f", + "voxygen.audio.sfx.instrument.wildskin_drum.wildskin_drum_g", + "voxygen.audio.sfx.instrument.wildskin_drum.wildskin_drum_a", + "voxygen.audio.sfx.instrument.wildskin_drum.wildskin_drum_b", + "voxygen.audio.sfx.instrument.wildskin_drum.wildskin_drum_c1", + ], + threshold: 0.5, + subtitle: "subtitle-instrument_wildskin_drum", + ), + Inventory(CollectedTool(Instrument)): ( + files: [ + "voxygen.audio.sfx.inventory.add_item", + ], + threshold: 0.3, + subtitle: "subtitle-pickup_instrument", + ), + // + // Dagger + // + Wield(Dagger): ( + files: [ + "voxygen.audio.sfx.weapon.dagger_out", + ], + threshold: 0.5, + subtitle: "subtitle-wield_dagger", + ), + Unwield(Dagger): ( + files: [ + "voxygen.audio.sfx.weapon.dagger_in", + ], + threshold: 0.5, + subtitle: "subtitle-unwield_dagger", + ), + Attack(BasicMelee(Action), Dagger): ( + files: [ + "voxygen.audio.sfx.abilities.swing_sword", + ], + threshold: 0.8, + subtitle: "subtitle-dagger_attack", + ), + Attack(DashMelee(Action), Dagger): ( + files: [ + "voxygen.audio.sfx.abilities.sword_dash", + ], + threshold: 0.8, + subtitle: "subtitle-dagger_attack", + ), + Inventory(CollectedTool(Dagger)): ( + files: [ + "voxygen.audio.sfx.inventory.pickup_sword", + ], + threshold: 0.3, + subtitle: "subtitle-pickup_dagger", + ), + + // + // Shield + // + Wield(Shield): ( + files: [ + "voxygen.audio.sfx.weapon.shield_out", + ], + threshold: 0.5, + subtitle: "subtitle-wield_shield", + ), + Unwield(Shield): ( + files: [ + "voxygen.audio.sfx.weapon.weapon_in", + ], + threshold: 0.5, + subtitle: "subtitle-unwield_shield", + ), + Attack(ComboMelee2(Action), Shield): ( + files: [ + "voxygen.audio.sfx.abilities.swing", + ], + threshold: 0.8, + subtitle: "subtitle-shield_attack", + ), + Inventory(CollectedTool(Shield)): ( + files: [ + "voxygen.audio.sfx.inventory.pickup_sword", + ], + threshold: 0.3, + subtitle: "subtitle-pickup_shield", + ), + + // PickAxe Tool + Inventory(CollectedTool(Pick)): ( + files: [ + "voxygen.audio.sfx.inventory.add_item", + ], + threshold: 0.3, + subtitle: "subtitle-pickup_pick", + ), + // + // Inventory + // + Inventory(Collected): ( + files: [ + "voxygen.audio.sfx.inventory.add_item", + ], + threshold: 0.3, + subtitle: "subtitle-pickup_item", + ), + Inventory(CollectedItem("Gemstone")): ( + files: [ + "voxygen.audio.sfx.inventory.collect_gemstone", + ], + threshold: 0.3, + subtitle: "subtitle-pickup_gemstone", + ), + Inventory(CollectFailed): ( + files: [ + "voxygen.audio.sfx.inventory.add_failed", + ], + threshold: 0.3, + subtitle: "subtitle-pickup_failed", + ), + Inventory(Swapped): ( + files: [ + "voxygen.audio.sfx.inventory.add_item", + ], + threshold: 0.3, + ), + Inventory(Given): ( + files: [ + "voxygen.audio.sfx.inventory.add_item", + ], + threshold: 0.3, + ), + Inventory(Dropped): ( + files: [ + "voxygen.audio.sfx.inventory.drop_item", + ], + threshold: 0.3, + ), + Inventory(Craft): ( + files: [ + "voxygen.audio.sfx.crafting.hammer", + ], + threshold: 0.05, + ), + + // + // Consumables + // + Inventory(Consumed(Simple("common.items.consumable.potion_minor"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.liquid", + ], + threshold: 0.3, + subtitle: "subtitle-consume_potion", + ), + Inventory(Consumed(Simple("common.items.consumable.potion_med"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.liquid", + ], + threshold: 0.3, + subtitle: "subtitle-consume_potion", + ), + Inventory(Consumed(Simple("common.items.consumable.potion_big"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.liquid", + ], + threshold: 0.3, + subtitle: "subtitle-consume_potion", + ), + Inventory(Consumed(Simple("common.items.food.apple"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.apple", + ], + threshold: 0.3, + subtitle: "subtitle-consume_apple", + ), + Inventory(Consumed(Simple("common.items.food.mushroom"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.cheese"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_cheese", + ), + Inventory(Consumed(Simple("common.items.food.sunflower_icetea"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.liquid", + ], + threshold: 0.3, + subtitle: "subtitle-consume_liquid", + ), + Inventory(Consumed(Simple("common.items.food.apple_mushroom_curry"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.liquid", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.apple_stick"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.coconut"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.mushroom_stick"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.tomato"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.carrot"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.lettuce"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.plainsalad"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.tomatosalad"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.cactus_colada"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.liquid", + ], + threshold: 0.3, + subtitle: "subtitle-consume_liquid", + ), + Inventory(Consumed(Simple("common.items.food.meat.bird_raw"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.meat.bird_cooked"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.meat.fish_raw"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.meat.fish_cooked"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.meat.beast_large_raw"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.meat.beast_large_cooked"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.meat.beast_small_raw"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.meat.beast_small_cooked"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.meat.tough_raw"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.meat.tough_cooked"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.meat.bird_large_raw"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.meat.bird_large_cooked"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.honeycorn"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_food", + ), + Inventory(Consumed(Simple("common.items.food.pumpkin_spice_brew"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.liquid", + ], + threshold: 0.3, + subtitle: "subtitle-consume_liquid", + ), + Inventory(Consumed(Simple("common.items.food.blue_cheese"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_cheese", + ), + Inventory(Consumed(Simple("common.items.debug.golden_cheese"))): ( + files: [ + "voxygen.audio.sfx.inventory.consumable.food", + ], + threshold: 0.3, + subtitle: "subtitle-consume_cheese", + ), + + // + //Combat + // + Explosion: ( + files: [ + "voxygen.audio.sfx.abilities.explosion", + ], + threshold: 0.2, + subtitle: "subtitle-explosion", + ), + ArrowShot: ( + files: [ + "voxygen.audio.sfx.abilities.arrow_shot_1", + "voxygen.audio.sfx.abilities.arrow_shot_2", + "voxygen.audio.sfx.abilities.arrow_shot_3", + "voxygen.audio.sfx.abilities.arrow_shot_4", + ], + threshold: 0.2, + subtitle: "subtitle-arrow_shot", + ), + Yeet: ( + files: [ + "voxygen.audio.sfx.abilities.yeet", + ], + threshold: 0.3, + ), + FireShot: ( + files: [ + "voxygen.audio.sfx.abilities.fire_shot_1", + "voxygen.audio.sfx.abilities.fire_shot_2", + ], + threshold: 0.2, + subtitle: "subtitle-fire_shot", + ), + ArrowMiss: ( + files: [ + "voxygen.audio.sfx.character.arrow_miss", + ], + threshold: 0.2, + subtitle: "subtitle-arrow_miss", + ), + ArrowHit: ( + files: [ + "voxygen.audio.sfx.character.arrow_hit", + ], + threshold: 0.2, + subtitle: "subtitle-arrow_hit", + ), + Klonk: ( + files: [ + "voxygen.audio.sfx.abilities.klonk", + ], + threshold: 0.4, + ), + SmashKlonk: ( + files: [ + "voxygen.audio.sfx.abilities.smashklonk", + ], + threshold: 0.4, + ), + SkillPointGain: ( + files: [ + "voxygen.audio.sfx.character.level_up_sound_-_shorter_wind_up", + ], + threshold: 0.2, + subtitle: "subtitle-skill_point", + ), + SceptreBeam: ( + files: [ + "voxygen.audio.sfx.abilities.sceptre_channeling", + ], + threshold: 0.2, + subtitle: "subtitle-sceptre_beam", + ), + FlameThrower: ( + files: [ + "voxygen.audio.sfx.abilities.flame_thrower", + ], + threshold: 0.2, + subtitle: "subtitle-flame_thrower", + ), + BreakBlock: ( + files: [ + "voxygen.audio.sfx.footsteps.stone_step_1", + ], + threshold: 0.2, + subtitle: "subtitle-break_block", + ), + Damage: ( + files: [ + "voxygen.audio.sfx.character.hit_1", + "voxygen.audio.sfx.character.hit_2", + "voxygen.audio.sfx.character.hit_3", + "voxygen.audio.sfx.character.hit_4", + ], + threshold: 0.2, + subtitle: "subtitle-damage", + ), + Death: ( + files: [ + "voxygen.audio.sfx.character.death_1", + "voxygen.audio.sfx.character.death_2", + "voxygen.audio.sfx.character.death_3", + ], + threshold: 0.2, + subtitle: "subtitle-death", + ), + Block: ( + files: [ + "voxygen.audio.sfx.character.block_1", + "voxygen.audio.sfx.character.block_2", + "voxygen.audio.sfx.character.block_3", + ], + threshold: 0.2, + subtitle: "subtitle-attack_blocked", + ), + Parry: ( + files: [ + "voxygen.audio.sfx.character.parry_1", + "voxygen.audio.sfx.character.parry_2", + ], + threshold: 0.2, + subtitle: "subtitle-parry", + ), + PoiseChange(Interrupted): ( + files: [ + "voxygen.audio.sfx.character.interrupted_1", + "voxygen.audio.sfx.character.interrupted_2", + "voxygen.audio.sfx.character.interrupted_3", + "voxygen.audio.sfx.character.interrupted_4", + ], + threshold: 0.25, + subtitle: "subtitle-interrupted", + ), + PoiseChange(Stunned): ( + files: [ + "voxygen.audio.sfx.character.stunned_1", + "voxygen.audio.sfx.character.stunned_2", + "voxygen.audio.sfx.character.stunned_3", + ], + threshold: 0.6, + subtitle: "subtitle-stunned", + ), + PoiseChange(Dazed): ( + files: [ + "voxygen.audio.sfx.character.dazed_1", + "voxygen.audio.sfx.character.dazed_2", + "voxygen.audio.sfx.character.dazed_3", + ], + threshold: 0.85, + subtitle: "subtitle-dazed", + ), + PoiseChange(KnockedDown): ( + files: [ + "voxygen.audio.sfx.character.knockeddown_1", + "voxygen.audio.sfx.character.knockeddown_2", + ], + threshold: 1.25, + subtitle: "subtitle-knocked_down", + ), + GroundSlam: ( + files: [ + "voxygen.audio.sfx.abilities.minotaur_smash_1", + "voxygen.audio.sfx.abilities.minotaur_smash_2", + ], + threshold: 0.2, + subtitle: "subtitle-attack-ground_slam", + ), + SurpriseEgg: ( + files: [ + "voxygen.audio.sfx.abilities.surprise_egg_0", + "voxygen.audio.sfx.abilities.surprise_egg_1", + "voxygen.audio.sfx.abilities.surprise_egg_2", + "voxygen.audio.sfx.abilities.surprise_egg_3", + ], + threshold: 2.2, + subtitle: "subtitle-surprise_egg", + ), + LaserBeam: ( + files: [ + "voxygen.audio.sfx.abilities.laser_beam", + ], + threshold: 1.25, + subtitle: "subtitle-attack-laser_beam", + ), + Whoosh: ( + files: [ + "voxygen.audio.sfx.abilities.whoosh", + ], + threshold: 0.4, + ), + Swoosh: ( + files: [ + "voxygen.audio.sfx.abilities.swoosh", + ], + threshold: 1.3, + ), + CyclopsCharge: ( + files: [ + "voxygen.audio.sfx.abilities.cyclops_charge", + ], + threshold: 0.3, + subtitle: "subtitle-attack-cyclops_charge", + ), + FuseCharge: ( + files: [ + "voxygen.audio.sfx.abilities.fuse", + ], + threshold: 0.2, + subtitle: "subtitle-attack-fuse_charge", + ), + GigaRoar: ( + files: [ + "voxygen.audio.sfx.abilities.gigas_frost_roar", + ], + threshold: 1.3, + subtitle: "subtitle-giga_roar", + ), + DeepLaugh: ( + files: [ + "voxygen.audio.sfx.abilities.deep_laugh", + ], + threshold: 1.2, + subtitle: "subtitle-deep_laugh", + ), + Bleep: ( + files: [ + "voxygen.audio.sfx.abilities.bleep", + ], + threshold: 1.8, + subtitle: "subtitle-bleep", + ), + FlashFreeze: ( + files: [ + "voxygen.audio.sfx.abilities.minotaur_smash_2", + ], + threshold: 0.2, + subtitle: "subtitle-attack-flash_freeze", + ), + IceSpikes: ( + files: [ + "voxygen.audio.sfx.abilities.minotaur_smash_2", + ], + threshold: 0.2, + subtitle: "subtitle-attack-icy_spikes", + ), + IceCrack: ( + files: [ + "voxygen.audio.sfx.abilities.ice_crack", + ], + threshold: 0.9, + subtitle: "subtitle-attack-ice_crack", + ), + Steam: ( + files: [ + "voxygen.audio.sfx.abilities.steam", + ], + threshold: 0.9, + subtitle: "subtitle-attack-steam", + ), + GroundDig: ( + files: [ + "voxygen.audio.sfx.abilities.shovel", + ], + threshold: 0.8, + subtitle: "subtitle-attack-shovel", + ), + PortalActivated: ( + files: [ + "voxygen.audio.sfx.ambient.portal_2", + ], + threshold: 0.8, + subtitle: "subtitle-portal-activated", + ), + TeleportedByPortal: ( + files: [ + "voxygen.audio.sfx.ambient.portal_1", + ], + threshold: 0.8, + subtitle: "subtitle-portal-teleported", + ), + FromTheAshes: ( + files: [ + "voxygen.audio.sfx.abilities.heal", + ], + threshold: 1.8, + subtitle: "subtitle-attack-from-the-ashes", + ), + + // Utterances (NPCs) + + Utterance(Angry, Alligator): ( + files: [ + "voxygen.audio.sfx.utterance.alligator_angry1", + "voxygen.audio.sfx.utterance.alligator_angry2", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-alligator-angry", + ), + Utterance(Angry, Antelope): ( + files: [ + "voxygen.audio.sfx.utterance.antelope_angry1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-antelope-angry", + ), + Utterance(Angry, BipedLarge): ( + files: [ + "voxygen.audio.sfx.utterance.ogre_angry1", + "voxygen.audio.sfx.utterance.ogre_angry2", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-biped_large-angry", + ), + Utterance(Angry, Bird): ( + files: [ + "voxygen.audio.sfx.utterance.bird_angry1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-bird-angry", + ), + Utterance(Angry, Wyvern): ( + files: [ + "voxygen.audio.sfx.utterance.wyvern_angry", + ], + threshold: 1.3, + subtitle: "subtitle-utterance-wyvern-angry", + ), + Utterance(Angry, Phoenix): ( + files: [ + "voxygen.audio.sfx.utterance.phoenix_angry_0", + "voxygen.audio.sfx.utterance.phoenix_angry_1", + ], + threshold: 3.1, + subtitle: "subtitle-utterance-phoenix-angry", + ), + Utterance(Angry, Adlet): ( + files: [ + "voxygen.audio.sfx.utterance.adlet_angry1", + "voxygen.audio.sfx.utterance.adlet_angry2", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-adlet-angry", + ), + Utterance(Angry, Pig): ( + files: [ + "voxygen.audio.sfx.utterance.pig_angry1", + "voxygen.audio.sfx.utterance.pig_angry2", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-pig-angry", + ), + Utterance(Angry, Reptile): ( + files: [ + "voxygen.audio.sfx.utterance.alligator_angry1", + "voxygen.audio.sfx.utterance.alligator_angry2", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-reptile-angry", + ), + Utterance(Angry, SeaCrocodile): ( + files: [ + "voxygen.audio.sfx.utterance.sea_crocodile_angry1", + "voxygen.audio.sfx.utterance.sea_crocodile_angry2", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-sea_crocodile-angry", + ), + Utterance(Angry, Saurok): ( + files: [ + "voxygen.audio.sfx.utterance.saurok_angry1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-saurok-angry", + ), + Utterance(Calm, Cat): ( + files: [ + "voxygen.audio.sfx.utterance.cat_calm1", + "voxygen.audio.sfx.utterance.cat_calm2", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-cat-calm", + ), + Utterance(Calm, Cow): ( + files: [ + "voxygen.audio.sfx.utterance.cow_calm1", + "voxygen.audio.sfx.utterance.cow_calm2", + "voxygen.audio.sfx.utterance.cow_calm3", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-cow-calm", + ), + Utterance(Calm, Fungome): ( + files: [ + "voxygen.audio.sfx.utterance.fungome_calm1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-fungome-calm", + ), + Utterance(Calm, Goat): ( + files: [ + "voxygen.audio.sfx.utterance.goat_calm1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-goat-calm", + ), + Utterance(Calm, Pig): ( + files: [ + "voxygen.audio.sfx.utterance.pig_calm1", + "voxygen.audio.sfx.utterance.pig_calm2", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-pig-calm", + ), + Utterance(Calm, Sheep): ( + files: [ + "voxygen.audio.sfx.utterance.sheep_calm1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-sheep-calm", + ), + Utterance(Calm, Truffler): ( + files: [ + "voxygen.audio.sfx.utterance.truffler_calm1", + "voxygen.audio.sfx.utterance.truffler_calm2", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-truffler-calm", + ), + Utterance(Greeting, HumanMale): ( + files: [ + "voxygen.audio.sfx.utterance.humanmale_greeting1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-human-greeting", + ), + Utterance(Greeting, HumanFemale): ( + files: [ + "voxygen.audio.sfx.utterance.humanfemale_greeting1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-human-greeting", + ), + Utterance(Hurt, Adlet): ( + files: [ + "voxygen.audio.sfx.utterance.adlet_hurt1", + "voxygen.audio.sfx.utterance.adlet_hurt2", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-adlet-hurt", + ), + Utterance(Hurt, Antelope): ( + files: [ + "voxygen.audio.sfx.utterance.antelope_hurt1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-antelope-hurt", + ), + Utterance(Hurt, BipedLarge): ( + files: [ + "voxygen.audio.sfx.utterance.ogre_hurt1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-biped_large-hurt", + ), + Utterance(Hurt, HumanMale): ( + files: [ + "voxygen.audio.sfx.utterance.humanmale_hurt1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-human-hurt", + ), + Utterance(Hurt, Lion): ( + files: [ + "voxygen.audio.sfx.utterance.lion_hurt1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-lion-hurt", + ), + Utterance(Hurt, Mandragora): ( + files: [ + "voxygen.audio.sfx.utterance.mandragora_hurt1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-mandroga-hurt", + ), + Utterance(Hurt, Maneater): ( + files: [ + "voxygen.audio.sfx.utterance.maneater_hurt1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-maneater-hurt", + ), + Utterance(Hurt, Marlin): ( + files: [ + "voxygen.audio.sfx.utterance.marlin_hurt1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-marlin-hurt", + ), + Utterance(Hurt, Mindflayer): ( + files: [ + "voxygen.audio.sfx.utterance.mindflayer_hurt1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-mindflayer-hurt", + ), + Utterance(Hurt, Dagon): ( + files: [ + "voxygen.audio.sfx.utterance.dagon_hurt1", + "voxygen.audio.sfx.utterance.dagon_hurt2", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-dagon-hurt", + ), + Utterance(Angry, Asp): ( + files: [ + "voxygen.audio.sfx.utterance.asp_angry1", + "voxygen.audio.sfx.utterance.asp_angry2", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-asp-angry", + ), + Utterance(Calm, Asp): ( + files: [ + "voxygen.audio.sfx.utterance.asp_calm1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-asp-calm", + ), + Utterance(Hurt, Asp): ( + files: [ + "voxygen.audio.sfx.utterance.asp_hurt1", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-asp-hurt", + ), + Utterance(Hurt, Wyvern): ( + files: [ + "voxygen.audio.sfx.utterance.wyvern_hurt", + ], + threshold: 1.2, + subtitle: "subtitle-utterance-wyvern-hurt", + ), + Utterance(Hurt, Phoenix): ( + files: [ + "voxygen.audio.sfx.utterance.phoenix_hurt_0", + "voxygen.audio.sfx.utterance.phoenix_hurt_1", + ], + threshold: 1.5, + subtitle: "subtitle-utterance-phoenix-hurt", + ), + Utterance(Angry, Wendigo): ( + files: [ + "voxygen.audio.sfx.utterance.wendigo_angry1", + "voxygen.audio.sfx.utterance.wendigo_angry2", + "voxygen.audio.sfx.utterance.wendigo_angry3", + "voxygen.audio.sfx.utterance.wendigo_angry4", + "voxygen.audio.sfx.utterance.wendigo_angry5", + "voxygen.audio.sfx.utterance.wendigo_angry6", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-wendigo-angry", + ), + Utterance(Calm, Wendigo): ( + files: [ + "voxygen.audio.sfx.utterance.wendigo_calm1", + "voxygen.audio.sfx.utterance.wendigo_calm2", + "voxygen.audio.sfx.utterance.wendigo_calm3", + "voxygen.audio.sfx.utterance.wendigo_calm4", + "voxygen.audio.sfx.utterance.wendigo_calm5", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-wendigo-calm", + ), + Utterance(Angry, Wolf): ( + files: [ + "voxygen.audio.sfx.utterance.wolf_angry1", + "voxygen.audio.sfx.utterance.wolf_angry2", + "voxygen.audio.sfx.utterance.wolf_angry3", + "voxygen.audio.sfx.utterance.wolf_angry4", + "voxygen.audio.sfx.utterance.wolf_angry5", + "voxygen.audio.sfx.utterance.wolf_angry6", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-wolf-angry", + ), + Utterance(Hurt, Wolf): ( + files: [ + "voxygen.audio.sfx.utterance.wolf_hurt1", + "voxygen.audio.sfx.utterance.wolf_hurt2", + "voxygen.audio.sfx.utterance.wolf_hurt3", + "voxygen.audio.sfx.utterance.wolf_hurt4", + "voxygen.audio.sfx.utterance.wolf_hurt5", + ], + threshold: 1.0, + subtitle: "subtitle-utterance-wolf-hurt", + ), + Lightning: ( + files: [ + "voxygen.audio.sfx.ambient.lightning_1", + ], + threshold: 1.0, + subtitle: "subtitle-lightning", + ), + } +) diff --git a/assets/voxygen/audio/sfx/abilities/arrow_shot_1.ogg b/assets/voxygen/audio/sfx/abilities/arrow_shot_1.ogg new file mode 100644 index 0000000..36959fb Binary files /dev/null and b/assets/voxygen/audio/sfx/abilities/arrow_shot_1.ogg differ diff --git a/assets/voxygen/audio/sfx/abilities/arrow_shot_2.ogg b/assets/voxygen/audio/sfx/abilities/arrow_shot_2.ogg new file mode 100644 index 0000000..1c58237 Binary files /dev/null and b/assets/voxygen/audio/sfx/abilities/arrow_shot_2.ogg differ diff --git a/assets/voxygen/audio/sfx/abilities/arrow_shot_3.ogg b/assets/voxygen/audio/sfx/abilities/arrow_shot_3.ogg new file mode 100644 index 0000000..3872398 Binary files /dev/null and b/assets/voxygen/audio/sfx/abilities/arrow_shot_3.ogg differ diff --git a/assets/voxygen/audio/sfx/abilities/arrow_shot_4.ogg b/assets/voxygen/audio/sfx/abilities/arrow_shot_4.ogg new file mode 100644 index 0000000..4023f95 Binary files /dev/null and b/assets/voxygen/audio/sfx/abilities/arrow_shot_4.ogg differ diff --git a/assets/voxygen/audio/sfx/abilities/barrel_organ.ogg b/assets/voxygen/audio/sfx/abilities/barrel_organ.ogg new file mode 100644 index 0000000..f50a478 Binary files /dev/null and b/assets/voxygen/audio/sfx/abilities/barrel_organ.ogg differ diff --git a/assets/voxygen/audio/sfx/abilities/bleep.ogg b/assets/voxygen/audio/sfx/abilities/bleep.ogg new file mode 100644 index 0000000..ad2e2d6 Binary files /dev/null and b/assets/voxygen/audio/sfx/abilities/bleep.ogg differ diff --git a/assets/voxygen/audio/sfx/abilities/cyclops_charge.ogg b/assets/voxygen/audio/sfx/abilities/cyclops_charge.ogg new file mode 100644 index 0000000..2f9c9d1 Binary files /dev/null and b/assets/voxygen/audio/sfx/abilities/cyclops_charge.ogg differ diff --git a/assets/voxygen/audio/sfx/abilities/deep_laugh.ogg b/assets/voxygen/audio/sfx/abilities/deep_laugh.ogg new file mode 100644 index 0000000..b309b34 Binary files /dev/null and b/assets/voxygen/audio/sfx/abilities/deep_laugh.ogg differ diff --git a/assets/voxygen/audio/sfx/abilities/explosion.ogg b/assets/voxygen/audio/sfx/abilities/explosion.ogg new file mode 100644 index 0000000..dd3de0a Binary files /dev/null and b/assets/voxygen/audio/sfx/abilities/explosion.ogg differ diff --git a/assets/voxygen/audio/sfx/abilities/fire_shot_1.ogg b/assets/voxygen/audio/sfx/abilities/fire_shot_1.ogg new file mode 100644 index 0000000..d411789 Binary files /dev/null and b/assets/voxygen/audio/sfx/abilities/fire_shot_1.ogg differ diff --git a/assets/voxygen/audio/sfx/abilities/fire_shot_2.ogg b/assets/voxygen/audio/sfx/abilities/fire_shot_2.ogg new file mode 100644 index 0000000..e32699a Binary files /dev/null and b/assets/voxygen/audio/sfx/abilities/fire_shot_2.ogg differ diff --git a/assets/voxygen/audio/sfx/abilities/flame_thrower.ogg b/assets/voxygen/audio/sfx/abilities/flame_thrower.ogg new file mode 100644 index 0000000..a9052f6 Binary files /dev/null and b/assets/voxygen/audio/sfx/abilities/flame_thrower.ogg differ diff --git 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or Combat) +// Combat music is looped. Needs three files: start, loop, and end. Start contains leadup to the loop. +// Artist format is ("Artist", "https://website.com/"). If no website, use None. +// It's recommended to also have appropriate metadata for those who listen via the game files :) + +#![enable(implicit_some)] +( + tracks: + [ + + // Overworld exploration tracks + + Individual(( + title: "Graceful Journey", + path: "voxygen.audio.soundtrack.overworld.graceful_journey", + length: 240.0, + timing: Day, + weather: None, + biomes: [ + (Lake, 1), + (Grassland, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Tobias Thy - (Thy SFX)", "https://soundcloud.com/thyofficial"), + )), + Individual(( + title: "A Cold Breeze Blows", + path: "voxygen.audio.soundtrack.overworld.a_cold_breeze_blows", + length: 123.0, + timing: Day, + weather: None, + biomes: [ + (Mountain, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Stone Music Productions", "https://www.stonemusicproductions.com/"), + )), + Individual(( + title: "A Peaceful Moment", + path: "voxygen.audio.soundtrack.overworld.a_peaceful_moment", + length: 155.0, + timing: Night, + weather: None, + biomes: [ + (Grassland, 1), + (Mountain, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("ThanosFisherman", "https://soundcloud.com/thanosfisherman"), + )), + Individual(( + title: "Everbearing", + path: "voxygen.audio.soundtrack.overworld.everbearing", + length: 192.0, + timing: Day, + weather: None, + biomes: [ + (Taiga, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + )), + Individual(( + title: "Song of the Eldwood", + path: "voxygen.audio.soundtrack.overworld.song_of_the_eldwood", + length: 254.0, + timing: Night, + weather: None, + biomes: [ + (Taiga, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + )), + Individual(( + title: "Torii", + path: "voxygen.audio.soundtrack.overworld.torii", + length: 157.0, + timing: Night, + weather: None, + biomes: [ + (Taiga, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("FaceImplosion", "https://www.youtube.com/c/FaceImplosion"), + )), + Individual(( + title: "The Undergrowth", + path: "voxygen.audio.soundtrack.overworld.the_undergrowth", + length: 165.0, + timing: None, + weather: None, + biomes: [ + (Jungle, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Oolnokk", "https://soundcloud.com/walkerhallplaysthegeetar"), + )), + Individual(( + title: "Moonlit Canopy", + path: "voxygen.audio.soundtrack.overworld.moonlit_canopy", + length: 170.0, + timing: Night, + weather: None, + biomes: [ + (Forest, 1), + (Taiga, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("GeekyGami", "https://geekygami.newgrounds.com/audio/"), + )), + Individual(( + title: "Adventurous Soul", + path: "voxygen.audio.soundtrack.overworld.adventurous_soul", + length: 184.0, + timing: Night, + weather: None, + biomes: [ + (Mountain, 1), + (Snowland, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Crow", None), + )), + Individual(( + title: "Stargazing", + path: "voxygen.audio.soundtrack.overworld.stargazing", + length: 216.0, + timing: Night, + weather: None, + biomes: [ + (Taiga, 1), + (Grassland, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("GeekyGami", "https://geekygami.newgrounds.com/audio/"), + )), + Individual(( + title: "The Heavens Weep", + path: "voxygen.audio.soundtrack.overworld.the_heavens_weep", + length: 210.0, + timing: None, + weather: Rain, + biomes: [], + sites: [Void], + music_state: Activity(Explore), + artist: ("Oolnokk", "https://soundcloud.com/walkerhallplaysthegeetar"), + )), + Individual(( + title: "A Hero's Sorrow", + path: "voxygen.audio.soundtrack.overworld.a_heros_sorrow", + length: 252.0, + timing: None, + weather: Rain, + biomes: [], + sites: [Void], + music_state: Activity(Explore), + artist: ("Oolnokk", "https://soundcloud.com/walkerhallplaysthegeetar"), + )), + Individual(( + title: "Follow the Signs", + path: "voxygen.audio.soundtrack.overworld.follow_the_signs", + length: 154.0, + timing: Night, + weather: None, + biomes: [ + (Forest, 2), + (Taiga, 2), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Oolnokk", "https://soundcloud.com/walkerhallplaysthegeetar"), + )), + Individual(( + title: "Travel By Night", + path: "voxygen.audio.soundtrack.overworld.travel_by_night", + length: 66.0, + timing: Night, + weather: None, + biomes: [ + (Forest, 1), + (Taiga, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Oolnokk", "https://soundcloud.com/walkerhallplaysthegeetar"), + )), + Individual(( + title: "Raising Below Like Thunder", + path: "voxygen.audio.soundtrack.overworld.raising_below_like_thunder", + length: 120.0, + timing: Night, + weather: None, + biomes: [ + (Desert, 1), + (Savannah, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Rarnage", "https://soundcloud.com/rarnage44"), + )), + Individual(( + title: "Calming Hills", + path: "voxygen.audio.soundtrack.overworld.calming_hills", + length: 101.0, + timing: Day, + weather: None, + biomes: [ + (Mountain, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Ultimafounding; mixed by Robotnik", "https://jackmagson.bandcamp.com/"), + )), + Individual(( + title: "True Nature", + path: "voxygen.audio.soundtrack.overworld.true_nature", + length: 169.0, + timing: Day, + weather: None, + biomes: [ + (Forest, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + )), + Individual(( + title: "Jungle Ambient", + path: "voxygen.audio.soundtrack.overworld.jungle_ambient", + length: 218.0, + timing: None, + weather: None, + biomes: [ + (Jungle, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + Individual(( + title: "Ethereal Bonds", + path: "voxygen.audio.soundtrack.overworld.ethereal_bonds", + length: 59.0, + timing: Night, + weather: None, + biomes: [ + (Mountain, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Leap of Faith", + path: "voxygen.audio.soundtrack.overworld.leap_of_faith", + length: 269.0, + timing: Night, + weather: None, + biomes: [ + (Ocean, 1), + (Lake, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Highland of the Hawk", + path: "voxygen.audio.soundtrack.overworld.highland_of_the_hawk", + length: 283.0, + timing: Day, + weather: None, + biomes: [ + (Desert, 1), + (Savannah, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + Individual(( + title: "Verdant Glades", + path: "voxygen.audio.soundtrack.overworld.verdant_glades", + length: 97.0, + timing: Day, + weather: None, + biomes: [ + (Grassland, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Calling Wild", + path: "voxygen.audio.soundtrack.overworld.calling_wild", + length: 160.0, + timing: Night, + weather: None, + biomes: [ + (Grassland, 1), + (Savannah, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Ultimafounding", "https://jackmagson.bandcamp.com/"), + )), + Individual(( + title: "Drifting Along", + path: "voxygen.audio.soundtrack.overworld.drifting_along", + length: 164.0, + timing: None, + weather: None, + biomes: [ + (Lake, 1), + (Ocean, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + )), + Individual(( + title: "Winter Falls", + path: "voxygen.audio.soundtrack.overworld.winter_falls", + length: 215.0, + timing: Day, + weather: None, + biomes: [ + (Snowland, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + )), + Individual(( + title: "Short Meandering", + path: "voxygen.audio.soundtrack.overworld.short_meandering", + length: 147.0, + timing: Night, + weather: None, + biomes: [ + (Desert, 1), + (Mountain, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Ap1evideogame", "https://youtube.com/channel/UCt1M5lk2kGZStr64B3hUUKg"), + )), + Individual(( + title: "Oceania", + path: "voxygen.audio.soundtrack.overworld.oceania", + length: 135.0, + timing: None, + weather: None, + biomes: [ + (Lake, 1), + (Ocean, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Eden", "https://soundcloud.com/usernumberuser"), + )), + Individual(( + title: "A Solemn Quest", + path: "voxygen.audio.soundtrack.overworld.a_solemn_quest", + length: 206.0, + timing: Night, + weather: None, + biomes: [ + (Forest, 1), + (Taiga, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Eden", "https://soundcloud.com/usernumberuser"), + )), + Individual(( + title: "Into The Dark Forest", + path: "voxygen.audio.soundtrack.overworld.into_the_dark_forest", + length: 184.0, + timing: Night, + weather: None, + biomes: [ + (Forest, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Field Grazing", + path: "voxygen.audio.soundtrack.overworld.field_grazing", + length: 154.0, + timing: Day, + weather: None, + biomes: [ + (Grassland, 1), + (Forest, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Wandering Voices", + path: "voxygen.audio.soundtrack.overworld.wandering_voices", + length: 137.0, + timing: Night, + weather: None, + biomes: [ + (Grassland, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Snowtop Volume", + path: "voxygen.audio.soundtrack.overworld.snowtop_volume", + length: 89.0, + timing: Day, + weather: None, + biomes: [ + (Snowland, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Moonbeams", + path: "voxygen.audio.soundtrack.overworld.moonbeams", + length: 158.0, + timing: Night, + weather: None, + biomes: [ + (Snowland, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Serene Meadows", + path: "voxygen.audio.soundtrack.overworld.serene_meadows", + length: 173.0, + timing: Night, + weather: None, + biomes: [ + (Grassland, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Just The Beginning", + path: "voxygen.audio.soundtrack.overworld.just_the_beginning", + length: 188.0, + timing: Day, + weather: None, + biomes: [ + (Grassland, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + Individual(( + title: "Campfire Stories", + path: "voxygen.audio.soundtrack.overworld.campfire_stories", + length: 100.0, + timing: Night, + weather: None, + biomes: [ + (Forest, 1), + (Taiga, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + Individual(( + title: "Limits", + path: "voxygen.audio.soundtrack.overworld.limits", + length: 203.0, + timing: Day, + weather: None, + biomes: [ + (Mountain, 1), + (Taiga, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + Individual(( + title: "Between The Fairies", + path: "voxygen.audio.soundtrack.overworld.between_the_fairies", + length: 175.0, + timing: Day, + weather: None, + biomes: [ + (Forest, 1), + (Taiga, 1), + ], + sites: [Void], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + + // Town music + + Individual(( + title: "Into the Mines", + path: "voxygen.audio.soundtrack.town.into_the_mines", + length: 157.0, + timing: Day, + weather: None, + biomes: [], + sites: [ + Settlement(CliffTown), + Settlement(SavannahPit), + ], + music_state: Activity(Explore), + artist: ("Stone Music Productions", "https://www.stonemusicproductions.com/"), + )), + Individual(( + title: "Life of a Background Mob", + path: "voxygen.audio.soundtrack.town.life_of_a_background_mob", + length: 234.0, + timing: Day, + weather: None, + biomes: [ + (Forest, 1), + (Grassland, 1), + ], + sites: [ + Settlement(Default), + Settlement(CliffTown), + Settlement(SavannahPit), + ], + music_state: Activity(Explore), + artist: ("GeekyGami", "https://geekygami.newgrounds.com/audio/"), + )), + Individual(( + title: "Warmth of the Hearth", + path: "voxygen.audio.soundtrack.town.warmth_of_the_hearth", + length: 156.0, + timing: Night, + weather: None, + biomes:[], + sites: [ + Settlement(Default), + Settlement(CliffTown), + Settlement(DesertCity), + Settlement(SavannahPit), + ], + music_state: Activity(Explore), + artist: ("Crow", None), + )), + Individual(( + title: "The Quiet After the Battle", + path: "voxygen.audio.soundtrack.town.the_quiet_after_the_battle", + length: 240.0, + timing: Night, + weather: None, + biomes: [], + sites: [ + Settlement(Default), + Settlement(CliffTown), + Settlement(DesertCity), + Settlement(SavannahPit), + ], + music_state: Activity(Explore), + artist: ("Tobias Thy - (Thy SFX)", "https://soundcloud.com/thyofficial"), + )), + Individual(( + title: "A Rest Under the Sunset", + path: "voxygen.audio.soundtrack.town.a_rest_under_the_sunset", + length: 83.0, + timing: Day, + weather: None, + biomes: [], + sites: [ + Settlement(Default), + Settlement(CliffTown), + Settlement(SavannahPit), + ], + music_state: Activity(Explore), + artist: ("phoenix13032005", None), + )), + Individual(( + title: "A Tale Worth Telling", + path: "voxygen.audio.soundtrack.town.a_tale_worth_telling", + length: 279.0, + timing: Night, + weather: None, + biomes: [], + sites: [ + Settlement(Default), + Settlement(CliffTown), + Settlement(DesertCity), + Settlement(SavannahPit), + ], + music_state: Activity(Explore), + artist: ("Oolnokk; mixed by cereal7", "https://soundcloud.com/walkerhallplaysthegeetar"), + )), + Individual(( + title: "Bustle and Bloom", + path: "voxygen.audio.soundtrack.town.bustle_and_bloom", + length: 155.0, + timing: Day, + weather: None, + biomes: [], + sites: [ + Settlement(Default), + Settlement(CliffTown), + Settlement(SavannahPit), + ], + music_state: Activity(Explore), + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + )), + Individual(( + title: "Starlit Pathways", + path: "voxygen.audio.soundtrack.town.starlit_pathways", + length: 132.0, + timing: Night, + weather: None, + biomes: [], + sites: [ + Settlement(Default), + Settlement(CliffTown), + Settlement(DesertCity), + Settlement(SavannahPit), + ], + music_state: Activity(Explore), + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + )), + Individual(( + title: "Fiesta Del Pueblo", + path: "voxygen.audio.soundtrack.town.fiesta_del_pueblo", + length: 96.0, + timing: Day, + weather: None, + biomes: [], + sites: [ + Settlement(DesertCity), + ], + music_state: Activity(Explore), + artist: ("Aeronic; mixed by Robotnik", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Rest Assured", + path: "voxygen.audio.soundtrack.town.rest_assured", + length: 189.0, + timing: Day, + weather: None, + biomes: [], + sites: [ + Settlement(Default), + Settlement(CliffTown), + Settlement(SavannahPit), + ], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + Individual(( + title: "I'm Home", + path: "voxygen.audio.soundtrack.town.im_home", + length: 125.0, + timing: Night, + weather: None, + biomes: [], + sites: [ + Settlement(Default), + Settlement(CliffTown), + Settlement(SavannahPit), + ], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + + // Cave music + + Individual(( + title: "Stars Like Stalactites", + path: "voxygen.audio.soundtrack.cave.stars_like_stalactites", + length: 130.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("DragonDee", "https://soundcloud.com/deanna-rusnock"), + )), + Individual(( + title: "Cavernous Hollow", + path: "voxygen.audio.soundtrack.cave.cavernous_hollow", + length: 256.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("GeekyGami", "https://geekygami.newgrounds.com/audio/"), + )), + Individual(( + title: "Saturated Hallows", + path: "voxygen.audio.soundtrack.cave.saturated_hallows", + length: 227.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("Flashbang", "https://soundcloud.com/unboundir0n-m4n"), + )), + Individual(( + title: "Mineral Deposits", + path: "voxygen.audio.soundtrack.cave.mineral_deposits", + length: 148.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Down The Rabbit Hole", + path: "voxygen.audio.soundtrack.cave.down_the_rabbit_hole", + length: 244.0, + timing: None, + weather: None, + biomes: [], + sites: [Cave], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + + // Dungeon music + + Individual(( + title: "A Heart's Ice-Cold Protection", + path: "voxygen.audio.soundtrack.dungeon.a_hearts_ice-cold_protection", + length: 205.0, + timing: None, + weather: None, + biomes:[], + sites: [ + Dungeon(Adlet), + ], + music_state: Activity(Explore), + artist: ("GeekyGami", "https://geekygami.newgrounds.com/audio/"), + )), + Individual(( + title: "Mysty Temple", + path: "voxygen.audio.soundtrack.dungeon.mysty_temple", + length: 183.0, + timing: None, + weather: None, + biomes:[], + sites: [ + Dungeon(Old), + Dungeon(Adlet), + ], + music_state: Activity(Explore), + artist: ("Tiny", None), + )), + Individual(( + title: "Cobbled Halls", + path: "voxygen.audio.soundtrack.dungeon.cobbled_halls", + length: 240.0, + timing: None, + weather: None, + biomes:[], + sites: [ + Dungeon(Old), + ], + music_state: Activity(Explore), + artist: ("Crow", None), + )), + Individual(( + title: "Dank Dungeon", + path: "voxygen.audio.soundtrack.dungeon.dank_dungeon", + length: 130.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + Dungeon(Adlet), + ], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Ruination", + path: "voxygen.audio.soundtrack.dungeon.ruination", + length: 135.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + Dungeon(Adlet), + ], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Vast Onslaught", + path: "voxygen.audio.soundtrack.dungeon.vast_onslaught", + length: 237.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "Sacred Temple", + path: "voxygen.audio.soundtrack.dungeon.sacred_temple", + length: 75.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + music_state: Activity(Explore), + artist: ("Aeronic", "https://soundcloud.com/aeronic"), + )), + Individual(( + title: "The Undergrowth", + path: "voxygen.audio.soundtrack.overworld.the_undergrowth", + length: 165.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Gnarling), + ], + music_state: Activity(Explore), + artist: ("Oolnokk", "https://soundcloud.com/walkerhallplaysthegeetar"), + )), + Individual(( + title: "Jungle Ambient", + path: "voxygen.audio.soundtrack.overworld.jungle_ambient", + length: 218.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Gnarling), + ], + music_state: Activity(Explore), + artist: ("badbbad", "https://soundcloud.com/tomerbarnea"), + )), + Individual(( + title: "Thrumming Waters", + path: "voxygen.audio.soundtrack.dungeon.thrumming_waters", + length: 100.0, + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Gnarling), + ], + music_state: Activity(Explore), + artist: ("Jeremiah Sweeney", "https://soundcloud.com/jsweeney743"), + )), + + // Combat Music + + Segmented( + title: "Barred Paths", + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + segments: [ + ("voxygen.audio.soundtrack.combat.barred_paths.barred_paths-start", 61.818, Transition(Explore, Combat(High)), Some(Combat(High))), + ("voxygen.audio.soundtrack.combat.barred_paths.barred_paths-loop", 54.545, Activity(Combat(High)), None), + ("voxygen.audio.soundtrack.combat.barred_paths.barred_paths-end", 6.0, Transition(Combat(High), Explore), None), + ], + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + ), + Segmented( + title: "Reversal", + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + segments: [ + ("voxygen.audio.soundtrack.combat.reversal.reversal-start", 61.666, Transition(Explore, Combat(High)), Some(Combat(High))), + ("voxygen.audio.soundtrack.combat.reversal.reversal-loop", 60.0, Activity(Combat(High)), None), + ("voxygen.audio.soundtrack.combat.reversal.reversal-end", 3.666, Transition(Combat(High), Explore), None), + ], + artist: ("DaforLynx", "https://daforlynx.neocities.org/"), + ), + Segmented( + title: "Clash", + timing: None, + weather: None, + biomes: [], + sites: [ + Dungeon(Old), + ], + segments: [ + ("voxygen.audio.soundtrack.combat.clash.clash-start", 121.5, Transition(Explore, Combat(High)), Some(Combat(High))), + ("voxygen.audio.soundtrack.combat.clash.clash-loop", 81.0, Activity(Combat(High)), None), + ("voxygen.audio.soundtrack.combat.clash.clash-end", 1.5, Transition(Combat(High), Explore), None), + ], + artist: ("Alfredo Pompa D & Rodriogo Plata", None), + ), + ] +) diff --git a/assets/voxygen/audio/soundtrack/cave/cavernous_hollow.ogg b/assets/voxygen/audio/soundtrack/cave/cavernous_hollow.ogg new file mode 100644 index 0000000..ece1d5e Binary files /dev/null and b/assets/voxygen/audio/soundtrack/cave/cavernous_hollow.ogg differ diff --git a/assets/voxygen/audio/soundtrack/cave/down_the_rabbit_hole.ogg b/assets/voxygen/audio/soundtrack/cave/down_the_rabbit_hole.ogg new file mode 100644 index 0000000..6c1943d Binary files /dev/null and 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+Copyright (c) 2011-2012 by Sorkin Type Co (www.sorkintype.com), +with Reserved Font Name "Metamorphous". + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. 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b/assets/voxygen/font/wizard-license.txt @@ -0,0 +1,4 @@ +The FontStruction “Wizard” +(https://fontstruct.com/fontstructions/show/1506403) by “Omegaville” is +licensed under a Creative Commons Attribution Share Alike license +(http://creativecommons.org/licenses/by-sa/3.0/). diff --git a/assets/voxygen/font/wizard.ttf b/assets/voxygen/font/wizard.ttf new file mode 100644 index 0000000..28dfd43 Binary files /dev/null and b/assets/voxygen/font/wizard.ttf differ diff --git a/assets/voxygen/font/wizard_extended.ttf b/assets/voxygen/font/wizard_extended.ttf new file mode 100644 index 0000000..e9c9de8 Binary files /dev/null and b/assets/voxygen/font/wizard_extended.ttf differ diff --git a/assets/voxygen/i18n/README.md b/assets/voxygen/i18n/README.md new file mode 100644 index 0000000..3530f66 --- /dev/null +++ b/assets/voxygen/i18n/README.md @@ -0,0 +1,17 @@ +# Translation document instructions + +In order to keep localization documents readible please follow the following +rules: +- Separate the string map sections using a commentary describing the purpose + of the next section +- Prepend multi-line strings with a commentary +- Append one blank line after multi-line strings and two blank lines after sections + + +# Adding a new language in Veloren + +To add a new language in Veloren, please follow these steps: +- Create a new folder into the `assets/voxygen/i18n` directory +- Copy the content of the `en` directory in your new folder +- Configure the language metadata in the `_manifest.ron` file +- From this point, you can start translating the files! diff --git a/assets/voxygen/i18n/ar-SA/_manifest.ron b/assets/voxygen/i18n/ar-SA/_manifest.ron new file mode 100644 index 0000000..59c2c4f --- /dev/null +++ b/assets/voxygen/i18n/ar-SA/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Arabic (Saudi locale) +( + metadata: ( + language_name: "العربية (Arabic - Saudi Arabia)", + language_identifier: "ar-SA", + ), + convert_utf8_to_ascii: true, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/ar-SA/body.ftl b/assets/voxygen/i18n/ar-SA/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ar-SA/buff.ftl b/assets/voxygen/i18n/ar-SA/buff.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ar-SA/char_selection.ftl b/assets/voxygen/i18n/ar-SA/char_selection.ftl new file mode 100644 index 0000000..5989008 --- /dev/null +++ b/assets/voxygen/i18n/ar-SA/char_selection.ftl @@ -0,0 +1,6 @@ +char_selection-enter_world = أدخل العالم +char_selection-logout = تسجيل خروج +char_selection-create_new_character = إنشاء شخصية جديدة +char_selection-creating_character = جاري إنشاء شخصية... +char_selection-character_creation = إنشاء شخصية +char_selection-create_info_name = شخصيتك تحتاج إلى اسم! diff --git a/assets/voxygen/i18n/ar-SA/common.ftl b/assets/voxygen/i18n/ar-SA/common.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ar-SA/esc_menu.ftl b/assets/voxygen/i18n/ar-SA/esc_menu.ftl new file mode 100644 index 0000000..7df3b14 --- /dev/null +++ b/assets/voxygen/i18n/ar-SA/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = تسجيل خروج +esc_menu-quit_game = قم بإنهاء اللعبة \ No newline at end of file diff --git a/assets/voxygen/i18n/ar-SA/gameinput.ftl b/assets/voxygen/i18n/ar-SA/gameinput.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ar-SA/hud/ability.ftl b/assets/voxygen/i18n/ar-SA/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ar-SA/hud/bag.ftl b/assets/voxygen/i18n/ar-SA/hud/bag.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ar-SA/hud/char_window.ftl b/assets/voxygen/i18n/ar-SA/hud/char_window.ftl new file mode 100644 index 0000000..e19a785 --- /dev/null +++ b/assets/voxygen/i18n/ar-SA/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = اسم الشخصية +character_window-character_stats = + قدرة التحمل + + اللياقه البدنيه + + قوة الإرادة + + الحماية diff --git a/assets/voxygen/i18n/ar-SA/hud/chat.ftl b/assets/voxygen/i18n/ar-SA/hud/chat.ftl new file mode 100644 index 0000000..a866b40 --- /dev/null +++ b/assets/voxygen/i18n/ar-SA/hud/chat.ftl @@ -0,0 +1 @@ +hud-chat-goodbye = مع السلامة! diff --git a/assets/voxygen/i18n/ar-SA/hud/crafting.ftl b/assets/voxygen/i18n/ar-SA/hud/crafting.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ar-SA/hud/group.ftl b/assets/voxygen/i18n/ar-SA/hud/group.ftl new file mode 100644 index 0000000..f5a07ad --- /dev/null +++ b/assets/voxygen/i18n/ar-SA/hud/group.ftl @@ -0,0 +1,9 @@ +hud-group = مجموعة +hud-group-invite_to_join = دعاك [{ $name }] إلى مجموعته! +hud-group-invite_to_trade = يرغب [{ $name }] في التجارة معك. +hud-group-invite = دعوة +hud-group-kick = اطرد +hud-group-assign_leader = تعيين القائد +hud-group-leave = غادر المجموعة +hud-group-dead = ميت +hud-group-members = أعضاء المجموعة \ No newline at end of file diff --git a/assets/voxygen/i18n/ar-SA/hud/map.ftl b/assets/voxygen/i18n/ar-SA/hud/map.ftl new file mode 100644 index 0000000..d607290 --- /dev/null +++ b/assets/voxygen/i18n/ar-SA/hud/map.ftl @@ -0,0 +1,17 @@ +hud-map-map_title = الخريطة +hud-map-qlog_title = المهام +hud-map-difficulty = الصعوبة +hud-map-towns = المدن +hud-map-castles = القلاع +hud-map-dungeons = الزنازين +hud-map-caves = الكهوف +hud-map-cave = كهف +hud-map-peaks = قمم الجبال +hud-map-dungeon = زنزانة +hud-map-difficulty_dungeon = + زنزانة + + الصعوبة: { $difficulty } +hud-map-mid_click = تعيين إحداثية +hud-map-marked_location = الموقع المحدد +hud-map-marked_location_remove = انقر للإزالة \ No newline at end of file diff --git a/assets/voxygen/i18n/ar-SA/hud/misc.ftl b/assets/voxygen/i18n/ar-SA/hud/misc.ftl new file mode 100644 index 0000000..8f97123 --- /dev/null +++ b/assets/voxygen/i18n/ar-SA/hud/misc.ftl @@ -0,0 +1,2 @@ +hud-quests = المهام +hud-you_died = أنت ميت \ No newline at end of file diff --git a/assets/voxygen/i18n/ar-SA/hud/quest.ftl b/assets/voxygen/i18n/ar-SA/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ar-SA/hud/sct.ftl b/assets/voxygen/i18n/ar-SA/hud/sct.ftl new file mode 100644 index 0000000..9db9031 --- /dev/null +++ b/assets/voxygen/i18n/ar-SA/hud/sct.ftl @@ -0,0 +1 @@ +hud-sct-experience = { $amount } خبرة diff --git a/assets/voxygen/i18n/ar-SA/hud/settings.ftl b/assets/voxygen/i18n/ar-SA/hud/settings.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ar-SA/hud/skills.ftl b/assets/voxygen/i18n/ar-SA/hud/skills.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ar-SA/hud/social.ftl b/assets/voxygen/i18n/ar-SA/hud/social.ftl new file mode 100644 index 0000000..3294c11 --- /dev/null +++ b/assets/voxygen/i18n/ar-SA/hud/social.ftl @@ -0,0 +1,5 @@ +hud-social = لاعبين آخرين +hud-social-online = متصل: +hud-social-friends = اصدقاء +hud-social-name = اسم +hud-social-level = مستوى \ No newline at end of file diff --git a/assets/voxygen/i18n/ar-SA/hud/subtitles.ftl b/assets/voxygen/i18n/ar-SA/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ar-SA/hud/trade.ftl b/assets/voxygen/i18n/ar-SA/hud/trade.ftl new file mode 100644 index 0000000..e13df94 --- /dev/null +++ b/assets/voxygen/i18n/ar-SA/hud/trade.ftl @@ -0,0 +1,3 @@ +hud-trade-trade_window = تجارة +hud-trade-accept = قبول +hud-trade-decline = رفض diff --git a/assets/voxygen/i18n/ar-SA/main.ftl b/assets/voxygen/i18n/ar-SA/main.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ar-SA/npc.ftl b/assets/voxygen/i18n/ar-SA/npc.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/be/_manifest.ron b/assets/voxygen/i18n/be/_manifest.ron new file mode 100644 index 0000000..cf35239 --- /dev/null +++ b/assets/voxygen/i18n/be/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Belarusian +( + metadata: ( + language_name: "Беларуская мова (Belarusian)", + language_identifier: "be", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/be/body.ftl b/assets/voxygen/i18n/be/body.ftl new file mode 100644 index 0000000..1295724 --- /dev/null +++ b/assets/voxygen/i18n/be/body.ftl @@ -0,0 +1,66 @@ +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cave_troll = пячорны троль +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-generic = нейкая істота +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-minotaur = мінатаўр +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-female = огр +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cyclops = цыклопы +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-wendigo = вендзіга +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-werewolf = ваўкалак +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mountain_troll = горны троль +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-swamp_troll = балотны троль +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-blue_oni = сіні оні +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tursus = турсус +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-dullahan = дзюлахан +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-occult_saurok = акультны саўрок +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mighty_saurok = магутны саўрок +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sly_saurok = хітры саўрок +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mindflayer = свежавальнік розуму +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-yeti = еці +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-harvester = жнец +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlord = военачальнік культыстаў +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlock = культыст чарнакніжнік +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-gigas_frost = марозны волат +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-adlet_elder = старэйшына адлетаў +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sea_bishop = марскі епіскап +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-haniwa_general = ханіўскі генерал +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_demolisher = тэракотавы падрыўнік +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_punisher = тэракотавы карнік +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_pursuer = тэракотавы пераследнік +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cursekeeper = тэракотавы пераследнік +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-husk_brute = грубы усохлы +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-male = огр +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-red_oni = чырвоны оні +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_besieger = тэракотавы заваёўнік +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tidal_warrior = воін прыліву diff --git a/assets/voxygen/i18n/be/buff.ftl b/assets/voxygen/i18n/be/buff.ftl new file mode 100644 index 0000000..4a5d7a6 --- /dev/null +++ b/assets/voxygen/i18n/be/buff.ftl @@ -0,0 +1,58 @@ +buff-remove = Націсніце, каб выдаліць +buff-heal = Вылечванне + .desc = Паступова аднаўляе здароўе. + .stat = Аднаўляе { $str_total } адз. здароўя +buff-potion = Зелле + .desc = Піццё... +buff-saturation = Насычэнне + .desc = Паступова аднаўляе здароўе ад ежы. +buff-campfire_heal = Утульнасць вогнішча + .desc = Адпачынак каля вогнішча аднаўляе { $rate }% здароўя ў секунду. +buff-invulnerability = Няўразлівасць + .desc = Вам нічога не можа пашкодзіць. + .stat = Даруе няўразлівасць +buff-protectingward = Ахоўная аўра + .desc = Атакі ворагаў не такія балючыя. +buff-frenzied = Раз’юшанасць + .desc = Кроў цячэ хутчэй, паскараючы ваш рух ды трохі гаячы вашыя раны. +buff-hastened = Паспех + .desc = Вы рухаецеся і атакоўваеце хутчэй. +buff-bleed = Крывацёк + .desc = Наносіць рэгулярную шкоду. +buff-cursed = Праклён + .desc = Вас праклялі. +buff-burn = У агні + .desc = Вы гарыце жыўцом! +buff-crippled = Пакалечаны + .desc = Вы амаль не можаце рухацца, бо вашыя ногі пакалечаныя. +buff-frozen = Абмарожанне + .desc = Вы рухаецеся і атакоўваеце павольней. +buff-wet = Вільготнасць + .desc = Глеба распаўзаецца пад вашымі нагамі, вам цяжка спыніцца. +buff-ensnared = Аблытаны + .desc = Лазы аблытваюць вашыя ногі, затрымліваючы вас. +buff-increase_max_energy = + .stat = Павышае максімальнае здароўе на { $strength } +buff-increase_max_health = + .stat = Павышае максімальную энергію на { $strength } +buff-text-over_seconds = на працягу { $dur_secs } сек. +buff-text-for_seconds = на працягу { $dur_secs } сек. +# Agility +buff-agility = Спрыт + .desc = Вы перамяшчаецеся хутчэй, але наносіце меньш шкоды, і атрымліваеце больш страт. + .stat = + Павялічвае хуткасць бегу на { $strength } %. + Сіла атакі і абароны кардынальна памяншаюцца. +# Energy Regen +buff-energy_regen = Аднаўленне Энергіі + .desc = Аднаўленне энергіі ідзе хутчэй. + .stat = Аднаўляе { $str_total } энергіі. +# Poisoned +buff-poisoned = Атручэнне + .desc = Вы адчуваеце як ваша жыццё гасне… +# Fortitude +buff-fortitude = Трываласць + .desc = Вы можаце вытрымліваць аглушаючыя ўдары. +# Parried +buff-parried = Парыраванне + .desc = Вашую атаку парыравалі, аднаўленне замаруджана. diff --git a/assets/voxygen/i18n/be/char_selection.ftl b/assets/voxygen/i18n/be/char_selection.ftl new file mode 100644 index 0000000..35c563d --- /dev/null +++ b/assets/voxygen/i18n/be/char_selection.ftl @@ -0,0 +1,29 @@ +char_selection-loading_characters = Загрузка персанажаў... +char_selection-delete_permanently = Назаўжды выдаліць гэтага персанажа? +char_selection-change_server = Змяніць сервер +char_selection-enter_world = Увайсці ў свет +char_selection-logout = Выхад +char_selection-create_new_character = Стварыць новага персанажа +char_selection-creating_character = Стварэнне персанажа... +char_selection-character_creation = Стварэнне персанажа +char_selection-human_default = Тыповы чалавек +char_selection-level_fmt = Узровень { $level_nb } +char_selection-uncanny_valley = Дзікія землі +char_selection-plains_of_uncertainty = Раўніны нявызначанасці +char_selection-beard = Барада +char_selection-hair_style = Прычоска +char_selection-hair_color = Колер валосся +char_selection-eye_color = Колер вачэй +char_selection-skin = Колер скуры +char_selection-eyeshape = Форма вачэй +char_selection-accessories = Аксесуары +char_selection-create_info_name = Вашаму персанажу патрэбна імя! +char_selection-version_mismatch = УВАГА! Гэты сервер выкарыстоўвае іншую, магчыма, несумяшчальную версію гульні. Калі ласка, абнавіце сваю гульню. +char_selection-starting_site_next = Наступны +char_selection-starting_site_name = { $name } +char_selection-starting_site_kind = Тып: { $kind } +char_selection-rules = Правіла +char_selection-spectate = Рэжым Назіральніка +char_selection-joining_character = Далучэнне… +char_selection-starting_site = Абярыце Стартавую Вобласць +char_selection-starting_site_prev = Папярэдні diff --git a/assets/voxygen/i18n/be/common.ftl b/assets/voxygen/i18n/be/common.ftl new file mode 100644 index 0000000..ad8188d --- /dev/null +++ b/assets/voxygen/i18n/be/common.ftl @@ -0,0 +1,123 @@ +common-username = Імя +common-singleplayer = Адзіночная гульня +common-multiplayer = Сеткавая гульня +common-servers = Серверы +common-quit = Выхад +common-settings = Налады +common-languages = Мова +common-interface = Інтэрфейс +common-gameplay = Гульня +common-controls = Кіраванне +common-video = Графіка +common-sound = Гук +common-chat = Чат +common-resume = Працягнуць +common-characters = Персанажы +common-close = Зачыніць +common-yes = Так +common-no = Не +common-back = Назад +common-create = Стварыць +common-okay = Добра +common-add = Дадаць +common-accept = Прыняць +common-decline = Адхіліць +common-disclaimer = Паведамленне +common-cancel = Скасаваць +common-none = Няма +common-error = Памылка +common-fatal_error = Крытычная памылка +common-you = Вы +common-automatic = Аўтаматычна +common-random = Выпадкова +common-empty = Пусты +common-confirm = Пацвердзіць +common-delete_server = Выдаліць сервер +common-interface_settings = Налады інтэрфейса +common-gameplay_settings = Налады гульні +common-controls_settings = Налады кіравання +common-video_settings = Налады графікі +common-sound_settings = Налады гуку +common-language_settings = Налады мовы +common-chat_settings = Налады чата +common-connection_lost = + Падключэнне згублена! + Мабыць, сервер перазапусціўся? + Ці абноўлены ваш кліент да апошняй версіі? +common-species-orc = Орк +common-species-human = Чалавек +common-species-dwarf = Дварф +common-species-elf = Эльф +common-species-draugr = Нежыць +common-species-danari = Данары +common-weapons-axe = Сякера +common-weapons-dagger = Кінжал +common-weapons-greatsword = Вялікі Меч +common-weapons-shortswords = Кароткія мячы +common-weapons-sword = Меч +common-weapons-staff = Посах агню +common-weapons-bow = Лук +common-weapons-hammer = Молат +common-weapons-general = Агульны бой +common-weapons-sceptre = Скіпетр вылечвання +common-weapons-shield = Шчыт +common-weapons-spear = Дзіда +common-weapons-hammer_simple = Просты Молат +common-weapons-sword_simple = Просты Меч +common-weapons-staff_simple = Просты посах +common-weapons-axe_simple = Простая сякера +common-weapons-bow_simple = Просты лук +common-weapons-unique = Унікальны +common-tool-debug = Дэбаг +common-tool-farming = Сельскагаспадарчая прылада +common-tool-pick = Кірка +common-tool-mining = Горная справа +common-kind-modular_component = Модульны кампанент +common-kind-glider = Планёр +common-kind-consumable = Выдатковы прадмет +common-kind-throwable = Кідальны прадмет +common-kind-utility = Карыснасць +common-kind-ingredient = Інгрэдыент +common-kind-lantern = Ліхтар +common-hands-one = Аднаручнае +common-hands-two = Двухручнае +common-rand_appearance = Выпадковая знешнасць +common-rand_name = Выпадковае імя +common-stats-combat_rating = БР +common-stats-power = Моц +common-stats-speed = Хуткасць +common-stats-precision_mult = Крыт. множнік +common-stats-armor = Браня +common-stats-poise_res = Супраціўленне аглушэнню +common-stats-energy_max = Максімальная энергія +common-stats-energy_reward = Бонус энергіі +common-stats-precision_power = Крыт. моц +common-stats-stealth = Скрытнасць +common-stats-slots = Яч. +common-material-metal = Метал +common-material-wood = Драўніна +common-material-stone = Камень +common-material-cloth = Тканіна +common-material-hide = Шкура +common-sprite-chest = Куфар +common-tool-shovel = Рыдлёўка +common-tool-instrument = Музычны Інструмент +common-kind-modular_component_partial = Кампанент +common-stats-range = Дыстанцыя +common-sprite-crate = Скрынка +common-accessibility = Спецыяльныя Магчымасці +common-networking_settings = Налады Сеткі +common-sprite-chair = Крэсла +common-sprite-mud = Гразь +common-networking = Сетка +common-stats-durability = Мацунак +common-stats-effect-power = Сіла Эфекту +common-stats-energy_efficiency = Энергаэфектыўнасць +common-stats-buff_strength = Сіла Бафаў/Дэбафаў +common-accessibility_settings = Налады Спецыяльных Магчымасцей +common-sprite-grave = Магіла +common-sprite-signboard = Шыльда +common-sprite-seashell_lantern = Марскі Ліхтар +common-sprite-street_lamp = Вулічны Ліхтар +common-sprite-lantern = Ліхтар +common-sprite-firebowl_ground = Фаербол diff --git a/assets/voxygen/i18n/be/esc_menu.ftl b/assets/voxygen/i18n/be/esc_menu.ftl new file mode 100644 index 0000000..07d2730 --- /dev/null +++ b/assets/voxygen/i18n/be/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Выйсці ў меню +esc_menu-quit_game = Выйсці з гульні \ No newline at end of file diff --git a/assets/voxygen/i18n/be/gameinput.ftl b/assets/voxygen/i18n/be/gameinput.ftl new file mode 100644 index 0000000..21ccc38 --- /dev/null +++ b/assets/voxygen/i18n/be/gameinput.ftl @@ -0,0 +1,78 @@ +gameinput-primary = Асноўная атака +gameinput-secondary = Дадатковая атака +gameinput-block = Блакіраваць +gameinput-slot1 = Ячэйка хуткага доступу 1 +gameinput-slot2 = Ячэйка хуткага доступу 2 +gameinput-slot3 = Ячэйка хуткага доступу 3 +gameinput-slot4 = Ячэйка хуткага доступу 4 +gameinput-slot5 = Ячэйка хуткага доступу 5 +gameinput-slot6 = Ячэйка хуткага доступу 6 +gameinput-slot7 = Ячэйка хуткага доступу 7 +gameinput-slot8 = Ячэйка хуткага доступу 8 +gameinput-slot9 = Ячэйка хуткага доступу 9 +gameinput-slot10 = Ячэйка хуткага доступу 10 +gameinput-swaploadout = Змяніць рыштунак +gameinput-togglecursor = Укл/Выкл курсор +gameinput-help = Адлюстроўваць акно дапамогі +gameinput-toggleinterface = Адлюстроўваць інтэрфейс +gameinput-toggledebug = Адлюстроўваць FPS ды тэх. звесткі +gameinput-toggle_egui_debug = Адлюстроўваць EGUI звесткі +gameinput-togglechat = Адлюстроўваць чат +gameinput-screenshot = Зрабіць здымак экрана +gameinput-toggleingameui = Адлюстроўваць імёны +gameinput-fullscreen = Уключыць поўнаэкранны рэжым +gameinput-moveforward = Рухацца наперад +gameinput-moveleft = Рухацца налева +gameinput-moveright = Рухацца направа +gameinput-moveback = Рухацца назад +gameinput-jump = Скачок +gameinput-glide = Планёр +gameinput-roll = Перакат +gameinput-climb = Карабкацца ўгору +gameinput-climbdown = Карабкацца ўніз +gameinput-wallleap = Скачок ад сцяны +gameinput-togglelantern = Ліхтар +gameinput-mount = Асядлаць +gameinput-chat = Чат +gameinput-command = Каманда +gameinput-escape = Выхад +gameinput-map = Мапа +gameinput-bag = Торба +gameinput-trade = Гандляваць +gameinput-social = Іншыя гульцы +gameinput-sit = Сесці +gameinput-spellbook = Здольнасці +gameinput-settings = Налады +gameinput-respawn = Адрадзіцца +gameinput-charge = Зарадзіць +gameinput-togglewield = Дастаць/схаваць зброю +gameinput-interact = Узаемадзейнічаць +gameinput-freelook = Вольная камера +gameinput-autowalk = Аўтаматычны рух +gameinput-cameraclamp = Замацаваць камеру +gameinput-dance = Танчыць +gameinput-select = Выбраць +gameinput-acceptgroupinvite = Прыняць запрашэнне ў групу +gameinput-declinegroupinvite = Адхіліць запрашэнне ў групу +gameinput-cyclecamera = Пераключыць камеру +gameinput-crafting = Рамяство +gameinput-fly = Лятаць +gameinput-sneak = Красціся +gameinput-swimdown = Плысці ўніз +gameinput-swimup = Плысці ўгору +gameinput-mapzoomin = Наблізіць мапу +gameinput-mapzoomout = Аддаліць мапу +gameinput-greet = Прывітанне +gameinput-map-locationmarkerbutton = Паставіць паказальнік +gameinput-zoomout = Аддаленне камеры +gameinput-zoomlock = Зафіксаваць камеру +gameinput-mutemaster = Выключыць увесь гук +gameinput-mutemusic = Заглушыць музыку +gameinput-mutesfx = Заглушыць гукі эфектаў +gameinput-muteambience = Заглушыць гукі наваколля +gameinput-togglewalk = Хада +gameinput-stayfollow = Чакаць/Ісці ўслед +gameinput-zoomin = Прыбліжэнне камеры +gameinput-muteinactivemaster = Заглушыць увесь гук (неактыўнае акно) +gameinput-spectateviewpoint = Пункт наглядання назіральніка +gameinput-spectatespeedboost = Паскарэнне ў рэжыме наглядальніка diff --git a/assets/voxygen/i18n/be/hud/ability.ftl b/assets/voxygen/i18n/be/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/be/hud/bag.ftl b/assets/voxygen/i18n/be/hud/bag.ftl new file mode 100644 index 0000000..dd9a36f --- /dev/null +++ b/assets/voxygen/i18n/be/hud/bag.ftl @@ -0,0 +1,43 @@ +hud-bag-inventory = Інвентар { $playername } +hud-bag-stats_title = Характарыстыкі { $playername } +hud-bag-armor = Браня +hud-bag-stats = Характарыстыкі +hud-bag-head = Галава +hud-bag-neck = Шыя +hud-bag-tabard = Табард +hud-bag-shoulders = Плечы +hud-bag-chest = Грудзі +hud-bag-hands = Рукі +hud-bag-lantern = Ліхтар +hud-bag-glider = Планёр +hud-bag-belt = Пояс +hud-bag-ring = Пярсцёнак +hud-bag-back = Спіна +hud-bag-legs = Ногі +hud-bag-feet = Ступні +hud-bag-mainhand = Асноўная рука +hud-bag-offhand = Другарадная рука +hud-bag-inactive_mainhand = Асноўная рука (запас) +hud-bag-inactive_offhand = Другарадная рука (запас) +hud-bag-swap_equipped_weapons_title = Змяніць зброю +hud-bag-swap_equipped_weapons_desc = Націсніце { $key } +hud-bag-bag = Торба +hud-bag-health = Здароўе +hud-bag-energy = Энергія +hud-bag-combat_rating = Баявы рэйтынг +hud-bag-protection = Абарона +hud-bag-stun_res = Ураўнаважанасць +hud-bag-combat_rating_desc = + Разлічваецца з якасці вашага + рыштунку і здароўя. +hud-bag-protection_desc = Паглынанне шкоды вашай бранёй. +hud-bag-stun_res_desc = + Супраціўленне аглушэнню паслядоўнымі ўдарамі. + Аднаўляецца як энергія. +hud-bag-sort_by_name = Сартаваць па назве +hud-bag-sort_by_quality = Сартаваць па якасці +hud-bag-sort_by_category = Сартаваць па катэгорыі +hud-bag-stealth = Скрытнасць +hud-bag-sort_by_quantity = Сартаваць па Колькасці +hud-bag-sort_by_tag = Сартаваць па Тэгу +hud-bag-backpack = Заплечнік diff --git a/assets/voxygen/i18n/be/hud/char_window.ftl b/assets/voxygen/i18n/be/hud/char_window.ftl new file mode 100644 index 0000000..00e89ef --- /dev/null +++ b/assets/voxygen/i18n/be/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Імя персанажа +character_window-character_stats = + Трываласць + + Спрытнасць + + Сіла волі + + Абарона diff --git a/assets/voxygen/i18n/be/hud/chat.ftl b/assets/voxygen/i18n/be/hud/chat.ftl new file mode 100644 index 0000000..abdc759 --- /dev/null +++ b/assets/voxygen/i18n/be/hud/chat.ftl @@ -0,0 +1,74 @@ +hud-chat-all = Усе +hud-chat-chat_tab_hover_tooltip = ПКМ для наладаў +hud-chat-online_msg = { "[" }{ $name }] зайшоў у сетку. +hud-chat-offline_msg = { "[" }{ $name }] больш не ў сетцы. +hud-chat-default_death_msg = { "[" }{ $name }] памёр(-ла) +hud-chat-fall_kill_msg = { "[" }{ $name }] разбіўся(-лася) насмерць +hud-chat-suicide_msg = { "[" }{ $name }] здзейсніў(-ла) самагубства +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] згарэў(-ла) жыўцом, выкліканага [{ $attacker }] + .bleeding = { "[" }{ $victim }] памёр(-ла) ад крывацёку, выкліканага [{ $attacker }] + .curse = { "[" }{ $victim }] памёр(-ла) ад праклёну, выкліканага [{ $attacker }] + .crippled = { "[" }{ $victim }] памёр(-ла) ад траўмаў, выкліканага [{ $attacker }] + .frozen = { "[" }{ $victim }] памёр(-ла) ад холаду, выкліканага [{ $attacker }] +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] перамог(-ла) [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] застрэліў(-ла) [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] падарваў(-ла) [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] забіў(-ла) [{ $victim }] чарамі +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] згарэў(-ла) жыўцом + .bleeding = { "[" }{ $victim }] памёр(-ла) ад крывацёку + .curse = { "[" }{ $victim }] памёр(-ла) ад праклёну + .crippled = { "[" }{ $victim }] памёр(-ла) ад траўмаў + .frozen = { "[" }{ $victim }] памёр(-ла) ад холаду +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] згарэў(-ла) жыўцом, выкліканага { $attacker } + .bleeding = { "[" }{ $victim }] памёр(-ла) ад крывацёку, выкліканага { $attacker } + .curse = { "[" }{ $victim }] памёр(-ла) ад праклёну, выкліканага { $attacker } + .crippled = { "[" }{ $victim }] памёр(-ла) ад траўмаў, выкліканага { $attacker } + .frozen = { "[" }{ $victim }] памёр(-ла) ад холаду, выкліканага { $attacker } +hud-chat-npc_melee_kill_msg = { $attacker } забіў(-ла) [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } застрэліў(-ла) [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } падарваў(-ла) [{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } забіў(-ла) [{ $victim }] чарамі +hud-chat-npc_other_kill_msg = { $attacker } забіў(-ла) [{ $victim }] +hud-chat-goodbye = Да пабачэння! +hud-chat-connection_lost = Злучэнне згублена. Вас выштурхнуць праз { $time } сек. +# Generic messages +hud-chat-message-in-group-with-name = ({ $group }) [{ $alias }] { $name }: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-to = Да [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-from = Ад [{ $alias }]: { $msg } +# Other PvP deaths, both $attacker_gender and $victim_gender are available +hud-chat-pvp_other_kill_msg = { "[" }{ $attacker }] забіў [{ $victim }] +# HUD Pickup message +hud-loot-pickup-msg-you = + { $amount -> + [1] Вы падвбралі { $item } + *[other] Вы падвбралі { $amount }x { $item } + } +# HUD Pickup message +hud-loot-pickup-msg = + { $gender -> + [she] + { $amount -> + [1] { $actor } падабрала { $item } + *[other] { $actor } падабрала { $amount }x { $item } + } + *[he] + { $amount -> + [1] { $actor } падвбраў { $item } + *[other] { $actor } падабраў { $amount }x { $item } + } + } +# Npc /tell messages, no gender info, sadly +hud-chat-tell-to-npc = Да [{ $alias }]: { $msg } +# Npc /tell messages, no gender info, sadly +hud-chat-tell-from-npc = Ад [{ $alias }]: { $msg } +# Generic messages +hud-chat-message-with-name = { "[" }{ $alias }] { $name }: { $msg } +# Generic messages +hud-chat-message-in-group = ({ $group }) [{ $alias }]: { $msg } +# Generic messages +hud-chat-message = { "[" }{ $alias }]: { $msg } diff --git a/assets/voxygen/i18n/be/hud/crafting.ftl b/assets/voxygen/i18n/be/hud/crafting.ftl new file mode 100644 index 0000000..5e51eba --- /dev/null +++ b/assets/voxygen/i18n/be/hud/crafting.ftl @@ -0,0 +1,44 @@ +hud-crafting = Рамяство +hud-crafting-recipes = Рэцэпты +hud-crafting-ingredients = Інгрэдыенты: +hud-crafting-craft = Стварыць +hud-crafting-tool_cata = Патрэбна: +hud-crafting-req_crafting_station = Патрэбна: +hud-crafting-anvil = Кавадла +hud-crafting-cauldron = Кацёл +hud-crafting-cooking_pot = Казан +hud-crafting-crafting_bench = Варштат +hud-crafting-forge = Горан +hud-crafting-loom = Ткацкі станок +hud-crafting-spinning_wheel = Калаўрот +hud-crafting-tanning_rack = Дубільная рама +hud-crafting-salvaging_station = Варштат для разборкі +hud-crafting-campfire = Вогнішча +hud-crafting-tabs-all = Усё +hud-crafting-tabs-armor = Браня +hud-crafting-tabs-dismantle = Разабраць на часткі +hud-crafting-tabs-food = Ежа +hud-crafting-tabs-glider = Планёры +hud-crafting-tabs-potion = Зеллі +hud-crafting-tabs-tool = Прылады +hud-crafting-tabs-utility = Карыснасці +hud-crafting-tabs-weapon = Зброя +hud-crafting-tabs-bag = Торбы +hud-crafting-tabs-processed_material = Матэрыялы +hud-crafting-dismantle_title = Разабраць на часткі +hud-crafting-dismantle_explanation = + Змясціце курсор на іконцы прадмета, + каб даведацца, што можна атрымаць. + + Націсніце двойчы, каб пачаць + разбіранне. +hud-crafting-modular_desc = Перацягніце часткі зброі каб стварыць зброю +hud-crafting-mod_weap_prim_slot_title = Асноўны Кампанент Зброі +hud-crafting-mod_weap_sec_slot_title = Другі Кампанент Зброі +hud-crafting-repair = Адрамантаваць +hud-crafting-repair_equipped = Адрамантаваць Апрананае +hud-crafting-repair_all = Адрамантаваць Усё +hud-crafting-mod_weap_prim_slot_desc = Змясціце асноўны кампанент зброі тут (напрыклад sword blade, axe head, альбо bow limbs). +hud-crafting-mod_weap_sec_slot_desc = Змясціце другі кампанент зброі тут (напрыклад sword hilt, bow grip, альбо staff core). +hud-crafting-repair_bench = Рамонтны Стол +hud-crafting-craft_all = Стварыць Усё diff --git a/assets/voxygen/i18n/be/hud/group.ftl b/assets/voxygen/i18n/be/hud/group.ftl new file mode 100644 index 0000000..eb97b47 --- /dev/null +++ b/assets/voxygen/i18n/be/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Група +hud-group-invite_to_join = [{ $name }] запрасіў вас у сваю групу! +hud-group-invite_to_trade = [{ $name }] жадае пагандляваць з вамі. +hud-group-invite = Запрасіць +hud-group-kick = Выштурхнуць +hud-group-assign_leader = Прызначыць лідара +hud-group-leave = Пакінуць групу +hud-group-dead = Памерлы +hud-group-out_of_range = Недасягальны +hud-group-add_friend = Дадаць да сяброў +hud-group-link_group = Звязаць групы +hud-group-in_menu = У меню +hud-group-members = Чальцы групы \ No newline at end of file diff --git a/assets/voxygen/i18n/be/hud/map.ftl b/assets/voxygen/i18n/be/hud/map.ftl new file mode 100644 index 0000000..2fb4bee --- /dev/null +++ b/assets/voxygen/i18n/be/hud/map.ftl @@ -0,0 +1,39 @@ +hud-map-map_title = Мапа +hud-map-qlog_title = Заданні +hud-map-topo_map = Тапаграфічная +hud-map-difficulty = Цяжкасць +hud-map-towns = Гарады +hud-map-castles = Замкі +hud-map-dungeons = Падзямеллі +hud-map-caves = Пячоры +hud-map-cave = Пячора +hud-map-peaks = Горы +hud-map-biomes = Біёмы +hud-map-voxel_map = Воксельная мапа +hud-map-trees = Гіганцкія дрэвы +hud-map-tree = Гіганцкае дрэва +hud-map-town = Горад +hud-map-castle = Замак +hud-map-dungeon = Падзямелле +hud-map-difficulty_dungeon = + Цяжкасць + падзямелля: { $difficulty } +hud-map-drag = Цягнуть +hud-map-zoom = Маштаб +hud-map-mid_click = Дадаць паказальнік +hud-map-recenter = Адцэнтраваць +hud-map-marked_location = Паказальнік +hud-map-marked_location_remove = Націсніце, каб выдаліць +hud-map-change_map_mode = Змяніць рэжым мапы +hud-map-toggle_minimap_voxel = Пераключыцца да воксельнай мінімапы +hud-map-zoom_minimap_explanation = + Маштабуйце мінімапу, каб + лепей бачыць вобласть вакол сябе +hud-map-gnarling = Форт Гнарлінгаў +hud-map-placed_by = Змешчана { $name } +hud-map-df_mine = Шахта +hud-map-chapel_site = Марская Капліца +hud-map-adlet = Цытадэль Адлетаў +hud-map-terracotta = Тэракотавыя Руіны +hud-map-bridge = Мост +hud-map-haniwa = Катакомбы Ханіва diff --git a/assets/voxygen/i18n/be/hud/misc.ftl b/assets/voxygen/i18n/be/hud/misc.ftl new file mode 100644 index 0000000..cc349a6 --- /dev/null +++ b/assets/voxygen/i18n/be/hud/misc.ftl @@ -0,0 +1,83 @@ +hud-do_not_show_on_startup = Не паказваць гэта пры запуску +hud-show_tips = Паказваць падказкі +hud-quests = Заданні +hud-you_died = Вы памерлі +hud-waypoint_saved = Месца адраджэння ўсталявана +hud-sp_arrow_txt = АН +hud-inventory_full = Поўны інвентар +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Прызначэнні клавіш +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Ліхтар +hud-press_key_to_show_debug_info_fmt = Націсніце { $key }, каб адлюстроўваць тэх. звесткі +hud-press_key_to_toggle_keybindings_fmt = Націсніце { $key }, каб адлюстроўваць прызначэнні клавіш +hud-press_key_to_toggle_debug_info_fmt = Націсніце { $key }, каб адлюстроўваць тэх. звесткі +hud-press_key_to_respawn = Націсніце { $key }, каб адрадзіцца каля апошняга пабачанага вогнішча. +hud-tutorial_btn = Навучанне +hud-tutorial_click_here = Націсніце [ { $key } ], каб мець магчымасць націснуць гэту кнопку! +hud-tutorial_elements = Рамяство +hud-temp_quest_headline = Вітанне, вандроўнік! +hud-temp_quest_text = + Каб пачаць сваё падарожжа, можаце пагуляць па гэтай вёсцы ды пазбіраць прыпасаў. + + Не саромейцеся, бярыце ўсё, што вам можа спатрэбіцца на шляху. + + Паглядзіце ў ніжні правы кут экрана, каб знайсці розныя карысныя рэчы, як - торба, меню рамяства і мапу. + + Працоўныя месцы, як, напрыклад, варштат і казан дазваляюць вам ствараць браню, зброю, ежу і шмат чаго іншага! + + Дзікія зверы вакол вёскі - гэта выдатная крыніца Жывёльных шкур, з якіх можна зрабіць якуюсьці ахову ад пагроз гэтага вялікага свету. + + Як адчуваеце, што гатовыя, зірніце на мапу, каб знайсці сабе выпрабаванні і лепшы рыштунак! +hud-spell = Здольнасці +hud-diary = Журнал +hud-free_look_indicator = Вольны агляд актываваны. Націсніце { $key }, каб скасаваць. +hud-camera_clamp_indicator = Камера замацавана вертыкальна. Націсніце { $key }, каб скасаваць. +hud-auto_walk_indicator = Аўта рух/плаванне актываваныя +hud-collect = Сабраць +hud-pick_up = Падабраць +hud-open = Адчыніць +hud-use = Ужыць +hud-mine = Здабываць +hud-talk = Пагутарыць +hud-trade = Гандляваць +hud-mount = Асядлаць +hud-sit = Сесці +hud-dig = Капаць +hud-steer = Кіраваць +hud-someone_else = камусці іншаму +hud-another_group = іншаму гурту +hud-owned_by_for_secs = Належыць { $name } яшчэ { $secs } сек +hud_items_lost_dur = Вашы экіпіраваныя рэчы страцілі трываласць. +hud-zoom_lock_indicator-remind = Зум зафіксаваны +hud-zoom_lock_indicator-disable = Зум камеры расфіксаваны +hud-deactivate = Дэактываваць +hud-read = Чытаць +hud-unlock-requires = Адчыніць з дапамогай { $item } +hud-unlock-consumes = Выкарыстаць { $item } каб адчыніць +hud-mine-needs_pickaxe = Патрэбна Кірка +hud-mine-needs_shovel = Патрэбна Рыдлёўка +hud-mine-needs_unhandled_case = Патрэбна ??? +hud-pet = Галубіць +hud-follow = Хадзіць +hud-stay = Чакаць +hud-lay = Ляжаць +hud-portal = Партал +-server = Сервер +-client = Кліент +hud-init-stage-singleplayer = Запуск сервера для адзіночнай гульні... +hud-init-stage-server-db-migrations = { "[" }{ -server }]: Прымяненне міграцыі базы дадзеных... +hud-init-stage-server-worldsim-erosion = { "[" }{ -server }]: Эрозія { $percentage } % +hud-init-stage-server-worldciv-civcreate = { "[" }{ -server }]: Створана { $generated } з { $total } цывілізацый +hud-init-stage-server-worldciv-site = { "[" }{ -server }]: Стварэнне месцаў... +hud-init-stage-server-economysim = { "[" }{ -server }]: Сімуляцыя эканомікі... +hud-init-stage-server-starting = { "[" }{ -server }]: Запуск сервера... +hud-init-stage-multiplayer = Запуск мульціплэера +hud-init-stage-client-connection-establish = { "[" }{ -client }]: Устанаўленне злучэння з серверам... +hud-init-stage-client-authentication = { "[" }{ -client }]: Аўтэнтыфікацыя... +hud-init-stage-client-load-init-data = { "[" }{ -client }]: Загрузка дадзеных ініцыялізацыі з сервера... +hud-init-stage-client-starting-client = { "[" }{ -client }]: Падрыхтоўка кліента... +hud-zoom_lock_indicator-enable = Зум камеры зафіксаваны +hud-init-stage-server-db-vacuum = { "[" }{ -server }]: Ачыстка базы дадзеных... +hud-init-stage-server-spotgen = { "[" }{ -server }]: Стварэнне пунктаў... +hud-init-stage-client-request-server-version = { "[" }{ -client }]: Чаканне версіі сервера... +hud-activate = Актываваць +hud-init-stage-render-pipeline = Стварэнне канвеера візуалізацыі ({ $done }/{ $total }) diff --git a/assets/voxygen/i18n/be/hud/quest.ftl b/assets/voxygen/i18n/be/hud/quest.ftl new file mode 100644 index 0000000..4ce990b --- /dev/null +++ b/assets/voxygen/i18n/be/hud/quest.ftl @@ -0,0 +1,7 @@ +hud-quest-desc-fetch = Калі ласка, дапамагі мне знайсці: +hud-quest-desc-kill = Можаш дапамагчы мне забіць +hud-quest-reward = Я ўзнагараджу цябе: +hud-quest-accept = Набыць +hud-quest-decline = Адмовіць +hud-quest = Квэст +hud-quest-intro = Вітаю, { $playername }! diff --git a/assets/voxygen/i18n/be/hud/sct.ftl b/assets/voxygen/i18n/be/hud/sct.ftl new file mode 100644 index 0000000..eb5f992 --- /dev/null +++ b/assets/voxygen/i18n/be/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } ХР +hud-sct-block = БЛОК diff --git a/assets/voxygen/i18n/be/hud/settings.ftl b/assets/voxygen/i18n/be/hud/settings.ftl new file mode 100644 index 0000000..837b7b9 --- /dev/null +++ b/assets/voxygen/i18n/be/hud/settings.ftl @@ -0,0 +1,168 @@ +hud-settings-general = Асноўныя +hud-settings-none = Няма +hud-settings-press_behavior-toggle = Пераключыць +hud-settings-press_behavior-hold = Трымаць +hud-settings-help_window = Акно дапамогі +hud-settings-debug_info = Тэхнічныя звесткі +hud-settings-show_hitboxes = Адлюстроўваць хітбоксы +hud-settings-show_chat = Паказваць чат +hud-settings-show_hotkey_hints = Падказваць гарачыя клавішы +hud-settings-tips_on_startup = Падказкі пры запуску +hud-settings-ui_scale = Маштаб інтэрфейса +hud-settings-relative_scaling = Адносны +hud-settings-custom_scaling = Ручны +hud-settings-crosshair = Прыцэл +hud-settings-opacity = Празрыстасць +hud-settings-hotbar = Панэль хуткага доступу +hud-settings-toggle_shortcuts = Гарачыя клавішы +hud-settings-buffs_skillbar = Статусныя эфекты каля панэлі ўменняў +hud-settings-buffs_mmap = Статусныя эфекты каля мінімапы +hud-settings-toggle_bar_experience = Адлюстроўваць панэль досведу +hud-settings-scrolling_combat_text = Адлюстроўваць шкоду/злечванне +hud-settings-incoming_damage = Шкода ад кожнага ўдара па гульцу +hud-settings-speech_bubble = Індыкатар гаворкі +hud-settings-speech_bubble_self = Паказваць свае індыкатары гаворкі +hud-settings-speech_bubble_dark_mode = Цёмны рэжым індыкатара гаворкі +hud-settings-speech_bubble_icon = Малюнак індыкатара гаворкі +hud-settings-energybar_numbers = Лічбы на панэлі энергіі +hud-settings-always_show_bars = Заўсёды паказваць панэль энергіі/здароўя +hud-settings-values = Значэнні +hud-settings-percentages = Адсоткі +hud-settings-chat = Чат +hud-settings-background_opacity = Празрыстасць фону +hud-settings-chat_character_name = Імёны персанажаў у чаце +hud-settings-loading_tips = Падказкі на экране загрузкі +hud-settings-reset_interface = Па змаўчанню +hud-settings-pan_sensitivity = Чуллівасць мышы +hud-settings-zoom_sensitivity = Чуллівасць пракруткі +hud-settings-camera_clamp_angle = Вугал вертыкальнага замацавання камеры +hud-settings-invert_scroll_zoom = Інвертаваць пракрутку +hud-settings-invert_mouse_y_axis = Інвертаваць вось Y мышы +hud-settings-invert_controller_y_axis = Інвертаваць вось Y геймпада +hud-settings-enable_mouse_smoothing = + Згладжванне руху + камеры +hud-settings-free_look_behavior = Паводзіны вольнага агляду +hud-settings-auto_walk_behavior = Паводзіны аўтаруху +hud-settings-camera_clamp_behavior = Паводзіны замацаванай камеры +hud-settings-player_physics_behavior = Фізіка гульца (эксперыментальнае) +hud-settings-stop_auto_walk_on_input = + Скасаваць аўтарух + пры ўводзе +hud-settings-auto_camera = Аўтакамера +hud-settings-reset_gameplay = Па змаўчанню +hud-settings-view_distance = ДБ (далёкасць бачн.) +hud-settings-sprites_view_distance = ДБ спрайтаў +hud-settings-maximum_fps = Максімальны FPS +hud-settings-background_fps = Фонавы FPS +hud-settings-present_mode = Рэжым прэзэнтацыі (Vulkan Swap Chain) +hud-settings-fov = Вугал агляду (град.) +hud-settings-gamma = Гама +hud-settings-exposure = Экспазіцыя +hud-settings-ambiance = Яркасць наваколля +hud-settings-antialiasing_mode = Рэжым антыаліясінгу +hud-settings-upscale_factor = Унутраная разрознасць +hud-settings-cloud_rendering_mode = Якасць аблокаў +hud-settings-fluid_rendering_mode = Якасць вадкасцяў +hud-settings-cloud_rendering_mode-minimal = Мінімальная +hud-settings-cloud_rendering_mode-low = Нізкая +hud-settings-cloud_rendering_mode-medium = Сярэдняя +hud-settings-cloud_rendering_mode-high = Высокая +hud-settings-cloud_rendering_mode-ultra = Ультра +hud-settings-fullscreen = На ўвесь экран +hud-settings-fullscreen_mode = Поўнаэкранны рэжым +hud-settings-fullscreen_mode-exclusive = Эксклюзіўны +hud-settings-fullscreen_mode-borderless = Акно без рамак +hud-settings-gpu_profiler = GPU замеры (можа быць недаступнае) +hud-settings-particles = Часцінкі +hud-settings-lossy_terrain_compression = Сцісканне рэльефу са стратамі даных +hud-settings-weapon_trails = Сляды ад зброі +hud-settings-resolution = Разрознасць +hud-settings-bit_depth = Глыбіня колеру +hud-settings-refresh_rate = Частата абнаўлення экрана +hud-settings-lighting_rendering_mode = Якасць асвятлення +hud-settings-lighting_rendering_mode-ashikhmin = Тып A - Высокая +hud-settings-lighting_rendering_mode-blinnphong = Тып B - Сярэдняя +hud-settings-lighting_rendering_mode-lambertian = Тып L - Нізкая +hud-settings-shadow_rendering_mode = Якасць ценяў +hud-settings-shadow_rendering_mode-none = Без ценяў +hud-settings-shadow_rendering_mode-cheap = Нізкая +hud-settings-shadow_rendering_mode-map = Мапа +hud-settings-shadow_rendering_mode-map-resolution = Разрознасць +hud-settings-lod_detail = Узровень дэталізацыі +hud-settings-save_window_size = Захаваць памер акна +hud-settings-reset_graphics = Па змаўчанню +hud-settings-bloom = Прасочванне святла +hud-settings-point_glow = Крыніцы святла +hud-settings-master_volume = Агульная гучнасць +hud-settings-inactive_master_volume_perc = Гучнасць (калі акно неактыўнае) +hud-settings-music_volume = Гучнасць музыкі +hud-settings-sound_effect_volume = Гучнасць гукавых эфектаў +hud-settings-audio_device = Аўдыяпрылада +hud-settings-reset_sound = Па змаўчанню +hud-settings-english_fallback = Выкарыстоўваць ангельскую, калі няма перакладу +hud-settings-awaitingkey = Націсніце клавішу... +hud-settings-unbound = Не прызначана +hud-settings-reset_keybinds = Па змаўчанню +hud-settings-chat_tabs = Укладкі чата +hud-settings-label = Ярлык: +hud-settings-delete = Выдаліць +hud-settings-show_all = Адлюстроўваць усё +hud-settings-messages = Паведамленні +hud-settings-activity = Фільтр актыўнасці +hud-settings-death = Смерць +hud-settings-group = Група +hud-settings-faction = Фракцыя +hud-settings-world = Свет +hud-settings-region = Рэгіён +hud-settings-say = Гаворка побач +hud-settings-all = Усе +hud-settings-group_only = Толькі група +hud-settings-reset_chat = Па змаўчанню +hud-settings-autopress_behavior-auto = Аўта +hud-settings-slots = Слоты +hud-settings-autopress_behavior-toggle = Пераключыць +hud-settings-combat_music = Баявая музыка +hud-settings-use_prefixes = Для велічынь выкарыстоўваць прэфіксы СІ +hud-settings-prefix_switch_point = Максімальная колькасць лічбаў для пераключэння сімвалаў СІ +hud-settings-damage_accumulation_duration = Працягласць Назапашвання Шкоды +hud-settings-round_damage = Акругленне ўрону +hud-settings-enable_poise_bar = Паказваць Шкалу Раўнавагі +hud-settings-aim_offset_y = Вертыкальнае Зрушэнне Прыцэла +hud-settings-bow_zoom = Зум пры нацягванні цецівы лука +hud-settings-zoom_lock = Блакіроўка зума камеры +hud-settings-lod_distance = Адлегласць візуалізацыі LoD +hud-settings-entities_detail_distance = Далекасць бачнасці дэталей істот +hud-settings-present_mode-vsync_capped = Абмежаваны Vsync +hud-settings-present_mode-vsync_adaptive = Адаптыўны Vsync +hud-settings-present_mode-vsync_off = Vsync выкл +hud-settings-fluid_rendering_mode-medium = Сярэдняя +hud-settings-reflection_rendering_mode = Якасць Адбітку +hud-settings-reflection_rendering_mode-low = Нізкая +hud-settings-reflection_rendering_mode-medium = Сярэдняя +hud-settings-reflection_rendering_mode-high = Высокая +hud-settings-flashing_lights = Мігцячыя крыніцы святла +hud-settings-rain_occlusion-resolution = Разрознасць Дажджавой Аклюзіі +hud-settings-minimal_graphics = Мінімальная +hud-settings-low_graphics = Нізкая +hud-settings-medium_graphics = Сярэдняя +hud-settings-high_graphics = Высокая +hud-settings-ultra_graphics = Ультра +hud-settings-ambience_volume = Гучнасць асяроддзя +hud-settings-music_spacing = Інтэрвал музыкі +hud-settings-enable_discord_integration = Уключыць інтэграцыю Discord +hud-settings-subtitles = Субтытры +hud-settings-walking_speed = Хуткасць хады +hud-settings-zoom_lock_behavior = Функцыя блакіроўкі зума камеры +hud-settings-experience_numbers = Ачкі вопыту +hud-settings-accumulate_experience = Паказаць ачкі вопыту ў сукупнасці +hud-settings-walking_speed_behavior = Наладка хуткасці хады +hud-settings-aim_offset_x = Гарызантальнае Зрушэнне Прыцэла +hud-settings-incoming_damage_accumulation_duration = Працягласць назапашвання ўваходнага ўрону +hud-settings-entity_view_distance = Далекасць Бачнасці Істот +hud-settings-fluid_rendering_mode-low = Нізкая +hud-settings-fluid_rendering_mode-high = Высокая +hud-settings-flashing_lights_info = Прыбірае ўсе віды мігцення (мігацення або маланкі) +hud-settings-third_party_integrations = Іншыя інтэграцыі +hud-settings-present_mode-vsync_uncapped = Неабмежаваны Vsync +hud-settings-language_send_to_server = Адправіць наладжаную мову на серверы (для лакалізацыі правілаў і «паведамленняў дня») diff --git a/assets/voxygen/i18n/be/hud/skills.ftl b/assets/voxygen/i18n/be/hud/skills.ftl new file mode 100644 index 0000000..558c020 --- /dev/null +++ b/assets/voxygen/i18n/be/hud/skills.ftl @@ -0,0 +1,147 @@ +hud-rank_up = Новая адзінка навыку +hud-skill-sp_available = + { $number -> + [0] Няма даступных адзінак навыку + [1] { $number } адзінка навыку даступна + *[other] { $number } адзінак навыку даступна + } +hud-skill-not_unlocked = Пакуль не адчынена +hud-skill-req_sp = { "\u000A" }Патрабуе { $number } АН +hud-skill-unlck_sword_title = Валоданне мячом +hud-skill-unlck_sword = Адчыняе дрэва навыкаў валодання мячом.{ $SP } +hud-skill-unlck_axe_title = Валоданне сякерай +hud-skill-unlck_axe = Адчыняе дрэва навыкаў валодання сякерай.{ $SP } +hud-skill-unlck_hammer_title = Валоданне молатам +hud-skill-unlck_hammer = Адчыняе дрэва навыкаў валодання молатам.{ $SP } +hud-skill-unlck_bow_title = Валоданне лукам +hud-skill-unlck_bow = Адчыняе дрэва навыкаў валодання лукам.{ $SP } +hud-skill-unlck_staff_title = Валоданне посахам +hud-skill-unlck_staff = Адчыняе дрэва навыкаў валодання посахам.{ $SP } +hud-skill-unlck_sceptre_title = Валоданне скіпетрам +hud-skill-unlck_sceptre = Адчыняе дрэва навыкаў валодання скіпетрам.{ $SP } +hud-skill-climbing_title = Скалалажанне +hud-skill-climbing = Здольнасць лазіць па паверхнях. +hud-skill-climbing_cost_title = Кошт скалалажання +hud-skill-climbing_cost = Скалалажанне ўжывае на { $boost }% менш энергіі.{ $SP } +hud-skill-climbing_speed_title = Хуткасць скалалажання +hud-skill-climbing_speed = Караскайцеся на { $boost }% хутчэй.{ $SP } +hud-skill-swim_title = Плаванне +hud-skill-swim = Плаванне. +hud-skill-swim_speed_title = Хуткасць плавання +hud-skill-swim_speed = Плавайце на { $boost }% хутчэй.{ $SP } +hud-skill-sc_lifesteal_title = Прамень крадзяжу жыцця +hud-skill-sc_lifesteal = Паглынайце жыццё сваіх ворагаў. +hud-skill-sc_lifesteal_damage_title = Шкода +hud-skill-sc_lifesteal_damage = Прычыняйце на { $boost }% больш шкоды.{ $SP } +hud-skill-sc_lifesteal_range_title = Далёкасць +hud-skill-sc_lifesteal_range = Ваш прамень на { $boost }% даўжэйшы.{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Крадзёж жыцця +hud-skill-sc_lifesteal_lifesteal = Ператварае дадатковыя { $boost }% шкоды ў здароўе.{ $SP } +hud-skill-sc_lifesteal_regen_title = Аднаўленне энергіі +hud-skill-sc_lifesteal_regen = Папоўніце сваю энергію на дадатковыя { $boost }%.{ $SP } +hud-skill-sc_heal_title = Аўра вылечвання +hud-skill-sc_heal = Вылечвайце сваіх паплечнікаў кроўю ворагаў. Каб ужыць, патрэбна перш здзейсніць комба. +hud-skill-sc_heal_heal_title = Вылечванне +hud-skill-sc_heal_heal = Пабольшвае моц вылечвання на { $boost }%.{ $SP } +hud-skill-sc_heal_cost_title = Выдатак энергіі +hud-skill-sc_heal_cost = Вылечванне патрабуе на { $boost }% менш энергіі.{ $SP } +hud-skill-sc_heal_duration_title = Працягласць +hud-skill-sc_heal_duration = Эфект аўры вылечвання цягнецца на { $boost }% даўжэй.{ $SP } +hud-skill-sc_heal_range_title = Радыус +hud-skill-sc_heal_range = Аўра вылечвання распасціраецца на { $boost }% далей.{ $SP } +hud-skill-sc_wardaura_unlock_title = Ахоўная аўра +hud-skill-sc_wardaura_unlock = Дазваляе абараняць сваіх паплечнікаў ад варожых атак.{ $SP } +hud-skill-sc_wardaura_strength_title = Моц +hud-skill-sc_wardaura_strength = Моц вашай абароны расце на { $boost }%.{ $SP } +hud-skill-sc_wardaura_duration_title = Працягласць +hud-skill-sc_wardaura_duration = Эфект вашай аўры трымаецца на { $boost }% даўжэй.{ $SP } +hud-skill-sc_wardaura_range_title = Радыус +hud-skill-sc_wardaura_range = Аўра распасціраецца на { $boost }% далей.{ $SP } +hud-skill-sc_wardaura_cost_title = Выдатак энергіі +hud-skill-sc_wardaura_cost = Стварэнне аўры патрабуе на { $boost }% менш энергіі.{ $SP } +hud-skill-st_shockwave_range_title = Радыус ударнай хвалі +hud-skill-st_shockwave_range = Пабольшвае радыус ударнай хвалі на { $boost }%.{ $SP } +hud-skill-st_shockwave_cost_title = Выдатак энергіі +hud-skill-st_shockwave_cost = Ударная хваля патрабуе на { $boost }% менш энергіі.{ $SP } +hud-skill-st_shockwave_knockback_title = Адкідванне хваляй +hud-skill-st_shockwave_knockback = Пабольшвае далёкасць адкідвання на { $boost }%.{ $SP } +hud-skill-st_shockwave_damage_title = Шкода хвалі +hud-skill-st_shockwave_damage = Пабольшвае шкоду ад хвалі на { $boost }%.{ $SP } +hud-skill-st_shockwave_unlock_title = Ударная хваля +hud-skill-st_shockwave_unlock = Адчыняе магчымасць адківаць ворагаў хваляй агню.{ $SP } +hud-skill-st_flamethrower_title = Струмень агню +hud-skill-st_flamethrower = Качка падгарае. +hud-skill-st_flame_velocity_title = Хуткасць струменя агню +hud-skill-st_flame_velocity = Струмень з’яўляецца на { $boost }% хутчэй.{ $SP } +hud-skill-st_flamethrower_range_title = Далёкасць струменя +hud-skill-st_flamethrower_range = Пабольшвае далёкасць дзеяння чар на { $boost }%.{ $SP } +hud-skill-st_energy_drain_title = Выдатак энергіі +hud-skill-st_energy_drain = Змяншае хуткасць паглынання энергіі на { $boost }%.{ $SP } +hud-skill-st_flamethrower_damage_title = Шкода струменя +hud-skill-st_flamethrower_damage = Пабольшвае шкоду на { $boost }%.{ $SP } +hud-skill-st_explosion_radius_title = Радыус выбуху +hud-skill-st_explosion_radius = Чым болей, тым лепей! Пабольшвае радыус выбуху на { $boost }%.{ $SP } +hud-skill-st_energy_regen_title = Аднаўленне энергіі +hud-skill-st_energy_regen = Пабольшвае аднаўленне энергіі на { $boost }%.{ $SP } +hud-skill-st_fireball_title = Агнявы шар +hud-skill-st_fireball = Запускае агнявы шар, які выбухае пры сутыкненні. +hud-skill-st_damage_title = Шкода +hud-skill-st_damage = Пабольшвае шкоду на { $boost }%.{ $SP } +hud-skill-bow_projectile_speed_title = Хуткасць стрэл +hud-skill-bow_projectile_speed = Пабольшвае хуткасць і далёкасць выстралаў на { $boost }%.{ $SP } +hud-skill-bow_charged_title = Прыцэльны выстрал +hud-skill-bow_charged = Цярпі, казак - атаманам будзеш. +hud-skill-bow_charged_damage_title = Шкода +hud-skill-bow_charged_damage = Пабольшвае шкоду на { $boost }%.{ $SP } +hud-skill-bow_charged_energy_regen_title = Аднаўленне энергіі +hud-skill-bow_charged_energy_regen = Пабольшвае аднаўленне энергіі на { $boost }%.{ $SP } +hud-skill-bow_charged_knockback_title = Адкідванне +hud-skill-bow_charged_knockback = Адкідвайце ворагаў на { $boost }% далей.{ $SP } +hud-skill-bow_charged_speed_title = Хуткасць +hud-skill-bow_charged_speed = Паскарае працэс прыцэльвання на { $boost }%.{ $SP } +hud-skill-bow_charged_move_title = Хуткасць руху +hud-skill-bow_charged_move = Пабольшвае хуткасць вашага руху ў час прыцэльвання на { $boost }%.{ $SP } +hud-skill-bow_repeater_title = Страламёт +hud-skill-bow_repeater = Выпускайце стралу за стралой, набіраючы хуткасць. +hud-skill-bow_repeater_damage_title = Шкода страламёта +hud-skill-bow_repeater_damage = Пабольшвае шкоду на { $boost } %.{ $SP } +hud-skill-bow_repeater_cost_title = Выдатак энергіі +hud-skill-bow_repeater_cost = Запуск чаргі стрэл спажывае на { $boost }% менш энергіі.{ $SP } +hud-skill-bow_repeater_speed_title = Хуткасць страламёта +hud-skill-bow_repeater_speed = Пабольшвае тэмп страламёту на { $boost }%.{ $SP } +hud-skill-bow_shotgun_unlock_title = Стралавік +hud-skill-bow_shotgun_unlock = Адчыняе магчымасць запуску некалькіх стрэл адначасова.{ $SP } +hud-skill-bow_shotgun_damage_title = Шкода стралавіка +hud-skill-bow_shotgun_damage = Пабольшвае шкоду на { $boost }%.{ $SP } +hud-skill-bow_shotgun_cost_title = Выдатак энергіі +hud-skill-bow_shotgun_cost = Выстрал спажывае на { $boost }% менш энергіі.{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Колькасць стрэл +hud-skill-bow_shotgun_arrow_count = Пабольшвае колькасць стрэл у выстрале на { $boost }.{ $SP } +hud-skill-bow_shotgun_spread_title = Кучнасць стрэл +hud-skill-bow_shotgun_spread = Змяншае роскід стрэл на { $boost }%.{ $SP } +hud-skill-mining_title = Горная справа +hud-skill-pick_strike_title = Удар кіркою +hud-skill-pick_strike = Біце жылы і друзы, каб здабыць руды і каштоўныя камяні. +hud-skill-pick_strike_speed_title = Хуткасць здабычы +hud-skill-pick_strike_speed = Здабывайце сыравіну хутчэй.{ $SP } +hud-skill-pick_strike_oregain_title = Шчаслівы ўдар (руда) +hud-skill-pick_strike_oregain = Шанец здабыць дадатковую руду (+{ $boost }% за ўзровень).{ $SP } +hud-skill-pick_strike_gemgain_title = Шчаслівы ўдар (камяні) +hud-skill-pick_strike_gemgain = Шанец здабыць дадатковыя каштоўныя камяні (+{ $boost }% за ўзровень).{ $SP } +# Skill tree UI +hud-skill-set_as_exp_bar = Усталяваць як шкалу досведу +# Internal terms, currently only used in es +# If we remove them here, they also get auto-removed in es, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-bow_shotgun_title = "" +# Internal terms, currently only used in es +# If we remove them here, they also get auto-removed in es, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-st_shockwave_title = "" +# Internal terms, currently only used in es +# If we remove them here, they also get auto-removed in es, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-sc_wardaura_title = "" diff --git a/assets/voxygen/i18n/be/hud/social.ftl b/assets/voxygen/i18n/be/hud/social.ftl new file mode 100644 index 0000000..9613ca6 --- /dev/null +++ b/assets/voxygen/i18n/be/hud/social.ftl @@ -0,0 +1,14 @@ +hud-social = Іншыя гульцы +hud-social-online = У сетцы: +hud-social-friends = Сябры +hud-social-not_yet_available = Пакуль не даступны +hud-social-faction = Фракцыя +hud-social-play_online_fmt = + { $nb_player -> + [1] { $nb_player } гулец анлайн + *[other] { $nb_player } гульцы анлайн + } +hud-social-name = Імя +hud-social-level = Узровень +hud-social-zone = Зона +hud-social-account = Уліковы запіс diff --git a/assets/voxygen/i18n/be/hud/subtitles.ftl b/assets/voxygen/i18n/be/hud/subtitles.ftl new file mode 100644 index 0000000..07d3fdc --- /dev/null +++ b/assets/voxygen/i18n/be/hud/subtitles.ftl @@ -0,0 +1,126 @@ +subtitle-bird_call = Спевы птушак +subtitle-bees = Гудзенне пчол +subtitle-running_water = Бульканне вада +subtitle-lavapool = Возера лавы +subtitle-lightning = Гром +subtitle-portal-activated = Партал актываваны +subtitle-portal-teleported = Тэлепорт праз партал +subtitle-footsteps_grass = Хаджэнне па траве +subtitle-footsteps_rock = Хаджжнне па камяням +subtitle-footsteps_snow = Хаджэнне па снегу +subtitle-pickup_item = Рэч падабрана +subtitle-pickup_failed = Не атрымалася падабраць +subtitle-campfire = Трэск вогнішча +subtitle-owl = Гуканне савы +subtitle-footsteps_earth = Хаджэнне па бруду +subtitle-instrument_glass_flute = Гучыць Шкляная Флейта +subtitle-instrument_lyre = Гучыць Ліра +subtitle-instrument_kalimba = Гучыць Калімба +subtitle-instrument_melodica = Гучыць мелодыка +subtitle-instrument_flute = Гучыць флейта +subtitle-glider_open = Планёр экіпірован +subtitle-glider_close = Планёр прыняты +subtitle-glide = Лунанне +subtitle-roll = Перакочванне +subtitle-swim = Плаванне +subtitle-climb = Карасканне +subtitle-damage = Пашкоджанне +subtitle-death = Смерць +subtitle-wield_bow = Лук экіпіраваны +subtitle-pickup_bow = Лук падабраны +subtitle-unwield_sword = Меч прыняты +subtitle-wield_sword = Меч экіпіраваны +subtitle-pickup_sword = Меч падабраны +subtitle-wield_axe = Сякера экіпіравана +subtitle-unwield_axe = Сякера прынята +subtitle-axe_attack = Узмах сякеры +subtitle-pickup_axe = Сякера падабрана +subtitle-unwield_hammer = Молат прыняты +subtitle-hammer_attack = Узмах молата +subtitle-pickup_hammer = Молат падабраны +subtitle-wield_staff = Посах экіпіраваны +subtitle-unwield_staff = Посах прыняты +subtitle-fire_shot = Стрэл посаха +subtitle-pickup_staff = Посах падабраны +subtitle-wield_sceptre = Скіпетр экіпіраваны +subtitle-unwield_sceptre = Скіпетр прыняты +subtitle-sceptre_heal = Лячэбная аўра скіпетра +subtitle-wield_dagger = Кінжал экіпіраваны +subtitle-uwield_dagger = Кінжал прыняты +subtitle-dagger_attack = Узмах кінжала +subtitle-wield_shield = Шчыт экіпіраваны +subtitle-unwield_shield = Шчыт прыняты +subtitle-shield_attack = Імпэт шчыта +subtitle-pickup_shield = Шчыт падабраны +subtitle-pickup_pick = Кірка падабрана +subtitle-instrument_organ = Гучыць арган +subtitle-wield_instrument = Музычны інструмент экіпіраваны +subtitle-unwield_instrument = Музычны інструмент прыняты +subtitle-instrument_double_bass = Гучыць басэтля +subtitle-instrument_lute = Гучыць лютня +subtitle-instrument_shamisen = Гучыць Сямісэн +subtitle-instrument_sitar = Гучыць Сітар +subtitle-instrument_guitar = Гучыць гітара +subtitle-instrument_dark_guitar = Гучыць цёмная гітара +subtitle-instrument_washboard = Гучыць пральная дошка +subtitle-pickup_instrument = Музычны інструмент падабраны +subtitle-explosion = Выбух +subtitle-stunned = Аглушэнне +subtitle-staff_attack = Стрэл посаха +subtitle-instrument_icy_talharpa = Гучыць Ледзяная Талхарпа +subtitle-instrument_steeldrum = Гучыць стальны барабан +subtitle-sword_attack = Узмах мяча +subtitle-pickup_sceptre = Скіпетр падабраны +subtitle-pickup_gemstone = Каштоўны камень падабраны +subtitle-instrument_wildskin_drum = Гучыць барабан са шкуры +subtitle-surprise_egg = Божы гук +subtitle-utterance-antelope-angry = Антылопа пырхае +subtitle-pickup_dagger = Кінжал падабраны +subtitle-arrow_miss = Страла прамазала +subtitle-attack-fuse_charge = Шыпенне засцерагальніка +subtitle-attack-shovel = Капанне рыдлёўкай +subtitle-utterance-sea_crocodile-angry = Шыпенне Марскога Кракадзіла +subtitle-unwield_bow = Лук прынят +subtitle-wield_hammer = Молат экіпіраваны +subtitle-attack_blocked = Атака заблакіравана +subtitle-interrupted = Перарыванне +subtitle-arrow_shot = Страла выпушчана +subtitle-arrow_hit = Пападанне стралы +subtitle-skill_point = Адзінка Навыку атрымленна +subtitle-sceptre_beam = Прамень скіпетра +subtitle-flame_thrower = Агнямёт +subtitle-break_block = Знішчэнне блоку +subtitle-parry = Парыраванне +subtitle-dazed = Ашаламленне +subtitle-knocked_down = Збіт з ног +subtitle-attack-ground_slam = Удар па зямлі +subtitle-attack-laser_beam = Прамень лазера +subtitle-attack-cyclops_charge = Цыклоп зараджае атаку +subtitle-giga_roar = Роў Марознага Волата +subtitle-deep_laugh = Глыбокі смех +subtitle-attack-flash_freeze = Імгненнае замарожванне +subtitle-attack-icy_spikes = Ледзяныя шыпы +subtitle-attack-ice_crack = Ледзяная расколіна +subtitle-attack-steam = Пара +subtitle-attack-from-the-ashes = Гук лячэння +subtitle-consume_potion = Піццё зелля +subtitle-consume_apple = Яды яблык +subtitle-consume_cheese = Яды сыр +subtitle-consume_food = Яды +subtitle-consume_liquid = Піццё +subtitle-utterance-alligator-angry = Шыпенне алігатара +subtitle-utterance-biped_large-angry = Цяжкае буркатанне +subtitle-utterance-bird-angry = Птушынае цвырканне +subtitle-utterance-adlet-angry = Гаўканне Адлета +subtitle-utterance-pig-angry = Рохканне парсюка +subtitle-utterance-saurok-angry = Сыканне Саўрока +subtitle-utterance-reptile-angry = Сыканне рэптыліі +subtitle-utterance-cat-calm = Яўканне ката +subtitle-utterance-cow-calm = Мыканне каровы +subtitle-utterance-fungome-calm = Піск грыбка +subtitle-utterance-goat-calm = Бляянне казы +subtitle-utterance-pig-calm = Рохканне парсюка +subtitle-utterance-sheep-calm = Авечае бляянне +subtitle-utterance-truffler-calm = Рохканне Труфеля +subtitle-utterance-human-greeting = Прывітанне +subtitle-utterance-adlet-hurt = Ныццё Адлета diff --git a/assets/voxygen/i18n/be/hud/trade.ftl b/assets/voxygen/i18n/be/hud/trade.ftl new file mode 100644 index 0000000..3eeecdf --- /dev/null +++ b/assets/voxygen/i18n/be/hud/trade.ftl @@ -0,0 +1,34 @@ +hud-trade-trade_window = Акно гандлю +hud-trade-phase1_description = + Перацягніце рэчы для продажы + ў адпаведныя вобласці. +hud-trade-phase2_description = + Прапановы зафіксаваныя, каб + даць час іх абмеркаваць. +hud-trade-phase3_description = Угода апрацоўваецца. +hud-trade-persons_offer = Прапанова ад { $playername } +hud-trade-has_accepted = + { $playername } + даў згоду +hud-trade-accept = Згадзіцца +hud-trade-decline = Адмовіцца +hud-trade-invite_sent = Прапанова гандляваць даслана { $playername }. +hud-trade-result-completed = Гандаль скончыўся паспяхоўна. +hud-trade-result-declined = Прапанова была адхіленая. +hud-trade-result-nospace = Не хапае месца ў торбах, каб скончыць ўгоду. +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Ваша прапанова +hud-trade-their_offer = Іх прапанова +hud-trade-amount_input = Абярыце рэч +hud-trade-buy = + Кошт куплі: { $coin_num -> + [1] адна манета + *[other] { $coin_formatted } манет + } +hud-trade-sell = + Кошт прадажы: { $coin_num -> + [1] адна манета + *[other] { $coin_formatted } манет + } +hud-confirm-trade-for-nothing = Вы сапраўды жадаеце аддаць гэтыя рэчы дарма? diff --git a/assets/voxygen/i18n/be/item/admin.ftl b/assets/voxygen/i18n/be/item/admin.ftl new file mode 100644 index 0000000..b007cf3 --- /dev/null +++ b/assets/voxygen/i18n/be/item/admin.ftl @@ -0,0 +1,40 @@ +armor-velorite-back = Веларытавы Плашч Адміна + .desc = Куды я паклаў свой банхамер? +armor-velorite-hands = Веларытавыя Пальчаткі + .desc = { "" } +armor-velorite-legs = Веларытавая Спадніца + .desc = { "" } +armor-velorite-shoulder = Веларытавыя Наплечнікі + .desc = { "" } +weapon-sword-frost-admin_sword = Адмінскі Архімеч + .desc = Але не патрэбен ён быць малатком? +weapon-bow-velorite-debug = Адмінскі Веларытавы Лук + .desc = Насычаны сілай Веларыту. +other-glider-vroom-debug = Врум Планёр + .desc = робіць брррр +armor-tabard_admin = Накідка Адміна + .desc = З вялікай сілай, прыходзіць вялікая адказнасць. +armor-tabard-admin_tabard = Накідка Адміна + .desc = + З вялікай сілай, + прыходзіць вялікая адказнасць. +armor-misc-back-admin = Плашч Адміна + .desc = + З вялікай сілай, + прыходзіць вялікая адказнасць. +armor-misc-back-admin_back = Плашч Адміна + .desc = + З вялікай сілай, + прыходзіць вялікая адказнасць. +armor-misc-bag-admin_black_hole = Адмінская Чорная Дзірка + .desc = Кажуць, туды ўлезе ўсё. +armor-velorite-belt = Вкларытавы Пояс + .desc = { "" } +armor-velorite-boots = Веларытавыя Боты + .desc = { "" } +armor-velorite-chest = Веларытавы Нагруднік + .desc = { "" } +object-item_cheese = Залаты Сыр + .desc = Кажуць, Богі ядуць яго каб атрымаць вечную маладосць. +weapon-tool-broom_belzeshrub_purple = Вельзекуст, Бог-Мятла + .desc = Можна адчуць яго хіхіканне кожны раз, калі занадта моцна б’еш ім па зямлі… diff --git a/assets/voxygen/i18n/be/item/armor/armor.ftl b/assets/voxygen/i18n/be/item/armor/armor.ftl new file mode 100644 index 0000000..b2f9551 --- /dev/null +++ b/assets/voxygen/i18n/be/item/armor/armor.ftl @@ -0,0 +1,212 @@ +armor-hide-carapace-chest = Карапаксавая Кіраса + .desc = Зроблена з ракавінкі якая калісці абараняла жывёлу. +armor-hide-carapace-hand = Карапаксавыя Пальчаткі + .desc = Зроблены з ракавінкі якая калісці абараняла жывёлу. +armor-hide-carapace-pants = Карапаксавыя Порткі + .desc = Зроблены з ракавінкі якая калісці абараняла жывёлу. +armor-hide-primal-back = Першабытная Накідка + .desc = Выкаваная са шкуры, мацнейшай за сталь. +armor-hide-primal-belt = Першабытная Папруга + .desc = Выкаваная са шкуры, мацнейшай за сталь. +armor-hide-primal-chest = Першабытная Кіраса + .desc = Выкаваная са шкуры, мацнейшай за сталь. +armor-hide-primal-pants = Першабытныя Штаны + .desc = Выкаваная са шкуры, мацнейшай за сталь. +armor-hide-leather-back = Скураны Плашч + .desc = Імклівы як вецер. +armor-hide-leather-belt = Скураны пояс + .desc = Імклівы як вецер. +armor-hide-leather-chest = Скураная Кіраса + .desc = Імклівая як вецер. +armor-hide-leather-foot = Скураныя Боты + .desc = Імклівыя як вецер. +armor-misc-head-leather-0 = Скураная Шапка + .desc = Імклівая як вецер. +armor-hide-leather-pants = Скураныя Штаны + .desc = Імклівыя як вецер. +armor-hide-leather-shoulder = Скураныя Наплечнікі + .desc = Імклівыя як вецер. +armor-hide-rawhide-belt = Пояс з Сырамятнай Скуры + .desc = Шчыльна сшытыя кавалкі скуры. Лёгкі і трывалы! +armor-hide-rawhide-foot = Боты з Сырамятнай Скуры + .desc = Шчыльна сшытыя кавалкі скуры. Лёгкія і трывалыя! +armor-hide-rawhide-hand = Наручы з Сырамятнай Скуры + .desc = Шчыльна сшытыя кавалкі скуры. Лёгкія і трывалыя! +armor-hide-rawhide-shoulder = Наплечнікі з Сырамятнай Скуры + .desc = Шчыльна сшытыя кавалкі скуры. Лёгкія і трывалыя! +armor-hide-scale-belt = Лускавая Дзяга + .desc = Кожная луска забяспечвае дадатковую абарону. +armor-hide-scale-chest = Лускавая Кіраса + .desc = Кожная луска забяспечвае дадатковую абарону. +armor-hide-scale-hand = Лускавая Кулакі + .desc = Кожная луска забяспечвае дадатковую абарону. +armor-hide-scale-pants = Лускавыя Порткі + .desc = Кожная луска забяспечвае дадатковую абарону. +armor-hide-dragonscale-back = Накідка з Драконавай Лускі + .desc = Зроблена з лускі легендарнай істоты, можна адчуць, як у ёй пульсуе сіла. +armor-hide-dragonscale-chest = Кіраса з Драконавай Лускі + .desc = Зроблена з лускі легендарнай істоты, можна адчуць, як у ёй пульсуе сіла. +armor-hide-dragonscale-hand = Пальчаткі з Драконавай Лускі + .desc = Зроблены з лускі легендарнай істоты, можна адчуць, як у іх пульсуе сіла. +armor-hide-dragonscale-pants = Штаны з Драконавай Лускі + .desc = Зроблены з лускі легендарнай істоты, можна адчуць, як у іх пульсуе сіла. +armor-cloth_blue-shoulder_0 = Блакітнае Льняное Паліто + .desc = Стыльнае паліто з грубай тканіны, афарбаванае ў блакітны колер. +armor-cloth_blue-pants = Блакітныя Льняныя Штаны + .desc = Стыльныя штаны з грубай тканіны, афарбаваныя ў блакітны колер. +armor-cloth_blue-chest = Блакітная Льняная Кіраса + .desc = Стыльная кіраса з грубай тканіны, афарбаваная ў блакітны колер. +armor-cloth_blue-shoulder_1 = Блакітныя Тканкавыя Накладкі + .desc = Простыя наплечнікі зробленныя з блакітнай тканіны. +armor-hide-carapace-foot = Карапаксавыя Боты + .desc = Зроблены з ракавінкі якая калісці абараняла жывёлу. +armor-hide-carapace-shoulder = Карапаксавыя Наплечнікі + .desc = Зроблены з ракавінкі якая калісці абараняла жывёлу. +armor-hide-carapace-belt = Карапаксавы Пояс + .desc = Зроблен з ракавінкі якая калісці абараняла жывёлу. +armor-hide-carapace-back = Карапаксавая Накідка + .desc = Зроблена з ракавінкі якая калісці абараняла жывёлу. +armor-hide-primal-foot = Першабытныя Боты + .desc = Выкаваныя са шкуры, мацнейшай за сталь. +armor-hide-primal-hand = Першабытныя Рукавіцы + .desc = Выкаваная са шкуры, мацнейшай за сталь. +armor-hide-primal-shoulder = Першабытныя Наплечнікі + .desc = Выкаваная са шкуры, мацнейшай за сталь. +armor-hide-leather-hand = Скураныя Пальчаткі + .desc = Імклівыя як вецер. +armor-hide-rawhide-back = Плашч з Сырамятнай Скуры + .desc = Шчыльна сшытыя кавалкі скуры. Лёгкі і трывалы! +armor-hide-rawhide-chest = Кіраса з Сырамятнай Скуры + .desc = Шчыльна сшытыя кавалкі скуры. Лёгкая і трывалая! +armor-hide-rawhide-pants = Штаны з Сырамятнай Скуры + .desc = Шчыльна сшытыя кавалкі скуры. Лёгкія і трывалыя! +armor-hide-scale-back = Лускавая Накідка + .desc = Кожная луска забяспечвае дадатковую абарону. +armor-hide-scale-foot = Лускавыя Сабатоны + .desc = Кожная луска забяспечвае дадатковую абарону. +armor-hide-dragonscale-shoulder = Наплечнікі з Драконавай Лускі + .desc = Зроблены з лускі легендарнай істоты, можна адчуць, як у іх пульсуе сіла. +armor-cloth_blue-belt = Блакітны Льняны Пояс + .desc = Стыльны пояс з грубай тканіны, афарбаваны ў блакітны колер. +armor-hide-dragonscale-foot = Боты з Драконавай Лускі + .desc = Зроблены з лускі легендарнай істоты, можна адчуць, як у іх пульсуе сіла. +armor-hide-scale-shoulder = Лускавыя Наплечнікі + .desc = Кожная луска забяспечвае дадатковую абарону. +armor-hide-dragonscale-belt = Папруга з Драконавай Лускі + .desc = Зроблена з лускі легендарнай істоты, можна адчуць, як у ёй пульсуе сіла. +armor-cloth_blue-hand = Блакітныя Льняныя Пальчаткі + .desc = Стыльныя пальчаткі з грубай тканіны, афарбаваныя ў блакітны колер. +armor-cloth_blue-foot = Блакітныя Льняныя Боты + .desc = Стыльныя боты з грубай тканіны, афарбаваныя ў блакітны колер. +armor-boreal-back = Барэальны Плашч + .desc = Тоўсты, але дзіва халодны. +armor-boreal-belt = Барэальны Пояс + .desc = Халодны. +armor-boreal-chest = Барэальная Кіраса + .desc = Такі халодны, што холад можна адчуць сэрцам. +armor-boreal-foot = Барэальныя Анучы + .desc = Ад моцнага холаду цяжка рухацца. +armor-boreal-hand = Барэальныя Рукавіцы + .desc = Халадней дотыку смерці. +armor-boreal-pants = Барэальная Туніка + .desc = Халадней, чым клімат, ад якога ён вас абараняе. +armor-boreal-shoulder = Барэальныя Наплечнікі + .desc = Быццам ледзяная хватка смерці кранае твайго пляча. +armor-brinestone-back = Брінстоўнавы Плашч + .desc = Гэта не слаба. +armor-brinestone-belt = Брінстоўнавы Пояс + .desc = Звязвае ўсё разам. +armor-brinestone-chest = Брінстоўнавая Кіраса + .desc = Цяжка пракалоць. +armor-brinestone-crown = Брінстоўнавая Карона + .desc = З ёй выглядаеш вышэй. +armor-brinestone-foot = Брінстоўнавыя Боты + .desc = Не вельмі зручныя. +armor-brinestone-hand = Брінстоўнавыя Рукавіцы + .desc = Лупі як камень. +armor-brinestone-pants = Брінстоўнавыя Штаны + .desc = Не куляцца. +armor-brinestone-shoulder = Брінстоўнавыя Наплечнікі + .desc = Амаль занадта цяжкія. +armor-misc-foot-cloth_sandal = Стаптаныя Сандалі + .desc = Верныя таварышы, хоць, здаецца, не могуць пайсці далей. +armor-misc-neck-abyssal_gorget = Абісалявы Каўнeр + .desc = Забрытаная сіла прыліваў. +armor-misc-neck-amethyst = Аметыставыя Пацеркі + .desc = Алавяныя каралі з аметыставымі камянямі. +armor-misc-neck-ankh_of_life = Анх Жыцця + .desc = Унікальнае каралі невядомага паходжання... Скрозь яго цячэ сіла. +armor-misc-neck-carcanet_of_wrath = Калье Гневу + .desc = Каралі, якое дае велізарную моц нават самым слабым істотам. +armor-misc-neck-diamond = Дыямантавае Калье + .desc = Дарагое залатое калье, упрыгожанае вытанчанымі дыяментамі. +armor-misc-neck-emerald = Смарагдавае Калье + .desc = Кобальтавае каралі з прыгожымі смарагдавымі камянямі. +armor-misc-neck-resilience_gem = Жамчужына Ўстойлівасці + .desc = Акружаны дыскрэтным магічным ззяннем. +armor-misc-neck-fang = Каралі з Ікла + .desc = Толькі самыя дзікія істоты могуць вытрымаць сілу гэтага караляў... +armor-misc-neck-gold = Залатыя Каралі + .desc = Дарагое залатое калье... Выглядае скрадзеным. +armor-misc-neck-haniwa_talisman = Талісман Ханіва + .desc = Талісман з выявай фігуры невядомага паходжання. +armor-misc-neck-sapphire = Сапфіравае Каралі + .desc = Трывалае жалезнае каралі з паліраванымі каштоўнымі камянямі сапфірамі. +armor-misc-neck-scratched = Падрапанае Каралі + .desc = Дрэннае каралі са шнурком, які вось-вось парвецца... +armor-misc-neck-shell = Марское Каралі + .desc = Змяшчае ахоўную аўру акіяна. +armor-misc-neck-topaz = Тапазавае Каралі + .desc = Меднае каралі з тапазам, устаўленым у цэнтры. +armor-misc-head-bear_bonnet = Мядзведжы Капялюш + .desc = Апранаючы выгляд лютага мядзведзя, яго лютасць становіцца вашай уласнай. +armor-misc-head-boreal_warhelm = Барэальны Баявы Шлем + .desc = Цікава, куды гэта паказвае... +armor-misc-head-facegourd = Кабачкатвар + .desc = Гарбузагаловы. +armor-misc-head-gnarling_mask = Маска Атамана + .desc = Пахне як гарэлае дрэва. +armor-misc-neck-ruby = Рубінавае Каралі + .desc = Упрыгожанае сярэбранае каралі, устаўленае прыгожымі рубінамі. +armor-misc-neck-honeycomb_pendant = Падвеска з Сотаў + .desc = Гэта каралі заўсёды вывяргае мёд... +armor-misc-neck-pendant_of_protection = Падвеска Аховы + .desc = Вы адчуваеце нейкую прысутнасць, якая трымае вас у бяспекі... +armor-misc-head-bamboo_twig = Бамбукавая галінка + .desc = Малюсенькі парастак з большага бамбукавага ствала. +armor-misc-head-crown = Карона + .desc = Карона, прыдатная да каралеўскага росту. +armor-misc-head-helmet = Шлем + .desc = { "" } +armor-misc-head-hog_hood = Свіны Капюшон + .desc = Апраніце вобраз вялікай свінні, якую зараз закалолі, каб вы маглі ўшанаваць яе ахвяру. +armor-misc-head-hood = Капюшон + .desc = Станьце адным цэлым з верхавінамі дрэў. +armor-misc-head-hood_dark = Цёмны Капюшон + .desc = Крыху тоўсты. +armor-misc-head-howl_cowl = Воўчы Капюшон + .desc = Страшным паляўнічым пасуе выгляд страшнага ваўка. +armor-misc-head-mitre = Мітра + .desc = Выклікае сілу зверху. +armor-misc-head-spikeguard = Шыпавая Карона + .desc = Падобна на нейкую цярновую карону. +armor-misc-head-straw = Саламяны Капялюш + .desc = Часта носяць вяскоўцы. Просты і стыльны! +armor-misc-head-wanderers_hat = Капялюш Вандроўніка + .desc = Ідэальны галаўны ўбор для тых, хто адчувае сябе як дома на шашы і праязных сцежках Велорэна. +armor-misc-head-winged_coronet = Крылаты Каронет + .desc = Вы адчуваеце сябе больш звязаным з прыродай. +armor-misc-head-bandana-red = Чырвоная Бандана + .desc = Вельмі скрытная, але таксама ярка-чырвоны. +armor-misc-head-bandana-thief = Бандана Злодзея + .desc = Маска звычайнага бандыта. +armor-misc-head-cat_capuche = Каціны Капюшон + .desc = Рэч Дня Дурняў. +armor-misc-head-hare_hat = Заячая Шапка + .desc = Калядная рэч. +armor-misc-pants-grayscale = Паляўнічыя Штаны + .desc = Выраблены з мяккай пругкай скуры. +armor-misc-pants-worker_blue = Сінія Працоўныя Штаны + .desc = Устойлівыя і надзейныя. +armor-misc-pants-worker_brown = Зручныя Працоўныя Штаны + .desc = Устойлівыя і надзейныя. diff --git a/assets/voxygen/i18n/be/item/armor/other.ftl b/assets/voxygen/i18n/be/item/armor/other.ftl new file mode 100644 index 0000000..bb6af58 --- /dev/null +++ b/assets/voxygen/i18n/be/item/armor/other.ftl @@ -0,0 +1,78 @@ +lantern-black = Чорны Ліхтар + .desc = Звычыйна ліхтар, якім карысіаюцца пачаткоўцы авантурысты! +lantern-blue = Круты Блакітны Ліхтар + .desc = Гэта ліхтар дзіва халодны калі гарыць. +lantern-green = Лаймавы Ліхтар + .desc = У ім ёсць адтуліна, куды можна змясціць пярсцёнак... +lantern-polaris = Палярная Зорка + .desc = Калядны Ліхтар. +lantern-red = Чырвоны Ліхтар + .desc = Асцярожна: змесціва гарачае. +glider-basic_red = Чырвоны Тканкавы Планёр + .desc = Просты планёр, але яркага чырвонага колеру. +glider-blue = Сіні Сокал + .desc = Колеру нябёс. +glider-butterfly-moonlit_love = Месяцовая Любоў + .desc = Каханне лунае ў паветры. +glider-leaves = Планёр-лісцік + .desc = Лунай сярод дрэў. +lantern-pumpkin = Жудасны Гарбуз + .desc = Ён толькі што міргнуў?! +lantern-magic_lantern = Магічны Ліхтар + .desc = Асвятляе нават самае цёмнае падзямелле. Вялікая істота была забіта, каб атрымаць гэта прадмет. +lantern-geode_purp = Фіялетавы Жэод + .desc = Вылучае заспакаяльнае ззянне, дапамагае супакоіць нервы. +glider-cloverleaf = Канюшынка + .desc = Прыносіць поспех свайму ўладальніку. Лёгкі і танны ў вырабе, таксама вельмі мілы! +glider-butterfly-orange_monarch = Аранжавы Манарх + .desc = Кволыя крылы ледзь трошкі ўзмахваюць. +glider-basic_white = Планёр з Звычайнай Тканіны + .desc = Просты, але стыльны. +glider-moonrise = Водная Ноч + .desc = Зоркі сёння прыгожыя. +glider-butterfly-blue_morpho = Сіняя Морфа + .desc = Кволыя крылы ледьзь трошкі ўзмахваюць. +glider-moth = Зялёная Луна + .desc = Кволыя крылы ледьзь трошкі ўзмахваюць. +glider-sandraptor = Крылы Пясчанага Раптара + .desc = Узляцець на крылах драпежніка. +glider-cultists = Касцявая Ўсмешка + .desc = Смерць з нябёс. +glider-snowraptor = Крылы Снежнага Раптара + .desc = Здзейсніце палёт з крыламі халоднакроўнага драпежніка. +glider-sunset = Гарызонт + .desc = Яшчэ не поўдзень. +glider-woodraptor = Крылы Драўлянага Раптара. + .desc = Здзейсніце палёт з крыламі скрытнага драпежніка. +armor-misc-back-backpack = Трывалы Заплечнік + .desc = Трымайце ўсе вашыя рэчы разам. +armor-misc-bag-liana_kit = Ліяны Мяшэчак + .desc = Сплецены з павысушваных ліян. +armor-misc-bag-reliable_backpack = Надзейны Заплечнік + .desc = Ён ніколі не адмовіцца ад вас. +armor-misc-bag-reliable_leather_pack = Надзейны Скураны Мяшэк + .desc = Ён ніколі не адмовіцца ад вас. +armor-misc-bag-soulkeeper_cursed = Пракляты Душэўнік + .desc = WIP. +armor-misc-bag-soulkeeper_pure = Вычышчаны Душэўнік + .desc = WIP. +armor-misc-bag-sturdy_red_backpack = Трывалы Чырвоны Хурджын + .desc = Сапраўды надзейная і вялікая торба, вышытая аметыстамі і тоўстай скурай. +armor-misc-bag-tiny_leather_pouch = Маленькі Скураны Мяшэчак + .desc = Невялічкі надзейны скураны мяшэчак. +armor-misc-bag-tiny_red_pouch = Маленькі Чырвоны Мяшэчак + .desc = Зроблены з некалькіх лапікаў афарбаванай тканіны. +armor-misc-bag-troll_hide_pack = Тролявая Торба + .desc = Здагадваецеся чаму яна не трольская? +armor-misc-bag-woven_red_bag = Тканкавая Чырвоная Торба + .desc = Чырвоная торба сярэдняга памеру. Хоць усё яшчэ адчуваецца досыць цесна. +armor-misc-bag-heavy_seabag = Вялікая Марская Торба + .desc = Звычайна выкарыстоўваецца маракамі. +glider-winter_wings = Крылы Зімы + .desc = Ярка і халаднавата зіхаціць нават пад цёплым сонцам. +armor-misc-bag-knitted_red_pouch = Чырвоная Вязаная Кайстра + .desc = Вялікая чырвоная торба з дзьвума мяшэчкамі, зробленая з воўны і фарбавальніка. +armor-misc-bag-mindflayer_spellbag = Торба Знішчальніка Розуму + .desc = + Вы амаль можаце адчуць як злая + прысутнасць Знтшчальніка Розуму цячэ праз тканіну. diff --git a/assets/voxygen/i18n/be/item/items/crafting.ftl b/assets/voxygen/i18n/be/item/items/crafting.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/be/item/items/food.ftl b/assets/voxygen/i18n/be/item/items/food.ftl new file mode 100644 index 0000000..38ac56b --- /dev/null +++ b/assets/voxygen/i18n/be/item/items/food.ftl @@ -0,0 +1,63 @@ +sprite-carrot-carrot = Морква + .desc = Аранжавы караняплод. Кажуць, яна можа палепшыць зрок! +sprite-mushrooms-mushroom-10 = Грыь + .desc = Спадзяюся гэты не атручаны. +sprite-food-salad_plain = Звычайны Салат + .desc = Літаральна проста нашаткаваны латук. Гэта сапраўды лічацца за салат? +sprite-food-meat-beast_large_cooked = Прыгатаваны Кавалак Мяса + .desc = Медьзіўм Рэір. +sprite-food-meat-beast_large_raw = Сыры Кавалак Мяса + .desc = Кавалак мяса жывёлы, лепш за ўсё пасля прыгатавання. +sprite-food-meat-bird_large_raw = Вялізная Сырая Галёнка + .desc = Надзвычайная. +sprite-food-meat-fish_cooked = Прыгатаваная Рыба + .desc = Свежа прыгатаваны стэйк з морапрадуктаў. +sprite-food-meat-tough_cooked = Прыгатаванае Жорсткае Мяса + .desc = На смак экзатычна. +object-apple_half = Яблык + .desc = Чырвоны і сочны. +object-mushroom_curry = Грыбное Карі + .desc = Хто можа адмовіцца ад гэтага? +object-blue_cheese = Блакітны Сыр + .desc = Рэзкі і аскомісты. +object-cactus_drink = Кактусавая Колада + .desc = Дае асаблівую калючасць. +object-honeycorn = Мядовая Цукерка + .desc = Салоооодкая. +object-mushroom_stick = Грыбы На Палачке + .desc = Смажаныя грыбы. На палачке, для лёгкага нашэння. +sprite-food-salad_tomato = Таматны салат + .desc = Салата з лісця, з некалькімі нашаткованнымі, сочнымі таматамі. +sprite-food-meat-tough_raw = Сырое Жорсткае Мяса + .desc = Своеасаблівы кавалак мяса, лепей прыгатаваць. +sprite-tomato-tomato = Тамат + .desc = Чырвоны фрукт. Насамрэч гэта не гародніна! +object-pumpkin_spice_brew = Аскомістае Гарбузовае Піва + .desc = Варыцца з падгнілых гарбузоў. +sprite-spore-corruption_spore = Споры Сурокаў + .desc = + Вы адчуваеце як унутры вас пульсуе злая сіла. + + Мабыць будьзе неразумна утрымліваць яе занадта доўга… +sprite-cabbage-cabbage = Латук + .desc = Яркі зялёны ліставы гародніна. Самы час прыгатаваць салат! +sprite-food-meat-beast_small_cooked = Прыгатаваны Скрыль Мяса + .desc = Медьзіўм Рэір. +sprite-food-meat-beast_small_raw = Сыры Скрыль Мяса + .desc = Маленькі кавалачак мяса жывёлы, лепш за ўсё пасля прыгатавання. +sprite-food-meat-bird_cooked = Прыгатаванае Мяса Птушкі + .desc = Смачней за ўсё па адной ў кожнай руцэ. +sprite-food-meat-bird_large_cooked = Вялізная Прыгатаваная Галёнка + .desc = Прыгатавана для легендарнага банкета. +sprite-food-meat-fish_raw = Сырая Рыба + .desc = Стэйк з рыбы, лепш за ўсё пасля прыгатавання. +object-apple_stick = Яблык На Палачке + .desc = На палачке спадручней! +object-cheese = Дварфійскі Сыр + .desc = Зроблены з казінага малака ад лепшых дварфійскіх вырабляльнікаў. Духмяны і пажыўны! +object-coconut_half = Какос + .desc = Надзейная крыніца вады і алею. Часта можна знайсці на пальмах. +sprite-food-meat-bird_raw = Сырое Мяса Птушкі + .desc = Вялікая галёнка +object-sunflower_ice_tea = Сланечная Халодная Гарбата + .desc = Заварваецца з свежага, паабіранага насення сланечніка. diff --git a/assets/voxygen/i18n/be/item/items/key.ftl b/assets/voxygen/i18n/be/item/items/key.ftl new file mode 100644 index 0000000..c93c6d2 --- /dev/null +++ b/assets/voxygen/i18n/be/item/items/key.ftl @@ -0,0 +1,28 @@ +object-key-glass = Шкляны Ключ + .desc = Выкарыстоўваецца для адкрыцця шкляных бар'ераў. Зламаецца пасля выкарыстання. +object-key-quarry-ancient = Старажытны Ключ + .desc = Калі вам пашанцуе, ён спрацуе яшчэ раз, перш чым зламаецца. +object-key-quarry-backdoor = Ключ ад Задняй Дзверы + .desc = Калі вам пашанцуе, ён спрацуе яшчэ раз, перш чым зламаецца. +object-key-quarry-overseer = Ключ Наглядчыка + .desc = Калі вам пашанцуе, ён спрацуе яшчэ раз, перш чым зламаецца. +object-key-quarry-smelting = Клюя ад Плавільні + .desc = Калі вам пашанцуе, ён спрацуе яшчэ раз, перш чым зламаецца. +object-key-quarry-keeper_goggle_left = Левая Лінза + .desc = Выглядае, як быццам ёй можна адчыніць дзвер… +object-key-quarry-keeper_goggle_right = Правая Лінза + .desc = Выглядае, як быццам ёй можна адчыніць дзвер… +object-key-cyclops_eyeball = Вока Цыклопа + .desc = Выглядае, як быццам можна адчыніць старажытны механізм. +object-key-haniwa = Ключ Ханіва + .desc = Выкарыстоўваецца для адчынення дзвярэй. Зламаецца пасля выкарыстання. +object-key-terracotta_chest = Тэракотавы Ключ ад Куфара + .desc = Выкарыстоўваецца для адкрыцця куфараў. Зламаецца пасля выкарыстання. +object-key-terracotta_door = Тэракотавы Ключ ад Дзверы + .desc = Выкарыстоўваецца для адчынення дзвярэй. Зламаецца пасля выкарыстання. +object-lockpick = Звычайная Адмычка + .desc = Выкарыстоўваецца для адкрыцця звычайных замкоў. Зламаецца пасля выкарыстання. +object-key-bone = Касцяны Ключ + .desc = Выкарыстоўваецца для адкрыцця касцяных замкаў. Зламаецца пасля выкарыстання. +object-key-rusty = Ключ ад Іржавай Вежы + .desc = Пахне чараўніцтвам, з невялікай колькасцю... сыру? diff --git a/assets/voxygen/i18n/be/item/items/potion.ftl b/assets/voxygen/i18n/be/item/items/potion.ftl new file mode 100644 index 0000000..8171175 --- /dev/null +++ b/assets/voxygen/i18n/be/item/items/potion.ftl @@ -0,0 +1,20 @@ +object-curious_potion = Цікавае Зелле + .desc = Уяві, што яно можа рабіць… +object-potion_agility = Зелле Спрыту + .desc = Яно акрыляе! +object-potion_big = Вялікае Зелле + .desc = Самы вялікі лечачы флакон. +object-potion_combustion = Зелле Гарэння + .desc = Падпальвае карыстальніка. +object-potion_red = Моцнае Зелле + .desc = Моцнае лечачае зелле. +object-potion_minor = Маленькае Зелле + .desc = Маленькае зелле, зваранае з яблык і мёду. +object-burning_charm = Палаючая Змова + .desc = Полымя твой саюзнік, выкарыстоўвай яго сілу каб спаліць ворагаў. +object-lifesteal_charm = Вампірская Змова + .desc = Смакчы жыццё сваіх ворагаў. +object-potion_med = Сярэдняе зелле + .desc = Іннавацыйнае зелле, лепшае за яго меньшыя папярэднікі. +object-frozen_charm = Ледзяная Змова + .desc = Дай ворагам адчуць укол холада, пакуль ты прымаражваеш іх. diff --git a/assets/voxygen/i18n/be/item/weapon/modular.ftl b/assets/voxygen/i18n/be/item/weapon/modular.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/be/item/weapon/musical_instrument.ftl b/assets/voxygen/i18n/be/item/weapon/musical_instrument.ftl new file mode 100644 index 0000000..9e3d0e8 --- /dev/null +++ b/assets/voxygen/i18n/be/item/weapon/musical_instrument.ftl @@ -0,0 +1,30 @@ +weapon-tool-wooden_flute = Флейта + .desc = Драўляная Флейта. +weapon-tool-wooden_bass = Басэтля + .desc = Драўляны кантрабас. +weapon-tool-glass_flute = Шкляная Флейта + .desc = Што Кардынал рабіў з ёй? +weapon-tool-wooden_guitar = Гітара + .desc = Драўляная Гітара. +weapon-tool-black_velvet_guitar = Цёмная Гітара + .desc = Гучыць рэзка. +weapon-tool-icy_talharpa = Ледзяная Талхарпа + .desc = Ледзяная Талхарпа. +weapon-tool-wooden_kalimba = Калімба + .desc = Драўляная Калімба. +weapon-tool-wooden_lute = Лютня + .desc = Драўляная Лютня. +weapon-tool-wooden_lyre = Ліра + .desc = Драўляная Ліра. +weapon-tool-melodica = Мелодыка + .desc = Драўляная Мелодыка. +weapon-tool-wooden_sitar = Сітар + .desc = Драўляны Сітар. +weapon-tool-washboard = Тарка + .desc = Пральная дошка. +weapon-tool-wildskin_drum = Барабан Са Шкуры + .desc = Бум-ціс, на скокі рвісь! +weapon-tool-steeltonguedrum = Стальны Барабан + .desc = Стальны Барабан. +weapon-tool-shamisen = Сямісэн + .desc = Сямісэн. diff --git a/assets/voxygen/i18n/be/item/weapon/primary_component.ftl b/assets/voxygen/i18n/be/item/weapon/primary_component.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/be/item/weapon/projectile.ftl b/assets/voxygen/i18n/be/item/weapon/projectile.ftl new file mode 100644 index 0000000..e9bd21a --- /dev/null +++ b/assets/voxygen/i18n/be/item/weapon/projectile.ftl @@ -0,0 +1,16 @@ +weapon-projectile-fireworks_blue = Сіні Феерверк + .desc = Рэкамендаваная адлегласць: 42 блока. +weapon-projectile-fireworks_green = Зялёны Феерверк + .desc = Ашчаджвай дрэвы. +weapon-projectile-fireworks_purple = Фіялетавы Феерверк + .desc = Любімы феерверк культыстаў. +weapon-projectile-fireworks_red = Чырвоны Феерверк + .desc = Людзі час ад часу выкарыстоўваюць іх у якасці паходні, ў крайнім выпадку. +weapon-projectile-fireworks_white = Белы Феерверк + .desc = Іскрыць як зорка. +weapon-projectile-fireworks_yellow = Жоўты Феерверк + .desc = Вялікі доктар памёр пасля таго, як выпрабаваў гэтае прыстасаванне ў памяшканні. +object-surprise_egg = Яйка-Сюрпрыз + .desc = Спецыяльны Вялікадзенны Выбух. +object-bomb = Бомба + .desc = Выбухная прылада, парыўнікі любяць яе! diff --git a/assets/voxygen/i18n/be/item/weapon/secondary_component.ftl b/assets/voxygen/i18n/be/item/weapon/secondary_component.ftl new file mode 100644 index 0000000..f87f142 --- /dev/null +++ b/assets/voxygen/i18n/be/item/weapon/secondary_component.ftl @@ -0,0 +1,36 @@ +weapon-component-sceptre-core-light = Невялікае Біё Ядро + .desc = { "" } +weapon-component-staff-core-medium = Агністае Ядро + .desc = { "" } +weapon-component-sceptre-core-heavy = Моцнае Біё Ядро + .desc = { "" } +weapon-component-sceptre-core-medium = Біё Ядро + .desc = { "" } +weapon-component-staff-core-heavy = Моцнае Агністае Ядро + .desc = { "" } +weapon-component-bow-grip-long = Доўгая Дзяржальна Лука + .desc = { "" } +weapon-component-bow-grip-medium = Сярэдняя Дзяржальна Лука + .desc = { "" } +weapon-component-bow-grip-short = Кароткая Дзяржальна Лука + .desc = { "" }» +weapon-component-axe-haft-medium = Сярэдняе Сякерышча + .desc = { "" } +weapon-component-axe-haft-short = Кароткае Сякерышча + .desc = { "" } +weapon-component-sword-hilt-long = Доўгі Эфес Мяча + .desc = { "" } +weapon-component-sword-hilt-medium = Сярэдні Эфес Мяча + .desc = { "" } +weapon-component-hammer-shaft-long = Доўгая Дзяржальна Молата + .desc = { "" } +weapon-component-hammer-shaft-medium = Сярэдняя Дзяржальна Молата + .desc = { "" } +weapon-component-staff-core-light = Маленькае Агністае Ядро + .desc = { "" } +weapon-component-axe-haft-long = Доўгае Сякерышча + .desc = { "" } +weapon-component-sword-hilt-short = Кароткі Эфес Мяча + .desc = { "" } +weapon-component-hammer-shaft-short = Кароткая Дзяржальна Молата + .desc = { "" } diff --git a/assets/voxygen/i18n/be/item/weapon/tool.ftl b/assets/voxygen/i18n/be/item/weapon/tool.ftl new file mode 100644 index 0000000..a73c68e --- /dev/null +++ b/assets/voxygen/i18n/be/item/weapon/tool.ftl @@ -0,0 +1,22 @@ +weapon-tool-fishing_rod_blue = Вуда + .desc = Пахне рыбай. +weapon-tool-shovel_green = Рыдлёўка + .desc = Пакрыта гноям. +weapon-tool-shovel_gold = Рыдлёўка + .desc = Яна была нядаўна ачышчана. +weapon-tool-pickaxe_green = Кірка + .desc = Мае абламаны край. +weapon-tool-pickaxe_stone = Каменная Кірка + .desc = Стукні па зямлі! +weapon-tool-broom = Мятла + .desc = пачынае разбурвацца. +weapon-tool-hoe_green = Матыка + .desc = Уся ў гразі. +weapon-tool-pitchfork = Вілы + .desc = Адзін з зубцоў зламаны. +weapon-tool-rake = Граблі + .desc = Змацаваны шпагатам. +weapon-tool-pickaxe_steel = Стальная Кірка + .desc = Дазваляе хутчэй здабываць любую з руд. +weapon-tool-golf_club = Клюшка + .desc = Сялянская байка. Жорсткі антыўрбаніст. Кліматычны крызіс? Які кліматычны крызіс? diff --git a/assets/voxygen/i18n/be/item/weapon/weapon.ftl b/assets/voxygen/i18n/be/item/weapon/weapon.ftl new file mode 100644 index 0000000..17f700a --- /dev/null +++ b/assets/voxygen/i18n/be/item/weapon/weapon.ftl @@ -0,0 +1,66 @@ +weapon-dagger-dagger_basic-0 = Падазроны Нож для Паперы + .desc = Хутка распячатвае лісты. +weapon-dagger-dagger_rusty = Іржавы Кінжал + .desc = Лёгка схаваць. +weapon-bow-sagitta = Сагіта + .desc = Кажуць, што з яго забілі дракона адной стралой. +weapon-bow-starter = Крывы Лук + .desc = Хтосьці выразаў на ім свае ініцыялы. +weapon-sword-starter_1h = Пашкоджаны Гладыўс + .desc = Гэты клінок бачыў і лепшыя дні, але ён напэўна праслужыць доўга. +weapon-axe-parashu = Парашу + .desc = Кажуць, ім можа раскалоць нябёсы. +weapon-axe-2haxe_rusty = Зубчастая Сякера + .desc = Кожная ўвагнутасць расказвае гісторыю ссечанага дрэва. +weapon-dagger-dagger_cult-0 = Чароўны Кінжал Культыста + .desc = Ён належыў злоснаму лідэру культа. +weapon-bow-velorite = Веларытавы Лук + .desc = Напоўнены сілай Веларыту. +weapon-axe-2haxe_malachite-0 = Малахітавая Сякера + .desc = Гравіраваны наканечнік сякеры, упрыгожаны малахітам на лёзах для надання магічных уласцівасцей. +weapon-shield-wood-0 = Пашарпаная Мішэнь + .desc = Спадзяюся, вытрымае яшчэ некалькі ўдараў... +weapon-shield-starter = Драўляны Шчыт + .desc = Можа не вытрымаць агню. +weapon-staff-firestaff_cultist = Посах Культыста + .desc = Агонь не дае цяпла. +weapon-staff-laevateinn = Лаеватэйн + .desc = Можа разбіць браму смерці. +weapon-staff-firestaff_humble_stick = Сціплая Палка + .desc = Кій з завостраным канцом. +weapon-staff-firestaff_starter = Сукаваты Стрыжань + .desc = Пахне смалой і чараўніцтвам. +weapon-sword-caladbolg = Каладболг + .desc = Вы адчуваеце, як за вамі назірае нейкая жудасная прысутнасць. +weapon-sword-cultist = Чараўніцкі Вялікі Меч Культыста + .desc = Ён належыў злоснаму лідэру культa. +weapon-sword-frost-0 = Марозны Цясак + .desc = Выпраменьвае ледзяную аўру. +weapon-sword-frost-1 = Марозная Піла + .desc = Выкавана з аднаго кавалка вечнага льду. +weapon-sword-starter = Пашкоджаны Вялікі Меч + .desc = Лязо можа лопнуць у любы момант, але вы спадзяецеся, што яно вытрымае будучыя бойкі. +weapon-sceptre-amethyst = Аметыставы Посах + .desc = Яго камень бліжэй за ўсё да дасканаласці. +weapon-sceptre-caduceus = Кадуцэй + .desc = Вужакі як жывыя. +weapon-sceptre-root_evil = Корань Зла + .desc = 'Цэнь на кошт' +weapon-sceptre-ore-nature = Веларытавы Скіпетр + .desc = Лечыць вашых саюзнікаў містычнай аўрай Веларыту. +weapon-sceptre-wood-simple = Трысціна Натураліста + .desc = Лечыць вашых саюзнікаў сілай прыроды. +weapon-hammer-burnt_drumstick = Спаленая Галёнка + .desc = Магчыма, спатрэбіцца больш практыкі... +weapon-hammer-cult_purp-0 = Чараўніцкі Вялікі Молат Культыста + .desc = Ён належыў злоснаму лідэру культa. +weapon-hammer-2hhammer_flimsy = Кволы Молат + .desc = Галава ледзь замацавана. +weapon-hammer-2hhammer_mjolnir = М’ёльнір + .desc = Яго маланка патрэсквае. +weapon-hammer-2hhammer_starter = Трывалы Стары Молат + .desc = 'Уласнасць...' Астатняе адсутнічае. +weapon-hammer-craftsman = Молат Майстра + .desc = Выкарыстоўваецца для стварэння розных рэчаў. +weapon-hammer-2hhammer_rusty = Прымітыўная Кіянка + .desc = Ламае косткі, як палкі і камяні. diff --git a/assets/voxygen/i18n/be/main.ftl b/assets/voxygen/i18n/be/main.ftl new file mode 100644 index 0000000..b12bdde --- /dev/null +++ b/assets/voxygen/i18n/be/main.ftl @@ -0,0 +1,115 @@ +main-username = Імя карыстальніка +main-server = Сервер +main-password = Пароль +main-connecting = Злучэнне +main-creating_world = Стварэнне свету +main-tip = Падказка: +main-unbound_key_tip = Не прызначана +main-notice = + Сардэчна запрашаем у альфа-версію Veloren! + + Звярніце ўвагу на некалькі рэчаў, перш як акунуцца ў прыгоды: + + - Гэта вельмі ранняя альфа. Чакайце багаў, няскончанага геймплею, непаліраваных механік ды беднату функцый. + + - Калі вы жадаеце пакінуць водгук ці баг-рэпорт, звяжыцеся з намі. + + - Veloren распаўсюджваецца пад ліцэнзіяй GPL 3. Гэта значыць, што вы вольныя гуляць, мадыфікаваць ды распаўсюджваць + гульню, як пажадаеце (пры ўмове, што вашыя мадыфікацыі таксама будуць распаўсюджвацца пад ліцэнзіяй GPL 3). + + - Veloren - гэта некамерцыйны грамадскі праект, і ўсе, хто над ім працуюць, - добраахвотнікі. + Калі вам спадабаецца гульня, мы сардэчна запрашаем вас далучыцца да любой з каманд распрацоўшчыкаў ці мастакоў! + + Дзякуй, што прачыталі. Шчыра спадзяемся, што вам спадабаецца гульня! + + ~ Каманда распрацоўшчыкаў +main-login_process = + Пра мульціплеерны рэжым: + + Для гульні на серверах з аўтарызацыяй + неабходна мець уліковы запіс. + + Стварыць уліковы запіс можна па спасылцы: + + https://veloren.net/account/. +main-login-server_not_found = Сервер не знойдзены. +main-login-authentication_error = Памылка аўтэнтыфікацыі на серверы. +main-login-internal_error = Унутраная памылка кліента. Падказка: Мабыць персанаж гульца быў выдалены. +main-login-failed_auth_server_url_invalid = Не ўдалося злучыцца з серверам аўтэнтыфікацыі. +main-login-insecure_auth_scheme = Схема аўтэнтыфікацыі HTTP не падтрымліваецца. Гэта небяспечна! Для распрацоўкі гэта дазволена для 'localhost' альбо debug-зборак. +main-login-server_full = Сервер поўны. +main-login-untrusted_auth_server = Не знодзейны сервер аўтэнтыфікацыі. +main-login-outdated_client_or_server = Сервер з’ехаў з глузду: магчыма, версіі кліента ды сервера несумяшчальныя. Праверце, ці ёсць абновы. +main-login-timeout = Timeout: Сервер не адказаў своечасова. Падказка: Сервер можа быць зараз перагружаны альбо праблемы з сеткай. +main-login-server_shut_down = Сервер быў выключаны. +main-login-network_error = Памылка сеткі. +main-login-network_wrong_version = Памылка: версіі кліента ды сервера несумяшчальныя. Падказка: Праверце, ці ёсць абновы. +main-login-failed_sending_request = Запыт да сервера аўтэнтыфікацыі няўдалы. +main-login-invalid_character = Выбраны персанаж недапушчальны. +main-login-client_crashed = Кліент нечакана спыніў працу. +main-login-not_on_whitelist = Вы не ў вайтлісце серверу, ў якім патрэбны быць каб увайсці. +main-login-banned = Вас заблакіравалі з наступнай прычыны: +main-login-kicked = Вас выштурхнулі з наступнай прычыны: +main-login-select_language = Выберыце мову +main-login-client_version = Версія кліента +main-login-server_version = Версія сервера +main-login-client_init_failed = Кліент не здолеў пачаць працу: { $init_fail_reason } +main-login-username_bad_characters = Імя карыстальніка змяшчае недазволеныя сімвалы! (Толькі літары, лічбы, '_' і '-' дазволеныя). +main-login-username_too_long = Імя карыстальніка занадта доўгае: сімвалаў патрэбна не больш за { $max_len } +main-servers-select_server = Выберыце сервер +main-servers-singleplayer_error = Не атрымалася злучыцца з унутраным серверам: { $sp_error } +main-servers-network_error = Памылка ў сетцы сервера ці на ўзроўні sockets: { $raw_error } +main-servers-participant_error = Удзельнік адключыўся/памылка пратакола: { $raw_error } +main-servers-stream_error = Памылка злучэння кліента/сціскання/(дэ)серыялізацыі: { $raw_error } +main-servers-database_error = Памылка базы даных сервера: { $raw_error } +main-servers-persistence_error = Памылка пастаянства сервера (нешта звязанае з данымі аб персанажы ці кантэнце): { $raw_error } +main-servers-other_error = Агульная памылка сервера: { $raw_error } +main-credits = Падзякі +main-credits-created_by = створана +main-credits-music = Музыка +main-credits-fonts = Шрыфты +main-credits-other_art = Іншыя мастацкія аспекты +main-credits-contributors = Удзельнікі +loading-tips = + .a0 = Націсніце '{ $gameinput-togglelantern }', каб запаліць свой ліхтар. + .a1 = Націсніце '{ $gameinput-help }', каб убачыць, як прызначаны клавішы па змаўчанню. + .a2 = Надрукуйце /say ці /s, каб размаўляць з гульцамі непасрэдна каля вас. + .a3 = Надрукуйце /region ці /r, каб размаўляць з гульцамі ў радыусе некалькі сотняў блокаў навокал. + .a4 = Адміністратары могуць выкарыставаць каманду /build, каб перайсці ў рэжым будаўніцтва. + .a5 = Надрукуйце /group ці /g, каб размаўляць толькі з гульцамі з вашай групы. + .a6 = Надрукуйце /tell, а потым імя гульца ды тэкст паведамлення, каб даслаць асабістае паведамленне. + .a7 = Будзьце ўважлівымі, каб знайсці ежу, куфары і іншыя рэчы, раскіданыя па ўсім свеце! + .a8 = Торба, поўная ежы? Вы можаце згатаваць лепшую ежу з таго, што ў вас ёсць! + .a9 = Не ведаеце, чым заняцца? Паспрабуйце адно з падзямелляў, адзначаных на мапе! + .a10 = Не забудзьце падстроіць налады графікі пад сваю сістэму. Націсніце '{ $gameinput-settings }', каб адчыніць акно налад. + .a11 = Гуляць з іншымі весела! Націсніце '{ $gameinput-social }', каб убачыць, хто ў сетцы. + .a12 = Націсніце '{ $gameinput-dance }', каб патанчыць. Гэй! + .a13 = Націсніце '{ $gameinput-glide }', каб разгарнуць Планёр ды пакарыць нябёсы! + .a14 = Veloren пакуль у стадыі прэ-альфа. Мы імкнемся паляпшаць гульню кожны дзень! + .a15 = Калі вы жадаеце далучыцца да распрацоўкі ці проста пагутарыць з намі, зайдзіце на наш Discord сервер. + .a16 = Вы можаце змяніць тып адлюстроўвання колькасці здароўя ў наладах. + .a17 = Сядзьце каля вогнішча (націсніце клавішу '{ $gameinput-sit }'), каб павольна загаіць свае раны. + .a18 = Трэба больш торб ці лепшую браню, каб працягуць падарожжа? Націсніце '{ $gameinput-crafting }', каб адчыніць акно рамяства! + .a19 = Націсніце '{ $gameinput-roll }', каб зрабіць перакат. Перакаты дазваляюць ухіляцца ад атак ды рухацца хутчэй. + .a20 = Не ведаеце, для чаго карысны прадмет? Напішыце 'input:' у акне рамяства, каб даведацца, у якіх рэцэптах ён ужываецца. + .a21 = Знайшлі нешта выдатнае? Зрабіце здымак экрана, націснуўшы клавішу '{ $gameinput-screenshot }'. +main-singleplayer-new = Новы +main-singleplayer-regenerate = Аднавіць +main-singleplayer-delete = Выдаліць +main-singleplayer-map_shape = Форма +menu-singleplayer-confirm_regenerate = Вы ўпэўнены што хочаце перастварыць "{ $world_name }"? +main-singleplayer-invalid_name = Error: Няправільнае імя +main-singleplayer-seed = Сід +main-singleplayer-day_length = Працягласць дня +main-singleplayer-map_large_warning = Warning: Вялікі свет патрабуе пры стварэнні больш часу. +main-singleplayer-world_name = Імя свету +main-singleplayer-map_erosion_quality = Якасць эрозіі +main-singleplayer-play = Гуляць +main-server-rules = Гэты сервер мае правілы, якія вы патрэбны прыняць. +main-server-rules-seen-before = Правілы змяніліся з апошнега часу як вы прынялі іх. +main-singleplayer-create_custom = Наладзіць +main-singleplayer-random_seed = Выпадкова +main-singleplayer-size_lg = Лагаріфмічны памер +main-singleplayer-map_scale = Вертыкальнае маштабаванне +main-singleplayer-generate_and_play = Стварыць і гуляць +menu-singleplayer-confirm_delete = Вы ўпэўнены што хочаце выдаліць "{ $world_name }"? diff --git a/assets/voxygen/i18n/be/npc.ftl b/assets/voxygen/i18n/be/npc.ftl new file mode 100644 index 0000000..0c723a2 --- /dev/null +++ b/assets/voxygen/i18n/be/npc.ftl @@ -0,0 +1,342 @@ +npc-speech-villager = + .a0 = Мне вельмі падабаецца сыр. +npc-speech-villager_open = + .a0 = Цікава, пра што думае Катаблепас, калі есць траву?. + .a1 = Як ты лічыш, чаму Святлівыя Рэшткі свецяцца? + .a2 = Ці ты ведаеш пра лютых Земных Акул? Я чуў, што яны жывуць у пустэльнях. + .a3 = Цікава, што там па іншы бок гор... + .a4 = Я пакінуў трохі сыру ў свайго сваяка. Цяпер нават не ведаю, ці ён яшчэ існуе. Я называю яго сырам Шродзінгера. + .a5 = Ці лавілі вы калісьці светлячка? + .a6 = Кажуць, у пячорах можна знайсці ўсялякія каштоўныя камяні. + .a7 = Я не магу зразумець, адкуль прыходзяць гэтыя саўрокі. +npc-speech-villager_adventurous = + .a0 = Спадзяюся, што аднойчы я змайструю свой уласны планёр. + .a1 = Калі стану мацнейшым, я пайду ў паход, даследаваць пячоры. +npc-speech-villager_closed = + .a0 = Хто ты гэткі? Не тутэйшы? Дзе радзіўся, дзе хрысціўся? + .a2 = Кажуць, што грыбы вельмі карысныя для здароўя. Ніколі іх не еў, шчыра кажучы. + .a3 = Быць або не быць? Думаю, буду земляробам. +npc-speech-villager_conscientious = + .a0 = Я заўсёды чымсьці заняты. Дужа шмат працы. + .a1 = Спадзяюся, хутка будзе дождж! Нашым раслінам патрэбная вільгаць. +npc-speech-villager_busybody = + .a0 = Менш размоў, больш спраў. +npc-speech-villager_unconscientious = + .a0 = Мне здаецца, час для другога сняданку! + .a1 = Эх, вось бы мая хата была прыбраная. Але ж тады б давялося яе такой падтрымліваць. Ха-ха! + .a2 = Халера, куды я яе запхнуў... +npc-speech-villager_extroverted = + .a0 = Ты не паверыш, што я рабіў на выхадных! + .a1 = Добрай табе раніцы! + .a2 = Што ты думаеш пра гэтае паветра? + .a3 = Я проста шалею ад сыру! + .a4 = Не запамятуй сухарыкі! + .a5 = Я абажаю дварфскі сыр. Эх, калі б я ўмеў яго рабіць... + .a6 = Я бачыў цудоўны сон пра сыр. Што гэта значыць? + .a7 = Я люблю мёд! І ненавіджу пчол. +npc-speech-villager_sociable = + .a0 = Запрашаем цябе! Мы як раз збіраліся паесці крыху сыру! + .a1 = Жадаеш падзівіцца на мой сад? Добра, мабыць, іншы раз. +npc-speech-villager_introverted = + .a0 = Вітаю. + .a1 = А што я? Я не вельмі цікавы. +npc-speech-villager_agreeable = + .a0 = Як твае справы? + .a1 = Кажы, калі нешта патрэбна. + .a2 = Ці ты бачыў майго ката? +npc-speech-villager_worried = + .a0 = Будзь асцярожным, добра? Навокал вельмі, вельмі небяспечна. +npc-speech-villager_disagreeable = + .a0 = Я кажу, як мае быць. Калі каму не спадабаецца, мне абыякава. + .a1 = Людзі ўсё ўспрымаюць асабіста. +npc-speech-villager_neurotic = + .a0 = Мурашкі па спіне ад адной толькі думкі пра гэтыя падзямеллі! Спадзяюся, хтосьці з імі разбярэцца. + .a1 = Хтосьці павінен вырашыць пытанне культыстаў. Пажадана, не я. + .a2 = У мяне нейкае дрэннае пачуццё. + .a3 = Вось бы хто-небудзь трымаў ваўкоў як мага далей ад вёскі. +npc-speech-villager_sad_loner = + .a0 = Я такі самотны. + .a1 = { "." }.. Прабач за няёмкае маўчанне. Я не вельмі сацыяльны. +npc-speech-villager_seeker = + .a0 = Я хачу аднойчы пабачыць свет. Павінна ж быць яшчэ нешта, акрамя гэтай вёскі. +npc-speech-villager_stable = + .a0 = Хіба ж сёння не цудоўны дзень? + .a1 = Жыццё не такое і благое. + .a2 = Выдатны дзень для шпацыру ў лесе! +npc-speech-villager_decline_trade = + .a0 = Прабач, мне нечым з табой гандляваць. + .a1 = Гандаль? Нібы ў мяне ёсць нешта цікавае. + .a2 = Мая хата - мая, і я яе ні за якія грошы не аддам. +npc-speech-merchant_advertisement = + .a0 = Ці жадаеш пагандляваць? + .a1 = Жадаеш пагандляваць са мною? + .a2 = У мяне шмат тавараў. Хочаш зірнуць? +npc-speech-merchant_busy = + .a0 = Пачакайце, калі ласка, у мяне не дваццаць рук. + .a1 = Адзін момант, дайце мне скончыць. + .a2 = Я зараз заняты. Падыдзіце да мяне пазней. +npc-speech-merchant_busy_rude = + .a0 = Чакай сваю чаргу. + .a1 = Ты бачыш пакупніка перад сабой, ці не? + .a2 = Не спрабуй прапхнуць сябе наперад. +npc-speech-merchant_trade_successful = + .a0 = Дзякуй, што абралі мяне! + .a1 = Вялікі дзякуй! +npc-speech-merchant_trade_declined = + .a0 = Мабыць, у іншы раз, да пабачэння. + .a1 = Які жаль, прыйдзем да згоды ў наступны раз! +npc-speech-villager_cultist_alarm = + .a0 = Гэй! Тут культыст на волі! + .a1 = Бярыце зброю! Культысты нападаюць! + .a2 = Як гэтыя культысты пасмелі атакаваць нашую вёску! + .a3 = Жыве Веларэн! Смерць культыстам! + .a4 = Тут не церпяць культыстаў! + .a5 = Крывавы культыст! + .a6 = Паспрабуй ляза майго клінка, брудны культыст! + .a7 = Ты не адмыеш кроў са сваіх рук, культыст! + .a8 = Мільёны малых мармуравых малпаў! Культыст сярод нас! + .a9 = Злачынствы гэтага культыста вельмі хутка скончацца! + .a10 = Гэты культыст - мой! + .a11 = Рыхтуйся сустрэцца з Богам, брыдкі культыст! + .a12 = Культыст! Хапай яго! + .a13 = Культыст! Бі яго! + .a14 = Культыст! Не дайце яму ўцячы! + .a15 = Ці жадае шаноўны культыст ЗДОХНУЦЬ?! + .a16 = Ніколі не прабачым! Ніколі не забудзем! Культыст, надышоў час расплаты! + .a17 = Памры, культыст! + .a18 = Ваш тэрор скончыцца! + .a19 = Вось вам за ўсё, што вы ўчынілі! + .a20 = Мы не сустракаем з пяшчотай такіх, як вы. + .a21 = Не трэба было вылазіць са сваіх падзямелляў! +npc-speech-villager_under_attack = + .a0 = Дапамажыце! Мяне б’юць! + .a1 = Дапамажыце! Мяне б’юць! Дапамажыце! + .a2 = Ай! Мяне б’юць! + .a3 = Ай! Мяне б’юць! Дапамажыце! + .a4 = Выратуйце! Мяне б’юць! + .a5 = Забіваюць! Ратуйце! + .a6 = Мяне збіваюць! Дапамажыце! + .a7 = Дапамажыце! + .a8 = Выратуйце, дапамажыце! + .a9 = Калі ласка, калі ласка, дапамажыце! + .a10 = На мяне напалі! + .a11 = АААААЙ! Мяне забіваюць! + .a12 = АААААЙ! Мяне забіваюць! Дапамажыце! + .a13 = Ратуйце! Нас забіваюць! + .a14 = Ратуйце! Забойца! + .a15 = Дапамажыце! Тут забойца на волі! + .a16 = Ратуйце! Яны спрабуюць забіць мяне! + .a17 = Варта, мяне б’юць! + .a18 = Варта! Мяне забіваюць! + .a19 = На мяне напалі! Варта! + .a20 = Ратуйце! Варта! Мяне б’юць! + .a21 = Варта! Хутчэй сюды! + .a22 = Варта! Варта! + .a23 = Варта! Мяне б’е злачынец! + .a24 = Варта, забейце гэтага мярзотніка! + .a25 = Варта! Тут забойца! + .a26 = Варта! Дапамажыце мне! + .a27 = Гэта табе не сыйдзе з рук! Варта! + .a28 = Ты, д’ябал! + .a29 = Дапамажыце! + .a30 = Дапамажыце, калі ласка! + .a31 = Ай! Варта! Дапамажыце! + .a32 = Яны ідуць па мяне! + .a33 = Дапамажыце! Дапамажыце! Мяне прыгнятаюць! + .a34 = Ну вось і бачны гвалт, уласцівы сістэме. + .a35 = Гэта толькі драпіна! + .a36 = Скончвай гэта! + .a37 = Што я табе зрабіў?! + .a38 = Калі ласка, не бі мяне! + .a39 = Гэй! Сачы за тым, куды накіроўваеш сваю зброю! + .a40 = Халера на цябе, знікні! + .a41 = Спыні гэта і знікні! + .a42 = Ты мяне вельмі злуеш! + .a43 = Паглядзі на яго! Ты кім сябе ўявіў?! + .a44 = Я здыму галаву з тваіх плячэй! + .a45 = Калі ласка, не трэба! У мяне нічога няма! + .a46 = Я нацкую свайго брата на цябе, ён большы за мяне! + .a47 = Не-е-е! Я распавяду маці! + .a48 = Каб ты сраў пад плотам калючым дротам! + .a49 = Калі ласка, не трэба гэтага рабіць. + .a50 = Гэта не вельмі добразычліва! + .a51 = Твая зброя адметная, цяпер, калі ласка, схавай яе! + .a52 = Злітуйся нада мной! + .a53 = Калі ласка, у мяне ёсць сям’я! + .a54 = Я яшчэ такі малады! + .a55 = Можна мы гэта мірна абмяркуем? + .a56 = Гвалт - гэта ніколі не адказ! + .a57 = Здаецца, сёння будзе дрэнны дзень... + .a58 = Гэй, балюча! + .a59 = Божа! + .a60 = Якое нахабства! + .a61 = Досыць, я цябе прашу! + .a62 = Халера на цябе! + .a63 = Гэта не смешна. + .a64 = Як ты смееш?! + .a65 = Ты за гэта паплоцішся! + .a66 = Ты вельмі пашкадуеш, калі працягнеш гэта! + .a67 = Не прымушай мяне рабіць табе балюча! + .a68 = Гэта нейкае непаразуменне! + .a69 = Табе не трэба гэтага рабіць! + .a70 = Знікні, чорт! + .a71 = Гэта было дужа балюча! + .a72 = Навошта ты гэта зрабіў? + .a73 = Дзеля духаў, хопіць! + .a74 = Ты, мусіць, мяне з кімсьці пераблытаў! + .a75 = Я гэтага не заслугоўваю! + .a76 = Калі ласка, не паўтарай гэтага больш. + .a77 = Варта, кіньце гэту пачвару ў балота! + .a78 = Я спушчу на цябе свайго цмока! + .a79 = Чаму мяне-е-е? +npc-speech-villager_enemy_killed = + .a0 = Больш ты мяне не будзеш турбаваць! + .a1 = Нарэшце заслужаны спакой! + .a2 = { "." }.. так, на чым я спыніўся? +npc-speech-menacing = + .a0 = Я цябе папярэджваю! + .a1 = Яшчэ крок, і я табе пакажу! + .a2 = Ты мяне не пужаеш! + .a3 = Кінь дурное, сыдзі адсюль! + .a4 = Вярніся дадому, калі хочаш жыць! + .a5 = Ты тут не пажаданы! +npc-speech-cultist_low_health_fleeing = + .a0 = Адступаем ва імя нашай справы! + .a1 = Адступаем! + .a2 = Халера на ўсіх вас! + .a3 = Я цябе пракляну ў тагасветным жыцці! + .a4 = Мне трэба перадыхнуць! + .a5 = Яны занадта дужыя! +# NPC site hints +# Available variables: +# - $dir references npc-speech-dir-* variables below +# - $dist references npc-speech-dist-* variables below +# - $site represents hard-coded site in the world +npc-speech-site = + .a0 = Табе не здаецца, што наша вёска лепшая? + .a1 = Вітаем у { $site } ! + .a2 = { $site } - вёска, у якой прыемна жыць. +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_north_east = паўночны ўсходзе +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_east = усходзе +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_south_east = паўднёвы ўсходзе +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_south = поўдзень +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_south_west = паўднёвы захад +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_west = захадзе +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_north_west = паўночны захад +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_very_far = вельмі далёка +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_far = далёка +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_ahead = на некаторым аддаленні +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_near = недалёка +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_near_to = паблізу +# NPC reactions +npc-speech-witness_murder = + .a0 = Забойца! + .a1 = Як ты мог гэта зрабіць? + .a2 = Ааааа! +# NPC reactions +npc-speech-witness_death = + .a0 = Не! + .a1 = Гэта жахліва! + .a2 = А божухна! +# NPC reactions +npc-speech-night = + .a0 = Ліхтары зручныя каб перамяшчацца ноччу! + .a1 = Я спадзяюся, што мы адны ў цемры... + .a2 = Бу! +# Generic NPC messages +npc-speech-merchant_trade_cancelled_hostile = + .a0 = Прабачце што перапыняю, але ў нас ёсць праблема, якую трэба вырашыць! + .a1 = Мы пагандлюем пазней, спачатку трэба паклапаціцца пра гэта! +# Generic NPC messages +npc-speech-moving_on = + .a0 = Я дастаткова выдаткаваў часу тут, пара адпраўляцца ў { $site }! +# Generic NPC messages +npc-speech-night_time = + .a0 = Цёмна, яас вяртацца да хаты. + .a1 = Я стаміўся. + .a2 = Ложак вабіць мяне! +# Generic NPC messages +npc-speech-day_time = + .a0 = Пачынаецца новы дзень! + .a1 = Ніколі не любіў прачынацца... +# Generic NPC messages +npc-speech-start_hunting = + .a0 = Час палявання! +# Generic NPC messages +npc-speech-merchant_sell_undirected = + .a0 = Усе мае тавары найвышэйшай якасці! + .a1 = Хто-небудзь хоча купіць мае тавары? + .a2 = У мяне лепшыя прапановы ў горадзе. + .a3 = Шукаеш прыпасы? Я цябе пакрыю. +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_north = поўначы +# Generic NPC messages +npc-speech-ambush = + .a0 = Неразумна падарожнічаць аднаму! + .a1 = Як скрасці цукерку ў дзіцяці! +# Generic NPC messages +npc-speech-villager_busy = + .a0 = Выбачай, я не магу размаўляць з табой зараз. + .a1 = Паразмаўляем пазней, я заняты. +# Generic NPC messages +npc-speech-prisoner = + .a0 = Калі ласка, знайдзіце ключ! + .a1 = Патрапіць у пастку - гэта не весела. + .a2 = Гэтаму Кардыналу нельга давяраць. + .a3 = Гэтыя Кліры задумалі нешта нядобрае. +# NPC reactions +npc-speech-welcome-aboard = + .a0 = Вітаем на борце! + .a1 = Магу я пабачыць ваш квіток?... Проста жартую, гэта бясплатна! + .a2 = Прыемнай паездкі! +# Generic NPC messages +npc-speech-migrating = + .a0 = Мне больш не прыемна жыць тут. Прыйшоў час пераехаць у { $site }. + .a1 = Прыйшоў час рухацца да { $site }, мне абрыдла гэтае месца. +# Generic NPC messages +npc-speech-merchant_sell_directed = + .a0 = Ты, там! Цябе патрэбен новы як-яго-там? + .a1 = Ты галодны? Я ўпэўнены, што ў мяне ёсьць сыр які ты можаш купіць. + .a2 = Ты выглядаеш так, быццам бы цябе спатрэбіліся новыя даспехі! +# NPC site hints +# Available variables: +# - $dir references npc-speech-dir-* variables below +# - $dist references npc-speech-dist-* variables below +# - $site represents hard-coded site in the world +npc-speech-tell_site = + .a0 = Ты быў у { $site }? Гэта на { $dir } адсюль! + .a1 = Табе варта як небудзь наведаць { $site }. + .a2 = Калі прайсці { $dist } на { $dir }, то можна патрапіць у { $site }. + .a3 = На { $dir } ты знойдзеш { $site }, гэта { $dist }. +# Generic NPC messages +npc-speech-guard_thought = + .a0 = Мой брат змагаецца з ограмі. Што выбраў я? Каравульную службу... + .a1 = Яшчэ адзін патруль, і потым я змагу адправіцца да хаты. + .a2 = Ніякім бандытам мяне не абысці. +# NPC monster hints +# Available variables: +# - $dir references npc-speech-dir-* variables below +# - $dist references npc-speech-dist-* variables below +# - $body references body-npc-speech-* variables in `body` component +npc-speech-tell_monster = + .a0 = Кажуць, што { $body } знаходзіцца на { $dir }, { $dist }... + .a1 = Лічыш сабе крутым? На { $body } ёсць { $dir }. +# NPC proposals +npc-speech-arena = Давай сядзім там! +# NPC reactions +npc-speech-witness_enemy_murder = + .a0 = Мой Герой! + .a1 = Нарэшце нехта зрабіў гэта! + .a2 = Ура! diff --git a/assets/voxygen/i18n/bg/_manifest.ron b/assets/voxygen/i18n/bg/_manifest.ron new file mode 100644 index 0000000..eaaa71d --- /dev/null +++ b/assets/voxygen/i18n/bg/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Bulgarian (България) +( + metadata: ( + language_name: "Български (Bulgarian)", + language_identifier: "bg", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/bg/body.ftl b/assets/voxygen/i18n/bg/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/bg/buff.ftl b/assets/voxygen/i18n/bg/buff.ftl new file mode 100644 index 0000000..1f6da7a --- /dev/null +++ b/assets/voxygen/i18n/bg/buff.ftl @@ -0,0 +1,23 @@ +buff-heal = Лекуване +buff-potion = Отвара + .desc = Изпиване... +buff-saturation = Наситеност +buff-campfire_heal = Лекуване от лагерен огън + .desc = Почивката пред лагерен огън, лекува с { $rate } % в секунда. +buff-invulnerability = Неуязвимост +buff-protectingward = + .desc = Вие сте защитен, някак си, от атаки. +buff-frenzied = Обезумял + +# Debuffs +buff-bleed = Кървене +buff-cursed = Проклет + .desc = Вие сте проклет. +buff-burn = Горящ + .desc = Вие изгаряте жив +buff-frozen = Замразен + .desc = Вашите движения и атаки са забавени. +buff-wet = Намокрен + +# Text +buff-text-for_seconds = за { $dur_secs } секунди diff --git a/assets/voxygen/i18n/bg/char_selection.ftl b/assets/voxygen/i18n/bg/char_selection.ftl new file mode 100644 index 0000000..d58e992 --- /dev/null +++ b/assets/voxygen/i18n/bg/char_selection.ftl @@ -0,0 +1,16 @@ +char_selection-loading_characters = Зареждане на герои... +char_selection-delete_permanently = Изтрийте завинаги този герой? +char_selection-change_server = Смяна на сървър +char_selection-logout = Излизане от профила +char_selection-create_new_character = Създаване на нов герой +char_selection-creating_character = Създаване на герой... +char_selection-human_default = Човек по подразбиране +char_selection-level_fmt = Ниво { $level_nb } +char_selection-beard = Брада +char_selection-hair_style = Стил на косата +char_selection-hair_color = Цвят на косата +char_selection-eye_color = Цвят на очите +char_selection-skin = Кожа +char_selection-accessories = Аксесоари +char_selection-create_info_name = Вашият герой се нуждае от име! +char_selection-version_mismatch = Внимание! Този сървър работи вероятно на несъвместима версия на играта. Моля обновете вашата игра. diff --git a/assets/voxygen/i18n/bg/common.ftl b/assets/voxygen/i18n/bg/common.ftl new file mode 100644 index 0000000..9eb1923 --- /dev/null +++ b/assets/voxygen/i18n/bg/common.ftl @@ -0,0 +1,61 @@ +common-singleplayer = Самостоятелна Игра +common-servers = Сървъри +common-quit = Напусни +common-settings = Настройки +common-languages = Езици +common-interface = Интерфейс +common-controls = Контроли +common-sound = Звук +common-characters = Герои +common-close = Затваряне +common-yes = Да +common-no = Не +common-back = Назад +common-create = Създаване +common-add = Добави +common-accept = Приемане +common-decline = Отказване +common-cancel = Отмяна +common-error = Грешка +common-fatal_error = Критична Грешка +common-you = Вие +common-automatic = Автоматично +common-random = Случаен +common-empty = Празно +common-confirm = Потвърди + +## Settings Window title +common-interface_settings = Настройки на интерфейса +common-gameplay_settings = Настройки за игра +common-controls_settings = Настройки на контролите +common-video_settings = Графични настройки +common-sound_settings = Настройки на Звука +common-language_settings = Настройки на Езика +common-chat_settings = Настройки на чата + +common-species-orc = Орк +common-species-human = Човек +common-species-dwarf = Джудже +common-species-elf = Елф + +common-weapons-axe = Брадва +common-weapons-sword = Меч +common-weapons-staff = Огнен жезъл +common-weapons-bow = Лък +common-weapons-hammer = Чук +common-weapons-shield = Шит +common-weapons-spear = Копие +common-tool-pick = Кирка +common-kind-throwable = Може да бъде хвърлен +common-kind-ingredient = Съставка +common-kind-lantern = Фенер + +common-rand_name = Произволно име + +common-stats-armor = Броня + +common-material-metal = Метал +common-material-wood = Дърво +common-material-stone = Камък +common-material-cloth = Плат +common-material-hide = Кожа diff --git a/assets/voxygen/i18n/bg/esc_menu.ftl b/assets/voxygen/i18n/bg/esc_menu.ftl new file mode 100644 index 0000000..20086dc --- /dev/null +++ b/assets/voxygen/i18n/bg/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Излезте от профилът си +esc_menu-quit_game = Напусни играта diff --git a/assets/voxygen/i18n/bg/gameinput.ftl b/assets/voxygen/i18n/bg/gameinput.ftl new file mode 100644 index 0000000..b9857e4 --- /dev/null +++ b/assets/voxygen/i18n/bg/gameinput.ftl @@ -0,0 +1,9 @@ +gameinput-primary = Основна атака +gameinput-jump = Скачане +gameinput-climb = Катерене +gameinput-map = Карта +gameinput-bag = Bag +gameinput-trade = Търгуване +gameinput-sit = Сядане +gameinput-settings = Настройки +gameinput-fly = Летене diff --git a/assets/voxygen/i18n/bg/hud/ability.ftl b/assets/voxygen/i18n/bg/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/bg/hud/bag.ftl b/assets/voxygen/i18n/bg/hud/bag.ftl new file mode 100644 index 0000000..baa0448 --- /dev/null +++ b/assets/voxygen/i18n/bg/hud/bag.ftl @@ -0,0 +1,6 @@ +## Inventory +hud-bag-inventory = Инвентара на { $playername } +hud-bag-energy = Енергия +hud-bag-sort_by_name = Сортиране по име +hud-bag-sort_by_quality = Сортиране по качество +hud-bag-sort_by_category = Сортиране по категория diff --git a/assets/voxygen/i18n/bg/hud/char_window.ftl b/assets/voxygen/i18n/bg/hud/char_window.ftl new file mode 100644 index 0000000..88133aa --- /dev/null +++ b/assets/voxygen/i18n/bg/hud/char_window.ftl @@ -0,0 +1 @@ +character_window-character_name = Име на герой diff --git a/assets/voxygen/i18n/bg/hud/chat.ftl b/assets/voxygen/i18n/bg/hud/chat.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/bg/hud/crafting.ftl b/assets/voxygen/i18n/bg/hud/crafting.ftl new file mode 100644 index 0000000..df91f27 --- /dev/null +++ b/assets/voxygen/i18n/bg/hud/crafting.ftl @@ -0,0 +1,10 @@ +hud-crafting-recipes = Рецепти + +## Crafting Stations +hud-crafting-anvil = Наковалня + +## Tabs +hud-crafting-tabs-food = Храна +hud-crafting-tabs-tool = Иструменти +hud-crafting-tabs-weapon = Оръжия +hud-crafting-tabs-processed_material = Материали diff --git a/assets/voxygen/i18n/bg/hud/group.ftl b/assets/voxygen/i18n/bg/hud/group.ftl new file mode 100644 index 0000000..2b997b4 --- /dev/null +++ b/assets/voxygen/i18n/bg/hud/group.ftl @@ -0,0 +1,3 @@ +hud-group-invite = Покани +hud-group-dead = Мъртъв +hud-group-add_friend = Добави в приятели diff --git a/assets/voxygen/i18n/bg/hud/map.ftl b/assets/voxygen/i18n/bg/hud/map.ftl new file mode 100644 index 0000000..7ab3fec --- /dev/null +++ b/assets/voxygen/i18n/bg/hud/map.ftl @@ -0,0 +1,14 @@ +## Map and Questlog +hud-map-map_title = Карта +hud-map-qlog_title = Мисии +hud-map-topo_map = Topographic +hud-map-difficulty = Трудност +hud-map-towns = Градове +hud-map-castles = Замъци +hud-map-caves = Пещери +hud-map-cave = Пещера +hud-map-peaks = Планини +hud-map-trees = Гигантски дървета +hud-map-tree = Гигантско дърво +hud-map-town = Град +hud-map-castle = Замък diff --git a/assets/voxygen/i18n/bg/hud/misc.ftl b/assets/voxygen/i18n/bg/hud/misc.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/bg/hud/quest.ftl b/assets/voxygen/i18n/bg/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/bg/hud/sct.ftl b/assets/voxygen/i18n/bg/hud/sct.ftl new file mode 100644 index 0000000..f824298 --- /dev/null +++ b/assets/voxygen/i18n/bg/hud/sct.ftl @@ -0,0 +1,2 @@ +## SCT outputs +hud-sct-block = БЛОКИРАН diff --git a/assets/voxygen/i18n/bg/hud/settings.ftl b/assets/voxygen/i18n/bg/hud/settings.ftl new file mode 100644 index 0000000..6ba80f8 --- /dev/null +++ b/assets/voxygen/i18n/bg/hud/settings.ftl @@ -0,0 +1,7 @@ +## Settings +hud-settings-maximum_fps = Максимум Кадри +hud-settings-background_fps = Кадри на заден фон + +hud-settings-faction = Фракция +hud-settings-world = Свят +hud-settings-region = Регион diff --git a/assets/voxygen/i18n/bg/hud/skills.ftl b/assets/voxygen/i18n/bg/hud/skills.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/bg/hud/social.ftl b/assets/voxygen/i18n/bg/hud/social.ftl new file mode 100644 index 0000000..bda2099 --- /dev/null +++ b/assets/voxygen/i18n/bg/hud/social.ftl @@ -0,0 +1,9 @@ +hud-social = Други играчи +hud-social-online = Онлайн: +hud-social-friends = Приятели +hud-social-faction = Фракция +hud-social-play_online_fmt = { $nb_player } играчи онлайн +hud-social-name = Име +hud-social-level = Ниво +hud-social-zone = Зона +hud-social-account = Акаунт diff --git a/assets/voxygen/i18n/bg/hud/subtitles.ftl b/assets/voxygen/i18n/bg/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/bg/hud/trade.ftl b/assets/voxygen/i18n/bg/hud/trade.ftl new file mode 100644 index 0000000..4f6ea8c --- /dev/null +++ b/assets/voxygen/i18n/bg/hud/trade.ftl @@ -0,0 +1,3 @@ +hud-trade-accept = Приеми +hud-trade-decline = Откажи +hud-trade-your_offer = Вашата оферта diff --git a/assets/voxygen/i18n/bg/main.ftl b/assets/voxygen/i18n/bg/main.ftl new file mode 100644 index 0000000..2808719 --- /dev/null +++ b/assets/voxygen/i18n/bg/main.ftl @@ -0,0 +1,36 @@ +main-username = Потребителско име +main-server = Сървър +main-password = Парола +main-connecting = Свързване +main-creating_world = Създаване на свят +main-tip = Съвет: +main-notice = + r#Добре дошли в алфа версията на Велорен! + + Преди да се впуснете в приключения, моля имайте няколно неща предвид: + + Това е много ранен стадий на играта. Очаквайте бъгове, незавършен геймплей, недоизпипани механик и липсващи функии. + + Благодаяря ви за отделеното време, надяваме се, че ще се насладите на играта! + + Разработчиците на Велорен# +main-login-server_not_found = Сървърът не е намерен +main-login-server_full = Сървърът е пълен +main-login-server_shut_down = Спиране на съврвър +main-login-network_error = Мрежова грешка +main-login-client_crashed = Клиентът се срина +main-login-select_language = Избиране на Език +main-login-client_version = Версия на клиента +main-login-server_version = Версия на сървъра +main-login-username_too_long = Потребителското име е прекалено дълго! Максималната дължина е: { $max_len } +main-servers-select_server = Изберете сървър + +## Credits screen + +main-credits-fonts = Шрифт + +### End Main screen section + +loading-tips = + .a0 = Натиснете '{ $gameinput-togglelantern }' за да запалите фенерът си . + .a1 = Натиснете '{ $gameinput-dance }' за да танцувате. Парти! diff --git a/assets/voxygen/i18n/bg/npc.ftl b/assets/voxygen/i18n/bg/npc.ftl new file mode 100644 index 0000000..ad3ad65 --- /dev/null +++ b/assets/voxygen/i18n/bg/npc.ftl @@ -0,0 +1,31 @@ +npc-speech-villager_open = + .a0 = Хващали ли сте светулка? +npc-speech-villager_stable = + .a0 = Не е ли великолепен ден? +npc-speech-villager_closed = + .a0 = Не мислите ли, че нашето село е най-доброто? +npc-speech-villager_extroverted = + .a0 = Какво мислите за времето? + .a1 = Обичам мед! И мразя пчели. +npc-speech-villager_agreeable = + .a0 = Как сте днес? + .a1 = Виждали ли сте котката ми? +npc-speech-villager_sociable = + .a0 = Бихте ли искали да видите градината ми? Добре, може би някой друг път. +npc-speech-villager_decline_trade = + .a0 = Съжелявам, нямам нищо за търгуване +npc-speech-merchant_busy = + .a0 = Хей, изчакайте редът си + .a1 = Зает съм, върнете се по-късно +npc-speech-merchant_trade_successful = + .a0 = Благодаря ви, че търгувахте с мен! + .a1 = Благодаря ви! +npc-speech-villager_under_attack = + .a0 = Помощ! + .a1 = Помощ! Помощ! + .a2 = Помощ! Помощ! Помощ! + .a3 = Помощ! Убиец! + .a4 = Помогни ми! +npc-speech-cultist_low_health_fleeing = + .a0 = Отстъпление! + .a1 = Те са прекалено силни! diff --git a/assets/voxygen/i18n/ca/_manifest.ron b/assets/voxygen/i18n/ca/_manifest.ron new file mode 100644 index 0000000..424fbb6 --- /dev/null +++ b/assets/voxygen/i18n/ca/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Catalan (Catalonia) +( + metadata: ( + language_name: "Català (Catalan)", + language_identifier: "ca", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/ca/body.ftl b/assets/voxygen/i18n/ca/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ca/buff.ftl b/assets/voxygen/i18n/ca/buff.ftl new file mode 100644 index 0000000..8e75cad --- /dev/null +++ b/assets/voxygen/i18n/ca/buff.ftl @@ -0,0 +1,39 @@ +buff-remove = Clica per eliminar +buff-heal = Sanació + .desc = Restableix Salut durant un temps. + .stat = Restaura { $str_total } Salut +buff-potion = Poció + .desc = Bevent... +buff-saturation = Saturació + .desc = Restableix Salut durant un temps pels consumibles. +buff-campfire_heal = Curació per Foguera + .desc = Descansar prop d'una foguera cura un { $rate }% per segon. +buff-invulnerability = Invulnerabilitat + .desc = No pots ser ferit per cap atac. + .stat = Concedeix invulnerabilitat +buff-protectingward = Custòdia protectora + .desc = D'alguna manera, estàs sent protegit dels atacs. +buff-frenzied = Frenesí + .desc = Posseeixes una velocitat sobrenatural i pots ignorar ferides menors. +buff-hastened = Pressa + .desc = Els teus moviments i atacs són més ràpids. +buff-bleed = Sagnant + .desc = Infligeix dany regularment. +buff-cursed = Maleït + .desc = Estàs maleït. +buff-burn = En Flames + .desc = Et cremes viu +buff-crippled = Mutilat + .desc = Els teus moviments són força ineficients perquè les teves cames estan greument danyades. +buff-frozen = Congelat + .desc = Els teus moviments i atacs s'alenteixen. +buff-wet = Mullat + .desc = El sol rellisca, fent que parar sigui difícil. +buff-ensnared = Atrapat + .desc = Plantes s'emboliquen a les teves cames, impedint els teus moviments. +buff-increase_max_energy = + .stat = Augmenta l'Energia màxima en { $strength } +buff-increase_max_health = + .stat = Augmenta la Salut màxima en { $strength } +buff-text-over_seconds = al llarg de { $dur_secs } segons +buff-text-for_seconds = durant { $dur_secs } segons diff --git a/assets/voxygen/i18n/ca/char_selection.ftl b/assets/voxygen/i18n/ca/char_selection.ftl new file mode 100644 index 0000000..4ba628c --- /dev/null +++ b/assets/voxygen/i18n/ca/char_selection.ftl @@ -0,0 +1,21 @@ +char_selection-loading_characters = Carregant personatges... +char_selection-delete_permanently = Esborrar permanentment aquest Personatge? +char_selection-change_server = Canviar Servidor +char_selection-enter_world = Entrar al Món +char_selection-logout = Tancar Sessió +char_selection-create_new_character = Crear Nou Personatge +char_selection-creating_character = Creant Personatge... +char_selection-character_creation = Creador de Personatge +char_selection-human_default = Humà per defecte +char_selection-level_fmt = Nivell { $level_nb } +char_selection-uncanny_valley = Terra Salvatge +char_selection-plains_of_uncertainty = Planes de la Incertesa +char_selection-beard = Barba +char_selection-hair_style = Pentinat +char_selection-hair_color = Color de Pèl +char_selection-eye_color = Color d'Ulls +char_selection-skin = Pell +char_selection-eyeshape = Detalls dels Ulls +char_selection-accessories = Accessoris +char_selection-create_info_name = El teu Personatge necessita un nom! +char_selection-version_mismatch = ATENCIÓ! Aquest servidor corre una versió diferent del joc que potser és incompatible. Si us plau, actualitzeu el joc. diff --git a/assets/voxygen/i18n/ca/common.ftl b/assets/voxygen/i18n/ca/common.ftl new file mode 100644 index 0000000..e716234 --- /dev/null +++ b/assets/voxygen/i18n/ca/common.ftl @@ -0,0 +1,102 @@ +common-username = usuari +common-singleplayer = Un jugador +common-multiplayer = Multijugador +common-servers = Servidors +common-quit = Sortir +common-settings = Ajustos +common-languages = Idiomes +common-interface = Interfície +common-gameplay = Jugabilitat +common-controls = Controls +common-video = Gràfics +common-sound = So +common-chat = Xat +common-resume = Reprendre +common-characters = Personatges +common-close = Tancar +common-yes = Sí +common-no = No +common-back = Enrere +common-create = Crear +common-okay = D'acord +common-add = Afegir +common-accept = Acceptar +common-decline = Refusar +common-disclaimer = Atenció +common-cancel = Cancel·lar +common-none = Cap +common-error = Error +common-fatal_error = Error Fatal +common-you = Tu +common-automatic = Auto +common-random = Aleatori +common-empty = Buit +common-confirm = Confirmar +common-delete_server = Esborrar Servidor +common-interface_settings = Ajustos de la Interfície +common-gameplay_settings = Ajustos de Jugabilitat +common-controls_settings = Ajustos de Control +common-video_settings = Ajustos Gràfics +common-sound_settings = Ajustos Sonors +common-language_settings = Ajustos d'Idioma +common-chat_settings = Ajustos del Xat +common-connection_lost = + Connexió Perduda! + S'ha reiniciat el servidor? + Està el client actualitzat? +common-species-orc = Orc +common-species-human = Humà +common-species-dwarf = Nan +common-species-elf = Elf +common-species-draugr = No-mort +common-species-danari = Danari +common-weapons-axe = Destral +common-weapons-dagger = Daga +common-weapons-greatsword = Bran +common-weapons-shortswords = Espases Curtes +common-weapons-sword = Espasa +common-weapons-staff = Bastó del Foc +common-weapons-bow = Arc +common-weapons-hammer = Martell +common-weapons-general = Combat +common-weapons-sceptre = Ceptre Sanador +common-weapons-shield = Escut +common-weapons-spear = Llança +common-weapons-hammer_simple = Martell Senzill +common-weapons-sword_simple = Espasa Senzilla +common-weapons-staff_simple = Bastó Senzill +common-weapons-axe_simple = Destral Senzilla +common-weapons-bow_simple = Arc Senzill +common-weapons-unique = Únic +common-tool-debug = Depuració +common-tool-farming = Ferramenta de Cultiu +common-tool-pick = Pic +common-tool-mining = Minar +common-kind-modular_component = Component Modular +common-kind-glider = Planador +common-kind-consumable = Consumible +common-kind-throwable = Llençable +common-kind-utility = Utilitat +common-kind-ingredient = Ingredient +common-kind-lantern = Llanterna +common-hands-one = Una Mà +common-hands-two = Dues Mans +common-rand_appearance = Aparença Aleatòria +common-rand_name = Nom Aleatori +common-stats-combat_rating = PC +common-stats-power = Potència +common-stats-speed = Velocitat +common-stats-precision_mult = Multiplicador de Crític +common-stats-armor = Armadura +common-stats-poise_res = Resistència a l'Atordiment +common-stats-energy_max = Energia Màxima +common-stats-energy_reward = Recompensa d'Energia +common-stats-precision_power = Potència Crítica +common-stats-stealth = Sigil +common-stats-slots = Ranura +common-material-metal = Metall +common-material-wood = Fusta +common-material-stone = Pedra +common-material-cloth = Tela +common-material-hide = Pell +common-sprite-chest = Cofre diff --git a/assets/voxygen/i18n/ca/esc_menu.ftl b/assets/voxygen/i18n/ca/esc_menu.ftl new file mode 100644 index 0000000..eaa0da7 --- /dev/null +++ b/assets/voxygen/i18n/ca/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Tancar Sessió +esc_menu-quit_game = Sortir del Joc \ No newline at end of file diff --git a/assets/voxygen/i18n/ca/gameinput.ftl b/assets/voxygen/i18n/ca/gameinput.ftl new file mode 100644 index 0000000..4edb22c --- /dev/null +++ b/assets/voxygen/i18n/ca/gameinput.ftl @@ -0,0 +1,66 @@ +gameinput-primary = Atac Bàsic +gameinput-secondary = Atac Secundari +gameinput-block = Bloquejar +gameinput-slot1 = Tecla Ràpida 1 +gameinput-slot2 = Tecla Ràpida 2 +gameinput-slot3 = Tecla Ràpida 3 +gameinput-slot4 = Tecla Ràpida 4 +gameinput-slot5 = Tecla Ràpida 5 +gameinput-slot6 = Tecla Ràpida 6 +gameinput-slot7 = Tecla Ràpida 7 +gameinput-slot8 = Tecla Ràpida 8 +gameinput-slot9 = Tecla Ràpida 9 +gameinput-slot10 = Tecla Ràpida 10 +gameinput-swaploadout = Canviar Armament +gameinput-togglecursor = Mostrar Cursor +gameinput-help = Mostrar Finestra d'Ajuda +gameinput-toggleinterface = Mostrar Interfície +gameinput-toggledebug = Mostrar Informació de Depuració i FPS +gameinput-toggle_egui_debug = Mostrar Informació de Depuració d'EGUI +gameinput-togglechat = Mostrar Xat +gameinput-screenshot = Capturar Pantalla +gameinput-toggleingameui = Mostrar Noms d'Usuari +gameinput-fullscreen = Mostrar Pantalla Completa +gameinput-moveforward = Avançar +gameinput-moveleft = Moure's a l'Esquerra +gameinput-moveright = Moure's a la Dreta +gameinput-moveback = Retrocedir +gameinput-jump = Saltar +gameinput-glide = Planador +gameinput-roll = Tombarella +gameinput-climb = Escalar +gameinput-climbdown = Escalar cap avall +gameinput-wallleap = Saltar en Paret +gameinput-togglelantern = Activar Llanterna +gameinput-mount = Muntar +gameinput-chat = Xat +gameinput-command = Comandament +gameinput-escape = Escapar +gameinput-map = Mapa +gameinput-bag = Bossa +gameinput-trade = Comerciar +gameinput-social = Social +gameinput-sit = Seure +gameinput-spellbook = Encanteris +gameinput-settings = Opcions +gameinput-respawn = Reaparèixer +gameinput-charge = Carregar +gameinput-togglewield = Alternar Empunyadura +gameinput-interact = Interactuar +gameinput-freelook = Vista Lliure +gameinput-autowalk = Auto. Caminar/Nadar +gameinput-cameraclamp = Fixar Càmera +gameinput-dance = Ballar +gameinput-select = Seleccionar Entitat +gameinput-acceptgroupinvite = Acceptar Invitació al Grup +gameinput-declinegroupinvite = Refusar Invitació al Grup +gameinput-cyclecamera = Càmera Cíclica +gameinput-crafting = Elaborar +gameinput-fly = Volar +gameinput-sneak = Amagar-se +gameinput-swimdown = Submergir +gameinput-swimup = Emergir +gameinput-mapzoomin = Augmenta zoom del mapa +gameinput-mapzoomout = Redueix zoom del mapa +gameinput-greet = Saludar +gameinput-map-locationmarkerbutton = Col·locar un marcador al Mapa \ No newline at end of file diff --git a/assets/voxygen/i18n/ca/hud/ability.ftl b/assets/voxygen/i18n/ca/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ca/hud/bag.ftl b/assets/voxygen/i18n/ca/hud/bag.ftl new file mode 100644 index 0000000..ce2611d --- /dev/null +++ b/assets/voxygen/i18n/ca/hud/bag.ftl @@ -0,0 +1,39 @@ +hud-bag-inventory = Bossa de { $playername } +hud-bag-stats_title = Atributs de { $playername } +hud-bag-armor = Armadura +hud-bag-stats = Atributs +hud-bag-head = Cap +hud-bag-neck = Coll +hud-bag-tabard = Tabard +hud-bag-shoulders = Muscles +hud-bag-chest = Pit +hud-bag-hands = Mans +hud-bag-lantern = Llanterna +hud-bag-glider = Planador +hud-bag-belt = Cinturó +hud-bag-ring = Anell +hud-bag-back = Esquena +hud-bag-legs = Cames +hud-bag-feet = Peus +hud-bag-mainhand = Mà Principal +hud-bag-offhand = Mà Secundària +hud-bag-inactive_mainhand = Mà Principal Inactiva +hud-bag-inactive_offhand = Mà Secundària Inactiva +hud-bag-swap_equipped_weapons_title = Alternar Armes Equipades +hud-bag-swap_equipped_weapons_desc = Prem { $key } +hud-bag-bag = Bossa +hud-bag-health = Salut +hud-bag-energy = Energia +hud-bag-combat_rating = Punts de Combat +hud-bag-protection = Protecció +hud-bag-stun_res = Resistència a l'Atordiment +hud-bag-combat_rating_desc = + Calculat pel teu + equipament i salut. +hud-bag-protection_desc = Reducció de danys per Armadura +hud-bag-stun_res_desc = + Resistència contra atordiment per cops consecutius. + Es regenera com a Energia. +hud-bag-sort_by_name = Ordena pel Nom +hud-bag-sort_by_quality = Ordena per la Qualitat +hud-bag-sort_by_category = Ordena per la Categoria diff --git a/assets/voxygen/i18n/ca/hud/char_window.ftl b/assets/voxygen/i18n/ca/hud/char_window.ftl new file mode 100644 index 0000000..e42e8dd --- /dev/null +++ b/assets/voxygen/i18n/ca/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Nom del Personatge +character_window-character_stats = + Resistència + + Aptitud + + Força de Voluntat + + Protecció diff --git a/assets/voxygen/i18n/ca/hud/chat.ftl b/assets/voxygen/i18n/ca/hud/chat.ftl new file mode 100644 index 0000000..ed79e98 --- /dev/null +++ b/assets/voxygen/i18n/ca/hud/chat.ftl @@ -0,0 +1,36 @@ +hud-chat-all = Tothom +hud-chat-chat_tab_hover_tooltip = Clic Dret per a Ajustos +hud-chat-online_msg = { "[" }{ $name }] s'ha connectat +hud-chat-offline_msg = { "[" }{ $name }] s'ha desconnectat +hud-chat-default_death_msg = { "[" }{ $name }] ha mort +hud-chat-fall_kill_msg = { "[" }{ $name }] ha mort per caure d'una gran altura +hud-chat-suicide_msg = { "[" }{ $name }] ha mort per ferides autoinfligides +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] Ha mort: cremat causat per [{ $attacker }] + .bleeding = { "[" }{ $victim }] Ha mort: dessagnat causat per [{ $attacker }] + .curse = { "[" }{ $victim }] Ha mort: maleït causat per [{ $attacker }] + .crippled = { "[" }{ $victim }] Ha mort: mutilat causat per [{ $attacker }] + .frozen = { "[" }{ $victim }] Ha mort: congelat causat per [{ $attacker }] +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] ha derrotat [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] ha disparat [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] ha fet explotar [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] ha matat [{ $victim }] amb màgia +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] Ha mort: cremat + .bleeding = { "[" }{ $victim }] Ha mort: dessagnat + .curse = { "[" }{ $victim }] Ha mort: maleït + .crippled = { "[" }{ $victim }] Ha mort: mutilat + .frozen = { "[" }{ $victim }] Ha mort: congelat +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] Ha mort: cremat causat per { $attacker } + .bleeding = { "[" }{ $victim }] Ha mort: dessagnat causat per { $attacker } + .curse = { "[" }{ $victim }] Ha mort: maleït causat per { $attacker } + .crippled = { "[" }{ $victim }] Ha mort: mutilat causat per { $attacker } + .frozen = { "[" }{ $victim }] Ha mort: congelat causat per { $attacker } +hud-chat-npc_melee_kill_msg = { $attacker } ha matat [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } ha disparat [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } ha fet explotar [{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } ha matat [{ $victim }] amb màgia +hud-chat-npc_other_kill_msg = { $attacker } ha matat [{ $victim }] +hud-chat-goodbye = Adeu! +hud-chat-connection_lost = S'ha perdut la connexió. Tancament en { $time } segons. diff --git a/assets/voxygen/i18n/ca/hud/crafting.ftl b/assets/voxygen/i18n/ca/hud/crafting.ftl new file mode 100644 index 0000000..9857874 --- /dev/null +++ b/assets/voxygen/i18n/ca/hud/crafting.ftl @@ -0,0 +1,34 @@ +hud-crafting = Elaborar +hud-crafting-recipes = Receptes +hud-crafting-ingredients = Ingredients: +hud-crafting-craft = Elaborar +hud-crafting-craft_all = Elaborar Tot +hud-crafting-tool_cata = Requereix: +hud-crafting-req_crafting_station = Requereix: +hud-crafting-anvil = Enclusa +hud-crafting-cauldron = Calderó +hud-crafting-cooking_pot = Cassola per Cuinar +hud-crafting-crafting_bench = Banc de Treball +hud-crafting-forge = Forja +hud-crafting-loom = Teler +hud-crafting-spinning_wheel = Filosa +hud-crafting-tanning_rack = Adoberia +hud-crafting-salvaging_station = Banc de Reciclatge +hud-crafting-campfire = Foguera +hud-crafting-tabs-all = Tot +hud-crafting-tabs-armor = Armadura +hud-crafting-tabs-dismantle = Desmantellar +hud-crafting-tabs-food = Menjar +hud-crafting-tabs-glider = Planadors +hud-crafting-tabs-potion = Pocions +hud-crafting-tabs-tool = Ferramentes +hud-crafting-tabs-utility = Utilitat +hud-crafting-tabs-weapon = Armes +hud-crafting-tabs-bag = Bosses +hud-crafting-tabs-processed_material = Materials +hud-crafting-dismantle_title = Desmantellar +hud-crafting-dismantle_explanation = + Sobrevola els objectes de la teva bossa per veure que + pots reciclar. + + Fes doble clic per desmantellar-los. \ No newline at end of file diff --git a/assets/voxygen/i18n/ca/hud/group.ftl b/assets/voxygen/i18n/ca/hud/group.ftl new file mode 100644 index 0000000..3aed848 --- /dev/null +++ b/assets/voxygen/i18n/ca/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Grup +hud-group-invite_to_join = [{ $name }] t'ha convidat al seu grup! +hud-group-invite_to_trade = A [{ $name }] li agradaria comerciar amb tu. +hud-group-invite = Convidar +hud-group-kick = Expulsar +hud-group-assign_leader = Assignar Líder +hud-group-leave = Abandonar Grup +hud-group-dead = Mort +hud-group-out_of_range = Fora d'abast +hud-group-add_friend = Afegir a Amics +hud-group-link_group = Enllaçar Grups +hud-group-in_menu = En el Menú +hud-group-members = Membres del Grup \ No newline at end of file diff --git a/assets/voxygen/i18n/ca/hud/map.ftl b/assets/voxygen/i18n/ca/hud/map.ftl new file mode 100644 index 0000000..5eaf489 --- /dev/null +++ b/assets/voxygen/i18n/ca/hud/map.ftl @@ -0,0 +1,34 @@ +hud-map-map_title = Mapa +hud-map-qlog_title = Missions +hud-map-topo_map = Topogràfic +hud-map-difficulty = Dificultat +hud-map-towns = Pobles +hud-map-castles = Castells +hud-map-dungeons = Masmorres +hud-map-caves = Coves +hud-map-cave = Cova +hud-map-peaks = Muntanyes +hud-map-biomes = Biomes +hud-map-voxel_map = Mapa Vòxel +hud-map-trees = Arbres Gegants +hud-map-tree = Arbre Gegant +hud-map-town = Poble +hud-map-castle = Castell +hud-map-dungeon = Masmorra +hud-map-difficulty_dungeon = + Masmorra + + Dificultat: { $difficulty } +hud-map-drag = Arrossegar +hud-map-zoom = Zoom +hud-map-mid_click = Situar Punt d'Acampada +hud-map-recenter = Centrar +hud-map-marked_location = Localització Marcada +hud-map-marked_location_remove = Clic per eliminar +hud-map-change_map_mode = Canviar Mapa +hud-map-toggle_minimap_voxel = Mostrar Minimapa Vòxel +hud-map-zoom_minimap_explanation = + Fes Zoom al Minimapa per veure + l'àrea al teu voltant amb més detall +hud-map-gnarling = Fortalesa Gnarling +hud-map-placed_by = Situat a { $name } \ No newline at end of file diff --git a/assets/voxygen/i18n/ca/hud/misc.ftl b/assets/voxygen/i18n/ca/hud/misc.ftl new file mode 100644 index 0000000..7d5c86c --- /dev/null +++ b/assets/voxygen/i18n/ca/hud/misc.ftl @@ -0,0 +1,43 @@ +hud-do_not_show_on_startup = No mostris açò en començar +hud-show_tips = Mostra Consells +hud-quests = Missions +hud-you_died = Has Mort +hud-waypoint_saved = Punt d'Acampada Guardat +hud-sp_arrow_txt = PH +hud-inventory_full = Bossa Plena +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Controls del Teclat +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Llanterna +hud-press_key_to_show_debug_info_fmt = Prem { $key } per mostrar Informació de Depuració +hud-press_key_to_toggle_keybindings_fmt = Prem { $key } per mostrar controls del teclat +hud-press_key_to_toggle_debug_info_fmt = Prem { $key } per alternar Informació de Depuració +hud-press_key_to_respawn = Prem { $key } per reaparèixer a l'últim Punt d'Acampada visitat. +hud-tutorial_btn = Tutorial +hud-tutorial_click_here = Prem [ { $key } ] per alliberar el teu cursor i prémer aquest botó! +hud-tutorial_elements = Elaboració +hud-temp_quest_headline = Salutacions, viatger! +hud-temp_quest_text = + Per començar aquest viatge podries buscar per aquesta aldea i arreplegar alguns recursos. + + Pots prendre el que necessites per al teu viatge! + + Mira a la part dreta-inferior de la pantalla per a trobar algunes coses com la teva bossa, el menú d'elaboració i el mapa. + + Les estacions d'elaboració et permeten crear armadures, armes, menjar i moltes coses més! + + Els animals salvatges que viuen prop de l'aldea són una gran font de pells per a crear alguna protecció contra els perills del món. + + Quan et sentis llest, intenta obtenir equipament encara millor dels nombrosos reptes marcats al teu mapa! +hud-spell = Encanteris +hud-diary = Diari +hud-free_look_indicator = Vista lliure activada. Prem { $key } per a desactivar. +hud-camera_clamp_indicator = Càmera vertical fixa activada. Prem { $key } per a desactivar. +hud-auto_walk_indicator = Auto. Caminar/nadar activat +hud-collect = Recollir +hud-pick_up = Recollir +hud-open = Obrir +hud-use = Utilitzar +hud-mine = Minar +hud-talk = Parlar +hud-trade = Comerciar +hud-mount = Muntar +hud-sit = Seure diff --git a/assets/voxygen/i18n/ca/hud/quest.ftl b/assets/voxygen/i18n/ca/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ca/hud/sct.ftl b/assets/voxygen/i18n/ca/hud/sct.ftl new file mode 100644 index 0000000..cb58cac --- /dev/null +++ b/assets/voxygen/i18n/ca/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Exp +hud-sct-block = BLOQUEJAT diff --git a/assets/voxygen/i18n/ca/hud/settings.ftl b/assets/voxygen/i18n/ca/hud/settings.ftl new file mode 100644 index 0000000..6fb61e8 --- /dev/null +++ b/assets/voxygen/i18n/ca/hud/settings.ftl @@ -0,0 +1,117 @@ +hud-settings-general = General +hud-settings-none = Cap +hud-settings-press_behavior-toggle = Mostra +hud-settings-press_behavior-hold = Manté +hud-settings-help_window = Finestra d'Ajuda +hud-settings-debug_info = Informació de Depurat +hud-settings-show_hitboxes = Mostra caixes d'impacte +hud-settings-show_chat = Mostra Xat +hud-settings-show_hotkey_hints = Mostra consells de tecla ràpida +hud-settings-tips_on_startup = Consells en iniciar +hud-settings-ui_scale = Escala de l'IU +hud-settings-relative_scaling = Escalat Relatiu +hud-settings-custom_scaling = Escalat Personalitzat +hud-settings-crosshair = Retícula +hud-settings-opacity = Opacitat +hud-settings-hotbar = Barra Ràpida +hud-settings-toggle_shortcuts = Mostra Dreceres +hud-settings-buffs_skillbar = Buffs a la Barra d'Habilitats +hud-settings-buffs_mmap = Buffs al Minimapa +hud-settings-toggle_bar_experience = Mostra Barra d'Experiència +hud-settings-scrolling_combat_text = Text de Combat Desplaçat +hud-settings-incoming_damage = Dany Imminent +hud-settings-speech_bubble = Bafarades +hud-settings-speech_bubble_self = Mostrar les Bafarades pròpies +hud-settings-speech_bubble_dark_mode = Bafarades Mode Fosc +hud-settings-speech_bubble_icon = Icones Bafarades +hud-settings-energybar_numbers = Nombres a la Barra d'Energia +hud-settings-always_show_bars = Mostrar sempre Barra d'Energia +hud-settings-values = Valors +hud-settings-percentages = Percentatges +hud-settings-chat = Xat +hud-settings-background_opacity = Opacitat del Fons +hud-settings-chat_character_name = Nom dels Personatges al Xat +hud-settings-loading_tips = Consells a la Pantalla de Càrrega +hud-settings-reset_interface = Configuració per defecte +hud-settings-pan_sensitivity = Sensitivitat de Desplaçament de Càmera +hud-settings-zoom_sensitivity = Sensitivitat del Zoom +hud-settings-camera_clamp_angle = Angle del mode Càmera Fixa Vertical +hud-settings-invert_scroll_zoom = Invertir Desplaçament del Zoom +hud-settings-invert_mouse_y_axis = Invertir Eix Y del Ratolí +hud-settings-invert_controller_y_axis = Invertir Eix Y del Control +hud-settings-enable_mouse_smoothing = Suavitzat de Càmera +hud-settings-free_look_behavior = Mode Vista Lliure +hud-settings-auto_walk_behavior = Mode Auto. Caminar +hud-settings-camera_clamp_behavior = Comportament de la Càmera Fixa +hud-settings-player_physics_behavior = Físiques del Jugador (experimental) +hud-settings-stop_auto_walk_on_input = Parar Auto. Caminar en moviment +hud-settings-auto_camera = Auto càmera +hud-settings-reset_gameplay = Configuració per defecte +hud-settings-view_distance = Distància de Visió +hud-settings-sprites_view_distance = Distància de Visió dels Sprites +hud-settings-maximum_fps = FPS Màxims +hud-settings-background_fps = FPS de fons +hud-settings-present_mode = Mode Present +hud-settings-fov = Camp de Visió (graus) +hud-settings-gamma = Gamma +hud-settings-exposure = Exposició +hud-settings-ambiance = Il·luminació Ambiental +hud-settings-antialiasing_mode = Mode Antialiàsing +hud-settings-upscale_factor = Resolució Interna +hud-settings-cloud_rendering_mode = Mode de Renderitzat de Núvols +hud-settings-fluid_rendering_mode = Mode de Renderitzat de Fluids +hud-settings-cloud_rendering_mode-minimal = Mínim +hud-settings-cloud_rendering_mode-low = Baix +hud-settings-cloud_rendering_mode-medium = Mitjà +hud-settings-cloud_rendering_mode-high = Alt +hud-settings-cloud_rendering_mode-ultra = Ultra +hud-settings-fullscreen = Pantalla Completa +hud-settings-fullscreen_mode = Mode Pantalla Completa +hud-settings-fullscreen_mode-exclusive = Exclusiu +hud-settings-fullscreen_mode-borderless = Sense Vores +hud-settings-gpu_profiler = Activar GPU timing (no suportat a tot arreu) +hud-settings-particles = Partícules +hud-settings-lossy_terrain_compression = Pèrdua de Qualitat en la Compressió del Terreny +hud-settings-weapon_trails = Rastre de les Armes +hud-settings-resolution = Resolució +hud-settings-bit_depth = Profunditat de Bit +hud-settings-refresh_rate = Tassa de Refresc +hud-settings-lighting_rendering_mode = Mode de Renderitzat de la Llum +hud-settings-lighting_rendering_mode-ashikhmin = Tipus A - Alt +hud-settings-lighting_rendering_mode-blinnphong = Tipus B - Mitjà +hud-settings-lighting_rendering_mode-lambertian = Tipus L - Barat +hud-settings-shadow_rendering_mode = Mode de Renderitzat d'Ombres +hud-settings-shadow_rendering_mode-none = Cap +hud-settings-shadow_rendering_mode-cheap = Barat +hud-settings-shadow_rendering_mode-map = Mapa +hud-settings-shadow_rendering_mode-map-resolution = Resolució +hud-settings-lod_detail = Nivell de Detall +hud-settings-save_window_size = Desar Mida de la Finestra +hud-settings-reset_graphics = Configuració per defecte +hud-settings-bloom = Bloom +hud-settings-point_glow = Point Glow +hud-settings-master_volume = Volum General +hud-settings-inactive_master_volume_perc = Volum de Finestra Inactiva +hud-settings-music_volume = Volum de la Música +hud-settings-sound_effect_volume = Volum dels Efectes de So +hud-settings-audio_device = Dispositiu d'Àudio +hud-settings-reset_sound = Configuració per defecte +hud-settings-english_fallback = Mostrar Anglès per a les traduccions mancants +hud-settings-awaitingkey = Prem qualsevol tecla... +hud-settings-unbound = Cap +hud-settings-reset_keybinds = Configuració per defecte +hud-settings-chat_tabs = Pestanyes de Xat +hud-settings-label = Etiqueta: +hud-settings-delete = Esborrar +hud-settings-show_all = Mostrar Tot +hud-settings-messages = Missatges +hud-settings-activity = Activitat +hud-settings-death = Mort +hud-settings-group = Grup +hud-settings-faction = Facció +hud-settings-world = Món +hud-settings-region = Regió +hud-settings-say = Dir +hud-settings-all = Tothom +hud-settings-group_only = Sols Grup +hud-settings-reset_chat = Configuració per defecte diff --git a/assets/voxygen/i18n/ca/hud/skills.ftl b/assets/voxygen/i18n/ca/hud/skills.ftl new file mode 100644 index 0000000..f2f87fb --- /dev/null +++ b/assets/voxygen/i18n/ca/hud/skills.ftl @@ -0,0 +1,128 @@ +hud-rank_up = Nou Punt d'Habilitat +hud-skill-sp_available = { $number } PH disponibles +hud-skill-not_unlocked = No desbloquejat +hud-skill-req_sp = + { "\u000A" } + + Requereix { $number } PH +hud-skill-unlck_sword_title = Desbloquejar Espasa +hud-skill-unlck_sword = Desbloqueja l'arbre d'habilitats de l'espasa{ $SP } +hud-skill-unlck_axe_title = Desbloquejar Destral +hud-skill-unlck_axe = Desbloqueja l'arbre d'habilitats de la destral{ $SP } +hud-skill-unlck_hammer_title = Desbloquejar Martell +hud-skill-unlck_hammer = Desbloqueja l'arbre d'habilitats del martell{ $SP } +hud-skill-unlck_bow_title = Desbloquejar Arc +hud-skill-unlck_bow = Desbloqueja l'arbre d'habilitats de l'arc{ $SP } +hud-skill-unlck_staff_title = Desbloquejar Bastó +hud-skill-unlck_staff = Desbloqueja l'arbre d'habilitats del bastó{ $SP } +hud-skill-unlck_sceptre_title = Desbloquejar Ceptre +hud-skill-unlck_sceptre = Desbloqueja l'arbre d'habilitats del ceptre{ $SP } +hud-skill-climbing_title = Escalar +hud-skill-climbing = Salta des de llocs ben alts +hud-skill-climbing_cost_title = Cost de l'Escalada +hud-skill-climbing_cost = Escalar fa servir un { $boost }% menys d'Energia{ $SP } +hud-skill-climbing_speed_title = Velocitat d'Escalada +hud-skill-climbing_speed = Escalar és un { $boost }% més ràpid{ $SP } +hud-skill-swim_title = Nadar +hud-skill-swim = Sostenir-se i avançar dins l’aigua +hud-skill-swim_speed_title = Velocitat de Natació +hud-skill-swim_speed = Nades un { $boost }% més ràpid{ $SP } +hud-skill-sc_lifesteal_title = Raig Drena-vida +hud-skill-sc_lifesteal = Drena la vida dels teus enemics +hud-skill-sc_lifesteal_damage_title = Dany +hud-skill-sc_lifesteal_damage = Fes un { $boost }% més de mal{ $SP } +hud-skill-sc_lifesteal_range_title = Abast +hud-skill-sc_lifesteal_range = El teu raig arriba un { $boost }% més lluny{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Drena-vida +hud-skill-sc_lifesteal_lifesteal = Converteix un { $boost }% de dany addicional en Salut{ $SP } +hud-skill-sc_lifesteal_regen_title = Regeneració Energètica +hud-skill-sc_lifesteal_regen = Replena la teva Energia amb un { $boost }% addicional{ $SP } +hud-skill-sc_heal_title = Aura Sanadora +hud-skill-sc_heal = Cura als teus aliats usant la sang dels teus enemics, requereix un combo per ser activat +hud-skill-sc_heal_heal_title = Curació +hud-skill-sc_heal_heal = Augmenta la capacitat de curar en un { $boost }%{ $SP } +hud-skill-sc_heal_cost_title = Cost Energètic +hud-skill-sc_heal_cost = Curar requereix un { $boost }% menys Energia{ $SP } +hud-skill-sc_heal_duration_title = Durada +hud-skill-sc_heal_duration = Els efectes de la teva aura sanadora duren un { $boost }% més{ $SP } +hud-skill-sc_heal_range_title = Radi +hud-skill-sc_heal_range = La teva aura sanadora abasta un { $boost }% més de distància{ $SP } +hud-skill-sc_wardaura_unlock_title = Desbloquejar Aura Protectora +hud-skill-sc_wardaura_unlock = Et permet protegir als teus aliats contra els atacs enemics{ $SP } +hud-skill-sc_wardaura_strength_title = Força +hud-skill-sc_wardaura_strength = La força de la teva protecció augmenta en un { $boost }%{ $SP } +hud-skill-sc_wardaura_duration_title = Durada +hud-skill-sc_wardaura_duration = Els efectes de la teva protecció duren un { $boost }% més temps{ $SP } +hud-skill-sc_wardaura_range_title = Radi +hud-skill-sc_wardaura_range = La teva protecció abasta un { $boost }% més{ $SP } +hud-skill-sc_wardaura_cost_title = Cost Energètic +hud-skill-sc_wardaura_cost = Crear la protecció requereix un { $boost }% menys d'Energia{ $SP } +hud-skill-st_shockwave_range_title = Abast de l'Ona de Xoc +hud-skill-st_shockwave_range = Llança coses que solien estar fora del teu abast. Abast augmentat un { $boost }%{ $SP } +hud-skill-st_shockwave_cost_title = Cost de l'Ona de Xoc +hud-skill-st_shockwave_cost = Redueix el cost energètic per llençar aldeans innocents un { $boost }%{ $SP } +hud-skill-st_shockwave_knockback_title = Empenta de l'Ona de Xoc +hud-skill-st_shockwave_knockback = Augmenta la potència d'empenta de l'Ona de Xoc un { $boost }%{ $SP } +hud-skill-st_shockwave_damage_title = Dany de l'Ona de Xoc +hud-skill-st_shockwave_damage = Augmenta el dany generat per l'Ona de Xoc un { $boost }%{ $SP } +hud-skill-st_shockwave_unlock_title = Desbloquejar Ona de Xoc +hud-skill-st_shockwave_unlock = Desbloqueja l'habilitat de llençar enemics fent servir foc{ $SP } +hud-skill-st_flamethrower_title = Llançaflames +hud-skill-st_flamethrower = Llança flames, cuina'ls a tots! +hud-skill-st_flame_velocity_title = Velocitat de les Flames +hud-skill-st_flame_velocity = El foc es mou més de pressa, concretament un { $boost }% més{ $SP } +hud-skill-st_flamethrower_range_title = Abast del Llançaflames +hud-skill-st_flamethrower_range = Arriba on abans no podies, les flames arriben un { $boost }% més lluny{ $SP } +hud-skill-st_energy_drain_title = Consum d'Energia +hud-skill-st_energy_drain = Redueix el consum d'Energia un { $boost }%{ $SP } +hud-skill-st_flamethrower_damage_title = Dany Llançaflames +hud-skill-st_flamethrower_damage = Augmenta el dany un { $boost }%{ $SP } +hud-skill-st_explosion_radius_title = Radi d'Explosió +hud-skill-st_explosion_radius = Quan més gran millor. Augmenta el radi de les explosions un { $boost }%{ $SP } +hud-skill-st_energy_regen_title = Regeneració d'Energia +hud-skill-st_energy_regen = Augmenta la regeneració d'Energia un { $boost }%{ $SP } +hud-skill-st_fireball_title = Bola de Foc +hud-skill-st_fireball = Dispara una bola de foc que explota en impactar +hud-skill-st_damage_title = Dany +hud-skill-st_damage = Augmenta el dany un { $boost }%{ $SP } +hud-skill-bow_projectile_speed_title = Velocitat dels Projectils +hud-skill-bow_projectile_speed = Et permet disparar fletxes un { $boost }% més ràpides{ $SP } +hud-skill-bow_charged_title = Tir Carregat +hud-skill-bow_charged = La concentració té la seva recompensa +hud-skill-bow_charged_damage_title = Dany Carregat +hud-skill-bow_charged_damage = Augmenta el dany un { $boost }%{ $SP } +hud-skill-bow_charged_energy_regen_title = Regeneració Carregada +hud-skill-bow_charged_energy_regen = Augmenta l'Energia recuperada un { $boost }%{ $SP } +hud-skill-bow_charged_knockback_title = Empenta de la Càrrega +hud-skill-bow_charged_knockback = Empenta als teus enemics un { $boost }% més{ $SP } +hud-skill-bow_charged_speed_title = Velocitat Carregada +hud-skill-bow_charged_speed = Augmenta la velocitat a la qual carregues l'arc un { $boost }%{ $SP } +hud-skill-bow_charged_move_title = Velocitat de Moviment en Carregar +hud-skill-bow_charged_move = Augmenta la velocitat a la qual et mous mentre carregues un atac un { $boost }%{ $SP } +hud-skill-bow_repeater_title = Repetidor +hud-skill-bow_repeater = Quan més dispares, més dispararàs +hud-skill-bow_repeater_damage_title = Dany del Repetidor +hud-skill-bow_repeater_damage = Augmenta el dany realitzat un { $boost }%{ $SP } +hud-skill-bow_repeater_cost_title = Cost del Repetidor +hud-skill-bow_repeater_cost = Redueix el cost energètic per activar el repetidor un { $boost }%{ $SP } +hud-skill-bow_repeater_speed_title = Velocitat del Repetidor +hud-skill-bow_repeater_speed = Augmenta el ritme al qual dispares fletxes un { $boost }%{ $SP } +hud-skill-bow_shotgun_unlock_title = Desbloqueja Escopeta +hud-skill-bow_shotgun_unlock = Desbloqueja l'habilitat de disparar múltiples fletxes alhora{ $SP } +hud-skill-bow_shotgun_damage_title = Dany d'Escopeta +hud-skill-bow_shotgun_damage = Augmenta el dany fet per l'habilitat un { $boost }%{ $SP } +hud-skill-bow_shotgun_cost_title = Cost d'Escopeta +hud-skill-bow_shotgun_cost = Redueix el cost d'Escopeta un { $boost }%{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Nombre de Fletxes d'Escopeta +hud-skill-bow_shotgun_arrow_count = Augmenta el nombre de fletxes en cada ús en { $boost }{ $SP } +hud-skill-bow_shotgun_spread_title = Difusió d'Escopeta +hud-skill-bow_shotgun_spread = Redueix la difusió de les fletxes un { $boost }%{ $SP } +hud-skill-mining_title = Minar +hud-skill-pick_strike_title = Cop de Pic +hud-skill-pick_strike = Colpeja les roques amb el pic per a aconseguir minerals, gemmes i experiència +hud-skill-pick_strike_speed_title = Velocitat del Pic +hud-skill-pick_strike_speed = Mina roques més ràpidament{ $SP } +hud-skill-pick_strike_oregain_title = Mineria amb interessos +hud-skill-pick_strike_oregain = Probabilitat de guanyar mineral extra ({ $boost }% per level){ $SP } +hud-skill-pick_strike_gemgain_title = Joieria amb Interessos +hud-skill-pick_strike_gemgain = Probabilitat de guanyar gemmes extres ({ $boost }% per level){ $SP } diff --git a/assets/voxygen/i18n/ca/hud/social.ftl b/assets/voxygen/i18n/ca/hud/social.ftl new file mode 100644 index 0000000..5e4f8a2 --- /dev/null +++ b/assets/voxygen/i18n/ca/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = Altres Jugadors +hud-social-online = Connectats: +hud-social-friends = Amics +hud-social-not_yet_available = Encara no disponible +hud-social-faction = Facció +hud-social-play_online_fmt = { $nb_player } jugador(s) connectats +hud-social-name = Nom +hud-social-level = Nivell +hud-social-zone = Zona +hud-social-account = Compte diff --git a/assets/voxygen/i18n/ca/hud/subtitles.ftl b/assets/voxygen/i18n/ca/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ca/hud/trade.ftl b/assets/voxygen/i18n/ca/hud/trade.ftl new file mode 100644 index 0000000..c35af4a --- /dev/null +++ b/assets/voxygen/i18n/ca/hud/trade.ftl @@ -0,0 +1,23 @@ +hud-trade-trade_window = Comerç +hud-trade-phase1_description = + Arrossega els objectes amb què vulguis comerciar + a l'àrea corresponent. +hud-trade-phase2_description = + L'intercanvi està ara blocat per donar-te + temps per revisar-lo. +hud-trade-phase3_description = L'intercanvi s'està processant. +hud-trade-persons_offer = Oferta de { $playername } +hud-trade-has_accepted = + { $playername } + ha acceptat +hud-trade-accept = Acceptar +hud-trade-decline = Refusar +hud-trade-invite_sent = Petició de Comerç enviada a { $playername }. +hud-trade-result-completed = Intercanvi completat amb èxit. +hud-trade-result-declined = Intercanvi refusat. +hud-trade-result-nospace = Espai insuficient per completar l'intercanvi. +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = La teva oferta +hud-trade-their_offer = La seva oferta +hud-trade-amount_input = Tria un objecte diff --git a/assets/voxygen/i18n/ca/main.ftl b/assets/voxygen/i18n/ca/main.ftl new file mode 100644 index 0000000..255e558 --- /dev/null +++ b/assets/voxygen/i18n/ca/main.ftl @@ -0,0 +1,95 @@ +main-username = Nom d'Usuari +main-server = Servidor +main-password = Contrasenya +main-connecting = Connectant +main-creating_world = Creant món +main-tip = Consell: +main-unbound_key_tip = deslligar +main-notice = + Benvingut a la versió alfa de Veloren! + + Abans de començar a divertir-te, si us plau tingues les següents coses en ment: + + - Aquesta és una versió alfa molt recent. Espera errors, jugabilitat extremadament inacabada, mecàniques per polir i manca d'elements. + + - Si tens algun feedback constructiu o vols reportar un error, pot posar-te en contacte amb nosaltres mitjançant Reddit, GitLab, o el nostre servidor de Discord. + + - Veloren està llicenciat sota una llicència de codi obert GPL 3. Això significa que ets lliure de jugar, modificar, i redistribuir el joc de la manera + que desitges (sempre que aquest producte derivat es trobi sota una llicència GPL 3). + + - Veloren és un projecte comunitari sense ànim de lucre i tothom qui hi treballa en ell és un voluntari. + Si t'agrada el que hi veus, ets benvingut a unir-te a l'equip de desenvolupament o artístic! + + Gràcies per prendre't el temps per llegir aquest avís, esperem que gaudeixis del joc! + + ~ Els Desenvolupadors de Veloren +main-login_process = + Informació sobre el procés d'Inici de Sessió: + + Si us plau, tingues en compte que necessites un compte + per jugar a servidors amb autentificació activada. + + Pots crear un compte a + + https://veloren.net/account/. +main-login-server_not_found = No s'ha trobat el Servidor +main-login-authentication_error = Error d'Autentificació al Servidor +main-login-internal_error = Error intern en el client (probablement el personatge del jugador ha estat esborrat) +main-login-failed_auth_server_url_invalid = No s'ha pogut connectar al Servidor d'Autentificació +main-login-insecure_auth_scheme = L'esquema d'autentificació HTTP NO és suportat. És insegur! Per al desenvolupament, HTTP està permès per a l'ordinador local (localhost) o versions de depuració +main-login-server_full = El Servidor és ple +main-login-untrusted_auth_server = Servidor d'Autentificació poc fiable +main-login-outdated_client_or_server = ServerEmbogit: Probablement les versions són incompatibles, comprova si hi ha actualitzacions. +main-login-timeout = Fora de Temps: el Servidor no ha donat resposta a temps. (Sobrecàrrega o problemes de xarxa). +main-login-server_shut_down = Servidor Apagat +main-login-network_error = Error de Xarxa +main-login-network_wrong_version = La versió del servidor i la del client no coincideixen, si us plau actualitzeu el vostre joc. +main-login-failed_sending_request = La petició al servidor d'autentificació ha fallat +main-login-invalid_character = El personatge seleccionat no és vàlid +main-login-client_crashed = El client s'ha tancat inesperadament +main-login-not_on_whitelist = Necessites l'aprovació d'un Administrador per entrar +main-login-banned = Se t'ha vetat l'entrada pel següent motiu +main-login-kicked = Se t'ha expulsat pel següent motiu +main-login-select_language = Selecciona Idioma +main-login-client_version = Versió del Client +main-login-server_version = Versió del Servidor +main-login-client_init_failed = El client ha fallat a inicialitzar: { $init_fail_reason } +main-login-username_bad_characters = El nom d'usuari conté caracters invàlids! (Sols s'accepta alfanumèric, '_' i '-') +main-login-username_too_long = El nom d'usuari és massa llarg! El tamany màxim és: { $max_len } +main-servers-select_server = Selecciona un Servidor +main-servers-singleplayer_error = No s'ha pogut connectar al servidor intern: { $sp_error } +main-servers-network_error = Error de la xarxa/connexió del servidor: { $raw_error } +main-servers-participant_error = Error de desconnexió/protocol del Participant: { $raw_error } +main-servers-stream_error = Error de la connexió/compressió/(de)serialització del Client: { $raw_error } +main-servers-database_error = Error de la base de dades del servidor: { $raw_error } +main-servers-persistence_error = Error persistent del servidor (Probablement relacionat amb les Dades dels Recursos/Personatges): { $raw_error } +main-servers-other_error = Error general del servidor: { $raw_error } +main-credits = Credits +main-credits-created_by = creat per +main-credits-music = Música +main-credits-fonts = Fonts +main-credits-other_art = Altres Arts +main-credits-contributors = Contribuïdors +loading-tips = + .a0 = Prem '{ $gameinput-togglelantern }' per encendre la llanterna. + .a1 = Prem '{ $gameinput-help }' per veure controls del teclat per defecte. + .a2 = Pots escriure /say o /s per a parlar sols amb jugadors directament al teu voltant. + .a3 = Pots escriure /region o /r per a parlar sols amb jugadors a uns quants centenars de blocs de tu. + .a4 = Els Administradors poden usar el comandament /build per a entrar en el mode construcció. + .a5 = Pots escriure /group o /g per a parlar sols amb els jugadors del teu grup actual. + .a6 = Per a enviar missatges privats, escriu /tell tot seguit del nom del jugador i el teu missatge. + .a7 = Estigues sempre alerta i busca menjar, baguls i altres tresors repartits arreu del món! + .a8 = Tens la bossa plena de menjar? Intenta cuinar menjar encara millor amb ell! + .a9 = Et preguntes que hi ha per fer? Prova una de les masmorres marcades al mapa! + .a10 = No te n'oblidis d'ajustar els gràfics del teu sistema. Prem '{ $gameinput-settings }' per obrir les opcions. + .a11 = Jugar amb altres jugadors és divertit! Prem '{ $gameinput-social }' per veure qui és connectat. + .a12 = Prem '{ $gameinput-dance }' per ballar. Que comenci la festa! + .a13 = Prem '{ $gameinput-glide }' per obrir el teu planador i conquerir els cels! + .a14 = Veloren roman encara en estat pre-Alfa. Estem fent tot el possible per millorar-lo cada dia! + .a15 = Si vols unir-te a l'equip de desenvolupadors o sols xarrar amb nosaltres, uneix-te al nostre servidor de Discord. + .a16 = Pots tirar si mostrar la teva quantitat de salut a la barra de salut o no des de les opcions. + .a17 = Seu prop d'una foguera (prement '{ $gameinput-sit }') i recuperaràs salut lentament. + .a18 = Necessites més bosses o millor armadura per continuar el teu viatge? Prem '{ $gameinput-crafting }' per obrir el menú d'elaboració! + .a19 = Prem '{ $gameinput-roll }' per fer tombarelles. Fer tombarelles es pot fer servir per moure's més ràpid i per esquivar els atacs dels enemics. + .a20 = Et preguntes per a què serveix algun objecte? Busca 'input:' en elaboració per veure quines receptes el fan servir. + .a21 = Has trobat alguna cosa interessant? Fes una fotografia amb '{ $gameinput-screenshot }'. diff --git a/assets/voxygen/i18n/ca/npc.ftl b/assets/voxygen/i18n/ca/npc.ftl new file mode 100644 index 0000000..fe8c8e8 --- /dev/null +++ b/assets/voxygen/i18n/ca/npc.ftl @@ -0,0 +1,210 @@ +npc-speech-villager = + .a0 = M'encanta el formatge. +npc-speech-villager_open = + .a0 = Em pregunto que pensa el Catoblepas quan menja gespa. + .a1 = Què creus que fa brillar les Restes Brillants? + .a2 = Alguna vegada has sentit parlar dels ferotges Taurons Terrestres? He sentit que viuen als deserts. + .a3 = Em pregunto què hi ha a l'altre costat de les muntanyes. + .a4 = He deixat una mica de formatge amb el meu germà i ara no sé si realment existeix o no. Jo l'anomeno el formatge de Schrödinger. + .a5 = Alguna vegada has enxampat una cuca de llum? + .a6 = Diuen que pots trobar joies brillants de tot tipus a les coves. + .a7 = Encara no entenc d'on segueixen venint aquests Sauroks. +npc-speech-villager_adventurous = + .a0 = Tant de bo faci el meu propi planador algun dia. + .a1 = M'agradaria endinsar-me en una cova quan sigui més fort. +npc-speech-villager_closed = + .a0 = Tu no ets de per aquí, veritat? + .a1 = No creus que la nostra aldea és la millor? + .a2 = Diuen que els bolets són bons per la salut, tot i que mai els he tastat. + .a3 = Ser, o no ser? Bé, jo crec que seré un pagès. +npc-speech-villager_conscientious = + .a0 = Em mantinc ocupat. Sempre hi ha alguna cosa a fer. + .a1 = Espero que plogui prompte, seria bo per als camps. +npc-speech-villager_busybody = + .a0 = La gent hauria de parlar menys i treballar més. +npc-speech-villager_unconscientious = + .a0 = Crec que és el moment d'un segon desdejuni! + .a1 = M'agradaria que ma casa no fos un desastre, però aleshores hauria de ser més ordenat! Haha! + .a2 = I ara, on he deixat allò... +npc-speech-villager_extroverted = + .a0 = No creuràs el que he fet aquest cap de setmana! + .a1 = Et desitjo el millor dels dies! + .a2 = Que n'opines d'aquest temps? + .a3 = Estic gruyère pel formatge! + .a4 = No te n'oblides les galetetes salades! + .a5 = Senzillament, m'encanta el formatge dels nans. Tant de bo pogués fer-lo. + .a6 = Vaig tenir un somni meravellós sobre formatges l'altra nit. Què significarà? + .a7 = M'encanta la mel!... Però odio les abelles. +npc-speech-villager_sociable = + .a0 = No voldries passar a dins? Estem a punt de menjar un poc de formatge! + .a1 = T'agradaria veure el meu jardí? D'acord, potser en un altre moment. +npc-speech-villager_introverted = + .a0 = Hola. + .a1 = Ah, jo? No sóc gens especial. +npc-speech-villager_agreeable = + .a0 = Com estàs avui? + .a1 = Avisa'm si necessites qualsevol cosa. + .a2 = Has vist el meu gat? +npc-speech-villager_worried = + .a0 = Ves amb compte, hi ha molts perills allà fora. +npc-speech-villager_disagreeable = + .a0 = Sempre dic el que penso, i si a la gent no li agrada que se'n fotin. + .a1 = La gent s'ofèn per res. +npc-speech-villager_neurotic = + .a0 = Pensar en les masmorres em fa por. Voldria que algú se n'encarregués d'elles. + .a1 = Algú hauria de fer alguna cosa amb aquests sectaris. Algú que no sigui jo, si fos possible. + .a2 = Tinc la sensació que alguna cosa dolenta ocorrerà. + .a3 = M'agradaria que algú mantingués als llops lluny de l'aldea. +npc-speech-villager_sad_loner = + .a0 = Em sento molt sol. + .a1 = { "." }.. Disculpa aquest silenci incòmode. No tinc traça per a la gent. +npc-speech-villager_seeker = + .a0 = Voldria veure el món algun dia. Ha d'haver-hi alguna altra cosa a la vida més enllà d'aquesta aldea. +npc-speech-villager_stable = + .a0 = No fa un dia meravellós? + .a1 = La vida no és tan dolenta. + .a2 = Fa un dia meravellós per passejar pel bosc! +npc-speech-villager_decline_trade = + .a0 = Em sap greu, no tinc res per comerciar. + .a1 = Comerciar? Com si jo tingués alguna cosa que et pogués interessar. + .a2 = Ma casa és meva i no te la vendré per res del món. +npc-speech-merchant_advertisement = + .a0 = Li interessaria comerciar amb alguna cosa? + .a1 = Voldria comerciar amb mi? + .a2 = Tinc molts béns, li agradaria donar una ullada? +npc-speech-merchant_busy = + .a0 = Si us plau, esperi. Sols soc una persona. + .a1 = Un moment, deixi'm acabar. + .a2 = Estic ocupat, torni més tard. +npc-speech-merchant_busy_rude = + .a0 = Eh! Esperi el seu torn. + .a1 = No veu a l'altra persona davant seu? + .a2 = No es coli. +npc-speech-merchant_trade_successful = + .a0 = Gràcies per comerciar amb mi! + .a1 = Gràcies! +npc-speech-merchant_trade_declined = + .a0 = Potser en un altre moment, que tingui un bon dia! + .a1 = Quina llàstima, potser la pròxima vegada! +npc-speech-villager_cultist_alarm = + .a0 = Guaita! Hi ha un sectari solt! + .a1 = A les armes! Els sectaris estan atacant! + .a2 = Com s'atreveixen els sectaris a atacar la nostra aldea?! + .a3 = Mort als sectaris! + .a4 = No tolerarem als sectaris aquí! + .a5 = Sectaris assassins! + .a6 = Tasta la fulla de la meva espasa, maleït sectari! + .a7 = Res podrà rentar la sang de les teves mans, sectari! + .a8 = Per tots els dimonis! Un sectari entre nosaltres! + .a9 = La maldat d'aquest sectari està a punt d'acabar! + .a10 = Aquest sectari és meu! + .a11 = Prepara't per conèixer el teu creador, maleït sectari! + .a12 = Veig un sectari! Enxampeu-lo! + .a13 = Veig un sectari! Ataqueu! + .a14 = Veig un sectari! No el deixeu escapar! + .a15 = Li abelliria al molt honorable sectari una mica de MORT?! + .a16 = Ni oblit, ni perdó! Sectaris, penediu-vos! + .a17 = Mor, sectari! + .a18 = El vostre regnat del terror acabarà! + .a19 = Açò és per tot el que heu fet! + .a20 = No ens agraden els de la vostra classe per aquí. + .a21 = Hauríeu d'haver-vos quedat sota terra! +npc-speech-villager_under_attack = + .a0 = Ajuda, m'ataquen! + .a1 = Ajuda! M'ataquen! + .a2 = Ai! M'ataquen! + .a3 = Ai! M'ataquen! Ajuda! + .a4 = Ajudeu-me! M'ataquen! + .a5 = M'ataquen! Ajuda! + .a6 = M'ataquen! Ajudeu-me! + .a7 = Ajuda! + .a8 = Ajuda! Ajuda! + .a9 = Ajuda! Ajuda! Ajuda! + .a10 = M'ataquen! + .a11 = AAAHHH! M'ataquen! + .a12 = AAAHHH! M'ataquen! Ajuda! + .a13 = Ajuda! Ens ataquen! + .a14 = Ajuda! Assassí! + .a15 = Ajuda! Hi ha un assassí solt! + .a16 = Ajuda! Pretenen matar-me! + .a17 = Guàrdies, m'ataquen! + .a18 = Guàrdies! M'ataquen! + .a19 = M'ataquen! Guàrdies! + .a20 = Ajuda! Guàrdies! M'ataquen! + .a21 = Guàrdies! Veniu de pressa! + .a22 = Guàrdies! Guàrdies! + .a23 = Guàrdies! Un vilà m'ataca! + .a24 = Guàrdies, mateu a aquest infame vilà! + .a25 = Guàrdies! Un assassí! + .a26 = Guàrdies! Ajudeu-me! + .a27 = No te'n sortiràs d'aquesta! Guàrdies! + .a28 = Malvat! + .a29 = Ajudeu-me! + .a30 = Ajuda! Si us plau! + .a31 = Ai! Guàrdies! Ajuda! + .a32 = Venen per mi! + .a33 = Ajuda! Ajuda! Estic sent reprimit! + .a34 = Ah, ara veiem la violència inherent al sistema. + .a35 = Sols ha estat una esgarrapada! + .a36 = Para! + .a37 = Però que t'he fet jo a tu?! + .a38 = Si us plau, deixi d'atacar-me! + .a39 = Eh! Vigila a qui punxes amb això! + .a40 = Desgraciat miserable, fot el camp! + .a41 = Para! Fuig! + .a42 = M'estàs empipant! + .a43 = Eh! Qui et penses que ets?! + .a44 = Això et costarà el cap! + .a45 = Para, si us plau! No duc res de valor! + .a46 = Enviaré al meu germà per tu, és molt més gran que jo! + .a47 = Nooo, li ho diré a la mare! + .a48 = Maleït siguis! + .a49 = Si us plau, no facis això. + .a50 = Això no ha sigut molt amable! + .a51 = D'acord, la teva arma funciona, ara aparta-la! + .a52 = Perdona'm la vida! + .a53 = Pietat, jo tinc dos fills i una esposa! + .a54 = Soc massa jove per morir! + .a55 = Espera, podem parlar-ho? + .a56 = La violència mai és la solució! + .a57 = Sembla que avui serà un dia força dolent... + .a58 = Eh, això m'ha fet mal! + .a59 = Agh! + .a60 = Quin maleducat! + .a61 = Para, t'ho suplico! + .a62 = Espero que agafes la pigota! + .a63 = Açò no és gens divertit. + .a64 = Com t'atreveixes?! + .a65 = Pagaràs per això! + .a66 = Embeina l'arma o ho lamentaràs! + .a67 = No m'obliguis a fer-te mal! + .a68 = Ha d'haver-hi hagut algun malentès! + .a69 = No cal que facis açò! + .a70 = Fuig, malvat! + .a71 = Això ha fet mal! + .a72 = Per què has fet això? + .a73 = Per tots els esperits, cessa! + .a74 = Has d'haver-me confós amb algú altre! + .a75 = No em mereixo açò! + .a76 = Si us plau, no ho tornis a fer. + .a77 = Guàrdies, llanceu aquest monstre al llac! + .a78 = Descarregaré la meva fúria sobre tu! + .a79 = Per què a miiiiii? +npc-speech-villager_enemy_killed = + .a0 = He destruït al meu enemic! + .a1 = Pau per fi! + .a2 = I ara... què estava jo fent? +npc-speech-menacing = + .a0 = T'ho adverteixo! + .a1 = Un pas més i t'atacaré! + .a2 = No em fas gens de por! + .a3 = Fora d'aquí! + .a4 = Ves-te'n si vols viure! + .a5 = No ets benvingut aquí! +npc-speech-cultist_low_health_fleeing = + .a0 = Retireu-vos per lluitar un altre dia! + .a1 = Retirada! + .a2 = Maleït siguis! + .a3 = Et maleiré des del més enllà! + .a4 = He de descansar! + .a5 = Són massa forts! diff --git a/assets/voxygen/i18n/cs/_manifest.ron b/assets/voxygen/i18n/cs/_manifest.ron new file mode 100644 index 0000000..c5f186e --- /dev/null +++ b/assets/voxygen/i18n/cs/_manifest.ron @@ -0,0 +1,30 @@ +/// Localization for Čeština +( + metadata: ( + language_name: "Čeština (Czech)", + language_identifier: "cs", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/cs/body.ftl b/assets/voxygen/i18n/cs/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/cs/buff.ftl b/assets/voxygen/i18n/cs/buff.ftl new file mode 100644 index 0000000..00eea4f --- /dev/null +++ b/assets/voxygen/i18n/cs/buff.ftl @@ -0,0 +1,37 @@ +buff-remove = Klikni pro zrušení +buff-heal = Léčba + .desc = Přidá život během určitého času. + .stat = Obnoví { $str_total } Životů +buff-potion = Lektvar + .desc = Piju... +buff-saturation = Nasycení + .desc = Přidá život během času ze Spotřebních. +buff-campfire_heal = Léčba Táborákem + .desc = Odpočinek u ohně léčí { $rate }% za sekundu. +buff-invulnerability = Nezranitelnost + .desc = Žádný útok tě nezraní. + .stat = Zaručuje nezranitelnost +buff-protectingward = Ochraná Vizita + .desc = Jsi chráněn, nějak, před útoky. +buff-frenzied = Šílený + .desc = Jsi prostoupen nepřirozenou rychlostí a můžeš ignorovat drobná zranění +buff-bleed = Krvácení + .desc = Způsobuje pravidelné poranění. +buff-cursed = Prokletí + .desc = Jsi prokletý. +buff-burn = V plamenech + .desc = Hoříš zaživa +buff-crippled = Zmrzačený + .desc = Pohybuješ se jako mrzák, protože tvoje nohy jsou těžce poraněny. +buff-frozen = Zmražen + .desc = Tvé pohyby a útoky jsou zpomaleny. +buff-wet = Mokrý + .desc = Kloužou ti nohy, proto je obtížné zastavit. +buff-ensnared = Polapen + .desc = Liány ti svazují nohy, takže se nemůžeš hýbat. +buff-increase_max_energy = + .stat = Zvedne Maximální Výdrž o { $strength } +buff-increase_max_health = + .stat = Zvedne Maximální počet Životů o { $strength } +buff-text-over_seconds = více než { $dur_secs } sekund +buff-text-for_seconds = po dobu { $dur_secs } sekund diff --git a/assets/voxygen/i18n/cs/char_selection.ftl b/assets/voxygen/i18n/cs/char_selection.ftl new file mode 100644 index 0000000..d483abb --- /dev/null +++ b/assets/voxygen/i18n/cs/char_selection.ftl @@ -0,0 +1,21 @@ +char_selection-loading_characters = Načítání postavy... +char_selection-delete_permanently = Chcete smazat tuto postavu? +char_selection-change_server = Změnit server +char_selection-enter_world = Vstup do světa +char_selection-logout = Odhlásit +char_selection-create_new_character = Vytvořit novou postavu +char_selection-creating_character = Vytvářím postavu... +char_selection-character_creation = Tvorba postav +char_selection-human_default = Výchozí postava +char_selection-level_fmt = úroveň { $level_nb } +char_selection-uncanny_valley = Divočina +char_selection-plains_of_uncertainty = Pole nejistoty +char_selection-beard = Vousy +char_selection-hair_style = Styl vlasů +char_selection-hair_color = Barva vlasů +char_selection-eye_color = Barva očí +char_selection-skin = Kůže +char_selection-eyeshape = Tvar očí +char_selection-accessories = Doplňky +char_selection-create_info_name = Tvá postava potřebuje jméno! +char_selection-version_mismatch = VAROVÁNÍ! Na serveru běží jiná, pravděpodobně nekompatibilní verze. Prosím, aktualizuj hru. diff --git a/assets/voxygen/i18n/cs/common.ftl b/assets/voxygen/i18n/cs/common.ftl new file mode 100644 index 0000000..59ac55e --- /dev/null +++ b/assets/voxygen/i18n/cs/common.ftl @@ -0,0 +1,98 @@ +common-username = jméno +common-singleplayer = Hra jednoho hráče +common-multiplayer = Hra více hráčů +common-servers = Servery +common-quit = Vypnout +common-settings = Nastavení +common-languages = Jazyky +common-interface = Rozhraní +common-gameplay = Hra +common-controls = Ovládání +common-video = Grafika +common-sound = Zvuk +common-chat = Chat +common-resume = Pokračovat +common-characters = Postavy +common-close = Zavřít +common-yes = Ano +common-no = Ne +common-back = Zpět +common-create = Vytvořit +common-okay = OK +common-add = Přidat +common-accept = Přijmout +common-decline = Odmítnout +common-disclaimer = Zřeknutí se odpovědnosti +common-cancel = Zrušit +common-none = Nic +common-error = Chyba +common-fatal_error = Fatální Chyba +common-you = Ty +common-automatic = Auto +common-random = Náhodný +common-empty = Prázdný +common-interface_settings = Rozhraní +common-gameplay_settings = Hra +common-controls_settings = Ovládání +common-video_settings = Grafika +common-sound_settings = Zvuk +common-language_settings = Jazyk +common-chat_settings = Chat +common-connection_lost = + Spojení ztraceno! + Restartoval se server? + Je klient aktuální? +common-species-orc = Ork +common-species-human = Člověk +common-species-dwarf = Trpaslík +common-species-elf = Elf +common-species-draugr = Nemrtvý +common-species-danari = Danari +common-weapons-axe = Sekera +common-weapons-greatsword = Obouruční meč +common-weapons-shortswords = Krátké meče +common-weapons-sword = Meč +common-weapons-staff = Hůl +common-weapons-bow = Luk +common-weapons-hammer = Kladivo +common-weapons-general = Všeobecný +common-weapons-sceptre = Léčivé Žezlo +common-weapons-shield = Štít +common-weapons-spear = Kopí +common-weapons-hammer_simple = Jednoduché Kladivo +common-weapons-sword_simple = Jednoduchý Meč +common-weapons-staff_simple = Jednoduchá Hůl +common-weapons-axe_simple = Jednoduchá Sekera +common-weapons-bow_simple = Jednoduchý Luk +common-weapons-unique = Unikátní +common-tool-debug = Debug +common-tool-farming = Farmářský Nástroj +common-tool-pick = Krumpáč +common-tool-mining = Dolování +common-kind-modular_component = Modulární komponenta +common-kind-glider = Kluzák +common-kind-consumable = Spotřební +common-kind-throwable = Lze házet +common-kind-utility = Užitečné +common-kind-ingredient = Ingredience +common-kind-lantern = Lucerna +common-hands-one = Jednoruční +common-hands-two = Dvojruční +common-rand_appearance = Náhodný vzhled +common-rand_name = Náhodné jméno +common-stats-combat_rating = CR +common-stats-power = Síla +common-stats-speed = Rychlost +common-stats-precision_mult = Krit Násobek +common-stats-armor = Zbroj +common-stats-poise_res = Odolnost omráčení +common-stats-energy_max = Max Energie +common-stats-energy_reward = Odměna Energie +common-stats-precision_power = Síla Kritu +common-stats-stealth = Plížení +common-stats-slots = Sloty +common-material-metal = Kov +common-material-wood = Dřevo +common-material-stone = Kámen +common-material-cloth = Látka +common-material-hide = Kůže diff --git a/assets/voxygen/i18n/cs/esc_menu.ftl b/assets/voxygen/i18n/cs/esc_menu.ftl new file mode 100644 index 0000000..8ba9c86 --- /dev/null +++ b/assets/voxygen/i18n/cs/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Odhlásit +esc_menu-quit_game = Opustit hru \ No newline at end of file diff --git a/assets/voxygen/i18n/cs/gameinput.ftl b/assets/voxygen/i18n/cs/gameinput.ftl new file mode 100644 index 0000000..4e3eeb4 --- /dev/null +++ b/assets/voxygen/i18n/cs/gameinput.ftl @@ -0,0 +1,62 @@ +gameinput-primary = Základní Útok +gameinput-secondary = Druhý Útok +gameinput-slot1 = Rychlý výběr 1 +gameinput-slot2 = Rychlý výběr 2 +gameinput-slot3 = Rychlý výběr 3 +gameinput-slot4 = Rychlý výběr 4 +gameinput-slot5 = Rychlý výběr 5 +gameinput-slot6 = Rychlý výběr 6 +gameinput-slot7 = Rychlý výběr 7 +gameinput-slot8 = Rychlý výběr 8 +gameinput-slot9 = Rychlý výběr 9 +gameinput-slot10 = Rychlý výběr 10 +gameinput-swaploadout = Výměna Vybavení +gameinput-togglecursor = Povolit Kurzor +gameinput-help = Povolit Okno Nápovědy +gameinput-toggleinterface = Povolit Rozhraní +gameinput-toggledebug = Povolit FPS a Debug info +gameinput-screenshot = Pořídit Snímek Obrazovky +gameinput-toggleingameui = Povolit Jména +gameinput-fullscreen = Povolit Celou Obrazovku +gameinput-moveforward = Pohyb Dopředu +gameinput-moveleft = Pohyb Doleva +gameinput-moveright = Pohyb Doprava +gameinput-moveback = Pohyb Dozadu +gameinput-jump = Skok +gameinput-glide = Kluzák +gameinput-roll = Kotrmelec +gameinput-climb = Lézt +gameinput-climbdown = Lézt Dolů +gameinput-wallleap = Wall Leap +gameinput-togglelantern = Zapnout Lucernu +gameinput-mount = Nasednout +gameinput-chat = Chat +gameinput-command = Příkaz +gameinput-escape = Nabídka +gameinput-map = Mapa +gameinput-bag = Batoh +gameinput-trade = Obchod +gameinput-social = Společnost +gameinput-sit = Sednout +gameinput-spellbook = Dovednosti +gameinput-settings = Nastavení +gameinput-respawn = Oživení +gameinput-charge = Charge +gameinput-togglewield = Vzít zbraň do ruky +gameinput-interact = Interagovat +gameinput-freelook = Volný Pohled +gameinput-autowalk = Auto Chůze +gameinput-cameraclamp = Připnutí Kamery +gameinput-dance = Tanec +gameinput-select = Vybrat Entitu +gameinput-acceptgroupinvite = Přijmout pozvání do Skupiny +gameinput-declinegroupinvite = Odmítnout pozvání do Skupiny +gameinput-cyclecamera = Druhy kamer +gameinput-crafting = Výroba +gameinput-fly = Létání +gameinput-sneak = Plížení +gameinput-swimdown = Plavat Dolů +gameinput-swimup = Plavat Nahoru +gameinput-mapzoomin = Přiblížit mapu +gameinput-mapzoomout = Oddálit mapu +gameinput-greet = Pozdrav \ No newline at end of file diff --git a/assets/voxygen/i18n/cs/hud/ability.ftl b/assets/voxygen/i18n/cs/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/cs/hud/bag.ftl b/assets/voxygen/i18n/cs/hud/bag.ftl new file mode 100644 index 0000000..3478dc6 --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/bag.ftl @@ -0,0 +1,37 @@ +hud-bag-glider = Kluzák +hud-bag-bag = Batoh +hud-bag-health = Život +hud-bag-energy = Výdrž +hud-bag-combat_rating = Bojové hodnocení +hud-bag-protection = Ochrana +hud-bag-combat_rating_desc = Vypočítáno ze života/zbroje. +hud-bag-protection_desc = Redukce poškození přes brnění +hud-bag-inventory = Inventář { $playername } +hud-bag-stats_title = Statistiky { $playername } +hud-bag-armor = Výzbroj +hud-bag-stats = Statistiky +hud-bag-head = Hlava +hud-bag-neck = Krk +hud-bag-tabard = Tabard +hud-bag-shoulders = Ramena +hud-bag-chest = Hruď +hud-bag-hands = Ruce +hud-bag-lantern = Lampa +hud-bag-belt = Pas +hud-bag-ring = Prsten +hud-bag-back = Záda +hud-bag-legs = Nohy +hud-bag-feet = Chodidla +hud-bag-mainhand = Hlavní Ruka +hud-bag-offhand = Druhá Ruka +hud-bag-inactive_mainhand = Neaktivní hlavní ruka +hud-bag-inactive_offhand = Neaktivní druhá ruka +hud-bag-swap_equipped_weapons_title = Přepnout zbraně +hud-bag-swap_equipped_weapons_desc = Stiskni { $key } +hud-bag-stun_res = Odolnost omráčení +hud-bag-stun_res_desc = + Odolnost proti omráčení sérií útoků + Obnovuje se jako Energie +hud-bag-sort_by_name = Seřadit podle jména +hud-bag-sort_by_quality = Seřadit podle kvality +hud-bag-sort_by_category = Seřadit podle kategorie diff --git a/assets/voxygen/i18n/cs/hud/char_window.ftl b/assets/voxygen/i18n/cs/hud/char_window.ftl new file mode 100644 index 0000000..426f886 --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Jméno postavy +character_window-character_stats = + Výdrž + + Zdatnost + + Síla vůle + + Ochrana diff --git a/assets/voxygen/i18n/cs/hud/chat.ftl b/assets/voxygen/i18n/cs/hud/chat.ftl new file mode 100644 index 0000000..8f846b1 --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/chat.ftl @@ -0,0 +1,36 @@ +hud-chat-all = Vše +hud-chat-chat_tab_hover_tooltip = Pravý klik pro nastavení +hud-chat-online_msg = { "[" }{ $name }] je teď online +hud-chat-offline_msg = { "[" }{ $name }] se odhlásil +hud-chat-default_death_msg = { "[" }{ $name }] zemřel/a +hud-chat-fall_kill_msg = { "[" }{ $name }] zemřel/a pádem +hud-chat-suicide_msg = { "[" }{ $name }] si způsobil/a zranění a zemřel/a +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] uhořel/a způsobeno [{ $attacker }] + .bleeding = { "[" }{ $victim }] vykrvácel/a způsobeno [{ $attacker }] + .curse = { "[" }{ $victim }] zemřel/a kletbou způsobeno [{ $attacker }] + .crippled = { "[" }{ $victim }] zemřel/a zmrzačením způsobeno [{ $attacker }] + .frozen = { "[" }{ $victim }] umrzl/a způsobeno [{ $attacker }] +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] porazil/a [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] zastřelil/a [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] vyhodil/a do vzduchu [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] zabil/a [{ $victim }] kouzlem +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] uhořel/a + .bleeding = { "[" }{ $victim }] vykrvácel/a + .curse = { "[" }{ $victim }] zemřel/a kletbou + .crippled = { "[" }{ $victim }] zemřel/a zmrzačením + .frozen = { "[" }{ $victim }] umrzl/a +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] uhořel/a způsobeno { $attacker } + .bleeding = { "[" }{ $victim }] vykrvácel/a způsobeno { $attacker } + .curse = { "[" }{ $victim }] zemřel/a kletbou způsobeno { $attacker } + .crippled = { "[" }{ $victim }] zemřel/a zmrzačením způsobeno { $attacker } + .frozen = { "[" }{ $victim }] umrzl/a způsobeno { $attacker } +hud-chat-npc_melee_kill_msg = { $attacker } zabil/a [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } zastřelil/a [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } vyhodil/a do vzduchu [{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } zabil/a [{ $victim }] kouzlem +hud-chat-npc_other_kill_msg = { $attacker } zabil/a [{ $victim }] +hud-chat-goodbye = Nashledanou! +hud-chat-connection_lost = Připojení ztraceno. Ukončuji za { $time } sekund. diff --git a/assets/voxygen/i18n/cs/hud/crafting.ftl b/assets/voxygen/i18n/cs/hud/crafting.ftl new file mode 100644 index 0000000..97e597e --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/crafting.ftl @@ -0,0 +1,25 @@ +hud-crafting = Výroba +hud-crafting-recipes = Recepty +hud-crafting-ingredients = Ingredience: +hud-crafting-craft = Vyrobit +hud-crafting-tool_cata = Vyžaduje: +hud-crafting-req_crafting_station = Vyžaduje: +hud-crafting-anvil = Kovadlina +hud-crafting-cauldron = Kotel +hud-crafting-cooking_pot = Hrnec na vaření +hud-crafting-crafting_bench = Řemeslný stůl +hud-crafting-forge = Výheň +hud-crafting-loom = Tkalcovský stav +hud-crafting-spinning_wheel = Kolovrat +hud-crafting-tanning_rack = Koželužský stojan +hud-crafting-tabs-all = Vše +hud-crafting-tabs-armor = Brnění +hud-crafting-tabs-dismantle = Rozebrat +hud-crafting-tabs-food = Jídlo +hud-crafting-tabs-glider = Kluzáky +hud-crafting-tabs-potion = Lektvary +hud-crafting-tabs-tool = Nástroje +hud-crafting-tabs-utility = Užitečnosti +hud-crafting-tabs-weapon = Zbraně +hud-crafting-tabs-bag = Tašky +hud-crafting-tabs-processed_material = Materiály \ No newline at end of file diff --git a/assets/voxygen/i18n/cs/hud/group.ftl b/assets/voxygen/i18n/cs/hud/group.ftl new file mode 100644 index 0000000..15b681f --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Skupina +hud-group-invite_to_join = [{ $name }] tě pozval do skupiny! +hud-group-invite_to_trade = [{ $name }] by s tebou chtěl obchodovat. +hud-group-invite = Pozvat +hud-group-kick = Vyhodit +hud-group-assign_leader = Nastavit Vůdcem +hud-group-leave = Opustit Skupinu +hud-group-dead = Mrtvý +hud-group-out_of_range = Nedosažitelný +hud-group-add_friend = Přidat Přítele +hud-group-link_group = Propojit Skupiny +hud-group-in_menu = V Menu +hud-group-members = Členové Skupiny \ No newline at end of file diff --git a/assets/voxygen/i18n/cs/hud/map.ftl b/assets/voxygen/i18n/cs/hud/map.ftl new file mode 100644 index 0000000..1cb5f3a --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/map.ftl @@ -0,0 +1,31 @@ +hud-map-map_title = Mapa +hud-map-qlog_title = Úkoly +hud-map-topo_map = Topografická +hud-map-difficulty = Obtížnost +hud-map-towns = Města +hud-map-castles = Hrady +hud-map-dungeons = Kobky +hud-map-caves = Jeskyně +hud-map-cave = Jeskyně +hud-map-peaks = Hory +hud-map-voxel_map = Voxelová mapa +hud-map-trees = Velké Stromy +hud-map-tree = Velký Strom +hud-map-town = Město +hud-map-castle = Hrad +hud-map-dungeon = Kobka +hud-map-difficulty_dungeon = + Kobka + + Obtížnost: { $difficulty } +hud-map-drag = Táhnout +hud-map-zoom = Přiblížit +hud-map-mid_click = Vlastní bod v mapě +hud-map-recenter = Vycentrovat +hud-map-marked_location = Označená oblast +hud-map-marked_location_remove = Klikem odstranit +hud-map-change_map_mode = Změnit režim mapy +hud-map-toggle_minimap_voxel = Voxelová minimapa +hud-map-zoom_minimap_explanation = + Přibliž si minimapu + pro lepší detail oblasti kolem \ No newline at end of file diff --git a/assets/voxygen/i18n/cs/hud/misc.ftl b/assets/voxygen/i18n/cs/hud/misc.ftl new file mode 100644 index 0000000..ae4294c --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/misc.ftl @@ -0,0 +1,34 @@ +hud-do_not_show_on_startup = Neukazovat při zapnutí +hud-show_tips = Ukázat tipy +hud-quests = Úkoly +hud-you_died = Zemřel/a jsi +hud-waypoint_saved = Bod uložen +hud-sp_arrow_txt = SP +hud-inventory_full = Plný inventář +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Nastavení ovládání +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Lucerna +hud-press_key_to_show_debug_info_fmt = Stiskni { $key } pro zobrazení ladících informací +hud-press_key_to_toggle_keybindings_fmt = Stiskni { $key } pro přepnutí ovládání +hud-press_key_to_toggle_debug_info_fmt = Stiskni { $key } pro přepnutí ladících informací +hud-press_key_to_respawn = Stiskni { $key } pro oživení u posledního navštíveného táboráku. +hud-tutorial_btn = Tutorial +hud-tutorial_click_here = Stiskni [ { $key } ] abys uvolnil/a kurzor a klikni na toto tlačítko! +hud-tutorial_elements = Výroba +hud-temp_quest_headline = Zdravím tě, cestovateli! +hud-temp_quest_text = + Pro začátek by ses mohl/a porozhlédnout po vesnici a pobrat nějaké zásoby. + + Smíš si vzít cokoliv budeš na své cestě potřebovat! + + Podívej se na spodní pravý roh obrazovky, kde máš různé věci, jako batoh, výrobu nebo mapu. + + Výrobní stanice ti umožní vyrábět brnění, zbraně, jídlo a mnoho dalšího! + + Divoká zvěř kolem města je skvělý zdroj kožešin k výrobě nějaké ochrany proti nebezpečím světa. + + Kdykoliv se na to budeš cítit, můžeš získat ještě lepší vybavení z mnoha výzev označených na mapě! +hud-spell = Zkušenosti +hud-diary = Deník +hud-free_look_indicator = Volný rozhled. Stiskni { $key } pro vypnutí. +hud-camera_clamp_indicator = Vertikální zámek kamery aktivní. Stiskni { $key } pro vypnutí. +hud-auto_walk_indicator = Automatická chůze aktivní diff --git a/assets/voxygen/i18n/cs/hud/quest.ftl b/assets/voxygen/i18n/cs/hud/quest.ftl new file mode 100644 index 0000000..447e3b2 --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/quest.ftl @@ -0,0 +1,7 @@ +hud-quest = Úkol +hud-quest-intro = Zdravím, { $playername }! +hud-quest-desc-fetch = Pomoz mi prosím najít: +hud-quest-desc-kill = Můžeš mi pomoci zabít +hud-quest-reward = Odměním tě: +hud-quest-accept = Přijmout +hud-quest-decline = Odmítnout \ No newline at end of file diff --git a/assets/voxygen/i18n/cs/hud/sct.ftl b/assets/voxygen/i18n/cs/hud/sct.ftl new file mode 100644 index 0000000..1f778bc --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Zk. +hud-sct-block = BLOKOVÁNO diff --git a/assets/voxygen/i18n/cs/hud/settings.ftl b/assets/voxygen/i18n/cs/hud/settings.ftl new file mode 100644 index 0000000..e3fbe59 --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/settings.ftl @@ -0,0 +1,113 @@ +hud-settings-general = Obecné +hud-settings-none = Nic +hud-settings-press_behavior-toggle = Přepnout +hud-settings-press_behavior-hold = Podržet +hud-settings-help_window = Okno nápovědy +hud-settings-debug_info = Ladící informace +hud-settings-show_hitboxes = Ukaž hitboxy +hud-settings-show_chat = Ukaž chat +hud-settings-show_hotkey_hints = Nápovědy k ovládání +hud-settings-tips_on_startup = Rady +hud-settings-ui_scale = Velikost UI +hud-settings-relative_scaling = Relativní škálování +hud-settings-custom_scaling = Vlastní škálování +hud-settings-crosshair = Zaměřování +hud-settings-opacity = Průhlednost +hud-settings-hotbar = Rychlá volba +hud-settings-toggle_shortcuts = Povolit Zkratky +hud-settings-buffs_skillbar = Buffy u Skillbaru +hud-settings-buffs_mmap = Buffy u Minimapy +hud-settings-toggle_bar_experience = Povolit Zkušenostní Bar +hud-settings-scrolling_combat_text = Létající Text v boji +hud-settings-incoming_damage = Příchozí Poškození +hud-settings-speech_bubble = Povídací Bublina +hud-settings-speech_bubble_dark_mode = Tmavá Povídací Bublina +hud-settings-speech_bubble_icon = Ikona Povídací Bubliny +hud-settings-energybar_numbers = Čísla u Lišty Energie +hud-settings-always_show_bars = Vždy Ukázat Lištu Energie +hud-settings-values = Hodnoty +hud-settings-percentages = Procenta +hud-settings-chat = Chat +hud-settings-background_opacity = Průhlednost Pozadí +hud-settings-chat_character_name = Jména Postav v Chatu +hud-settings-loading_tips = Rady v Načítání +hud-settings-reset_interface = Výchozí Nastavení +hud-settings-pan_sensitivity = Citlivost Rozhledu +hud-settings-zoom_sensitivity = Citlivost Přiblížení +hud-settings-camera_clamp_angle = Úhel pro vertikální režim upnutí kamery +hud-settings-invert_scroll_zoom = Invertovat rolování zvětšení +hud-settings-invert_mouse_y_axis = Obrátit osu Y myši +hud-settings-invert_controller_y_axis = Obrátit osu Y ovladače +hud-settings-enable_mouse_smoothing = Vyhlazení kamery +hud-settings-free_look_behavior = Chování volného pohledu +hud-settings-auto_walk_behavior = Chování Auto chůze +hud-settings-camera_clamp_behavior = Chování připnuté kamery +hud-settings-player_physics_behavior = Fyzika hráče (experimentální) +hud-settings-stop_auto_walk_on_input = Přestat Auto chodit při pohybu +hud-settings-auto_camera = Automatická kamera +hud-settings-reset_gameplay = Výchozí Nastavení +hud-settings-view_distance = Vykreslovací Vzdálenost +hud-settings-sprites_view_distance = Vykreslovací Vzdálenost Spritů +hud-settings-maximum_fps = Maximum FPS +hud-settings-present_mode = Režim snímkování +hud-settings-fov = Úhel pohledu (stupně) +hud-settings-gamma = Gama +hud-settings-exposure = Expozice +hud-settings-ambiance = Jas prostředí +hud-settings-antialiasing_mode = Režim AntiAliasing +hud-settings-upscale_factor = Interní Rozlišení +hud-settings-cloud_rendering_mode = Vykreslování Mraků +hud-settings-fluid_rendering_mode = Vykreslování Vody +hud-settings-cloud_rendering_mode-minimal = Minimální +hud-settings-cloud_rendering_mode-low = Nízký +hud-settings-cloud_rendering_mode-medium = Střední +hud-settings-cloud_rendering_mode-high = Vysoký +hud-settings-cloud_rendering_mode-ultra = Ultra +hud-settings-fullscreen = Celá Obrazovka +hud-settings-fullscreen_mode = Režim Celé obrazovky +hud-settings-fullscreen_mode-exclusive = Exkluzivní +hud-settings-fullscreen_mode-borderless = Bezokrajový +hud-settings-gpu_profiler = Povolit časování GPU (nepodporováno všude) +hud-settings-particles = Částice +hud-settings-lossy_terrain_compression = Ztrátová komprese terénu +hud-settings-resolution = Rozlišení +hud-settings-bit_depth = Bitová Hloubka +hud-settings-refresh_rate = Obnovovací Frekvence +hud-settings-lighting_rendering_mode = Vykreslování Osvětlení +hud-settings-lighting_rendering_mode-ashikhmin = Typ A - Vysoký +hud-settings-lighting_rendering_mode-blinnphong = Typ B - Střední +hud-settings-lighting_rendering_mode-lambertian = Typ L - Levný +hud-settings-shadow_rendering_mode = Vykreslování Stínů +hud-settings-shadow_rendering_mode-none = Nic +hud-settings-shadow_rendering_mode-cheap = Levný +hud-settings-shadow_rendering_mode-map = Mapa +hud-settings-shadow_rendering_mode-map-resolution = Rozlišení +hud-settings-lod_detail = LoD Detail +hud-settings-save_window_size = Pamatovat velikost okna +hud-settings-reset_graphics = Výchozí nastavení +hud-settings-bloom = Bloom +hud-settings-master_volume = Celková Hlasitost +hud-settings-inactive_master_volume_perc = Hlasitost Na Pozadí +hud-settings-music_volume = Hlasitost Hudby +hud-settings-sound_effect_volume = Hlasitost Efektů +hud-settings-audio_device = Zvukové Zařízení +hud-settings-reset_sound = Výchozí Nastavení +hud-settings-english_fallback = Zobrazit Angličtinu pro chybějící překlady +hud-settings-awaitingkey = Zmáčkni klávesu... +hud-settings-unbound = Žádná +hud-settings-reset_keybinds = Výchozí +hud-settings-chat_tabs = Záložky Chatu +hud-settings-label = Název: +hud-settings-delete = Smazat +hud-settings-show_all = Ukaž vše +hud-settings-messages = Zprávy +hud-settings-activity = Aktivity +hud-settings-death = Smrt +hud-settings-group = Skupina +hud-settings-faction = Faction +hud-settings-world = Svět +hud-settings-region = Region +hud-settings-say = Říct +hud-settings-all = Vše +hud-settings-group_only = Pouze skupina +hud-settings-reset_chat = Výchozí Nastavení diff --git a/assets/voxygen/i18n/cs/hud/skills.ftl b/assets/voxygen/i18n/cs/hud/skills.ftl new file mode 100644 index 0000000..98ae6e8 --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/skills.ftl @@ -0,0 +1,117 @@ +hud-rank_up = Nový Bod Zkušenosti +hud-skill-sp_available = { $number } bodů dostupných +hud-skill-not_unlocked = Ještě neodemčeno +hud-skill-req_sp = + { "\u000A" } + + Vyžaduje { $number } bodů +hud-skill-unlck_sword_title = Odemknutí Meče +hud-skill-unlck_sword = Odemkne strom dovedností pro meče{ $SP } +hud-skill-unlck_axe_title = Odemknutí Sekery +hud-skill-unlck_axe = Odemkne strom dovedností pro sekery{ $SP } +hud-skill-unlck_hammer_title = Odemknutí Kladiva +hud-skill-unlck_hammer = Odemkne strom dovedností pro kladivo{ $SP } +hud-skill-unlck_bow_title = Odemknutí Luku +hud-skill-unlck_bow = Odemkne strom dovedností pro luk{ $SP } +hud-skill-unlck_staff_title = Odemknutí Hole +hud-skill-unlck_staff = Odemkne strom dovedností pro hůl{ $SP } +hud-skill-unlck_sceptre_title = Odemknutí Žezla +hud-skill-unlck_sceptre = Odemkne strom dovedností pro žezlo{ $SP } +hud-skill-climbing_title = Lezení +hud-skill-climbing = Skočíš výš +hud-skill-climbing_cost_title = Cena Lezení +hud-skill-climbing_cost = Lezení spotřebuje o { $boost }% méně Výdrže{ $SP } +hud-skill-climbing_speed_title = Rychlost Lezení +hud-skill-climbing_speed = Lezení je o { $boost }% rychlejší{ $SP } +hud-skill-swim_title = Plavání +hud-skill-swim = Pohyb v mokrém prostředí +hud-skill-swim_speed_title = Rychlost plavání +hud-skill-swim_speed = Plaveš o { $boost }% rychleji{ $SP } +hud-skill-sc_lifesteal_title = Paprsek Životokrádeže +hud-skill-sc_lifesteal = Vysává život z nepřátel +hud-skill-sc_lifesteal_damage_title = Poškození +hud-skill-sc_lifesteal_damage = Přidá o { $boost }% více poškození{ $SP } +hud-skill-sc_lifesteal_range_title = Dosah +hud-skill-sc_lifesteal_range = Paprsek dosáhne o { $boost }% dále{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Životokrádež +hud-skill-sc_lifesteal_lifesteal = Konvertuje o { $boost }% více poškození na život{ $SP } +hud-skill-sc_lifesteal_regen_title = Obnova Energie +hud-skill-sc_lifesteal_regen = Doplní energii o { $boost }%{ $SP } +hud-skill-sc_heal_title = Léčebná Aura +hud-skill-sc_heal = Vyléčí vaše přátele pomocí krve nepřátel, k aktivaci vyžaduje kombo +hud-skill-sc_heal_heal_title = Léčení +hud-skill-sc_heal_heal = Zvýší efektivnost léčby o { $boost }%{ $SP } +hud-skill-sc_heal_cost_title = Spotřeba Energie +hud-skill-sc_heal_cost = Léčení spotřebuje o { $boost }% méně Výdrže{ $SP } +hud-skill-sc_heal_duration_title = Trvání +hud-skill-sc_heal_duration = Efekt tvojí léčebné aury je o { $boost }% delší{ $SP } +hud-skill-sc_heal_range_title = Dosah +hud-skill-sc_heal_range = Aura dosáhne dále o { $boost }% { $SP } +hud-skill-sc_wardaura_unlock_title = Ochranářská Aura +hud-skill-sc_wardaura_unlock = Dovolí ochránit přátele před útoky{ $SP } +hud-skill-sc_wardaura_strength_title = Síla +hud-skill-sc_wardaura_strength = Síla ochrany se zvýší o { $boost }%{ $SP } +hud-skill-sc_wardaura_duration_title = Trvání +hud-skill-sc_wardaura_duration = Efekt vaší ochrany potrvá o { $boost }% déle{ $SP } +hud-skill-sc_wardaura_range_title = Dosah +hud-skill-sc_wardaura_range = Ochrana dosáhne o { $boot }% dále{ $SP } +hud-skill-sc_wardaura_cost_title = Spotřeba Energie +hud-skill-sc_wardaura_cost = Tvorba ochrany stojí o { $boost }% méně Energie{ $SP } +hud-skill-st_shockwave_range_title = Dosah Rázové vlny +hud-skill-st_shockwave_range = Umožní hodit věci mimo dosah. Dosah se zvýšil o { $boost }%{ $SP } +hud-skill-st_shockwave_cost_title = Spotřeba Rázové vlny +hud-skill-st_shockwave_cost = Snižuje spotřebu energie pro házení bezbraných vesničanů o { $boost }%{ $SP } +hud-skill-st_shockwave_knockback_title = Ráz Rázové vlny +hud-skill-st_shockwave_knockback = Zvyšuje odhození o { $boost }%{ $SP } +hud-skill-st_shockwave_damage_title = Poškození Rázové Vlny +hud-skill-st_shockwave_damage = Zvyšuje poškození o { $boost }%{ $SP } +hud-skill-st_shockwave_unlock_title = Odemknout Rázovou Vlnu +hud-skill-st_shockwave_unlock = Umožňuje odhazovat nepřátele pomocí ohně{ $SP } +hud-skill-st_flamethrower_title = Plamenomet +hud-skill-st_flamethrower = Metá oheň, jdeme péct +hud-skill-st_flame_velocity_title = Rychlost šíření +hud-skill-st_flame_velocity = Plamen se šíří o { $boost }% rychleji{ $SP } +hud-skill-st_flamethrower_range_title = Dosah Plamenometu +hud-skill-st_flamethrower_range = Když plameny nedosáhnou, tak je potřeba je zvětšit o { $boost }% { $SP } +hud-skill-st_energy_drain_title = Spotřeba Energie +hud-skill-st_energy_drain = Zmenší spotřebu energie o { $boost }%{ $SP } +hud-skill-st_flamethrower_damage_title = Poškození Plamenometem +hud-skill-st_flamethrower_damage = Zvýší poškození o { $boost }%{ $SP } +hud-skill-st_explosion_radius_title = Rozsah Exploze +hud-skill-st_explosion_radius = Čím větší, tím lepší. Zvětší Rádius Exploze o { $boost }%{ $SP } +hud-skill-st_energy_regen_title = Obnova Energie +hud-skill-st_energy_regen = Zvýší zisk energie o { $boost }%{ $SP } +hud-skill-st_fireball_title = Ohnivá Koule +hud-skill-st_fireball = Vystřelí ohnivou kouli, která exploduje při dopadu +hud-skill-st_damage_title = Poškození +hud-skill-st_damage = Zvětší poškození o { $boost }%{ $SP } +hud-skill-bow_projectile_speed_title = Rychlost Projektilu +hud-skill-bow_projectile_speed = Umožňuje střílet šípy dále a rychleji o { $boost }%{ $SP } +hud-skill-bow_charged_title = Silný Výstřel +hud-skill-bow_charged = Protože si počkal/a déle +hud-skill-bow_charged_damage_title = Silné Poškození +hud-skill-bow_charged_damage = Zvyšuje poškození o { $boost }%{ $SP } +hud-skill-bow_charged_energy_regen_title = Obnova energie +hud-skill-bow_charged_energy_regen = Zvyšuje obnovu energie o { $boost }%{ $SP } +hud-skill-bow_charged_knockback_title = Silný Ráz +hud-skill-bow_charged_knockback = Odhoď nepřátele o { $boost }% dále{ $SP } +hud-skill-bow_charged_speed_title = Rychlost napnutí +hud-skill-bow_charged_speed = Zrychluje rychlost napnutí o { $boost }%{ $SP } +hud-skill-bow_repeater_title = Opakovačka +hud-skill-bow_repeater = Čím déle střílíš, tím rychleji střílíš +hud-skill-bow_repeater_damage_title = Poškození +hud-skill-bow_repeater_damage = Zvýší poškození o { $boost }%{ $SP } +hud-skill-bow_repeater_cost_title = Zmenšení Spotřeby +hud-skill-bow_repeater_cost = Sníží spotřebu energie o { $boost }%{ $SP } +hud-skill-bow_repeater_speed_title = Kadence Opakovačky +hud-skill-bow_repeater_speed = Zvyšuje kadenci, kterou střílíš šípy, o { $boost }%{ $SP } +hud-skill-bow_shotgun_unlock_title = Odemkne Brokovnici +hud-skill-bow_shotgun_unlock = Odemyká možnost vystřelit několik šípů najednou{ $SP } +hud-skill-bow_shotgun_damage_title = Poškození Brokovnice +hud-skill-bow_shotgun_damage = Zvyšuje udělené poškození o { $boost }%{ $SP } +hud-skill-bow_shotgun_cost_title = Spotřeba Brokovnice +hud-skill-bow_shotgun_cost = Snižuje spotřebu energie o { $boost }%{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Počet Šípů +hud-skill-bow_shotgun_arrow_count = Zvyšuje počet šípů vystřelených v jedné dávce o { $boost }{ $SP } +hud-skill-bow_shotgun_spread_title = Rozptyl Brokovnice +hud-skill-bow_shotgun_spread = Snižuje rozptyl šípů o { $boost }%{ $SP } diff --git a/assets/voxygen/i18n/cs/hud/social.ftl b/assets/voxygen/i18n/cs/hud/social.ftl new file mode 100644 index 0000000..6614c64 --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = Společnost +hud-social-online = Aktivní +hud-social-friends = Přátelé +hud-social-not_yet_available = Ještě není dostupné +hud-social-faction = Cech +hud-social-play_online_fmt = { $nb_player } je aktivní +hud-social-name = Jméno +hud-social-level = Úroveň +hud-social-zone = Zóna +hud-social-account = Účet diff --git a/assets/voxygen/i18n/cs/hud/subtitles.ftl b/assets/voxygen/i18n/cs/hud/subtitles.ftl new file mode 100644 index 0000000..b176fc4 --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/subtitles.ftl @@ -0,0 +1,150 @@ +subtitle-campfire = Praskání ohně +subtitle-bird_call = Zpěv ptáků +subtitle-bees = Bzučení včel +subtitle-owl = Houkání sovy +subtitle-running_water = Šplouchání vody +subtitle-lightning = Hrom + +subtitle-footsteps_grass = Chůze v trávě +subtitle-footsteps_earth = Chůze po zemi +subtitle-footsteps_rock = Chůze po kamení +subtitle-footsteps_snow = Chůze po sněhu +subtitle-pickup_item = Zvednutí předmětu +subtitle-pickup_failed = Zvednutí selhalo + +subtitle-glider_open = Vyndání kluzáku +subtitle-glider_close = Kluzák schován +subtitle-glide = Let kluzákem +subtitle-roll = Kotrmelec +subtitle-swim = Plavání +subtitle-climb = Lezení +subtitle-damage = Poranění +subtitle-death = Smrt + +subtitle-wield_bow = Vyzbrojení lukem +subtitle-unwield_bow = Luk schován +subtitle-pickup_bow = Luk zvednut + +subtitle-wield_sword = Vyzbrojení mečem +subtitle-unwield_sword = Meč schován +subtitle-sword_attack = Máchnutí mečem +subtitle-pickup_sword = Meč zvednut + +subtitle-wield_axe = Vyzbrojení sekyrou +subtitle-unwield_axe = Sekyra schována +subtitle-axe_attack = Máchnutí sekyrou +subtitle-pickup_axe = Sekyra zvednuta + +subtitle-wield_hammer = Vyzbrojení kladivem +subtitle-unwield_hammer = Kladivo schováno +subtitle-hammer_attack = Máchnutí kladivem +subtitle-pickup_hammer = Kladivo zvednuto + +subtitle-wield_staff = Vyzbrojení holí +subtitle-unwield_staff = Hůl schována +subtitle-fire_shot = Střela z hole +subtitle-staff_attack = Výstřel z hole +subtitle-pickup_staff = Hůl zvednuta + +subtitle-wield_sceptre = Vyzbrojení žezlem +subtitle-unwield_sceptre = Žezlo schováno +subtitle-sceptre_heal = Léčivá aura žezla +subtitle-pickup_sceptre = Žezlo zvednuto + +subtitle-wield_dagger = Vyzbrojení dýkou +subtitle-uwield_dagger = Dýka schována +subtitle-dagger_attack = Máchnutí dýkou +subtitle-pickup_dagger = Dýka zvednuta + +subtitle-wield_shield = Vyzbrojení štítem +subtitle-unwield_shield = Štít schován +subtitle-shield_attack = Naražení štítem +subtitle-pickup_shield = Štít zvednut + +subtitle-pickup_pick = Krumpáč zvednut +subtitle-pickup_gemstone = Drahokam zvednut + +subtitle-instrument_organ = Hrající varhany + +subtitle-wield_instrument = Vybavení nástrojem +subtitle-unwield_instrument = Nástroj schován +subtitle-instrument_double_bass = Hrající kontrabas +subtitle-instrument_flute = Hrající flétna +subtitle-instrument_glass_flute = Hrající skleněná flétna +subtitle-instrument_lyre = Hrající lyra +subtitle-instrument_icy_talharpa = Hrající ledová talharpa +subtitle-instrument_kalimba = Hrající kalimba +subtitle-instrument_melodica = Hrající melodika +subtitle-instrument_lute = Hrající loutna +subtitle-instrument_sitar = Hrající sitar +subtitle-instrument_guitar = Hrající kytara +subtitle-instrument_dark_guitar = Hrající temná kytara +subtitle-instrument_washboard = Hrající valcha +subtitle-instrument_wildskin_drum = Hrající buben z divokých kůží +subtitle-pickup_instrument = Nástroj zvednut + +subtitle-explosion = Výbuch + +subtitle-arrow_shot = Šíp vypuštěn +subtitle-arrow_miss = Šíp minul +subtitle-arrow_hit = Šíp zasáhl +subtitle-skill_point = Obdržen dovednostní bod +subtitle-sceptre_beam = Paprsek žezla +subtitle-flame_thrower = Plamenomet +subtitle-break_block = Blok zničen +subtitle-attack_blocked = Útok zablokován +subtitle-parry = Odražení +subtitle-interrupted = Přerušeno +subtitle-stunned = Omráčeno +subtitle-dazed = Oslněno +subtitle-knocked_down = Sražení + +subtitle-attack-ground_slam = Úder do země +subtitle-attack-laser_beam = Paprsek laseru +subtitle-attack-cyclops_charge = Útok kyklopa +subtitle-giga_roar = Řev mrazivé gigy +subtitle-attack-flash_freeze = Mrazivý blesk +subtitle-attack-icy_spikes = Ledové bodce +subtitle-attack-ice_crack = Praskání ledu +subtitle-attack-steam = Pára + +subtitle-consume_potion = Pití lektvaru +subtitle-consume_apple = Jezení jablka +subtitle-consume_cheese = Jezení sýra +subtitle-consume_food = Jezení +subtitle-consume_liquid = Pití + +subtitle-utterance-alligator-angry = Syčení aligátora +subtitle-utterance-antelope-angry = Frkání antilopy +subtitle-utterance-biped_large-angry = Těžké vrčení +subtitle-utterance-bird-angry = Křik ptáků +subtitle-utterance-adlet-angry = Štěkání adleta +subtitle-utterance-pig-angry = Chrochtání prasete +subtitle-utterance-reptile-angry = Syčení plaza +subtitle-utterance-sea_crocodile-angry = Syčení mořského krokodýla +subtitle-utterance-saurok-angry = Syčení sauroka +subtitle-utterance-cat-calm = Mňoukání kočky +subtitle-utterance-cow-calm = Mučení krávy +subtitle-utterance-fungome-calm = Pískání fungoma +subtitle-utterance-goat-calm = Mečení kozy +subtitle-utterance-pig-calm = Chrochtání prasete +subtitle-utterance-sheep-calm = Bečení ovce +subtitle-utterance-truffler-calm = Chrochtání trufflera +subtitle-utterance-human-greeting = Pozdravy +subtitle-utterance-adlet-hurt = Kňučení adleta +subtitle-utterance-antelope-hurt = Pláč antilopy +subtitle-utterance-biped_large-hurt = Težké sténání +subtitle-utterance-human-hurt = Sténání člověka +subtitle-utterance-lion-hurt = Řev lva +subtitle-utterance-mandroga-hurt = Křik mandroga +subtitle-utterance-maneater-hurt = Krkání maneatera +subtitle-utterance-marlin-hurt = Sténání marlina +subtitle-utterance-mindflayer-hurt = Sténání mindflayera +subtitle-utterance-dagon-hurt = Sténání dagona +subtitle-utterance-asp-angry = Syčení aspa +subtitle-utterance-asp-calm = Skřehotání aspa +subtitle-utterance-asp-hurt = Sténání aspa +subtitle-utterance-wendigo-angry = Křik wendiga +subtitle-utterance-wendigo-calm = Frkání wendiga +subtitle-utterance-wolf-angry = Vrčení vlka +subtitle-utterance-wolf-hurt = Kňučení vlka \ No newline at end of file diff --git a/assets/voxygen/i18n/cs/hud/trade.ftl b/assets/voxygen/i18n/cs/hud/trade.ftl new file mode 100644 index 0000000..feebfc1 --- /dev/null +++ b/assets/voxygen/i18n/cs/hud/trade.ftl @@ -0,0 +1,14 @@ +hud-trade-trade_window = Obchod +hud-trade-phase1_description = Přetáhněte položky. +hud-trade-phase2_description = + Obchod je nyní uzamčen, abyste měli + čas jej zkontrolovat. +hud-trade-phase3_description = Probíhá zpracování. +hud-trade-persons_offer = Nabídka { $playername } +hud-trade-has_accepted = { $playername }přijal obchod +hud-trade-accept = Akceptovat +hud-trade-decline = Odmítnout +hud-trade-invite_sent = Žádost o obchod zaslána { $playername }. +hud-trade-result-completed = Obchod proběhl úspěšně. +hud-trade-result-declined = Obchod odmítnut. +hud-trade-result-nospace = Nedostatek místa pro dokončení. diff --git a/assets/voxygen/i18n/cs/main.ftl b/assets/voxygen/i18n/cs/main.ftl new file mode 100644 index 0000000..ebdc476 --- /dev/null +++ b/assets/voxygen/i18n/cs/main.ftl @@ -0,0 +1,74 @@ +main-username = Jméno +main-server = Server +main-password = Heslo +main-connecting = Připojování +main-creating_world = Tvorba Světa +main-tip = Tip: +main-notice = + Vítejte v alfa verzi Veloren! + + Než začnete, mějte na paměti, že: + + - Hra je v rané verzi alfa. Očekávejte chyby, extrémně nedokončený příběh, nedostatečně rozvinuté mechaniky a chybějící funkce. + + - Pokud se chcete podělit o svůj názor, máte návrhy nebo nápady nebo chcete nahlásit chybu, můžete nás kontaktovat prostřednictvím Redditu, GitLabu nebo Discordu. + + - Veloren je licencován pod licencí open source GPL 3. To znamená, že máte právo hru upravovat a distribuovat, jakkoliv chcete (pokud je vaše práce licencována také pod GPL 3). + + - Veloren je neziskový projekt, kde je každý spolupracující člověk dobrovolníkem. Pokud se vám tato hra líbí, připojte se k našemu týmu! + + Děkujeme za přečtení této zprávy a doufáme, že se vám tato hra bude líbit! + + ~ Tvůrci Veloren +main-login_process = + Informace o procesu přihlášení: + + Nezapomeňte, že k připojení na server + se zapnutým ověřením potřebujete účet. + + Účet si můžete vytvořit na webu: + + https://veloren.net/account/. +main-login-server_not_found = Server nenalezen +main-login-authentication_error = Chyba ověření +main-login-internal_error = Interní chyba klienta (nejspíše byla smazána postava hráče) +main-login-failed_auth_server_url_invalid = Chyba v připojení k ověřovacímu serveru +main-login-insecure_auth_scheme = Ověření přes HTTP není podporováno. Není to bezpečné! Pro účely vývoje je HTTP povoleno pro 'localhost' nebo pro ladění +main-login-server_full = Server je plný +main-login-untrusted_auth_server = Ověřovací server je nedůvěryhodný +main-login-outdated_client_or_server = ServerWentMad: Pravděpodobně jsou verze nekompatibilní, zkontrolujte aktualizace! +main-login-timeout = Timeout: Server neodpověděl včas. (Přetížení nebo chyby v síti). +main-login-server_shut_down = Server Uzavřen +main-login-network_error = Chyba sítě. +main-login-network_wrong_version = Server běží na jiné verzi hry. Aktualizuj si klienta. +main-login-failed_sending_request = Dotaz na ověřovací server se nezdařil +main-login-invalid_character = Vybraná postava je neplatná +main-login-client_crashed = Pád klienta +main-login-not_on_whitelist = Potřebuješ být ve whitelistu. Kontaktuj Admina serveru. +main-login-banned = Byl/a si zabanován/á z tohoto důvodu +main-login-kicked = Byl/a si vyhozen/á z tohoto důvodu +main-login-select_language = Vyber si svůj Jazyk +main-login-client_version = Verze klienta +main-login-server_version = Verze serveru +main-servers-select_server = Výběr serveru +loading-tips = + .a0 = Stisknutím '{ $gameinput-togglelantern }' rozsvítíš svou lucernu. + .a1 = Stisknutím klávesy '{ $gameinput-help }' zobrazíš všechny výchozí klávesy. + .a2 = Můžetš použít /say nebo /s pro chat pouze s hráči přímo kolem vás. + .a3 = Můžeš napsat /region nebo /r pro chat s hráči pár stovek bloků od vás. + .a4 = Admini mohou napsat /build příkaz pro spuštění Stavěcího Módu. + .a5 = Můžeš napsat /group nebo /g pro chat s vaší Skupinou. + .a6 = Pro posílání soukromých zpráv napiš /tell poté jméno hráče a zprávu. + .a7 = Dávej si pozor na jídlo, truhly a jiné kořisti rozmístěné po celém světě! + .a8 = Inventář plný jídla? Zkus z něj vytvořit lepší jídlo! + .a9 = Přemýšlíš co dělat? Zkus nějakou Kobku označenou na mapě! + .a10 = Nezapomeň si nastavit Grafiku pro svůj systém. Klávesou '{ $gameinput-settings }' otevřeš Nastavení. + .a11 = Hraní s hráči je zábava! Klávesou '{ $gameinput-social }' se podívej kdo je Online. + .a12 = Klávesou '{ $gameinput-dance }' začneš Tancovat. Párty! + .a13 = Klávesou '{ $gameinput-glide }' otevřeš Kluzák a můžeš dobýt nebesa. + .a14 = Veloren je stále v Pre-Alpha. Snažíme se hru zlepšit co to jde! + .a15 = Jestli se chceš napojit k dev teamu nebo si popovídat, připoj se na náš Discord server. + .a16 = Můžeš povolit zobrazení svého života v healthbaru v Nastavení. + .a17 = Sedni si k Táboráku (Klávesa '{ $gameinput-sit }') pro pomalé léčení. + .a18 = Potřebuješ více tašek, či lepší zbroj pro své dobrodružství? Klávesou '{ $gameinput-crafting }' otevřeš nabídku Tvorby! + .a19 = Zkus skončit, když děláš kotrmelec skrz nestvůry. diff --git a/assets/voxygen/i18n/cs/npc.ftl b/assets/voxygen/i18n/cs/npc.ftl new file mode 100644 index 0000000..e00047d --- /dev/null +++ b/assets/voxygen/i18n/cs/npc.ftl @@ -0,0 +1,138 @@ +npc-speech-villager = + .a0 = Není dnes tak překrásný den? + .a1 = Jak se dneska máš? + .a2 = Dobré ráno! + .a3 = Zajímalo by mě, co si Catoblepové myslí, když jí trávu. + .a4 = Co si myslíš o tomto počasí? + .a5 = Přemýšlení o těchto kobkách mě děsí. Doufám, že je někdo vyčistí. + .a6 = Rád bych šel prozkoumávat jeskyni, až budu silnější. + .a7 = Neviděl si moji kočku? + .a8 = Už si někdy slyšel o divokých Pozemních Žralocích? Slyšel jsem, že žijí v pouštích. + .a9 = Říká se, že v jeskyních se nacházejí lesklé drahokamy všeho druhu. + .a10 = Jsem jen o sýrových sušenkách! + .a11 = Nepůjdeš dovnitř? Právě jsem si chtěl dát sýr! + .a12 = Říká se, že houby jsou dobré pro vaše zdraví. Nikdy jsem je neměl. + .a13 = Nezapomeňte na sušenky! + .a14 = Prostě zbožňuji trpasličí sýr. Přál bych si, abych ho uměl dělat. + .a15 = Zajímalo by mě, co je na druhé straně hor. + .a16 = Doufám, že si někdy vyrobím vlastní kluzák. + .a17 = Chceš vidět moji zahradu? Dobře, možná někdy jindy. + .a18 = Krásný den na procházku do lesa! + .a19 = Být či nebýt? Myslím, že budu farmář. + .a20 = Nemyslíš si, že naše vesnice je nejlepší? + .a21 = Co podle vás září v Glowing Remains? + .a22 = Myslím, že je čas na druhou snídani! + .a23 = Už si někdy chytil světlušku? + .a24 = Prostě nechápu, odkud ti Saurokové stále přicházejí. + .a25 = Přál bych si, aby někdo držel vlky daleko od vesnice. + .a26 = Minulou noc jsem měl nádherný sen o sýru. Co to znamená? + .a27 = Nechal jsem trochu sýra s bratrem osamotě. Teď nevím, jestli existuje nebo ne. Říkám tomu Schrödingerův sýr. + .a28 = Nechal jsem trochu sýra se sestrou osamotě. Teď nevím, jestli existuje nebo ne. Říkám tomu Schrödingerův sýr. + .a29 = Někdo by měl s těmi kultisty něco udělat. Nejlepší když já ne. + .a30 = Doufám, že brzy bude pršet. Bylo by to dobré pro plodiny. + .a31 = Miluji med! A nesnáším včely. + .a32 = Chci jednoho dne vidět svět. Musí tu být více života než v této vesnici. +npc-speech-villager_cultist_alarm = + .a0 = Bacha! Je tu kultista! + .a1 = Do zbroje! Kultisti útočí! + .a2 = Jak se Kultisti opovážili útočit na naší vesnici! + .a3 = Smrt kultistům! + .a4 = Kultisti tu nejsou tolerováni! + .a5 = Vražední Kultisti! + .a6 = Ochutnej mojí čepel Kultisto + .a7 = Nic nedokáže vyčistit krev na tvých rukách Kultisto! + .a8 = Billions of blistering blue barnacles! A cultist among us! + .a9 = Zlo tohoto Kultisty je u konce! + .a10 = Tento Kultista je můj! + .a11 = Připrav se potkat svého Stvořitele blbý Kultisto! + .a12 = Vidím Kultistu! Na něj! + .a13 = Vidím Kultistu! Útok! + .a14 = Vidím Kultistu! Nenech je utéct! + .a15 = Uvažoval někdy uctiví Kultista o SMRŤI?! + .a16 = Nikdy neodpustit! Nikdy nezapomenout! Kultista bude pykat! + .a17 = Umři Kultisto! + .a18 = Tvůj začátek chaosu bude u konce! + .a19 = Tady je vše za to, co si udělal! + .a20 = Nejsme moc přátelští k lidem tvého druhu. + .a21 = Měl si zůstat v podzemí! +npc-speech-villager_under_attack = + .a0 = Pomoc, jsem pod útokem! + .a1 = Pomoc! Jsem pod útokem! + .a2 = Au! Jsem pod útokem! + .a3 = Auh! Jsem pod útokem! Pomoc! + .a4 = Pomoc! Jsem pod útokem! + .a5 = Jsem pod útokem, Pomoc! + .a6 = Jsem pod útokem! Pomoc! + .a7 = Pomoc! + .a8 = Pomoc! Pomoc! + .a9 = Pomoc! Pomoc! Pomoc! + .a10 = Jsem pod útokem! + .a11 = AAAHHH! Jsem pod útokem! + .a12 = AAAHHH! Jsem pod útokem! Pomoc! + .a13 = Pomoc! Jsme pod útokem! + .a14 = Pomoc! Vrah! + .a15 = Pomoc! Je tu vrah! + .a16 = Pomoc! Snaží se mě zabít! + .a17 = Stráže, Jsem pod útokem! + .a18 = Stráže! Jsem pod útokem! + .a19 = Jsem pod útokem! Stráže! + .a20 = Pomoc! Stráže! Jsem pod útokem! + .a21 = Stráže! Rychle! + .a22 = Stráže! Stráže! + .a23 = Stráže! Padouch na mě útočí! + .a24 = Stráže, zabte tohoto padoucha! + .a25 = Stráže! Je tu vrah! + .a26 = Stráže! Pomoc! + .a27 = S tím neutečeš jen tak! Stráže! + .a28 = Příteli! + .a29 = Pomoc ! + .a30 = Pomoc! Prosím! + .a31 = Ouch! Stráže! Pomoc! + .a32 = Jdou po mě! + .a33 = Pomoc! Pomoc! Snaží se mě utlačit! + .a34 = Ah, teď vidíme násilí v systému + .a35 = Tohle je jen škrábnutí! + .a36 = Nech toho! + .a37 = Co jsem ti provedl?! + .a38 = Prosím přestaň na mě útočit! + .a39 = Hey! Dávej bacha co s tím děláš! + .a40 = Hajze, zmiz! + .a41 = Dost! Jdi do háje! + .a42 = Teď mě štveš! + .a43 = Oj! Co si myslíš že jsi?! + .a44 = Tak teď chci tvojí hlavu! + .a45 = Přestaň, Prosím! Nemám u sebe nic cenného! + .a46 = Pošlu na tebe bratra, je větší než já! + .a47 = Neeee, já půjdu žalovat matce! + .a48 = Proklínám tě! + .a49 = Prosím nedělej to. + .a50 = Toto nebylo pěkné! + .a51 = Tvá zbraň funguje, teď vypadni + .a52 = Ušetři mě! + .a53 = Prosím, mám rodinu! + .a54 = Jsem moc mladý, abych umřel! + .a55 = Můžeme si o tom promluvit? + .a56 = Násilí není nikdy odpověď! + .a57 = Dnešek bude pěkně na nic... + .a58 = Hej, to bolí! + .a59 = Eek! + .a60 = Jak hnusný! + .a61 = Stop, prosím tě! + .a62 = A pox upon you! + .a63 = Tohle není sranda. + .a64 = Jak se opovažuješ?! + .a65 = Za to zaplatíš! + .a66 = Ještě chvilku pokračuj a budeš toho litovat! + .a67 = Nechtěj, abych tě zranil! + .a68 = To musí být omyl! + .a69 = Nepotřebuješ toto dělat! + .a70 = Vypadni kamaráda! + .a71 = To opravdu bolelo! + .a72 = Proč bys to dělal? + .a73 = Ve jménu ducha svatého, vypadni! + .a74 = Musel si se splést! + .a75 = To si nezasloužím! + .a76 = Prosím, nedělej to znova. + .a77 = Stráže, hoďte toto monstrum do jezera! + .a78 = Vypustím na tebe Tarasque! + .a79 = Proč jáááá? \ No newline at end of file diff --git a/assets/voxygen/i18n/de/_manifest.ron b/assets/voxygen/i18n/de/_manifest.ron new file mode 100644 index 0000000..c009549 --- /dev/null +++ b/assets/voxygen/i18n/de/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Germany German +( + metadata: ( + language_name: "Deutsch (German)", + language_identifier: "de", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/de/body.ftl b/assets/voxygen/i18n/de/body.ftl new file mode 100644 index 0000000..07a0608 --- /dev/null +++ b/assets/voxygen/i18n/de/body.ftl @@ -0,0 +1,66 @@ +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-female = eine Ogre +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-red_oni = ein Roter Oni +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-werewolf = ein Werwolf +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cave_troll = ein Höhlentroll +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-swamp_troll = ein Sumpftroll +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mountain_troll = ein Bergtroll +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-wendigo = ein Wendigo +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-male = ein Ogre +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cyclops = ein Zyklop +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-generic = eine Kreatur +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tursus = ein Tursus +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-blue_oni = ein Blauer Oni +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-dullahan = ein Dullahan +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-occult_saurok = ein Okkulter Saurok +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mighty_saurok = ein Mächtiger Saurok +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sly_saurok = ein Hinterhältiger Saurok +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-yeti = ein Yeti +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mindflayer = ein Mindflayer +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-minotaur = ein Minotaur +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tidal_warrior = ein Tidenkrieger +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-harvester = ein Harvester +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlord = ein Kult-Kriegsherr +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlock = ein Kult-Hexer +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-husk_brute = ein Husk Brute +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sea_bishop = ein Seebischof +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-haniwa_general = ein Haniwa-General +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_besieger = ein Terrakotta-Belagerer +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_demolisher = ein Terrakotta-Zerstörer +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_punisher = ein Terrakotta-Bestrafer +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_pursuer = ein Terrakotta-Verfolger +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-gigas_frost = ein Gigafrost +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-adlet_elder = ein Adlet-Älterer +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cursekeeper = ein Terrakotta-Verfolger diff --git a/assets/voxygen/i18n/de/buff.ftl b/assets/voxygen/i18n/de/buff.ftl new file mode 100644 index 0000000..81ff94c --- /dev/null +++ b/assets/voxygen/i18n/de/buff.ftl @@ -0,0 +1,165 @@ +## Health + +buff-heal = Heilung + .desc = Erhalte mit der Zeit Lebenspunkte. + .stat = Stellt { $str_total } Lebenspunkte wieder her + +## Potion + +buff-potion = Zaubertrank + .desc = Trinke... + +## Saturation + +buff-saturation = Sättigung + .desc = Erhalte mit der Zeit Lebenspunkte durch Nahrung. + +## Campfire + +buff-campfire_heal = Heilung durch Lagerfeuer + .desc = Das Sitzen am Lagerfeuer heilt { $rate }% der Lebensenergie pro Sekunde. + +## Energy Regen + +buff-energy_regen = Ausdauerregeneration + .desc = Schnellere Ausdauerregeneration. + .stat = Stellt { $str_total } Ausdauer wieder her + +## Health Increase + +buff-increase_max_health = Erhöhung der maximalen Lebensenergie + .desc = Erhöhe deine maximale Lebensenergie + .stat = + Erhöht die maximale Lebensenergie + um { $strength } + +## Energy Increase + +buff-increase_max_energy = Erhöhung der maximalen Ausdauer + .desc = Erhöhe deine maximale Ausdauer + .stat = + Erhöht die maximale Ausdauer + um { $strength } + +## Invulnerability + +buff-invulnerability = Unverwundbarkeit + .desc = Du bist immun gegen jeglichen Schaden. + .stat = Gewährt Unverwundbarkeit + +## Protection Ward + +buff-protectingward = Schutzaura + .desc = Du bist einigermaßen vor Angriffen geschützt. + +## Frenzied + +buff-frenzied = Rasend + .desc = Du bist mit einer unnatürlichen Geschwindigkeit durchtränkt und ignorierst kleinere Verletzungen. + +## Haste + +buff-hastened = Beschleunigend + .desc = Deine Bewegungen und Attacken sind schneller. + +## Bleeding + +buff-bleed = Blutend + .desc = Fügt regelmäßigen Schaden zu. + +## Cursed + +buff-cursed = Verflucht + .desc = Du bist verflucht. + +## Burning + +buff-burn = Brennend + .desc = Du verbrennst. + +## Crippled + +buff-crippled = Verkrüppelt + .desc = Deine Bewegungen sind eingeschränkt, da deine Beine stark beschädigt sind.. + +### Freeze + +buff-frozen = Frierend + .desc = Deine Bewegungen und Attacken sind verlangsamt. Wärme dich auf. + +## Wet + +buff-wet = Nass + .desc = Du rutschst über den Boden und kannst kaum anhalten. + +## Ensnared + +buff-ensnared = Gefesselt + .desc = Äste greifen nach deinen Beinen und verlangsamen deine Bewegungen. + +## Util + +buff-text-over_seconds = über { $dur_secs } Sekunden +buff-text-for_seconds = für { $dur_secs } Sekunden +buff-remove = Klicke zum Entfernen +# Potion sickness +buff-potionsickness = Zaubertrank-Übelkeit + .desc = Tränke heilen dich weniger nachdem du kurz davor bereits einen konsumiert hast. + .stat = + Reduziert deine Heilung von + folgenden Tränken um { $strength }%. +# Imminent Critical +buff-imminentcritical = + .desc = Dein nächster Angriff wird deinen Gegner kritisch treffen. +# Reckless +buff-reckless = Rücksichtslos + .desc = Deine Angriffe werden stärker, jedoch lässt du deine Verteidigung offen. +# Agility +buff-agility = Beweglichkeit + .desc = Deine Bewegungen sind schneller, aber du verteilst weniger und nimmst mehr Schaden. + .stat = + Erhöht Bewegungsgeschwindigkeit um { $strength }%. + Im Gegenzug wird deine Angriffs- und Abwehrstärke drastisch reduziert. +# Parried +buff-parried = Pariert + .desc = Du wurdest pariert und erholst dich jetzt nur langsam. +# Lifesteal +buff-lifesteal = Lebensraub + .desc = Saugt die Leben deiner Feinde aus. +# Fury +buff-fury = Wut + .desc = Mit deiner Wut werden deine Schläge mehr Combo erzielen. +# Defiance +buff-defiance = Trotz + .desc = Du kannst mächtigeren und erschütternderen Schlägen widerstehen und Combo mit jedem Treffer erzielen, jedoch bist du langsamer. +# Flame +buff-flame = Flamme + .desc = Flammen sind deine Verbündeten. +# Polymorped +buff-polymorphed = Verwandelt + .desc = Dein Körper verändert die Form. +# Salamander's Aspect +buff-salamanderaspect = + .desc = Du kannst nicht brennen und bewegst dich schnell durch Lava. +# Frigid +buff-frigid = Kalt + .desc = Gefriere deine Feinde. +# Fortitude +buff-fortitude = Tapferkeit + .desc = Du kannst Taumeln widerstehen, und während du mehr Schaden erleidest, kannst du andere einfacher ins Taumeln bringen. +# Bloodfeast +buff-bloodfeast = Blutbad + .desc = Du regenerierst Leben durch Angriffe gegen blutende Gegner. +# Heatstroke +buff-heatstroke = Hitzschlag + .desc = Du wurdest Hitze ausgesetzt und erleidest nun einen Hitzschlag. Dein Energiebonus und deine Bewegungsgeschwindigkeit sind eingeschränkt. Kühl dich ab. +# Berserk +buff-berserk = Berserker + .desc = Du bist in einer Berserkerwut, die deine Angriffe stärker und geschickter macht und deine Geschwindigkeit erhöht. Jedoch hast du dadurch geringere Abwehrfähigkeiten. +buff-mysterious = Mysteriöser Effekt +# Sunderer +buff-sunderer = Zersplitterung + .desc = Deine Angriffe können die gegnerische Verteidigung durchbrechen und erfrischen dich mit mehr Energie. +# Poisoned +buff-poisoned = Vergiftet + .desc = Du spürst dein Leben dahinschwinden... diff --git a/assets/voxygen/i18n/de/char_selection.ftl b/assets/voxygen/i18n/de/char_selection.ftl new file mode 100644 index 0000000..6c26f8a --- /dev/null +++ b/assets/voxygen/i18n/de/char_selection.ftl @@ -0,0 +1,29 @@ +char_selection-loading_characters = Lade Charaktere... +char_selection-delete_permanently = Den Charakter unwiderruflich löschen? +char_selection-change_server = Wechsle Server +char_selection-enter_world = Welt betreten +char_selection-spectate = Welt betrachten +char_selection-joining_character = Betrete Welt... +char_selection-logout = Ausloggen +char_selection-create_new_character = Neuen Charakter erstellen +char_selection-creating_character = Erstelle Charakter... +char_selection-character_creation = Charaktererstellung +char_selection-human_default = Human Default +char_selection-level_fmt = Level { $level_nb } +char_selection-uncanny_valley = Wildnis +char_selection-plains_of_uncertainty = Steppen der Ungewissheit +char_selection-beard = Bart +char_selection-hair_style = Frisur +char_selection-hair_color = Haarfarbe +char_selection-eye_color = Augenfarbe +char_selection-skin = Hautfarbe +char_selection-eyeshape = Augendetails +char_selection-accessories = Accessoires +char_selection-starting_site = Startbereich auswählen +char_selection-starting_site_next = Nächster +char_selection-starting_site_prev = Vorheriger +char_selection-starting_site_name = { $name } +char_selection-starting_site_kind = Art: { $kind } +char_selection-create_info_name = Dein Charakter benötigt einen Namen! +char_selection-version_mismatch = WARNUNG! Die Spielversion des Servers unterscheidet sich von deiner und ist möglicherweise inkompatibel. Bitte stelle sicher, dass du die neueste Version installiert hast. +char_selection-rules = Regeln diff --git a/assets/voxygen/i18n/de/common.ftl b/assets/voxygen/i18n/de/common.ftl new file mode 100644 index 0000000..f029ffa --- /dev/null +++ b/assets/voxygen/i18n/de/common.ftl @@ -0,0 +1,123 @@ +common-username = Benutzername +common-singleplayer = Einzelspieler +common-multiplayer = Mehrspieler +common-servers = Server +common-quit = Beenden +common-settings = Einstellungen +common-languages = Sprache +common-interface = Interface +common-gameplay = Spiel +common-controls = Tastenbelegung +common-video = Grafik +common-sound = Audio +common-chat = Chat +common-networking = Netzwerk +common-resume = Fortfahren +common-characters = Charaktere +common-close = Schließen +common-yes = Ja +common-no = Nein +common-back = Zurück +common-create = Erstellen +common-okay = Okay +common-add = Hinzufügen +common-accept = Annehmen +common-decline = Ablehnen +common-disclaimer = Disclaimer +common-cancel = Abbrechen +common-none = Kein +common-error = Fehler +common-fatal_error = Kritischer Fehler +common-you = Ihr +common-automatic = Auto +common-random = Zufällig +common-empty = Leer +common-confirm = Akzeptieren +common-delete_server = Server löschen +common-interface_settings = Interfaceeinstellungen +common-gameplay_settings = Spieleinstellungen +common-controls_settings = Steuerungseinstellungen +common-video_settings = Grafikeinstellungen +common-sound_settings = Audioeinstellungen +common-language_settings = Spracheinstellungen +common-chat_settings = Chateinstellungen +common-networking_settings = Netzwerkeinstellungen +common-connection_lost = + Verbindungsabbruch! + Wurde der Server neu gestartet? + Ist das Spiel auf dem neusten Stand? +common-species-orc = Ork +common-species-human = Mensch +common-species-dwarf = Zwerg +common-species-elf = Elf +common-species-draugr = Untoter +common-species-danari = Danari +common-weapons-axe = Axt +common-weapons-dagger = Dolch +common-weapons-sword = Schwert +common-weapons-greatsword = Zweihänder +common-weapons-shortswords = Kurzschwerter +common-weapons-staff = Zauberstab +common-weapons-bow = Bogen +common-weapons-hammer = Hammer +common-weapons-general = Kampf +common-weapons-sceptre = Zepter +common-weapons-shield = Schild +common-weapons-spear = Speer +common-weapons-hammer_simple = Einfacher Hammer +common-weapons-sword_simple = Einfaches Schwert +common-weapons-staff_simple = Einfacher Stab +common-weapons-axe_simple = Einfache Axt +common-weapons-bow_simple = Einfacher Bogen +common-weapons-unique = Einzigartig +common-tool-debug = Debug +common-tool-farming = Erntewerkzeug +common-tool-pick = Spitzhacke +common-tool-mining = Bergbau +common-tool-instrument = Instrument +common-kind-modular_component = Modulares Bauteil +common-kind-modular_component_partial = Bauteil +common-kind-glider = Gleiter +common-kind-consumable = Verbrauchsgegenstand +common-kind-throwable = Kann geworfen werden +common-kind-utility = Hilfsmittel +common-kind-ingredient = Zutat +common-kind-lantern = Laterne +common-hands-one = Einhändig +common-hands-two = Zweihändig +common-rand_appearance = Zufälliges Aussehen +common-rand_name = Zufälliger Name +common-stats-combat_rating = Kampfrating +common-stats-power = Stärke +common-stats-speed = Schnelligkeit +common-stats-range = Reichweite +common-stats-energy_efficiency = Ausdauereffizienz +common-stats-buff_strength = Buff/Debuff Stärke +common-stats-precision_mult = Krit. Multiplikator +common-stats-armor = Rüstung +common-stats-poise_res = Betäubungsresistenz +common-stats-energy_max = Maximale Ausdauer +common-stats-energy_reward = Ausdauerbonus +common-stats-precision_power = Krit. Multiplikator +common-stats-stealth = Tarnung +common-stats-slots = Inventarplätze +common-material-metal = Metall +common-material-wood = Holz +common-material-stone = Stein +common-material-cloth = Stoff +common-material-hide = Leder +common-sprite-chest = Truhe +common-stats-durability = Haltbarkeit +common-accessibility_settings = Einstellungen zur Barrierefreiheit +common-sprite-chair = Stuhl +common-accessibility = Barrierefreiheit +common-stats-effect-power = Effektstärke +common-sprite-grave = Grab +common-tool-shovel = Schaufel +common-sprite-crate = Kiste +common-sprite-mud = Schlamm +common-sprite-signboard = Aushang +common-sprite-street_lamp = Straßenlaterne +common-sprite-lantern = Laterne +common-sprite-seashell_lantern = Muschellaterne +common-sprite-firebowl_ground = Feuerschale diff --git a/assets/voxygen/i18n/de/esc_menu.ftl b/assets/voxygen/i18n/de/esc_menu.ftl new file mode 100644 index 0000000..6a9372b --- /dev/null +++ b/assets/voxygen/i18n/de/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Ausloggen +esc_menu-quit_game = Spiel beenden \ No newline at end of file diff --git a/assets/voxygen/i18n/de/gameinput.ftl b/assets/voxygen/i18n/de/gameinput.ftl new file mode 100644 index 0000000..4ba1740 --- /dev/null +++ b/assets/voxygen/i18n/de/gameinput.ftl @@ -0,0 +1,78 @@ +gameinput-primary = Primärer Angriff +gameinput-secondary = Sekundärer Angriff +gameinput-block = Blockieren +gameinput-slot1 = Hotbarplatz 1 +gameinput-slot2 = Hotbarplatz 2 +gameinput-slot3 = Hotbarplatz 3 +gameinput-slot4 = Hotbarplatz 4 +gameinput-slot5 = Hotbarplatz 5 +gameinput-slot6 = Hotbarplatz 6 +gameinput-slot7 = Hotbarplatz 7 +gameinput-slot8 = Hotbarplatz 8 +gameinput-slot9 = Hotbarplatz 9 +gameinput-slot10 = Hotbarplatz 10 +gameinput-swaploadout = Waffe wechseln +gameinput-togglecursor = Mauszeiger zeigen/verbergen +gameinput-help = Hilfe anzeigen +gameinput-toggleinterface = Interface ein-/ausschalten +gameinput-toggledebug = FPS und Debug-Hilfe ein-/ausschalten +gameinput-screenshot = Bildschirmfoto aufnehmen +gameinput-toggleingameui = Namensschilder ein-/ausschalten +gameinput-toggle_egui_debug = EGUI Debug-Informationen zeigen/verbergen +gameinput-togglechat = Chat ein-/ausschalten +gameinput-fullscreen = Namen zeigen/verbergen +gameinput-moveforward = Vorwärts bewegen +gameinput-moveleft = Nach links bewegen +gameinput-moveright = Nach rechts bewegen +gameinput-moveback = Rückwärts bewegen +gameinput-jump = Springen +gameinput-glide = Gleiter +gameinput-roll = Rollen +gameinput-climb = Klettern +gameinput-climbdown = Herabklettern +gameinput-wallleap = Wandsprung +gameinput-togglelantern = Laterne ein-/ausschalten +gameinput-mount = Aufsteigen +gameinput-chat = Chat +gameinput-command = Befehl +gameinput-escape = Fliehen +gameinput-map = Karte +gameinput-bag = Inventar +gameinput-trade = Handeln +gameinput-social = Sozial +gameinput-sit = Sitzen +gameinput-spellbook = Zaubersprüche +gameinput-settings = Einstellungen +gameinput-respawn = Wiederbeleben +gameinput-charge = Anstürmen +gameinput-togglewield = Waffe ziehen/wegstecken +gameinput-interact = Interagieren +gameinput-freelook = Freie Sicht +gameinput-autowalk = Automatisch Laufen/Schwimmen +gameinput-zoomlock = Kamera-Zoomsperre +gameinput-cameraclamp = Kamera fixieren +gameinput-dance = Tanzen +gameinput-select = Einheit auswählen +gameinput-acceptgroupinvite = Gruppeneinladung akzeptieren +gameinput-declinegroupinvite = Gruppeneinladung ablehnen +gameinput-cyclecamera = Kamera wechseln +gameinput-crafting = Herstellen +gameinput-fly = Fliegen +gameinput-sneak = Schleichen +gameinput-swimdown = Tauchen +gameinput-swimup = Auftauchen +gameinput-mapzoomin = Kartenzoom erhöhen +gameinput-mapzoomout = Kartenzoom verringern +gameinput-greet = Grüßen +gameinput-map-locationmarkerbutton = Setze einen Wegpunkt in der Karte +gameinput-spectatespeedboost = Speedboost beim Beobachten +gameinput-spectateviewpoint = Blickwinkel beim Beobachten +gameinput-mutemaster = Gesamtlautstärke stummschalten +gameinput-muteinactivemaster = Gesamtlautstärke stummschalten (inaktives Fenster) +gameinput-mutemusic = Musik stummschalten +gameinput-mutesfx = Soundeffekte stummschalten +gameinput-muteambience = Umgebungsgeräusche stummschalten +gameinput-zoomin = Kamera hereinzoomen +gameinput-zoomout = Kamera herauszoomen +gameinput-stayfollow = Bleiben/Folgen +gameinput-togglewalk = Laufen Umschalten diff --git a/assets/voxygen/i18n/de/hud/ability.ftl b/assets/voxygen/i18n/de/hud/ability.ftl new file mode 100644 index 0000000..35e019a --- /dev/null +++ b/assets/voxygen/i18n/de/hud/ability.ftl @@ -0,0 +1,48 @@ +common-abilities-debug-possess = Pfeil der Besessenheit + .desc = Schießt einen giftigen Pfeil und lässt dich dein Ziel kontrollieren. +common-abilities-bow-shotgun = Pfeilhagel + .desc = Schießt einen Pfeilhagel ab +common-abilities-staff-fireshockwave = Ring des Feuers + .desc = Entzündet einen Feuerring um dich herum. +common-abilities-sceptre-wardingaura = Abwehrende Aura + .desc = Schützt deine Verbündeten vor feindlichen Angriffen. +common-abilities-sword-crippling_gouge = Verstümmelnder Hieb + .desc = Fügt deinem Gegner eine bleibende Wunde zu. +common-abilities-sword-heavy_fortitude = Schwerer Standhaftigkeit + .desc = Du stabilisierst dich, so dass die nächsten Schläge dich nicht ins Wanken bringen. +common-abilities-sword-agile_dual_perforate = Durchlöchern + .desc = Ein schneller Wirbelwind kleiner Angriffe mit beiden Schwertern +common-abilities-sword-agile_perforate = Durchlöchern + .desc = Ein schneller Wirbelwind kleiner Angriffe +common-abilities-sword-heavy_double_slash = Schwerer Doppelschlag + .desc = Eine langsame Doppelschlag-Combo, die ins Taumeln bringen kann +common-abilities-sword-cleaving_dual_spiral_slash = Rundumschlag + .desc = Schwing deine beiden Klingen um dich, um jeden in der Nähe zu treffen +common-abilities-sword-cleaving_spiral_slash = Rundumschlag + .desc = Schwing deine Klinge um dich, um jeden in der Nähe zu treffen +common-abilities-sword-crippling_deep_rend = Tiefes Zerfleischen + .desc = Ein Schlag, der auf eine bereits offene Wunde zielt, fügt blutenden Gegnern mehr Schaden zu +common-abilities-debug-evolve = Entwickeln + .desc = Du wirst dein besseres Ich. +common-abilities-sword-crippling_double_slash = Verkrüppelnder Doppelschlag + .desc = Eine Doppelschlag-Combo die gegnerisches Bluten verlängern kann +common-abilities-sword-cleaving_double_slash = Spaltender Doppelschlag + .desc = Eine Doppelschlag-Combo, die mehrere Feinde spalten kann +common-abilities-sword-defensive_double_slash = Defensiver Doppelschlag + .desc = Eine Doppelschlag-Combo, die Auswirkungen gegnerischer Schläge reduziert +veloren-core-pseudo_abilities-sword-secondary_ability = Sekundäre Schwert-Fähigkeit + .desc = Die Fähigkeit auf der sekundären Angriffstaste +common-abilities-sword-basic_crescent_slash = Einfacher Bogen-Schlag + .desc = Ein einfacher diagonaler Schlag nach oben +common-abilities-sword-agile_crescent_slash = Flinker Bogenschlag + .desc = ein leichter diagonaler Schlag nach oben +common-abilities-sword-crippling_crescent_slash = Verkrüppelnder Bogenschlag + .desc = Ein diagonaler Schlag nach oben, der Bluten verursachen kann +common-abilities-sword-defensive_crescent_slash = Defensiver Bogenschlag + .desc = Ein abwehrender diagonaler Schlag nach oben +common-abilities-sword-basic_double_slash = Einfacher Doppelschlag + .desc = Eine einfache Doppelschlag-Combo +common-abilities-sword-heavy_crescent_slash = Schwerer Bogenschlag + .desc = Ein diagonaler Schlag nach oben, der ins Taumeln bringen kann +common-abilities-sword-agile_double_slash = Agiler Doppelschlag + .desc = Eine schnelle Doppelschlag-Combo mit leichten Schlägen diff --git a/assets/voxygen/i18n/de/hud/bag.ftl b/assets/voxygen/i18n/de/hud/bag.ftl new file mode 100644 index 0000000..d3ece4a --- /dev/null +++ b/assets/voxygen/i18n/de/hud/bag.ftl @@ -0,0 +1,43 @@ +hud-bag-inventory = { $playername }'s Inventar +hud-bag-stats_title = { $playername }'s Statistiken +hud-bag-armor = Rüstung +hud-bag-stats = Statistiken +hud-bag-head = Kopf +hud-bag-neck = Nacken +hud-bag-tabard = Wappenrock +hud-bag-shoulders = Schultern +hud-bag-chest = Brust +hud-bag-hands = Hände +hud-bag-lantern = Laterne +hud-bag-glider = Gleiter +hud-bag-belt = Gürtel +hud-bag-ring = Ring +hud-bag-back = Rücken +hud-bag-legs = Beine +hud-bag-feet = Füße +hud-bag-mainhand = Haupthand +hud-bag-offhand = Nebenhand +hud-bag-inactive_mainhand = Inaktive Haupthand +hud-bag-inactive_offhand = Inaktive Nebenhand +hud-bag-swap_equipped_weapons_title = Ausgerüstete Waffen tauschen +hud-bag-swap_equipped_weapons_desc = Drücke { $key } +hud-bag-bag = Beutel +hud-bag-health = Leben +hud-bag-energy = Ausdauer +hud-bag-combat_rating = Kampfwertung +hud-bag-protection = Schutz +hud-bag-stun_res = Betäubungsresistenz +hud-bag-stealth = Tarnung +hud-bag-combat_rating_desc = + Berechnet aus deiner + Ausrüstung und Gesundheit. +hud-bag-protection_desc = Schadensreduzierung durch Rüstung +hud-bag-stun_res_desc = + Widerstandsfähigkeit gegen Betäubung durch aufeinanderfolgende Treffer. + Regeneriert wie Ausdauer. +hud-bag-sort_by_name = Nach Namen sortieren +hud-bag-sort_by_quality = Nach Qualität sortieren +hud-bag-sort_by_category = Nach Kategorie sortieren +hud-bag-sort_by_quantity = Nach Anzahl sortieren +hud-bag-backpack = Rucksack +hud-bag-sort_by_tag = Nach Label sortieren diff --git a/assets/voxygen/i18n/de/hud/char_window.ftl b/assets/voxygen/i18n/de/hud/char_window.ftl new file mode 100644 index 0000000..29ec6a5 --- /dev/null +++ b/assets/voxygen/i18n/de/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Charaktername +character_window-character_stats = + Ausdauer + + Fitness + + Willenskraft + + Schutz diff --git a/assets/voxygen/i18n/de/hud/chat.ftl b/assets/voxygen/i18n/de/hud/chat.ftl new file mode 100644 index 0000000..b01c43e --- /dev/null +++ b/assets/voxygen/i18n/de/hud/chat.ftl @@ -0,0 +1,78 @@ +## Utils + +hud-chat-all = Alle +hud-chat-chat_tab_hover_tooltip = Rechtsklick für Einstellungen +hud-loot-pickup-msg = + { $actor } nahm { $amount -> + [1] { $item } + *[other] { $amount }x { $item } + } auf + +## Player events + +hud-chat-online_msg = { "[" }{ $name }] ist nun online. +hud-chat-offline_msg = { "[" }{ $name }] ging offline. + +## Other deaths + +hud-chat-default_death_msg = { "[" }{ $name }] starb +hud-chat-fall_kill_msg = { "[" }{ $name }] starb durch Fallschaden +hud-chat-suicide_msg = { "[" }{ $name }] beging Selbstmord + +## Buff, PvE, PvP deaths + +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] wurde von [{ $attacker }] verbrannt. + .bleeding = { "[" }{ $victim }] ist durch [{ $attacker }] verblutet. + .curse = { "[" }{ $victim }] starb an einem Fluch von [{ $attacker }]. + .crippled = { "[" }{ $victim }] starb an Verkrüpplung durch [{ $attacker }]. + .frozen = { "[" }{ $victim }] ist durch [{ $attacker }] erfroren. + .mysterious = { "[" }{ $victim }] starb unter geheimnisvollen Umständen durch [{ $attacker }]. +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] vernichtete [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] erschoss [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] sprengte [{ $victim }] aus dem Leben +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] tötete [{ $victim }] mit Magie +hud-chat-pvp_other_kill_msg = { "[" }{ $attacker }] tötete [{ $victim }] +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] ist verbrannt. + .bleeding = { "[" }{ $victim }] ist verblutet. + .curse = { "[" }{ $victim }] starb an Verfluchung. + .crippled = { "[" }{ $victim }] starb an Verkrüppelung. + .frozen = { "[" }{ $victim }] ist erfroren. + .mysterious = { "[" }{ $victim }] ist unter geheimnisvollen Umständen gestorben. +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] wurde von { $attacker } verbrannt. + .bleeding = { "[" }{ $victim }] ist durch { $attacker } verblutet. + .curse = { "[" }{ $victim }] starb an einem Fluch von { $attacker }. + .crippled = { "[" }{ $victim }] starb an Verkrüpplung durch { $attacker }. + .frozen = { "[" }{ $victim }] ist durch { $attacker } erfroren. + .mysterious = { "[" }{ $victim }] starb unter geheimnisvollen Umständen durch { $attacker }. +hud-chat-npc_melee_kill_msg = { $attacker } tötete [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } erschoss [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } sprengte [{ $victim }] aus dem Leben +hud-chat-npc_energy_kill_msg = { $attacker } tötete [{ $victim }] mit Magie +hud-chat-npc_other_kill_msg = { $attacker } tötete [{ $victim }] +hud-chat-goodbye = Auf Wiedersehen! +hud-chat-connection_lost = Verbindungsabbruch. Du wirst in { $time } Sekunden gekickt. +# Player /tell messages, $user_gender should be available +hud-chat-tell-to-npc = An [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message-with-name = { "[" }{ $alias }] { $name }: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message-in-group = ({ $group }) [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message = { "[" }{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-to = An [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-from-npc = Von [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-from = Von [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message-in-group-with-name = ({ $group }) [{ $alias }] { $name }: { $msg } +# HUD Pickup message +hud-loot-pickup-msg-you = + Du nahmst { $amount -> + [1] { $item } + *[other] { $amount }x { $item } + } auf diff --git a/assets/voxygen/i18n/de/hud/crafting.ftl b/assets/voxygen/i18n/de/hud/crafting.ftl new file mode 100644 index 0000000..c75b443 --- /dev/null +++ b/assets/voxygen/i18n/de/hud/crafting.ftl @@ -0,0 +1,55 @@ +hud-crafting = Herstellen +hud-crafting-recipes = Rezepte +hud-crafting-ingredients = Zutaten: +hud-crafting-craft = Herstellen +hud-crafting-craft_all = Alle herstellen +hud-crafting-tool_cata = Benötigt: +hud-crafting-repair = Reparieren +hud-crafting-repair_equipped = Repariere ausgerüstete +hud-crafting-repair_all = Repariere alles +hud-crafting-req_crafting_station = Benötigt: +hud-crafting-anvil = Amboss +hud-crafting-cauldron = Kessel +hud-crafting-cooking_pot = Kochtopf +hud-crafting-crafting_bench = Werkbank +hud-crafting-forge = Schmiedeofen +hud-crafting-loom = Webstuhl +hud-crafting-spinning_wheel = Spinnrad +hud-crafting-tanning_rack = Spannrahmen +hud-crafting-salvaging_station = Recyclingtisch +hud-crafting-repair_bench = Reparaturtisch +hud-crafting-campfire = Lagerfeuer +hud-crafting-tabs-all = Alle +hud-crafting-tabs-armor = Rüstung +hud-crafting-tabs-dismantle = Recycling +hud-crafting-tabs-food = Nahrung +hud-crafting-tabs-glider = Gleiter +hud-crafting-tabs-potion = Tränke +hud-crafting-tabs-tool = Werkzeug +hud-crafting-tabs-utility = Hilfsmittel +hud-crafting-tabs-weapon = Waffen +hud-crafting-tabs-bag = Taschen +hud-crafting-tabs-processed_material = Materialien +hud-crafting-dismantle_title = Zerlegung +hud-crafting-dismantle_explanation = + Bewege den Mauszeiger über deine + Gegenstände, um zu sehen, + welche zerlegbar sind. + + Doppelklicke, um Zerlegung zu starten. + +## Modular Weapons + +hud-crafting-modular_desc = Lege Item Bauteile hier ab, um eine Waffe herzustellen. +hud-crafting-mod_weap_prim_slot_title = Primäres Waffen Bauteil +hud-crafting-mod_weap_prim_slot_desc = Lege hier ein primäres Waffen Bauteil ab (z.B. eine Schwertklinge, Axtkopf oder Bogensehne). +hud-crafting-mod_weap_sec_slot_title = Sekundäres Waffen Bauteil +hud-crafting-mod_weap_sec_slot_desc = Lege hier ein sekundäres Waffen Bauteil ab (z.B. einen Schwertgriff, Bogengriff oder den Kern eines Zauberstabs). +hud-crafting-mod_comp_metal_prim_slot_title = Metallbarren +hud-crafting-mod_comp_metal_prim_slot_desc = Lege hier Metallbarren ab (nur bestimmte Metalle können zur Herstellung von Waffen verwendet werden). +hud-crafting-mod_comp_wood_prim_slot_title = Holz +hud-crafting-mod_comp_wood_prim_slot_desc = Lege hier Holzklötze ab (nur bestimmte Hölzer könne zur Herstellung von Waffen verwendet werden). +hud-crafting-mod_comp_sec_slot_title = Tiermaterial +hud-crafting-mod_comp_sec_slot_desc = Lege hier bestimmte Tiermaterialien zur Herstellung ab (nur bestimmte Materialien können zur Herstellung von Waffen verwendet werden). +hud-crafting-repair_slot_title = Beschädigter Gegenstand +hud-crafting-repair_slot_desc = Lege hier einen Gegenstand ab, um die Reparaturkosten auf der aktuellen Haltbarkeitsstufe zu sehen. diff --git a/assets/voxygen/i18n/de/hud/group.ftl b/assets/voxygen/i18n/de/hud/group.ftl new file mode 100644 index 0000000..b283c64 --- /dev/null +++ b/assets/voxygen/i18n/de/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Gruppe +hud-group-invite_to_join = [{ $name }] hat dich in eine Gruppe eingeladen! +hud-group-invite_to_trade = [{ $name }] will mit dir handeln. +hud-group-invite = Einladen +hud-group-kick = Aus der Gruppe kicken +hud-group-assign_leader = Zum Gruppenanführer machen +hud-group-leave = Gruppe verlassen +hud-group-dead = Tot +hud-group-out_of_range = Außerhalb der Reichweite +hud-group-add_friend = Zur Freundesliste hinzufügen +hud-group-link_group = Gruppe verlinken +hud-group-in_menu = Im Menü +hud-group-members = Gruppenmitglieder \ No newline at end of file diff --git a/assets/voxygen/i18n/de/hud/map.ftl b/assets/voxygen/i18n/de/hud/map.ftl new file mode 100644 index 0000000..0835f80 --- /dev/null +++ b/assets/voxygen/i18n/de/hud/map.ftl @@ -0,0 +1,40 @@ +hud-map-map_title = Karte +hud-map-qlog_title = Aufgaben +hud-map-topo_map = Topographie +hud-map-difficulty = Schwierigkeitsgrad +hud-map-towns = Städte +hud-map-castles = Burgen +hud-map-dungeons = Katakomben +hud-map-caves = Höhlen +hud-map-cave = Höhle +hud-map-peaks = Berge +hud-map-biomes = Biome +hud-map-voxel_map = Voxelkarte +hud-map-trees = Mammutbäume +hud-map-tree = Mammutbaum +hud-map-town = Stadt +hud-map-castle = Burg +hud-map-bridge = Brücke +hud-map-dungeon = Verlies +hud-map-difficulty_dungeon = + Verlies + + Schwierigkeitsgrad: { $difficulty } +hud-map-drag = Ziehen +hud-map-zoom = Zoom +hud-map-mid_click = Wegpunkt setzen +hud-map-recenter = Zentrieren +hud-map-marked_location = Markierter Standort +hud-map-marked_location_remove = Zum Entfernen klicken +hud-map-change_map_mode = Kartenmodus ändern +hud-map-toggle_minimap_voxel = Voxel-Ansicht der Minikarte an-/ausschalten +hud-map-zoom_minimap_explanation = + Du kannst in der Minimap heranzoomen, + um die Welt um dich herum im Detail zu sehen +hud-map-gnarling = Gnarling Festung +hud-map-chapel_site = Meereskapelle +hud-map-adlet = Adlet Festung +hud-map-placed_by = Platziert von { $name } +hud-map-haniwa = Haniwa-Katakomben +hud-map-terracotta = Terrakottaruinen +hud-map-df_mine = Bergwerk diff --git a/assets/voxygen/i18n/de/hud/misc.ftl b/assets/voxygen/i18n/de/hud/misc.ftl new file mode 100644 index 0000000..9fbd99d --- /dev/null +++ b/assets/voxygen/i18n/de/hud/misc.ftl @@ -0,0 +1,83 @@ +hud-do_not_show_on_startup = Beim Start nicht mehr anzeigen +hud-show_tips = Tipps anzeigen +hud-quests = Aufgaben +hud-you_died = Du bist gestorben +hud-waypoint_saved = Wegpunkt gespeichert +hud-sp_arrow_txt = SP +hud-inventory_full = Inventar voll +hud-someone_else = jemand anderem +hud-another_group = einer anderen Gruppe +hud-owned_by_for_secs = Im Besitz von { $name } für { $secs } Sekunden +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Tastenbelegungen +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Laterne +hud-press_key_to_show_debug_info_fmt = Drücke { $key }, um die Debug-Info anzuzeigen +hud-press_key_to_toggle_keybindings_fmt = Drücke { $key }, um die Tastenbelegungen umzuschalten +hud-press_key_to_toggle_debug_info_fmt = Drücke { $key }, um die Debug-Info umzuschalten +hud-press_key_to_respawn = Drücke { $key }, um am letzten Lagerfeuer wieder einzusteigen. +hud-tutorial_btn = Einführung +hud-tutorial_click_here = Drücke [ { $key } ], um den Mauszeiger frei zu bewegen und klicke auf diese Schaltfläche! +hud-tutorial_elements = Crafting +hud-temp_quest_headline = Sei gegrüßt, Reisender! +hud-temp_quest_text = + Um deine Reise zu beginnen, könntest du im Dorf nach nützlichen Gegenständen suchen. + + Dir steht es frei, mitzunehmen, was auch immer du auf deiner Reise findest! + + An der unteren rechten Ecke des Bildschirms findest du verschiedene Dinge, wie deinen Beutel, das Herstellungsmenü und die Karte. + + Im Herstellungsmenü kannst du dir eine Rüstung, verschiedene Waffen, Nahrung und noch vieles mehr herstellen! + + Für den Anfang stellen die wilden Tiere rund um das Dorf eine verlässliche Quelle für Lederstreifen dar, mit denen du dir eine leichte Rüstung gegen die Gefahren dieser Welt herstellen kannst. + + Sobald du dich bereit dafür fühlst, kannst du versuchen, dich den zahlreichen, auf der Karte markierten, Herausforderungen zu stellen, um immer bessere Ausrüstungsgegenstände zu erhalten! +hud-spell = Zaubersprüche +hud-diary = Tagebuch +hud-free_look_indicator = Freie Sicht aktiv. Drücke { $key } zum deaktivieren. +hud-camera_clamp_indicator = Vertikale Kamerafixierung aktiv. Drücke { $key } zum deaktivieren. +hud-auto_walk_indicator = Auto Laufen/Schwimmen aktiv +hud-zoom_lock_indicator-remind = Zoom gesperrt +hud-zoom_lock_indicator-enable = Kamerazoom gesperrt +hud-zoom_lock_indicator-disable = Kamerazoom entsperrt +hud-collect = Aufsammeln +hud-pick_up = Aufheben +hud-open = Öffnen +hud-use = Benutzen +hud-mine = Abbauen +hud-talk = Reden +hud-trade = Handeln +hud-mount = Reiten +hud-sit = Sitzen +hud-init-stage-server-starting = { "[" }{ -server }]: Starte Server... +hud-init-stage-client-authentication = { "[" }{ -client }]: Authentifizierung... +hud-mine-needs_shovel = Benötigt Schaufel +hud-init-stage-server-db-vacuum = { "[" }{ -server }]: Räume Datenbank auf... +hud-unlock-requires = Mit { $item } öffnen +hud-init-stage-client-connection-establish = { "[" }{ -client }]: Stelle Serververbindung her... +hud-init-stage-client-load-init-data = { "[" }{ -client }]: Lade Initialisierungsdaten vom Server... +hud-activate = Aktivieren +hud-read = Lesen +hud-init-stage-singleplayer = Strate Einzelspieler-Server... +hud-init-stage-server-db-migrations = { "[" }{ -server }]: Wende Datenbank-Migrationen an... +hud-init-stage-client-request-server-version = { "[" }{ -client }]: Warte auf Serverversion... +hud-unlock-consumes = Benutze { $item } zum Öffnen +-client = Client +hud-portal = Portal +hud-mine-needs_pickaxe = Benötigt Spitzhacke +hud-init-stage-server-economysim = { "[" }{ -server }]: Simuliere Wirtschaft... +hud-init-stage-render-pipeline = Erzeuge Rendering-Pipeline ({ $done }/{ $total }) +hud-follow = Folgen +hud_items_lost_dur = Deine ausgerüsteten Items haben Haltbarkeit verloren. +hud-init-stage-client-starting-client = { "[" }{ -client }]: Bereite Client vor... +hud-deactivate = Deaktivieren +hud-mine-needs_unhandled_case = Benötigt ??? +hud-dig = Graben +-server = Server +hud-init-stage-server-worldciv-civcreate = { "[" }{ -server }]: Generierte { $generated } von insgesamt { $total } Zivilisationen +hud-steer = Lenken +hud-init-stage-multiplayer = Starte Mehrspieler +hud-init-stage-server-worldsim-erosion = { "[" }{ -server }]: Auswaschung { $percentage } % +hud-lay = Hinlegen +hud-stay = Bleiben +hud-init-stage-server-spotgen = { "[" }{ -server }]: Generiere Spots... +hud-init-stage-server-worldciv-site = { "[" }{ -server }]: Generiere Sites... +hud-pet = Streicheln diff --git a/assets/voxygen/i18n/de/hud/quest.ftl b/assets/voxygen/i18n/de/hud/quest.ftl new file mode 100644 index 0000000..f434415 --- /dev/null +++ b/assets/voxygen/i18n/de/hud/quest.ftl @@ -0,0 +1,7 @@ +hud-quest = Aufgabe +hud-quest-intro = Sei gegrüßt, { $playername }! +hud-quest-desc-fetch = Hilf mir, folgendes zu finden: +hud-quest-desc-kill = Könntest du mir helfen das zu töten: +hud-quest-reward = Ich werde dich mit folgendem belohnen: +hud-quest-accept = Annehmen +hud-quest-decline = Ablehnen diff --git a/assets/voxygen/i18n/de/hud/sct.ftl b/assets/voxygen/i18n/de/hud/sct.ftl new file mode 100644 index 0000000..1188f56 --- /dev/null +++ b/assets/voxygen/i18n/de/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } EP +hud-sct-block = BLOCKIERT diff --git a/assets/voxygen/i18n/de/hud/settings.ftl b/assets/voxygen/i18n/de/hud/settings.ftl new file mode 100644 index 0000000..a5c518d --- /dev/null +++ b/assets/voxygen/i18n/de/hud/settings.ftl @@ -0,0 +1,181 @@ +hud-settings-general = Allgemein +hud-settings-none = Keine +hud-settings-press_behavior-toggle = Umschalten +hud-settings-press_behavior-hold = Halten +hud-settings-autopress_behavior-toggle = Umschalten +hud-settings-autopress_behavior-auto = Auto +hud-settings-help_window = Hilfe zu Fenstern +hud-settings-debug_info = Debug-Informationen +hud-settings-show_hitboxes = Hitboxen anzeigen +hud-settings-show_chat = Chat anzeigen +hud-settings-show_hotkey_hints = Hotkey-Hinweise anzeigen +hud-settings-tips_on_startup = Tipps bei Start +hud-settings-ui_scale = UI-Skalierung +hud-settings-relative_scaling = Relative Skalierung +hud-settings-custom_scaling = Benutzerdefinierte Skalierung +hud-settings-crosshair = Fadenkreuz +hud-settings-opacity = Sichtbarkeit +hud-settings-hotbar = Hotbar +hud-settings-toggle_shortcuts = Tastenkürzel umschalten +hud-settings-buffs_skillbar = Effekte an der Skillbar +hud-settings-buffs_mmap = Effekte an der Minimap +hud-settings-toggle_bar_experience = Erfahrungsleiste umschalten +hud-settings-scrolling_combat_text = Fließtext für Kampfhandlungen +hud-settings-damage_accumulation_duration = Sammlungsdauer für erlittenen Schaden +hud-settings-incoming_damage = Erlittener Schaden +hud-settings-incoming_damage_accumulation_duration = Erlittene Schadensakkumulation Dauer +hud-settings-round_damage = Schaden runden +hud-settings-speech_bubble = Sprechblase +hud-settings-speech_bubble_self = Zeige eigene Sprechblase +hud-settings-speech_bubble_dark_mode = Sprechblase: Nachtmodus +hud-settings-speech_bubble_icon = Sprechblasen-Icon +hud-settings-energybar_numbers = Energieleisten-Nummern +hud-settings-always_show_bars = Energieleiste immer anzeigen +hud-settings-experience_numbers = Erfahrungspunkte +hud-settings-accumulate_experience = Zeige Erfahrungspunkte in der Summe +hud-settings-values = Werte +hud-settings-percentages = Prozentangaben +hud-settings-chat = Chat +hud-settings-background_opacity = Hintergrundsichtbarkeit +hud-settings-chat_character_name = Charakternamen im Chat +hud-settings-loading_tips = Tipps auf dem Ladebildschirm +hud-settings-reset_interface = + Einstellungen + zurücksetzen +hud-settings-pan_sensitivity = Kamera-Empfindlichkeit +hud-settings-zoom_sensitivity = Zoom-Empfindlichkeit +hud-settings-camera_clamp_angle = Starrer Winkel für vertikalen Kameramodus +hud-settings-invert_scroll_zoom = Kamera Zoom invertiert +hud-settings-invert_mouse_y_axis = Y-Achse invertieren +hud-settings-invert_controller_y_axis = Controller: Y-Achse invertieren +hud-settings-enable_mouse_smoothing = Kamera-Glättung +hud-settings-free_look_behavior = Verhalten bei freiem Kameramodus +hud-settings-auto_walk_behavior = Verhalten bei automatischem Gehen +hud-settings-camera_clamp_behavior = Verhalten bei starrer Kamera +hud-settings-zoom_lock_behavior = Verhalten bei Kamera-Zoomsperre +hud-settings-player_physics_behavior = Spielerphysik (experimentell) +hud-settings-stop_auto_walk_on_input = Automatisches Gehen bei Spieleraktivität anhalten +hud-settings-auto_camera = Auto Kamera +hud-settings-bow_zoom = Hinein zoomen, wenn der Bogen aufgeladen wird +hud-settings-zoom_lock = Kamera-Zoomsperre +hud-settings-reset_gameplay = + Einstellungen + zurücksetzen +hud-settings-view_distance = Sichtweite +hud-settings-entity_view_distance = Entities Sichtweite +hud-settings-lod_distance = LoD Sichtweite +hud-settings-sprites_view_distance = Sprite-Sichtweite +hud-settings-entities_detail_distance = Entities Detail Sichtweite +hud-settings-maximum_fps = Maximale FPS +hud-settings-background_fps = Hintergrund-FPS +hud-settings-present_mode = Aktueller Modus +hud-settings-present_mode-vsync_capped = Vsync aktivieren (gekapselt) +hud-settings-present_mode-vsync_uncapped = Vsync aktivieren (ungekapselt) +hud-settings-present_mode-vsync_off = Vsync deaktivieren +hud-settings-fov = Sichtfeld (Grad) +hud-settings-gamma = Gamma +hud-settings-exposure = Belichtung +hud-settings-ambiance = Umgebungshelligkeit +hud-settings-antialiasing_mode = AntiAliasing-Modus +hud-settings-upscale_factor = Interne Auflösung +hud-settings-cloud_rendering_mode = Wolken-Renderingmodus +hud-settings-fluid_rendering_mode = Flüssigkeiten-Renderingmodus +hud-settings-cloud_rendering_mode-minimal = Minimal +hud-settings-cloud_rendering_mode-low = Niedrig +hud-settings-cloud_rendering_mode-medium = Mittel +hud-settings-cloud_rendering_mode-high = Hoch +hud-settings-cloud_rendering_mode-ultra = Ultra +hud-settings-fullscreen = Vollbild +hud-settings-fullscreen_mode = Vollbildmodus +hud-settings-fullscreen_mode-exclusive = Exklusiv +hud-settings-fullscreen_mode-borderless = Randlos +hud-settings-gpu_profiler = GPU-Timing einschalten (nicht mit allen Geräten kompatibel) +hud-settings-particles = Partikel +hud-settings-lossy_terrain_compression = Verlustbehaftete Kompression des Untergrunds +hud-settings-weapon_trails = Waffenspuren +hud-settings-flashing_lights = Flackernde Lichter +hud-settings-flashing_lights_info = Deaktiviere alle Arten von Flackern, wie z.B. Blitze +hud-settings-resolution = Auflösung +hud-settings-bit_depth = Bit-Tiefe +hud-settings-refresh_rate = Bildwiederholrate +hud-settings-lighting_rendering_mode = Beleuchtungs-Renderingmodus +hud-settings-lighting_rendering_mode-ashikhmin = Typ A - Hoch +hud-settings-lighting_rendering_mode-blinnphong = Typ B - Medium +hud-settings-lighting_rendering_mode-lambertian = Typ L - Billig +hud-settings-shadow_rendering_mode = Schatten-Renderingmodus +hud-settings-shadow_rendering_mode-none = Keine +hud-settings-shadow_rendering_mode-cheap = Billig +hud-settings-shadow_rendering_mode-map = Karte +hud-settings-shadow_rendering_mode-map-resolution = Auflösung +hud-settings-rain_occlusion-resolution = Auflösung der Regenabschattung +hud-settings-lod_detail = LoD Detail +hud-settings-save_window_size = + Fenstergröße + speichern +hud-settings-reset_graphics = + Einstellungen + zurücksetzen +hud-settings-bloom = Bloom-Effekt +hud-settings-point_glow = Intensität von glühenden Effekten +hud-settings-master_volume = Lautstärke +hud-settings-inactive_master_volume_perc = Lautstärke, wenn das Fenster inaktiv ist +hud-settings-music_volume = Musik-Lautstärke +hud-settings-sound_effect_volume = Soundeffekt-Lautstärke +hud-settings-ambience_volume = Umgebung-Lautstärke +hud-settings-music_spacing = Abstand der Musik +hud-settings-audio_device = Audiogerät +hud-settings-reset_sound = + Einstellungen + zurücksetzen +hud-settings-english_fallback = Englische Einstellungen bei fehlender Übersetzung anzeigen +hud-settings-awaitingkey = Drücke eine Taste... +hud-settings-unbound = Keine +hud-settings-reset_keybinds = + Einstellungen + zurücksetzen +hud-settings-chat_tabs = Chat-Fenster +hud-settings-label = Bezeichnung: +hud-settings-delete = Löschen +hud-settings-show_all = Alle anzeigen +hud-settings-messages = Nachrichten +hud-settings-activity = Aktivität +hud-settings-death = Tod +hud-settings-group = Gruppe +hud-settings-faction = Fraktion +hud-settings-world = Welt +hud-settings-region = Region +hud-settings-say = Sagen +hud-settings-all = Alle +hud-settings-group_only = Nur für die Gruppe +hud-settings-reset_chat = + Einstellungen + zurücksetzen +hud-settings-third_party_integrations = Drittanbieter Integrationen +hud-settings-enable_discord_integration = Aktiviere Discord Integration +hud-settings-fluid_rendering_mode-low = Niedrig +hud-settings-minimal_graphics = Minimal +hud-settings-subtitles = Untertitel +hud-settings-reflection_rendering_mode = Reflektions-Rendermodus +hud-settings-walking_speed = Laufgeschwindigkeit +hud-settings-aim_offset_y = Vertikale Ziel-Verschiebung +hud-settings-fluid_rendering_mode-high = Hoch +hud-settings-ultra_graphics = Ultra +hud-settings-reflection_rendering_mode-low = Niedrig +hud-settings-reflection_rendering_mode-medium = Mittel +hud-settings-high_graphics = Hoch +hud-settings-aim_offset_x = Horizontale Ziel-Verschiebung +hud-settings-low_graphics = Niedrig +hud-settings-fluid_rendering_mode-medium = Mittel +hud-settings-use_prefixes = SI-Einheiten für Mengen verwenden +hud-settings-medium_graphics = Mittel +hud-settings-reflection_rendering_mode-high = Hoch +hud-settings-slots = Inventarplätze +hud-settings-prefix_switch_point = Zahlengrenze für SI-Vorzeichen-Wechsel +hud-settings-present_mode-vsync_adaptive = Adaptives VSync +hud-settings-combat_music = Kampfmusik +hud-settings-language_send_to_server = Sende die eingestellte Sprache an Server (für Übersetzungsregeln und MOTD-Nachrichten) +hud-settings-enable_poise_bar = Gleichgewichts-Leiste aktivieren +hud-settings-walking_speed_behavior = Laufgeschwindigkeits-Verhalten +hud-settings-keybind-helper = + M1 zum Setzen + M2 zum Deaktivieren diff --git a/assets/voxygen/i18n/de/hud/skills.ftl b/assets/voxygen/i18n/de/hud/skills.ftl new file mode 100644 index 0000000..09db16f --- /dev/null +++ b/assets/voxygen/i18n/de/hud/skills.ftl @@ -0,0 +1,131 @@ +hud-rank_up = Neuer Fähigkeitspunkt +hud-skill-sp_available = + { $number -> + [0] Keine SP verfügbar + [1] Ein SP verfügbar + *[other] { $number } SP verfügbar + } +hud-skill-not_unlocked = Noch nicht freigeschaltet +hud-skill-req_sp = { "\u000A" }Benötigt { $number } SP +hud-skill-unlck_sword_title = Schwert freischalten +hud-skill-unlck_sword = Schaltet den Schwert-Fähigkeitenbaum frei{ $SP } +hud-skill-unlck_axe_title = Axt freischalten +hud-skill-unlck_axe = Schaltet den Axt-Fähigkeitenbaum frei.{ $SP } +hud-skill-unlck_hammer_title = Hammer freischalten +hud-skill-unlck_hammer = Schaltet den Hammer-Fähigkeitenbaum frei.{ $SP } +hud-skill-unlck_bow_title = Bogen freischalten +hud-skill-unlck_bow = Schaltet den Bogen-Fähigkeitenbaum frei.{ $SP } +hud-skill-unlck_staff_title = Stab freischalten +hud-skill-unlck_staff = Schaltet den Stab-Fähigkeitenbaum frei.{ $SP } +hud-skill-unlck_sceptre_title = Zepter freischalten +hud-skill-unlck_sceptre = Schaltet den Zepter-Fähigkeitenbaum frei.{ $SP } +hud-skill-climbing_title = Klettern +hud-skill-climbing = Fähigkeit, Wände zu erklimmen +hud-skill-climbing_cost_title = Ausdauerkosten Klettern +hud-skill-climbing_cost = Klettern verbraucht { $boost } % weniger Ausdauer.{ $SP } +hud-skill-climbing_speed_title = Klettergeschwindigkeit +hud-skill-climbing_speed = Klettere um { $boost } % schneller.{ $SP } +hud-skill-swim_title = Schwimmen +hud-skill-swim = Schwimme in Gewässern. +hud-skill-swim_speed_title = Schwimmgeschwindigkeit +hud-skill-swim_speed = Schwimme um { $boost } % schneller.{ $SP } +hud-skill-sc_lifesteal_title = Strahl des Lebensraubs +hud-skill-sc_lifesteal = Sauge das Leben aus deinen Gegnern. +hud-skill-sc_lifesteal_damage_title = Schaden +hud-skill-sc_lifesteal_damage = Verursache { $boost } % höheren Schaden.{ $SP } +hud-skill-sc_lifesteal_range_title = Reichweite +hud-skill-sc_lifesteal_range = Der Strahl reicht { $boost } % weiter.{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Lebensraub +hud-skill-sc_lifesteal_lifesteal = Wandle weitere { $boost } % Schaden in Lebensenergie um.{ $SP } +hud-skill-sc_lifesteal_regen_title = Ausdauerregeneration +hud-skill-sc_lifesteal_regen = Stellt weitere { $boost } % deiner Ausdauer wieder her.{ $SP } +hud-skill-sc_heal_title = Strahl der Heilung +hud-skill-sc_heal = Heilt deine Verbündeten mit dem Blut deiner Feinde. +hud-skill-sc_heal_heal_title = Heilung +hud-skill-sc_heal_heal = Erhöht die Menge, um die du Verbündete heilst um { $boost } %.{ $SP } +hud-skill-sc_heal_cost_title = Ausdauerkosten +hud-skill-sc_heal_cost = Heilen benötigt { $boost } % weniger Ausdauer.{ $SP } +hud-skill-sc_heal_duration_title = Dauer +hud-skill-sc_heal_duration = Die Effekte deiner heilenden Aura dauern { $boost } % länger.{ $SP } +hud-skill-sc_heal_range_title = Reichweite +hud-skill-sc_heal_range = Dein Heilstrahl reicht { $boost } % weiter.{ $SP } +hud-skill-sc_wardaura_unlock_title = Schutzaura entsperren +hud-skill-sc_wardaura_unlock = Erlaubt es dir, Verbündete mit einer schützenden Aura zu umgeben.{ $SP } +hud-skill-sc_wardaura_strength_title = Stärke +hud-skill-sc_wardaura_strength = Die Stärke deiner Aura wird um { $boost } % erhöht.{ $SP } +hud-skill-sc_wardaura_duration_title = Dauer +hud-skill-sc_wardaura_duration = Der Effekt deiner Aura hält { $boost } % länger.{ $SP } +hud-skill-sc_wardaura_range_title = Reichweite +hud-skill-sc_wardaura_range = Deine Aura reicht { $boost } % weiter.{ $SP } +hud-skill-sc_wardaura_cost_title = Ausdauerkosten +hud-skill-sc_wardaura_cost = Deine Aura verbraucht { $boost } % weniger Energie.{ $SP } +hud-skill-st_shockwave_range_title = Reichweite der Schockwelle +hud-skill-st_shockwave_range = Die Reichweite deiner Schockwelle wird um { $boost } % erhöht.{ $SP } +hud-skill-st_shockwave_cost_title = Ausdauerkosten der Schockwelle +hud-skill-st_shockwave_cost = Vermindert die Ausdauerkosten für die Schockwelle um { $boost } %.{ $SP } +hud-skill-st_shockwave_knockback_title = Rückstoß der Schockwelle +hud-skill-st_shockwave_knockback = Erhöht die Wurfkraft um { $boost } %.{ $SP } +hud-skill-st_shockwave_damage_title = Schaden der Schockwelle +hud-skill-st_shockwave_damage = Erhöht den verursachten Schaden um { $boost } %.{ $SP } +hud-skill-st_shockwave_unlock_title = Schockwelle freischalten +hud-skill-st_shockwave_unlock = Verleiht die Fähigkeit, Gegner mit Feuer wegzustoßen.{ $SP } +hud-skill-st_flamethrower_title = Flammenwerfer +hud-skill-st_flamethrower = Ein flammendes Inferno heizt deinen Feinden ordentlich ein! +hud-skill-st_flame_velocity_title = Geschwindigkeit der Flammen +hud-skill-st_flame_velocity = Verkohlt deinen Feinden die Augenbrauen schneller, { $boost }% schneller{ $SP } +hud-skill-st_flamethrower_range_title = Reichweite des Flammenwerfers +hud-skill-st_flamethrower_range = Wenn die Flammen einfach nicht weit genug reichen, reichen sie hiermit um { $boost }% weiter{ $SP } +hud-skill-st_energy_drain_title = Energieverbrauch +hud-skill-st_energy_drain = Vermindert den Energieverbrauch um { $boost } %.{ $SP } +hud-skill-st_flamethrower_damage_title = Schaden des Flammenwerfers +hud-skill-st_flamethrower_damage = Erhöht den Schaden um { $boost } %.{ $SP } +hud-skill-st_explosion_radius_title = Explosionsradius +hud-skill-st_explosion_radius = Größer ist besser, erhöht den Radius der Explosion um { $boost } %.{ $SP } +hud-skill-st_energy_regen_title = Ausdauerregeneration +hud-skill-st_energy_regen = Erhöht den Ausdauergewinn um { $boost }%{ $SP } +hud-skill-st_fireball_title = Feuerball +hud-skill-st_fireball = Sende brennende Kugeln in Richtung deiner Feinde. +hud-skill-st_damage_title = Schaden +hud-skill-st_damage = Erhöht den Schaden um { $boost }%{ $SP } +hud-skill-bow_projectile_speed_title = Pfeilgeschw. +hud-skill-bow_projectile_speed = Erlaubt es dir deine Pfeile schneller und weiter zu schießen{ $SP } +hud-skill-bow_repeater_title = Salvenschüsse +hud-skill-bow_repeater = Schaltet die Fähigkeit frei, in die Luft zu springen und ein Salve von Pfeilen abzuschießen{ $SP } +hud-skill-bow_repeater_damage_title = Schaden der Salvenschüsse +hud-skill-bow_repeater_damage = Erhöht den Schaden um { $boost }%{ $SP } +hud-skill-bow_repeater_cost_title = Ausdauerkosten der Salvenschüsse +hud-skill-bow_repeater_cost = Verringert die Kosten um { $boost }%{ $SP } +hud-skill-bow_repeater_speed_title = Geschw. der Salvenschüsse +hud-skill-bow_repeater_speed = Erhöht die Rate um { $boost }%, mit welcher du Pfeile schießt { $SP } +hud-skill-bow_shotgun_unlock_title = Mehrfachschuss freischalten +hud-skill-bow_shotgun_unlock = Schaltet die Fähigkeit frei, mehrere Pfeile auf einmal abzuschießen{ $SP } +hud-skill-bow_shotgun_damage_title = Schaden des Mehrfachschusses +hud-skill-bow_shotgun_damage = Erhöht den Schaden um { $boost }%{ $SP } +hud-skill-bow_shotgun_cost_title = Ausdauerkosten des Mehrfachschusses +hud-skill-bow_shotgun_cost = Verringert die Ausdauerkosten des Mehrfachschusses um { $boost }%{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Pfeilanzahl des Mehrfachschusses +hud-skill-bow_shotgun_arrow_count = Erhöht die Anzahl der Pfeile eines Schusses um { $boost }{ $SP } +hud-skill-bow_shotgun_spread_title = Streuung des Mehrfachschusses +hud-skill-bow_shotgun_spread = Verringert die Streuung der Pfeile des Mehrfachschusses um { $boost }%{ $SP } +hud-skill-bow_charged_title = Aufgeladener Schuss +hud-skill-bow_charged = Geduld zahlt sich aus +hud-skill-bow_charged_damage_title = Schaden: Aufladen +hud-skill-bow_charged_damage = Erhöht den Schaden um { $boost }%{ $SP } +hud-skill-bow_charged_energy_regen_title = Ausdauerregeneration +hud-skill-bow_charged_energy_regen = Erhöht den Ausdauergewinn um { $boost }%{ $SP } +hud-skill-bow_charged_knockback_title = Rückstoß bei aufgeladenem Schuss +hud-skill-bow_charged_knockback = Stößt deine Feinde um { $boost }% weiter von dir{ $SP } +hud-skill-bow_charged_speed_title = Spanngeschwindigkeit +hud-skill-bow_charged_speed = Erhöht die Geschwindigkeit mit der du den Bogen spannst um { $boost }%{ $SP } +hud-skill-bow_charged_move_title = Bewegungsgeschw. beim Spannen +hud-skill-bow_charged_move = Erhöht die Bewegungsgeschw. um { $boost }% während du den Bogen spannst{ $SP } +hud-skill-mining_title = Bergbau +hud-skill-pick_strike_title = Spitzhackenschlag +hud-skill-pick_strike = Baue Steine mit deiner Spitzhacke ab, um Erze, seltene Edelsteine und EP zu erhalten +hud-skill-pick_strike_speed_title = Geschwindigkeit des Spitzhackenhiebs +hud-skill-pick_strike_speed = Baue schneller ab{ $SP } +hud-skill-pick_strike_oregain_title = Ausbeute von Erzen +hud-skill-pick_strike_oregain = Erhöht die Chance auf mehr Erze beim Abbauen ({ $boost }% höher pro Level){ $SP } +hud-skill-pick_strike_gemgain_title = Ausbeute von Edelsteinen +hud-skill-pick_strike_gemgain = Erhöht die Chance auf mehr Edelsteine beim Abbauen ({ $boost }% höher pro Level){ $SP } +hud-skill-set_as_exp_bar = Fortschritt mit Erfahrungsleiste verfolgen diff --git a/assets/voxygen/i18n/de/hud/social.ftl b/assets/voxygen/i18n/de/hud/social.ftl new file mode 100644 index 0000000..1ca8601 --- /dev/null +++ b/assets/voxygen/i18n/de/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = Spieler +hud-social-online = Online: +hud-social-friends = Freunde +hud-social-not_yet_available = Noch nicht verfügbar +hud-social-faction = Fraktion +hud-social-play_online_fmt = { $nb_player } Spieler online +hud-social-name = Name +hud-social-level = Level +hud-social-zone = Zone +hud-social-account = Account diff --git a/assets/voxygen/i18n/de/hud/subtitles.ftl b/assets/voxygen/i18n/de/hud/subtitles.ftl new file mode 100644 index 0000000..20da0d9 --- /dev/null +++ b/assets/voxygen/i18n/de/hud/subtitles.ftl @@ -0,0 +1,146 @@ +subtitle-campfire = Lagerfeuer-Knistern +subtitle-bird_call = Vogelgesang +subtitle-bees = Bienen summen +subtitle-owl = Eule schreit +subtitle-running_water = Wasser sprudelt +subtitle-lightning = Donner +subtitle-footsteps_grass = Schritte auf Gras +subtitle-footsteps_earth = Schritte auf Erde +subtitle-footsteps_rock = Schritte auf Stein +subtitle-footsteps_snow = Schritte auf Schnee +subtitle-pickup_item = Gegenstand aufgehoben +subtitle-pickup_failed = Aufheben fehlgeschlagen +subtitle-glider_open = Gleiter ausgerüstet +subtitle-glider_close = Gleiter abgelegt +subtitle-glide = Gleiten +subtitle-roll = Rollen +subtitle-swim = Schwimmen +subtitle-climb = Klettern +subtitle-damage = Schaden +subtitle-death = Tod +subtitle-wield_bow = Bogen ausgerüstet +subtitle-unwield_bow = Bogen abgelegt +subtitle-pickup_bow = Bogen aufgehoben +subtitle-wield_sword = Schwert ausgerüstet +subtitle-unwield_sword = Schwert abgelegt +subtitle-sword_attack = Schwert geschwungen +subtitle-pickup_sword = Schwert aufgehoben +subtitle-wield_axe = Axt ausgerüstet +subtitle-unwield_axe = Axt abgelegt +subtitle-axe_attack = Axt geschwungen +subtitle-pickup_axe = Axt aufgehoben +subtitle-wield_hammer = Hammer ausgerüstet +subtitle-unwield_hammer = Hammer abgelegt +subtitle-hammer_attack = Hammer geschwungen +subtitle-pickup_hammer = Hammer aufgehoben +subtitle-wield_staff = Stab ausgerüstet +subtitle-unwield_staff = Staff abgelegt +subtitle-fire_shot = Stab abgeschossen +subtitle-staff_attack = Stab abgeschossen +subtitle-pickup_staff = Staff aufgehoben +subtitle-wield_sceptre = Zepter ausgerüstet +subtitle-unwield_sceptre = Zepter abgelegt +subtitle-sceptre_heal = Heilende Aura des Zepters +subtitle-pickup_sceptre = Zepter aufgehoben +subtitle-wield_dagger = Dolch ausgerüstet +subtitle-uwield_dagger = Dolch abgelegt +subtitle-dagger_attack = Dolch geschwungen +subtitle-pickup_dagger = Dolch aufgehoben +subtitle-wield_shield = Schild ausgerüstet +subtitle-unwield_shield = Schild abgelegt +subtitle-shield_attack = Schild gestoßen +subtitle-pickup_shield = Schild aufgehoben +subtitle-pickup_pick = Spitzhacke aufgehoben +subtitle-pickup_gemstone = Edelstein aufgehoben +subtitle-instrument_organ = Orgelspiel +subtitle-wield_instrument = Instrument ausgerüstet +subtitle-unwield_instrument = Instrument abgelegt +subtitle-instrument_double_bass = Kontrabass spielt +subtitle-instrument_flute = Flöte spielt +subtitle-instrument_glass_flute = Glasflöte spielt +subtitle-instrument_lyre = Leier spielt +subtitle-instrument_icy_talharpa = Eistalharpa spielt +subtitle-instrument_kalimba = Lamellophon spielt +subtitle-instrument_melodica = Melodica spielt +subtitle-instrument_lute = Laute spielt +subtitle-instrument_sitar = Sitar spielt +subtitle-instrument_guitar = Gitarre spielt +subtitle-instrument_dark_guitar = Dunkle Gitarre spielt +subtitle-instrument_washboard = Waschbrett spielt +subtitle-instrument_wildskin_drum = Wildhaut Trommel spielt +subtitle-pickup_instrument = Instrument aufgehoben +subtitle-explosion = Explosion +subtitle-arrow_shot = Pfeil abgeschossen +subtitle-arrow_miss = Pfeil verfehlt +subtitle-arrow_hit = Pfeil getroffen +subtitle-skill_point = Fähigkeitspunkt gewonnen +subtitle-sceptre_beam = Zepterstrahl +subtitle-flame_thrower = Flammenwerfer +subtitle-break_block = Block zerstört +subtitle-attack_blocked = Attacke abgewehrt +subtitle-parry = Pariert +subtitle-interrupted = Unterbrochen +subtitle-stunned = Betäubt +subtitle-dazed = Verwirrt +subtitle-knocked_down = Umgeworfen +subtitle-attack-ground_slam = Erdstoß +subtitle-attack-laser_beam = Laserstrahl +subtitle-attack-cyclops_charge = Zyklop lädt auf +subtitle-giga_roar = Frost Giga brüllt +subtitle-attack-flash_freeze = Flash Freeze +subtitle-attack-icy_spikes = Eiszapfen +subtitle-attack-ice_crack = Eisriss +subtitle-attack-steam = Dampf +subtitle-consume_potion = Zaubertrank getrunken +subtitle-consume_apple = Apfel gegessen +subtitle-consume_cheese = Käse gegessen +subtitle-consume_food = Essen +subtitle-consume_liquid = Trinken +subtitle-utterance-alligator-angry = Alligator faucht +subtitle-utterance-antelope-angry = Antilope schnauft +subtitle-utterance-biped_large-angry = Schweres wütendes Grunzen +subtitle-utterance-bird-angry = Vogel kreischt +subtitle-utterance-adlet-angry = Adlet bellt +subtitle-utterance-pig-angry = Schwein grunzt wütend +subtitle-utterance-reptile-angry = Reptil faucht +subtitle-utterance-sea_crocodile-angry = Meereskrokodil faucht +subtitle-utterance-saurok-angry = Saurok faucht +subtitle-utterance-cat-calm = Katze miaut +subtitle-utterance-cow-calm = Kuh muht +subtitle-utterance-fungome-calm = Fungome quietscht +subtitle-utterance-goat-calm = Ziege blökt +subtitle-utterance-pig-calm = Schwein grunzt +subtitle-utterance-sheep-calm = Schaf blökt +subtitle-utterance-truffler-calm = Truffler grunzt +subtitle-utterance-human-greeting = Begrüßung +subtitle-utterance-adlet-hurt = Adlet jammert +subtitle-utterance-antelope-hurt = Antilope schreit +subtitle-utterance-biped_large-hurt = Schwerer Schmerz +subtitle-utterance-human-hurt = Mensch verletzt +subtitle-utterance-lion-hurt = Lion knurrt +subtitle-utterance-mandroga-hurt = Mandroga schreit +subtitle-utterance-maneater-hurt = Maneater rülpst +subtitle-utterance-marlin-hurt = Marlin verletzt +subtitle-utterance-mindflayer-hurt = Mindflayer verletzt +subtitle-utterance-dagon-hurt = Dagon verletzt +subtitle-utterance-asp-angry = Asp faucht +subtitle-utterance-asp-calm = Asp krächzt +subtitle-utterance-asp-hurt = Asp verletzt +subtitle-utterance-wendigo-angry = Wendigo schreit +subtitle-utterance-wendigo-calm = Wendigo murmelt +subtitle-utterance-wolf-angry = Wolf knurrt +subtitle-utterance-wolf-hurt = Wolf jammert +subtitle-portal-activated = Portal aktiviert +subtitle-utterance-phoenix-angry = Phoenixschreie +subtitle-attack-from-the-ashes = Heilungs-Sound +subtitle-portal-teleported = Teleportiert durch ein Portal +subtitle-instrument_steeldrum = Stahltrommel spielt +subtitle-attack-shovel = Schaufel gräbt +subtitle-deep_laugh = Tiefes Lachen +subtitle-attack-fuse_charge = Zündschnur knistert +subtitle-instrument_shamisen = Shamisen spielt +subtitle-lavapool = Lavasee +subtitle-utterance-wyvern-hurt = Wyvern verletzt +subtitle-utterance-wyvern-angry = Wyvern brüllt +subtitle-utterance-phoenix-hurt = Phoenix verletzt +subtitle-surprise_egg = Göttlicher Klang diff --git a/assets/voxygen/i18n/de/hud/trade.ftl b/assets/voxygen/i18n/de/hud/trade.ftl new file mode 100644 index 0000000..f219d16 --- /dev/null +++ b/assets/voxygen/i18n/de/hud/trade.ftl @@ -0,0 +1,34 @@ +hud-trade-trade_window = Handel +hud-trade-phase1_description = + Ziehe die Items, die du handeln möchtest, + in das dafür vorgesehene Feld. +hud-trade-phase2_description = + Der Handel ist jetzt gesperrt, damit du + Zeit hast noch einmal drüber zu schauen. +hud-trade-phase3_description = Handel wird bearbeitet. +hud-trade-persons_offer = Angebot von { $playername } +hud-trade-has_accepted = + { $playername } + hat akzeptiert +hud-trade-accept = Akzeptieren +hud-trade-decline = Ablehnen +hud-trade-invite_sent = Handelsanfrage an { $playername } gesendet. +hud-trade-result-completed = Handel erfolgreich abgeschlossen. +hud-trade-result-declined = Handel abgelehnt. +hud-trade-result-nospace = Nicht genügend Platz, um den Handel abzuschließen. +hud-trade-buy = + Kaufpreis: { $coin_num -> + [1] Eine Münze + *[other] { $coin_formatted } Münzen + } +hud-trade-sell = + Verkaufspreis: { $coin_num -> + [one] Eine Münze + *[other] { $coin_formatted } Münzen + } +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Dein Angebot +hud-trade-their_offer = Deren Angebot +hud-trade-amount_input = Wähle ein Item +hud-confirm-trade-for-nothing = Diese Items wirklich im Austausch gegen nichts abgeben? diff --git a/assets/voxygen/i18n/de/item/admin.ftl b/assets/voxygen/i18n/de/item/admin.ftl new file mode 100644 index 0000000..aa678aa --- /dev/null +++ b/assets/voxygen/i18n/de/item/admin.ftl @@ -0,0 +1,40 @@ +other-glider-vroom-debug = Vrumm-Gleiter + .desc = Macht brrrr +object-item_cheese = Goldener Käse + .desc = Sie sagen, Götter essen diesen um ewige Jugend zu erhalten. +weapon-tool-broom_belzeshrub_purple = Belzestrauch der Besengott + .desc = Du kannst ihn jedes mal kichern hören, wenn du zu hart auf dem Boden aufkommst ... +weapon-sword-frost-admin_sword = Admin-Großschwert + .desc = Sollte das nicht ein Hammer sein? +weapon-bow-velorite-debug = Admin-Veloritbogen + .desc = Ihm wurde Veloritkraft eingeflößt. +armor-misc-back-admin_back = Admin-Umhang + .desc = + Mit großer Macht kommt + große Verantwortung. +armor-tabard-admin_tabard = Admin-Wappenrock + .desc = + Mit großer Macht kommt + große Verantwortung. +armor-misc-bag-admin_black_hole = Admins Schwarzes Loch + .desc = Sie sagen, dort passt alles hinein. +armor-velorite-back = Velorit-Adminumhang + .desc = Wo habe ich meinen Bannhammer noch einmal hingetan? +armor-velorite-belt = Veloritgürtel + .desc = { "" } +armor-velorite-chest = Veloritbrustplatte + .desc = { "" } +armor-velorite-hands = Velorithandschuhe + .desc = { "" } +armor-velorite-legs = Veloritrock + .desc = { "" } +armor-velorite-shoulder = Veloritmantel + .desc = { "" } +armor-tabard_admin = Admin-Wappenrock + .desc = Mit großer Macht kommt große Verantwortung. +armor-misc-back-admin = Admin-Umhang + .desc = + Mit großer Macht kommt + große Verantwortung. +armor-velorite-boots = Veloritstiefel + .desc = { "" } diff --git a/assets/voxygen/i18n/de/item/armor/armor.ftl b/assets/voxygen/i18n/de/item/armor/armor.ftl new file mode 100644 index 0000000..72b3a51 --- /dev/null +++ b/assets/voxygen/i18n/de/item/armor/armor.ftl @@ -0,0 +1,96 @@ +armor-hide-carapace-belt = Schalengürtel + .desc = Aus den Schalen hergestellt, die einst eine Bestie geschützt haben. +armor-hide-carapace-foot = Schalentreter + .desc = Aus den Schalen hergestellt, die einst eine Bestie geschützt haben. +armor-hide-carapace-hand = Schalenhandschuhe + .desc = Aus den Schalen hergestellt, die einst eine Bestie geschützt haben. +armor-hide-carapace-shoulder = Schalen-Schulterpolster + .desc = Aus den Schalen hergestellt, die einst eine Bestie geschützt haben. +armor-hide-carapace-back = Schalenumhang + .desc = Aus den Schalen hergestellt, die einst eine Bestie geschützt haben. +armor-hide-carapace-chest = Schalenbrustpanzer + .desc = Aus den Schalen hergestellt, die einst eine Bestie geschützt haben. +armor-hide-carapace-pants = Schalenhose + .desc = Aus den Schalen hergestellt, die einst eine Bestie geschützt haben. +armor-misc-head-leather-0 = Ledermütze + .desc = Flink wie der Wind. +armor-hide-primal-back = Urzeitlicher Umhang + .desc = Aus Fell, härter als Stahl, gefertigt. +armor-hide-primal-belt = Urzeitlicher Gürtel + .desc = Aus Fell, härter als Stahl, gefertigt. +armor-hide-primal-chest = Urzeitlicher Brustpanzer + .desc = Aus Fell, härter als Stahl, gefertigt. +armor-hide-primal-foot = Urzeitliche Stiefel + .desc = Aus Fell, härter als Stahl, gefertigt. +armor-hide-primal-hand = Urzeitlicher Handschuh + .desc = Aus Fell, härter als Stahl, gefertigt. +armor-hide-primal-pants = Urzeitliche Hose + .desc = Aus Fell, härter als Stahl, gefertigt. +armor-hide-primal-shoulder = Urzeitliche Schulterpolster + .desc = Aus Fell, härter als Stahl, gefertigt. +armor-hide-leather-back = Lederumhang + .desc = Flink wie der Wind. +armor-hide-leather-belt = Gürtel + .desc = Flink wie der Wind. +armor-hide-leather-chest = Lederbrustplatte + .desc = Flink wie der Wind. +armor-hide-leather-foot = Lederstiefel + .desc = Flink wie der Wind. +armor-hide-leather-hand = Lederhandschuhe + .desc = Flink wie der Wind. +armor-hide-leather-pants = Lederhose + .desc = Flink wie der Wind. +armor-hide-leather-shoulder = Leder-Schulterpolster + .desc = Flink wie der Wind. +armor-hide-rawhide-chest = Rohleder-Brustplatte + .desc = Dicht gepresste Lederstücke. Leichtgewichtig und robust! +armor-hide-rawhide-foot = Rohlederschuhe + .desc = Dicht gepresste Lederstücke. Leichtgewichtig und robust! +armor-hide-rawhide-hand = Rohlederarmschutz + .desc = Dicht gepresste Lederstücke. Leichtgewichtig und robust! +armor-hide-rawhide-shoulder = Rohleder-Schulterstücke + .desc = Dicht gepresste Lederstücke. Leichtgewichtig und robust! +armor-hide-rawhide-belt = Rohledergürtel + .desc = Dicht gepresste Lederstücke. Leichtgewichtig und robust! +armor-hide-rawhide-back = Rohleder-Umhang + .desc = Dicht gepresste Lederstücke. Leichtgewichtig und robust! +armor-hide-rawhide-pants = Rohlederhose + .desc = Dicht gepresste Lederstücke. Leichtgewichtig und robust! +armor-hide-scale-belt = Schuppengürtel + .desc = Jede eingebrachte Schuppe bringt zusätzlichen Schutz. +armor-hide-scale-chest = Schuppenbrustplatte + .desc = Jede eingebrachte Schuppe bringt zusätzlichen Schutz. +armor-hide-scale-foot = Schuppenstiefel + .desc = Jede eingebrachte Schuppe bringt zusätzlichen Schutz. +armor-hide-scale-hand = Schuppenhandschuhe + .desc = Jede eingebrachte Schuppe bringt zusätzlichen Schutz. +armor-hide-scale-pants = Schuppenhose + .desc = Jede eingebrachte Schuppe bringt zusätzlichen Schutz. +armor-hide-scale-shoulder = Schuppen-Schulterschutz + .desc = Jede eingebrachte Schuppe bringt zusätzlichen Schutz. +armor-cloth_blue-belt = Blauer Leinengürtel + .desc = Ein ästhetischer grober Stoffgürtel, blau gefärbt. +armor-cloth_blue-foot = Blaue Leinenstiefel + .desc = Geflickte grobe Stoffstiefel, blau gefärbt. +armor-cloth_blue-pants = Blauer Leinenrock + .desc = Ein ästhetischer grober Stoffrock, blau gefärbt. +armor-cloth_blue-shoulder_0 = Blauer Leinenumhang + .desc = Ein grober Stoffumhang, blau gefärbt. +armor-cloth_blue-shoulder_1 = Blaue Stoffpolster + .desc = Einfache Schulterpolster aus blauem Stoff. +armor-hide-scale-back = Schuppenumhang + .desc = Jede eingebrachte Schuppe bringt zusätzlichen Schutz. +armor-hide-dragonscale-back = Drachenschuppen-Umhang + .desc = Hergestellt aus den Schuppen einer legendären Kreatur. Man kann die Kraft darin pulsieren spüren. +armor-hide-dragonscale-belt = Drachenschuppen-Schärpe + .desc = Hergestellt aus den Schuppen einer legendären Kreatur. Man kann die Kraft darin pulsieren spüren. +armor-hide-dragonscale-foot = Drachenschuppen-Sporne + .desc = Hergestellt aus den Schuppen einer legendären Kreatur. Man kann die Kraft darin pulsieren spüren. +armor-hide-dragonscale-hand = Drachenschuppen-Handschuhe + .desc = Hergestellt aus den Schuppen einer legendären Kreatur. Man kann die Kraft darin pulsieren spüren. +armor-hide-dragonscale-shoulder = Drachenschuppen-Mantel + .desc = Hergestellt aus den Schuppen einer legendären Kreatur. Man kann die Kraft darin pulsieren spüren. +armor-hide-dragonscale-chest = Drachenschuppen-Brustpanzer + .desc = Hergestellt aus den Schuppen einer legendären Kreatur. Man kann die Kraft darin pulsieren spüren. +armor-hide-dragonscale-pants = Drachenschuppen-Hose + .desc = Hergestellt aus den Schuppen einer legendären Kreatur. Man kann die Kraft darin pulsieren spüren. diff --git a/assets/voxygen/i18n/de/item/armor/other.ftl b/assets/voxygen/i18n/de/item/armor/other.ftl new file mode 100644 index 0000000..b60622b --- /dev/null +++ b/assets/voxygen/i18n/de/item/armor/other.ftl @@ -0,0 +1,74 @@ +glider-basic_red = Roter Stoffgleiter + .desc = Ein einfacher Gleiter, mit auffälliger roter Farbe. +lantern-magic_lantern = Magische Laterne + .desc = Erleuchtet sogar das dunkelste Verlies. Ein großes Monster wurde dafür erlegt. +lantern-black = Schwarze Laterne + .desc = Recht gewöhnlich durch beliebte Nutzung angehender Abenteurer! +lantern-blue = Kalte blaue Laterne + .desc = Entfacht ist diese Laterne überraschend kalt. +lantern-geode_purp = Violette Geode + .desc = Strahlt ein beruhigendes Schimmern aus, das beim Beruhigen deiner Nerven hilft. +lantern-green = Limettenschalen-Laterne + .desc = Sie hat eine Öffnung, in die ein Ring passen könnte ... +lantern-polaris = Polaris + .desc = Weihnachtslaterne. +lantern-pumpkin = Schauerlicher Kürbis + .desc = Hat er gerade geblinzelt?! +glider-blue = Blauer Falke + .desc = Himmelfarben. +glider-butterfly-moonlit_love = Mondhelle Liebe + .desc = Liebe liegt in der Luft. +lantern-red = Rote Laterne + .desc = Vorsicht: Heißer Inhalt. +glider-basic_white = Einfacher Stoffgleiter + .desc = Einfach, aber stilvoll. +glider-cloverleaf = Kleeblatt + .desc = Bringt seinem Besitzer Glück. Leichtgewichtig und günstig zu machen, und sehr süß! +glider-leaves = Laubgleiter + .desc = Steige zwischen den Bäumen auf. +glider-butterfly-blue_morpho = Blauer Morpho + .desc = Die filigranen Flügel flattern sacht. +glider-snowraptor = Schneeraptorflügel + .desc = Fliehe mit den Flügeln dieses kaltblütigen Raubtieres. +glider-sunset = Horizont + .desc = Es ist noch nicht Mittag. +glider-moth = Grüne Luna + .desc = die filigranen Flügel flattern sacht. +glider-butterfly-orange_monarch = Oranger Monarchfalter + .desc = Die filigranen Flügel flattern sacht. +glider-sandraptor = Sandraptorflügel + .desc = Fliehe mit den Flügeln dieses durstigen Raubtieres. +glider-moonrise = Aquatische Nacht + .desc = Die Sterne sind wunderschön heute Nacht. +glider-winter_wings = Winterflügel + .desc = Glitzert großartig und kühl selbst unter der warmen Sonne. +glider-cultists = Grinsender Schädel + .desc = Tod von oben. +glider-woodraptor = Holzraptorflügel + .desc = Fliehe mit den Flügeln eines verstohlenen Raubtieres. +armor-misc-back-backpack = Robuster Rucksack + .desc = Hält all dein Zeug beisammen. +armor-misc-bag-heavy_seabag = Schwerer Seesack + .desc = Normalerweise von Seeleuten genutzt. +armor-misc-bag-knitted_red_pouch = Rote Stricktasche + .desc = Ein ansehnlicher roter Beutel mit zwei Taschen, aus Wolle und Farbe. +armor-misc-bag-liana_kit = Lianengebinde + .desc = Gewebt aus getrockneten Lianen. +armor-misc-bag-mindflayer_spellbag = Mindflayer-Zauberbeutel + .desc = + Du kannst fast die böse Anwesenheit eines + Mindflayers durch den Stoff strömen spüren. +armor-misc-bag-reliable_backpack = Bewährter Rucksack + .desc = Er wird dich nie im Stich lassen. +armor-misc-bag-reliable_leather_pack = Bewährter Ledersack + .desc = Er wird dich nie im Stich lassen. +armor-misc-bag-tiny_red_pouch = Kleines rotes Täschchen + .desc = Hergestellt aus mehreren Flicken gefärbten Stoffes. +armor-misc-bag-troll_hide_pack = Trollfellsack + .desc = Es wurden definitiv Trolle bei der Herstellung verletzt. +armor-misc-bag-tiny_leather_pouch = Kleines Ledertäschchen + .desc = Eine kleine zuverlässige Ledertasche. +armor-misc-bag-sturdy_red_backpack = Stabile rote Satteltasche + .desc = Eine wirklich zuverlässige und große Tasche, bestickt mit Amethyst und dickem Leder. +armor-misc-bag-woven_red_bag = Gewebter Roter Beutel + .desc = Eine mittelgroße rote Tasche. Obwohl sie ziemlich zugekramt wirkt. diff --git a/assets/voxygen/i18n/de/item/items/crafting.ftl b/assets/voxygen/i18n/de/item/items/crafting.ftl new file mode 100644 index 0000000..29a1821 --- /dev/null +++ b/assets/voxygen/i18n/de/item/items/crafting.ftl @@ -0,0 +1,242 @@ +sprite-grass-grass_long_5 = Langes Gras + .desc = Grüner als eine Orc-Schnauze. +sprite-wood-item-bamboo = Bambus + .desc = Riesiges hölzernes Gras. Kann zum Herstellen hölzerner Waffen verwendet werden. +sprite-wood-item-eldwood = Eldholz-Stämme + .desc = Alte Stämme, die Magie ausstrahlen. Kann zum Herstellen hölzerner Waffen verwendet werden. +sprite-wood-item-ironwood = Eisenholz-Stämme + .desc = Ein besonders stabilizes Holz. Kann zum Herstellen hölzerner Waffen verwendet werden. +sprite-wood-item-wood = Holzstämme + .desc = Gewöhnliche robuste Holzstämme. Kann zum Herstellen hölzerner Waffen verwendet werden. +sprite-crafting_ing-bowl = Schale + .desc = Eine einfache Schale zur Vorbereitung von Mahlzeiten. +sprite-wood-item-hardwood = Hartholz-Stämme + .desc = Extradicke und stabile Stämme. Kann zum Herstellen hölzerner Waffen verwendet werden. +sprite-wood-item-frostwood = Frostholz-Stämme + .desc = Kühles Holz, das aus kalten Gegenden stammt. Kalt anzufassen. Kann zum Herstellen hölzerner Waffen verwendet werden. +sprite-cacti-flat_cactus_med = Kaktus + .desc = Wächst in warmen und trockenen Orten. Sehr stachlig! +sprite-crafting_ing-coral_branch = Korallenzweig + .desc = Schatz vom Meeresboden. +sprite-crafting_ing-cotton_boll = Baumwollkapsel + .desc = Von einer gewöhnlichen Baumwollpflanze gepflückt. +sprite-crafting_ing-oil = Öl + .desc = Ein Maß dicke, schlammiges Öl. +sprite-crafting_ing-pearl = Perle + .desc = Würde eine schicke Lampe ergeben. +sprite-crafting_ing-abyssal_heart = Abyssal-Herz + .desc = Die Quelle der Dagonkraft. +sprite-crafting_ing-brinestone = Solestein + .desc = Zur Herstellung von Rüstung verwendet. +sprite-crafting_ing-living_embers = Lebende Glut + .desc = Die schwelenden Überreste einer hitzigen Kreatur. +sprite-crafting_ing-resin = Harz + .desc = Für Holzarbeiten verwendet. +sprite-crafting_ing-sentient_seed = Fühlender Samen + .desc = Die ungeschehene Geburt einer empfindsamen Pflanze. +sprite-seashells-shell-0 = Seemuscheln + .desc = Muscheln von einer Meereskreatur. +sprite-crafting_ing-sticky_thread = Klebriger Faden + .desc = Ein schmutziges Spinnenextrakt, aber ein Schneider mag dafür Verwendung haben. +sprite-rocks-rock-0 = Steine + .desc = Kieselsteine vom Boden, nichts Ungewöhnliches. +sprite-twigs-twigs-0 = Zweige + .desc = In der Nähe von Bäumen zu finden, ein Eichhörnchen muss sie heruntergeworfen haben. +sprite-crafting_ing-hide-animal_hide = Tierfell + .desc = Gewöhnliches Fell von den meisten Tieren. Wird zu Leder. +sprite-crafting_ing-hide-carapace = Harter Panzer + .desc = Robuste, harte Schale, ein Rückenschild für viele Kreaturen. +sprite-crafting_ing-hide-dragon_scale = Drachenschuppen + .desc = Zähe Schuppen von einem legendären Biest, heiß anzufassen. +sprite-crafting_ing-hide-troll_hide = Trollfell + .desc = Von Höhlentrollen beschafft. +sprite-crafting_ing-hide-rugged_hide = Raues Fell + .desc = Eine haltbare Haut von einer bösen Kreatur, beliebt bei Lederern. +sprite-crafting_ing-hide-scale = Schuppen + .desc = Schimmernde Schuppen, von einem Tier gefunden. +sprite-crafting_ing-hide-tough_hide = Taffes Fell + .desc = Ein ziemlich taffes, raues Fell. Ergibt Leder. +sprite-crafting_ing-animal_misc-claw = Raubtierklaue + .desc = + Die geschickte Klaue von einem feindlichen Ungestüm + + Wird benutzt, um schnelle und bewegliche Waffen herzustellen. +sprite-crafting_ing-animal_misc-fur = Weicher Pelz + .desc = Weicher Pelz von einem Tier. +sprite-crafting_ing-hide-plate = Platte + .desc = Haltbare Platte von einem gepanzerten Tier. +sprite-crafting_ing-animal_misc-lively_vine = Lebendiger Wein + .desc = Ich denke, es hat sich gerade bewegt... +sprite-crafting_ing-animal_misc-phoenix_feather = Phoenixfeder + .desc = Man sagt sie hat magische Eigenschaften. +sprite-crafting_ing-animal_misc-large_horn = Riesiges Horn + .desc = + Ein großes Horn eines furchterregenden Tieres. + + Mit diesem Horn hergestellte Waffen haben verstärkte Fähigkeitseffekte. +sprite-crafting_ing-animal_misc-sharp_fang = Scharfer Reißzahn + .desc = + Messerscharfer Zahn von einem grausamen Tier. + + Mit ihm hergestellte Waffen haben stärkere anhaltende Effekte. +sprite-crafting_ing-animal_misc-venom_sac = Giftbeutel + .desc = Der Giftbeutel einer giftigen Kreatur. +sprite-crafting_ing-leather-thick_leather = Dickes Leder + .desc = Stark und haltbar. +sprite-crafting_ing-leather-leather_strips = Lederstreifen + .desc = Einfach und vielseitig. +sprite-crafting_ing-leather-rigid_leather = Steifes Leder + .desc = Leicht aber geschichtet, ideal zum Schutz. +sprite-crafting_ing-leather-simple_leather = Einfaches Leder + .desc = Leicht und flexibel. +sprite-crafting_ing-cloth-cloth_strips = Stoffstreifen + .desc = Klein und weich, dennoch nützlich. +sprite-flowers-pyrebloom = Feuerblume + .desc = Fühlt sich warm an, auch lange nach dem Pflücken. +sprite-crafting_ing-animal_misc-grim_eyeball = Grimmiger Augapfel + .desc = Wirft einen versteinernden Blick. +sprite-crafting_ing-cloth-cotton = Baumwolle + .desc = Leicht zu verarbeiten und vielseitig. +sprite-crafting_ing-cloth-linen = Leinen + .desc = Ein aus Flachsfasern gewonnenes Textil. +sprite-crafting_ing-cloth-linen_red = Rotes Leinen + .desc = Ein Flachsfaserstoff, gefärbt um aufzufallen. +sprite-crafting_ing-animal_misc-viscous_ooze = Zähflüssiger Schleim + .desc = Ein Schluck zäher Schleim von einer gliberrigen Kreatur. +sprite-crafting_ing-cloth-lifecloth = Lebensstoff + .desc = Ein Stoff, getränkt mit der Güte, welche die Natur zu bieten hat. +sprite-crafting_ing-cloth-moonweave = Mondgewebe + .desc = Ein leichtes aber dennoch kräftiges Textil. +sprite-crafting_ing-cloth-silk = Seide + .desc = Eine feine und starke Faser von Spinnen. +sprite-crafting_ing-cloth-sunsilk = Sonnenseide + .desc = Ein übernatürlich starkes Textil. +sprite-crafting_ing-cloth-wool = Weiche Wolle + .desc = Weiche Wolle von einem Tier. +sprite-flowers-moonbell = Mondglöckchen + .desc = Es glitzert glanzvoll im Mondlicht. +sprite-crafting_ing-plant_fiber = Pflanzenfaser + .desc = Ein Stück rohes Pflanzenmaterial. +sprite-flowers-sunflower_1 = Sonnenblume + .desc = Riecht nach Sommer. +sprite-flowers-yellow = Gelbe Blume + .desc = Strahlt wie die Sonne. +object-v-coin = Münzen + .desc = Kostbare Münzen, kann gegen Waren und Dienstleistungen eingetauscht werden. +sprite-flowers-flower_red-4 = Rote Blume + .desc = Kann als färbende Zutat verwendet werden. +sprite-flowers-flax = Wilder Flachs + .desc = Kann zum Spinnen von einfachem Stoff verwendet werden. +object-training_dummy = Trainingsstrohpuppe + .desc = Sein Namen ist Willi. Feuer nach Belieben. +object-mortar_pestle = Mörser und Stößel + .desc = Bricht und mahlt Dinge in feines Pulver oder Paste. Zum Herstellen verschiedener Dinge benötigt. +object-sewing_set = Nähset + .desc = Benutzt um verschiedene Dinge herzustellen. +object-potion_empty = Leeres Fläschchen + .desc = Ein einfaches Glasfläschchen für verschiedene Flüssigkeiten. +object-glacial_crystal = Eiszeitlicher Kristall + .desc = Die reinste Form von Eis, kalt genug um Lava zu kühlen. +object-honey = Honig + .desc = Von einem Bienenstock gestohlen. Sicherlich sind die Bienen darüber nicht glücklich! +object-collar = Kollar + .desc = Zähmt neutrale wilde Tiere innerhalb von 5 Blöcken. +object-glowing_remains = Glühende Überreste + .desc = + Von einer bösen Kreatur erbeutet. + + Mit etwas zusätzlicher Arbeit können sie sicher + zu ihrer alten Pracht zurückkehren... +object-strong_pincer = Starker Greifzahn + .desc = + Ein kräftiger Greifzahn von einer hartschaligen Kreatur. + + Hat kraftverstärkende Effekte bei der Herstellung von Waffen. +sprite-velorite-velorite = Veloritsplitter + .desc = Kleine Runen funkeln auf der Oberfläche, aber du weißt nicht, was dies bedeutet. +sprite-mineral-ore-copper = Kupfererz + .desc = Ein braunes Metall. Hauptbestandteil von Bronze. +sprite-mineral-ore-tin = Zinnerz + .desc = Ein silbernes Metall. Einer der Bestandteile von Bronze. +sprite-mineral-ingot-cobalt = Kobaltbarren + .desc = + Ein auffallend blauer Barren. + + Kann zum Herstellen von Metallwaffen verwendet werden. +object-elegant_crest = Elegantes Gefieder + .desc = + Helles Gefieder, einst Teil einer farbenfrohen Kreatur. + + Kann zum Herstellen schneller und energieeffizienter + Waffen verwendet werden. +object-long_tusk = Langer Stoßzahn + .desc = + Ein beeindruckend langer Stoßzahn eines stolzen Tieres. + + Kann zum Herstellen effizienter Waffen mit hoher + Reichweite verwendet werden. +object-ice_shard = Eisige Scherbe + .desc = Erbeutet von einer frostigen Kreatur. +object-raptor_feather = Raptorfeder + .desc = Eine große bunte Feder von einem Raubvogel. +sprite-mineral-ore-bloodstone = Blutsteinerz + .desc = Ein tiefes rotes Erz, es erinnert dich an Blut. +sprite-mineral-ore-coal = Kohle + .desc = Eine dunkle, brennbare Energiequelle. +sprite-mineral-ore-cobalt = Kobalterz + .desc = Ein blaues glänzendes Erz. +sprite-mineral-ore-gold = Golderz + .desc = Ein wertvolles gelbes Metall. +sprite-mineral-ore-iron = Eisenerz + .desc = Ein unglaublich übliches, aber unglaublich vielseitiges Metall. +sprite-mineral-ore-silver = Silbererz + .desc = Ein kostbares, glänzendes gräulich-weißes Metall. +sprite-velorite-velorite_ore = Velorit + .desc = Ein seltsames, eigenartig schimmerndes Erz, seine Herkunft scheint in Rätsel gehüllt zu sein. +sprite-mineral-ingot-bloodsteel = Blutstahlbarren + .desc = + Eine Legierung aus Blutstein und Eisen, mit einer dunklen roten Farbe. + + Kann zum Herstellen von Metallwaffen verwendet werden. +sprite-mineral-ingot-bronze = Bronzebarren + .desc = + Eine robuste Legierung durch das verbinden von Kupfer und Zinn. + + Kann zum Herstellen von Metallwaffen verwendet werden. +sprite-mineral-ingot-copper = Kupferbarren + .desc = Ein Barren mit einzigartiger brauner Farbe. +sprite-mineral-ingot-iron = Eisenbarren + .desc = + Ein erstaunlich gewöhnliches Metall. + + Kann zum Herstellen von Metallwaffen verwendet werden. +sprite-mineral-ingot-orichalcum = Orichalkumbarren + .desc = + Ein Barren aus veredeltem Orichalkum. + + Kann zum Herstellen von Metallwaffen verwendet werden. +sprite-mineral-ingot-silver = Silberbarren + .desc = Ein Barren aus veredeltem Silber. +sprite-mineral-ingot-gold = Goldbarren + .desc = Ein Barren aus veredeltem Gold. +sprite-mineral-ingot-tin = Zinnbarren + .desc = Ein Barren, der vor allem zur Herstellung von Bronze verwendet wird. +sprite-mineral-gem-amethystgem = Amethyst + .desc = Ein kostbarer violetter Edelstein. +sprite-mineral-gem-diamondgem = Diamant + .desc = Ein funkelnder silberner Edelstein. +sprite-mineral-gem-emeraldgem = Smaragd + .desc = Ein leuchtender blau-grüner Edelstein. +sprite-mineral-gem-rubygem = Rubin + .desc = Ein prächtiges scharlachrotes Juwel. +sprite-mineral-gem-topazgem = Topas + .desc = Ein bemerkenswerter orangefarbener Edelstein. +sprite-mineral-ingot-steel = Stahlbarren + .desc = + Eine Legierung aus Eisen und Kohle, die viel robuster als ihre Bestandteile ist. + + Kann zum Herstellen von Metallwaffen verwendet werden. +sprite-mineral-gem-sapphiregem = Saphir + .desc = Ein bunter kobaltblauer Edelstein. +sprite-crafting_ing-alkahest = Alkahest + .desc = Alchemistisches Lösungsmittel. diff --git a/assets/voxygen/i18n/de/item/items/food.ftl b/assets/voxygen/i18n/de/item/items/food.ftl new file mode 100644 index 0000000..0eca777 --- /dev/null +++ b/assets/voxygen/i18n/de/item/items/food.ftl @@ -0,0 +1,63 @@ +sprite-cabbage-cabbage = Salatkopf + .desc = Leuchtend grünes Blattgemüse. Man kann damit Salate machen! +sprite-food-salad_tomato = Tomatensalat + .desc = Blattsalat mit einigen gehackten, saftigen Tomaten. +sprite-food-meat-fish_cooked = Gekochter Fisch + .desc = Ein frisches zubereitetes Meeresfrucht-Steak. +sprite-food-meat-bird_large_raw = Große Rohe Keule + .desc = Sie ist prächtig. +sprite-carrot-carrot = Karotte + .desc = Orangenes Wurzelgemüse. Man sagt, es verbessert deine Sicht! +sprite-food-salad_plain = Einfacher Salat + .desc = Buchstäblich nur ein gepflückter Salatkopf. Zählt das überhaupt als richtiger Salat? +sprite-tomato-tomato = Tomate + .desc = Eine rote Frucht. Es ist tatsächlich kein Gemüse! +sprite-food-meat-beast_large_cooked = Gekochte Fleischscheibe + .desc = Halb roh. +sprite-food-meat-beast_large_raw = Rohe Fleischscheibe + .desc = Stück eines wilden Tierfleisches, das am besten gekocht wird. +sprite-food-meat-bird_cooked = Gekochtes Vogelfleisch + .desc = Lässt sich am besten mit einem in jeder Hand genießen. +sprite-food-meat-bird_raw = Rohes Vogelfleisch + .desc = Eine kräftige Keule. +sprite-food-meat-beast_small_cooked = Gekochtes Fleischstück + .desc = Halb roh. +sprite-food-meat-beast_small_raw = Rohes Fleischstück + .desc = Kleines Häppchen wilden Tierfleisches, das am besten gekocht wird. +sprite-food-meat-bird_large_cooked = Große Gekochte Keule + .desc = Ergibt eine legendäre Mahlzeit. +sprite-food-meat-fish_raw = Roher Fisch + .desc = Ein Steak aus einem Fisch geschnitten, am besten erst kochen. +object-apple_half = Apfel + .desc = Rot und saftig. +object-mushroom_curry = Pilz-Curry + .desc = Wer könnte da nein sagen? +object-apple_stick = Apfelspieß + .desc = Durch den Spieß lässt sich das einfacher tragen! +object-blue_cheese = Blauer Käse + .desc = Scharf und sättigend. +object-cactus_drink = Kaktus-Colada + .desc = Gibt dir dieses spezielle Prickeln. +object-cheese = Zwergenkäse + .desc = Hergestellt aus Ziegenmilch aus den besten Zwergenerzeugnissen. Aromatisch and nahrhaft! +object-coconut_half = Kokosnus + .desc = Zuverlässige Wasser- und Fettquelle. Kann oft auf Palmen gefunden werden.. +object-honeycorn = Honigmais + .desc = Süüüß. +object-mushroom_stick = Pilzspieß + .desc = Geröstete Pilze auf einem Spieß zum einfachen Mitnehmen. +object-pumpkin_spice_brew = Würzige Kürbisbrühe + .desc = Gebraut aus schimmeligen Kürbissen. +object-sunflower_ice_tea = Sonnenblumen-Eistee + .desc = Aus frisch geschälten Sonnenblumen-Samen gebraut. +sprite-food-meat-tough_cooked = Gekochtes Zähes Fleisch + .desc = Schmeckt exotisch. +sprite-food-meat-tough_raw = Rohes zähes Fleisch + .desc = Eigenartiges Stück Fleisch, am besten erst kochen. +sprite-mushrooms-mushroom-10 = Pilz + .desc = Hoffentlich ist dieser nicht giftig. +sprite-spore-corruption_spore = Sporen des Verderbens + .desc = + Du fühlst eine böse Kraft darin pulsieren. + + Es könnte unklug sein, sie zu lange zu behalten ... diff --git a/assets/voxygen/i18n/de/item/items/key.ftl b/assets/voxygen/i18n/de/item/items/key.ftl new file mode 100644 index 0000000..0eaed45 --- /dev/null +++ b/assets/voxygen/i18n/de/item/items/key.ftl @@ -0,0 +1,20 @@ +object-lockpick = Gewöhnlicher Dietrich + .desc = Wird zum Knacken von Schlössern verwendet. Zerbricht bei Gebrauch. +object-key-bone = Knochenschlüssel + .desc = Wird zum Öffnen knöcherne Schlösser verwendet. Zerbricht nach Gebrauch. +object-key-glass = Glasschlüssel + .desc = Wird zum Öffnen von Glasbarrieren verwendet. Zerbricht nach Gebrauch. +object-key-rusty = Rostiger Turmschlüssel + .desc = Riecht nach Magie mit ein wenig ... Käse? +object-key-quarry-ancient = Uralter Schlüssel + .desc = Falls du Glück hast, funktioniert er ein weiteres Mal, bevor er zerbricht. +object-key-quarry-overseer = Aufseher-Schlüssel + .desc = Falls du Glück hast, funktioniert er ein weiteres Mal, bevor er zerbricht. +object-key-quarry-backdoor = Hintertür-Schlüssel + .desc = Wenn du Glück hast, funktioniert er ein weiteres Mal, bevor er zerbricht. +object-key-haniwa = Haniwa-Schlüsselstein + .desc = Wird zum Öffnen von Türen verwendet. Bricht nach Gebrauch. +object-key-terracotta_chest = Terrakotta-Truhenschlüssel + .desc = Wird zum Öffnen von Truhen verwendet. Zerbricht nach Gebrauch. +object-key-terracotta_door = Terrakotta-Türschlüssel + .desc = Wird zum Öffnen von Tarrakottatüren verwendet. Bricht nach Gebrauch ab. diff --git a/assets/voxygen/i18n/de/item/items/potion.ftl b/assets/voxygen/i18n/de/item/items/potion.ftl new file mode 100644 index 0000000..4bfafc0 --- /dev/null +++ b/assets/voxygen/i18n/de/item/items/potion.ftl @@ -0,0 +1,20 @@ +object-potion_agility = Trank der Beweglichkeit + .desc = Fliegt, ihr Dummköpfe! +object-curious_potion = Seltsamer Trank + .desc = Ich frage mich, was der bewirkt ... +object-potion_big = Großer Trank + .desc = Kostbare Medizin, die bisher größte Verjüngungsflasche. +object-potion_combustion = Trank der Verbrennung + .desc = Entflammt den Nutzer. +object-potion_minor = Kleiner Trank + .desc = Ein kleiner Trank, zusammengebraut aus Äpfeln und Honig. +object-burning_charm = Lodernder Zauber + .desc = Flamme als dein Verbündeter, nutze ihre Kraft um deine Feinde zu verbrennen. +object-potion_red = Starker Trank + .desc = Ein starker Heilungstrank. +object-frozen_charm = Erstarrender Zauber + .desc = Lassen Sie Ihre Feinde den Stich der Kälte spüren, wenn Sie sie auf der Stelle einfrieren. +object-lifesteal_charm = Abschöpfender Zauber + .desc = Sauge deinem Ziel das Leben aus und verwende es für dein eigenes. +object-potion_med = Mittlerer Trank + .desc = Eine innovative Entdeckung eines Apothekers, besser als die kleineren Vorgänger. diff --git a/assets/voxygen/i18n/de/item/weapon/modular.ftl b/assets/voxygen/i18n/de/item/weapon/modular.ftl new file mode 100644 index 0000000..ecd2aee --- /dev/null +++ b/assets/voxygen/i18n/de/item/weapon/modular.ftl @@ -0,0 +1,392 @@ +weapon-hammer-maul-bloodsteel-2h = Blutstahl-Schlägel + .desc = { "" } +weapon-sword-katana-iron-1h = Eisendegen + .desc = { "" } +weapon-sword-sawblade-iron-2h = Eisensägeblatt + .desc = { "" } +weapon-sword-sabre-iron-1h = Eisen-Scimitar + .desc = { "" } +weapon-sword-ornate-iron-2h = Verziertes Eisenschwert + .desc = { "" } +weapon-sword-ornate-iron-1h = Eisen-Rapier + .desc = { "" } +weapon-sword-longsword-iron-2h = Eisenlangschwert + .desc = { "" } +weapon-sword-longsword-iron-1h = Eisenkurzschwert + .desc = { "" } +weapon-bow-shortbow-wood = Hölzerner Kurzbogen + .desc = { "" } +weapon-bow-longbow-wood = Hölzerner Langbogen + .desc = { "" } +weapon-bow-ornate-wood = Verzierter Holzbogen + .desc = { "" } +weapon-bow-greatbow-wood = Hölzerner Großbogen + .desc = { "" } +weapon-bow-bow-wood = Hölzerner Bogen + .desc = { "" } +weapon-bow-warbow-wood = Hölzerner Kriegsbogen + .desc = { "" } +weapon-hammer-hammer-bronze-2h = Bronzehammer + .desc = { "" } +weapon-hammer-maul-bronze-2h = Bronzeschlägel + .desc = { "" } +weapon-hammer-greatmace-bronze-2h = Bronze-Streitkolben + .desc = { "" } +weapon-hammer-spikedmace-bronze-1h = Bronzekolben + .desc = { "" } +weapon-hammer-greathammer-bronze-2h = Bronze-Großhammer + .desc = { "" } +weapon-hammer-warhammer-bronze-2h = Bronze-Kriegshammer + .desc = { "" } +weapon-hammer-warhammer-bronze-1h = Bronzeschläger + .desc = { "" } +weapon-hammer-ornate-bronze-2h = Verzierter Bronzehammer + .desc = { "" } +weapon-sword-katana-iron-2h = Eisen-Katana + .desc = { "" } +weapon-sword-sabre-iron-2h = Eisensäbel + .desc = { "" } +weapon-bow-composite-wood = Hölzerner Verbundbogen + .desc = { "" } +weapon-sword-zweihander-iron-2h = Eisen-Zweihänder + .desc = { "" } +weapon-hammer-spikedmace-bronze-2h = Bronze-Morgenstern + .desc = { "" } +weapon-hammer-hammer-bronze-1h = Bronzeknüppel + .desc = { "" } +weapon-hammer-greathammer-bloodsteel-2h = Blutstahl-Großhammer + .desc = { "" } +weapon-hammer-ornate-bloodsteel-2h = Verzierter Blutstahlhammer + .desc = { "" } +weapon-sword-sawblade-iron-1h = Eisen-Bajonett + .desc = { "" } +weapon-hammer-hammer-bloodsteel-2h = Blutstahl-Hammer + .desc = { "" } +weapon-hammer-spikedmace-bloodsteel-2h = Blutstahl-Morgenstern + .desc = { "" } +weapon-hammer-greatmace-bloodsteel-2h = Blutstahl-Streitkolben + .desc = { "" } +weapon-hammer-warhammer-bloodsteel-2h = Blutstahl-Kriegshammer + .desc = { "" } +weapon-hammer-warhammer-bloodsteel-1h = Blutstahlschläger + .desc = { "" } +weapon-hammer-spikedmace-bloodsteel-1h = Blutstahlkolben + .desc = { "" } +weapon-sword-greatsword-iron-2h = Eisengroßschwert + .desc = { "" } +weapon-hammer-ornate-bloodsteel-1h = Blutstahl-Keule + .desc = { "" } +weapon-hammer-hammer-bloodsteel-1h = Blutstahl-Knüppel + .desc = { "" } +weapon-sceptre-sceptre-frostwood = Frostholz-Zepter + .desc = { "" } +weapon-sceptre-grandsceptre-frostwood = Frostholz-Großzepter + .desc = { "" } +weapon-sceptre-crozier-frostwood = Frostholz-Krummstab + .desc = { "" } +weapon-bow-warbow-eldwood = Eldholz-Kriegsbogen + .desc = { "" } +weapon-bow-greatbow-eldwood = Eldholz-Großbogen + .desc = { "" } +weapon-bow-ornate-eldwood = Verzierter Eldholzbogen + .desc = { "" } +weapon-bow-longbow-eldwood = Eldholz-Langbogen + .desc = { "" } +weapon-bow-shortbow-eldwood = Eldholz-Kurzbogen + .desc = { "" } +weapon-axe-axe-bloodsteel-2h = Blutstahlaxt + .desc = { "" } +weapon-axe-ornate-bloodsteel-1h = Blutstahl-Kilonda + .desc = { "" } +weapon-axe-jagged-bloodsteel-2h = Blutstahl-Zackenbeil + .desc = { "" } +weapon-axe-battleaxe-bloodsteel-2h = Butstahl-Kriegsaxt + .desc = { "" } +weapon-axe-battleaxe-bloodsteel-1h = Blutstahl-Hackbeil + .desc = { "" } +weapon-axe-greataxe-bloodsteel-2h = Blutstahl-Großaxt + .desc = { "" } +weapon-axe-labrys-bloodsteel-2h = Blutstahl-Labrys + .desc = { "" } +weapon-axe-poleaxe-bloodsteel-2h = Blutstahl-Streitaxt + .desc = { "" } +weapon-axe-poleaxe-cobalt-2h = Kobalt-Streitaxt + .desc = { "" } +weapon-axe-jagged-cobalt-1h = Kobalt-Tomahawk + .desc = { "" } +weapon-axe-labrys-cobalt-2h = Kobalt-Labrys + .desc = { "" } +weapon-axe-axe-cobalt-2h = Kobaltaxt + .desc = { "" } +weapon-axe-ornate-cobalt-1h = Kobalt-Kilonda + .desc = { "" } +weapon-axe-greataxe-cobalt-2h = Kobalt-Großaxt + .desc = { "" } +weapon-axe-battleaxe-cobalt-2h = Kobalt-Kriegsaxt + .desc = { "" } +weapon-axe-battleaxe-cobalt-1h = Kobalt-Hackbeil + .desc = { "" } +weapon-hammer-maul-iron-2h = Eisenschlägel + .desc = { "" } +weapon-hammer-ornate-iron-2h = Verzierter Eisenhammer + .desc = { "" } +weapon-hammer-ornate-iron-1h = Eisenkeule + .desc = { "" } +weapon-hammer-spikedmace-iron-1h = Eisenkolben + .desc = { "" } +weapon-hammer-hammer-iron-2h = Eisenhammer + .desc = { "" } +weapon-hammer-hammer-iron-1h = Eisenknüppel + .desc = { "" } +weapon-hammer-warhammer-iron-2h = Eisen-Kriegshammer + .desc = { "" } +weapon-hammer-warhammer-iron-1h = Eisenschläger + .desc = { "" } +weapon-hammer-greathammer-iron-2h = Eisen-Großhammer + .desc = { "" } +weapon-hammer-greatmace-iron-2h = Eisen-Streitkolben + .desc = { "" } +weapon-sword-zweihander-steel-2h = Stahl-Zweihänder + .desc = { "" } +weapon-sword-katana-steel-2h = Stahl-Katana + .desc = { "" } +weapon-sword-ornate-steel-2h = Verziertes Stahlschwert + .desc = { "" } +weapon-sword-sawblade-steel-2h = Stahl-Sägeblatt + .desc = { "" } +weapon-sword-sawblade-steel-1h = Stahlbajonett + .desc = { "" } +weapon-sword-sabre-steel-2h = Stahlsäbel + .desc = { "" } +weapon-sword-sabre-steel-1h = Stahlscimitar + .desc = { "" } +weapon-staff-grandstaff-hardwood = Hartholz-Großzepter + .desc = { "" } +weapon-staff-staff-hardwood = Hartholzstab + .desc = { "" } +weapon-staff-ornate-hardwood = Verzierter Hartholzstab + .desc = { "" } +weapon-axe-jagged-orichalcum-1h = Orichalkum-Tomahawk + .desc = { "" } +weapon-axe-axe-orichalcum-2h = Orichalkumaxt + .desc = { "" } +weapon-axe-axe-orichalcum-1h = Orichalkum-Kriegsbeil + .desc = { "" } +weapon-axe-battleaxe-orichalcum-2h = Orichalkum-Kriegsaxt + .desc = { "" } +weapon-axe-battleaxe-orichalcum-1h = Orichalkum-Hackbeil + .desc = { "" } +weapon-axe-greataxe-orichalcum-2h = Orichalkum-Großaxt + .desc = { "" } +weapon-axe-labrys-orichalcum-2h = Orichalkum-Labrys + .desc = { "" } +weapon-bow-greatbow-bamboo = Bambusgroßbogen + .desc = { "" } +weapon-bow-longbow-bamboo = Bambuslangbogen + .desc = { "" } +weapon-bow-composite-bamboo = Bambus-Verbundbogen + .desc = { "" } +weapon-bow-ornate-bamboo = Verzierter Bambusbogen + .desc = { "" } +weapon-bow-shortbow-bamboo = Bambuskurzbogen + .desc = { "" } +weapon-bow-warbow-bamboo = Bambus-Kriegsbogen + .desc = { "" } +weapon-bow-ornate-frostwood = Verzierter Frostholzbogen + .desc = { "" } +weapon-bow-composite-frostwood = Frostwood-Verbundbogen + .desc = { "" } +weapon-bow-warbow-frostwood = Frostholz-Kriegsbogen + .desc = { "" } +weapon-bow-shortbow-frostwood = Frostholz-Kurzbogen + .desc = { "" } +weapon-bow-longbow-frostwood = Frostholz-Langbogen + .desc = { "" } +weapon-bow-bow-frostwood = Frostholzbogen + .desc = { "" } +weapon-staff-ornate-frostwood = Verzierter Frostholzstab + .desc = { "" } +weapon-staff-grandstaff-frostwood = Frostholz-Großstab + .desc = { "" } +weapon-staff-staff-frostwood = Frostholzstab + .desc = { "" } +weapon-bow-greatbow-hardwood = Hartholz-Großbogen + .desc = { "" } +weapon-bow-warbow-hardwood = Hartholz-Kriegsbogen + .desc = { "" } +weapon-bow-bow-hardwood = Hartholzbogen + .desc = { "" } +weapon-sceptre-cane-ironwood = Eisenholz-Gehstock + .desc = { "" } +weapon-sceptre-ornate-ironwood = Verziertes Eisenholzzepter + .desc = { "" } +weapon-bow-bow-eldwood = Eldholzbogen + .desc = { "" } +weapon-hammer-ornate-bronze-1h = Bronzekeule + .desc = { "" } +weapon-sceptre-crook-frostwood = Frostholzkrücke + .desc = { "" } +weapon-sceptre-cane-frostwood = Frostholz-Gehstock + .desc = { "" } +weapon-sceptre-ornate-frostwood = Verziertes Frostholz-Zepter + .desc = { "" } +weapon-bow-composite-eldwood = Eldholz-Verbundbogen + .desc = { "" } +weapon-axe-ornate-cobalt-2h = Verzierte Kobaltaxt + .desc = { "" } +weapon-sword-greatsword-steel-2h = Stahl-Großschwert + .desc = { "" } +weapon-axe-poleaxe-orichalcum-2h = Orichalkum-Streitaxt + .desc = { "" } +weapon-bow-bow-bamboo = Bambusbogen + .desc = { "" } +weapon-axe-jagged-bloodsteel-1h = Blutstahl-Tomahawk + .desc = { "" } +weapon-sword-longsword-steel-2h = Stahllangschwert + .desc = { "" } +weapon-sword-longsword-steel-1h = Stahlkurzschwert + .desc = { "" } +weapon-bow-shortbow-hardwood = Hartholz-Kurzbogen + .desc = { "" } +weapon-axe-jagged-cobalt-2h = Kobalt-Zackenbeil + .desc = { "" } +weapon-axe-axe-cobalt-1h = Kobalt-Kriegsbeil + .desc = { "" } +weapon-bow-greatbow-frostwood = Frostholz-Großbogen + .desc = { "" } +weapon-hammer-spikedmace-iron-2h = Eisen-Morgenstern + .desc = { "" } +weapon-sceptre-grandsceptre-ironwood = Eisenholz-Großzepter + .desc = { "" } +weapon-axe-jagged-orichalcum-2h = Orichalkum-Zackenbeil + .desc = { "" } +weapon-bow-ornate-hardwood = Verzierter Hartholzbogen + .desc = { "" } +weapon-bow-longbow-hardwood = Hartholz-Langbogen + .desc = { "" } +weapon-bow-composite-hardwood = Hartholz-Verbundbogen + .desc = { "" } +weapon-axe-axe-bloodsteel-1h = Blutstahl-Kriegsbeil + .desc = { "" } +weapon-axe-ornate-bloodsteel-2h = Verzierte Blutstahlaxt + .desc = { "" } +weapon-axe-ornate-orichalcum-2h = Verzierte Orichalkumaxt + .desc = { "" } +weapon-axe-ornate-orichalcum-1h = Orichalkum-Kilonda + .desc = { "" } +weapon-sceptre-sceptre-ironwood = Eisenholzzepter + .desc = { "" } +weapon-axe-jagged-iron-1h = Eisen-Tomahawk + .desc = { "" } +weapon-axe-battleaxe-iron-2h = Eisen-Kriegsaxt + .desc = { "" } +weapon-axe-labrys-iron-2h = Eisen-Labrys + .desc = { "" } +weapon-axe-poleaxe-iron-2h = Eisen-Streitaxt + .desc = { "" } +weapon-axe-ornate-steel-2h = Verzierte Stahlaxt + .desc = { "" } +weapon-sceptre-crozier-ironwood = Eisenholz-Krummstab + .desc = { "" } +weapon-sceptre-crook-ironwood = Eisenholzkrücke + .desc = { "" } +weapon-axe-greataxe-iron-2h = Eisengroßaxt + .desc = { "" } +weapon-axe-jagged-iron-2h = Eisen-Zackenbeil + .desc = { "" } +weapon-axe-battleaxe-iron-1h = Eisen-Hackbeil + .desc = { "" } +weapon-axe-ornate-iron-2h = Verzierte Eisenaxt + .desc = { "" } +weapon-axe-ornate-iron-1h = Eisen-Kilonda + .desc = { "" } +weapon-axe-greataxe-steel-2h = Stahl-Großaxt + .desc = { "" } +weapon-axe-axe-iron-2h = Eisenaxt + .desc = { "" } +weapon-axe-axe-iron-1h = Eisen-Kriegsbeil + .desc = { "" } +weapon-axe-ornate-steel-1h = Stahl-Kilonda + .desc = { "" } +weapon-axe-jagged-steel-1h = Stahl-Tomahawk + .desc = { "" } +weapon-axe-poleaxe-steel-2h = Stahl-Streitaxt + .desc = { "" } +weapon-axe-labrys-steel-2h = Stahl-Labrys + .desc = { "" } +weapon-axe-axe-steel-2h = Stahlaxt + .desc = { "" } +weapon-axe-axe-steel-1h = Stahl-Kriegsbeil + .desc = { "" } +weapon-sword-longsword-bronze-2h = Bronze-Langschwert + .desc = { "" } +weapon-axe-battleaxe-steel-2h = Stahl-Kriegsaxt + .desc = { "" } +weapon-axe-battleaxe-steel-1h = Stahl-Hackbeil + .desc = { "" } +weapon-sword-zweihander-bronze-2h = Bronze-Zweihänder + .desc = { "" } +weapon-sword-greatsword-bronze-2h = Bronze-Großschwert + .desc = { "" } +weapon-sword-katana-bronze-2h = Bronze-Katana + .desc = { "" } +weapon-sword-sabre-bronze-2h = Bronzesäbel + .desc = { "" } +weapon-sword-sabre-bronze-1h = Bronze-Krummsäbel + .desc = { "" } +weapon-sword-ornate-bronze-2h = Verziertes Bronzeschwert + .desc = { "" } +weapon-sword-sawblade-bronze-1h = Bronze-Bajonett + .desc = { "" } +weapon-sceptre-crozier-wood = Hölzerner Krummstab + .desc = { "" } +weapon-sceptre-sceptre-wood = Hölzernes Zepter + .desc = { "" } +weapon-sceptre-cane-wood = Hölzerner Gehstock + .desc = { "" } +weapon-sword-katana-steel-1h = Stahl-Degen + .desc = { "" } +weapon-sword-ornate-steel-1h = Stahl-Rapier + .desc = { "" } +weapon-staff-rod-hardwood = Hartholzrute + .desc = { "" } +weapon-staff-pole-hardwood = Hartholzschaft + .desc = { "" } +weapon-staff-longpole-hardwood = Hartholz-Langschaft + .desc = { "" } +weapon-staff-pole-frostwood = Frostholzschaft + .desc = { "" } +weapon-staff-longpole-frostwood = Frostholz-Langschaft + .desc = { "" } +weapon-staff-rod-frostwood = Frostholzrute + .desc = { "" } +weapon-sword-longsword-bronze-1h = Bronze-Kurzschwert + .desc = { "" } +weapon-sword-katana-bronze-1h = Bronze-Degen + .desc = { "" } +weapon-sword-sawblade-bronze-2h = Bronze-Sägeblatt + .desc = { "" } +weapon-axe-jagged-steel-2h = Stahl-Zackenbeil + .desc = { "" } +weapon-sword-ornate-bronze-1h = Bronze -Rapier + .desc = { "" } +weapon-sceptre-crook-wood = Hölzerne Krücke + .desc = { "" } +weapon-sceptre-ornate-wood = Verziertes Holzzepter + .desc = { "" } +weapon-sceptre-grandsceptre-wood = Hölzernes Großzepter + .desc = { "" } +weapon-staff-grandstaff-bamboo = Bambusgroßstab + .desc = { "" } +weapon-hammer-spikedmace-orichalcum-1h = Orichalkum-Kolben + .desc = { "" } +weapon-staff-brand-hardwood = Hartholzbrand + .desc = { "" } +weapon-sceptre-arbor-frostwood = Frostholzarbor + .desc = { "" } +weapon-staff-brand-frostwood = Frostholzbrand + .desc = { "" } +weapon-sceptre-arbor-ironwood = Eisenholzarbor + .desc = { "" } +weapon-staff-pole-bamboo = Bambusschaft + .desc = { "" } diff --git a/assets/voxygen/i18n/de/item/weapon/musical_instrument.ftl b/assets/voxygen/i18n/de/item/weapon/musical_instrument.ftl new file mode 100644 index 0000000..6dc802d --- /dev/null +++ b/assets/voxygen/i18n/de/item/weapon/musical_instrument.ftl @@ -0,0 +1,32 @@ +weapon-tool-wooden_bass = Kontrabass + .desc = Hölzerner Bass. +weapon-tool-wooden_flute = Flöte + .desc = Hölzerner Flöte. +weapon-tool-glass_flute = Glasflöte + .desc = Was macht der Kardinal damit? +weapon-tool-wooden_guitar = Gitarre + .desc = Hölzerne Gitarre. +weapon-tool-black_velvet_guitar = Dunkle Gitarre + .desc = Klingt kantig. +weapon-tool-wooden_kalimba = Kalimba + .desc = Hölzerne Kalimba. +weapon-tool-wooden_lute = Laute + .desc = Hölzerne Laute. +weapon-tool-wooden_lyre = Leier + .desc = Hölzerne Leier. +weapon-tool-wooden_sitar = Sitar + .desc = Hölzerne Dreisaitige. +weapon-tool-washboard = Waschbrett. + .desc = Waschbrett. +weapon-tool-melodica = Melodika + .desc = Hölzerne Melodika. +weapon-tool-icy_talharpa = Eisige Talharpa + .desc = Eine eisige Streichharfe. +weapon-tool-wildskin_drum = Wildhauttrommel + .desc = + eins, zwei, drei ... + Im Tempo bist du frei! +weapon-tool-steeltonguedrum = Stahlzungentrommel + .desc = Stahlzungentrommel. +weapon-tool-shamisen = Shamisen + .desc = Dreisaitige Shamisen. diff --git a/assets/voxygen/i18n/de/item/weapon/projectile.ftl b/assets/voxygen/i18n/de/item/weapon/projectile.ftl new file mode 100644 index 0000000..c7ba5e9 --- /dev/null +++ b/assets/voxygen/i18n/de/item/weapon/projectile.ftl @@ -0,0 +1,16 @@ +object-bomb = Bombe + .desc = Ein hochexplosives Gerät, Kaputtmacher mögen sie! +weapon-projectile-fireworks_green = Grünes Feuerwerk + .desc = Achte auf Bäume. +weapon-projectile-fireworks_purple = Lila Feuerwerk + .desc = Kult-Favorit. +weapon-projectile-fireworks_red = Rotes Feuerwerk + .desc = Manche benutzen die als Leuchtraketen, wenn sie in der Klemme stecken. +weapon-projectile-fireworks_yellow = Gelbes Feuerwerk + .desc = Der große Doktor starb, nachdem er die Vorrichtung im Haus getestet hatte. +weapon-projectile-fireworks_white = Weißes Feuerwerk + .desc = Funkelt wie die Sterne. +weapon-projectile-fireworks_blue = Blaues Feuerwerk + .desc = Empfohlener Abstand: 42 Chonks. +object-surprise_egg = Überraschungsei + .desc = Explosives Oster-Spezial. diff --git a/assets/voxygen/i18n/de/item/weapon/secondary_component.ftl b/assets/voxygen/i18n/de/item/weapon/secondary_component.ftl new file mode 100644 index 0000000..a2cb9d9 --- /dev/null +++ b/assets/voxygen/i18n/de/item/weapon/secondary_component.ftl @@ -0,0 +1,36 @@ +weapon-component-bow-grip-medium = Mittlerer Bogengriff + .desc = { "" } +weapon-component-bow-grip-long = Langer Bogengriff + .desc = { "" } +weapon-component-bow-grip-short = Kurzer Bogengriff + .desc = { "" } +weapon-component-axe-haft-long = Langer Axtschaft + .desc = { "" } +weapon-component-axe-haft-medium = Mittlerer Axtschaft + .desc = { "" } +weapon-component-axe-haft-short = Kurzer Axtschaft + .desc = { "" } +weapon-component-staff-core-heavy = Schwerer Pyrokern + .desc = { "" } +weapon-component-staff-core-light = Leichter Pyrokern + .desc = { "" } +weapon-component-staff-core-medium = Pyrokern + .desc = { "" } +weapon-component-sword-hilt-long = Langer Schwertgriff + .desc = { "" } +weapon-component-sword-hilt-medium = Mittlerer Schwertgriff + .desc = { "" } +weapon-component-sword-hilt-short = Kurzer Schwertgriff + .desc = { "" } +weapon-component-sceptre-core-heavy = Schwerer Biokern + .desc = { "" } +weapon-component-sceptre-core-light = Leichter Biokern + .desc = { "" } +weapon-component-sceptre-core-medium = Biokern + .desc = { "" } +weapon-component-hammer-shaft-long = Langer Hammerstiel + .desc = { "" } +weapon-component-hammer-shaft-medium = Mittlerer Hammerstiel + .desc = { "" } +weapon-component-hammer-shaft-short = Kurzer Hammerstiel + .desc = { "" } diff --git a/assets/voxygen/i18n/de/item/weapon/tool.ftl b/assets/voxygen/i18n/de/item/weapon/tool.ftl new file mode 100644 index 0000000..eebfa85 --- /dev/null +++ b/assets/voxygen/i18n/de/item/weapon/tool.ftl @@ -0,0 +1,22 @@ +weapon-tool-broom = Besen + .desc = Er beginnt schon, auseinanderzufallen. +weapon-tool-pickaxe_green = Spitzhacke + .desc = Sie hat eine abgeflachte Kante. +weapon-tool-pickaxe_steel = Stahl-Spitzhacke + .desc = Ermöglicht den raschen Abbau aller Erze in Sichtweite. +weapon-tool-pickaxe_stone = Stein-Spitzhacke + .desc = Schlagt die Erde! +weapon-tool-fishing_rod_blue = Angel + .desc = Stinkt nach Fisch. +weapon-tool-golf_club = Golf-Club + .desc = Bauerntrampel. Hartnäckige Anti-Städter. Klimakrise? Welche Klimakrise? +weapon-tool-hoe_green = Hacke + .desc = Mit Dreck verklumpt. +weapon-tool-pitchfork = Mistgabel + .desc = Eine der Zacken ist gebrochen. +weapon-tool-rake = Harke + .desc = Wird mit Bindfaden zusammengehalten. +weapon-tool-shovel_green = Schaufel + .desc = Mit Gülle überzogen. +weapon-tool-shovel_gold = Schaufel + .desc = Wurde erst neulich gesäubert. diff --git a/assets/voxygen/i18n/de/item/weapon/weapon.ftl b/assets/voxygen/i18n/de/item/weapon/weapon.ftl new file mode 100644 index 0000000..c9ec0f2 --- /dev/null +++ b/assets/voxygen/i18n/de/item/weapon/weapon.ftl @@ -0,0 +1,66 @@ +weapon-bow-sagitta = Sagitta + .desc = Soll einen Drachen mit einem einzigen Pfeil erlegt haben. +weapon-bow-starter = Unebener Bogen + .desc = Jemand hat seine Initialen hineingeritzt. +weapon-shield-starter = Hölzernes Schild + .desc = Kann Feuer nicht standhalten. +weapon-bow-velorite = Verlorit-Bogen + .desc = Ihm wurde Veloritkraft eingeflößt. +weapon-shield-wood-0 = Eine zerfledderte Tartsche + .desc = Sollte ein paar weitere Treffer aushalten, hoffentlich ... +weapon-dagger-dagger_basic-0 = Verdächtiges Papiermesser + .desc = Öffnet Briefe schnell. +weapon-dagger-dagger_cult-0 = Magischer Kultistendolch + .desc = Es gehörte einst einem bösen Kultführer. +weapon-sword-starter_1h = Beschädigtes Gladius + .desc = Diese Schneide hat bessere Tage gesehen, aber sie wird sicher halten. +weapon-axe-2haxe_malachite-0 = Malachitaxt + .desc = Axtkopf, auf den Klingen mit Malachit dekoriert, um magische Eigenschaften zu liefern. +weapon-axe-parashu = Parashu + .desc = Man sagt, diese können sogar den Himmel spalten. +weapon-staff-firestaff_cultist = Kultist-Stab + .desc = Das Feuer gibt keine Hitze ab. +weapon-staff-laevateinn = Lævateinn + .desc = Kann das Tor des Todes zerbrechen. +weapon-staff-firestaff_starter = Knorrige Rute + .desc = Riecht nach Harz und Magie. +weapon-sceptre-amethyst = Amethyststab + .desc = Sein Stein ist der Perfektion am nächsten. +weapon-sceptre-caduceus = Heroldstab + .desc = Die Schlangen scheinen am Leben zu sein. +weapon-sceptre-ore-nature = Velorit-Zepter + .desc = Heilt deine Verbündeten mit der mystischen Veloritaura. +weapon-sceptre-wood-simple = Naturalisten-Gehstock + .desc = Heilt deine Verbündeten mit der Kraft der Natur. +weapon-hammer-cult_purp-0 = Magischer Kultisten-Kriegshammer + .desc = Er gehörte einem bösen Kultistenführer. +weapon-hammer-2hhammer_flimsy = Lockerer Hammer + .desc = Der Kopf ist kaum befestigt. +weapon-hammer-2hhammer_rusty = Grober Schläger + .desc = Zerbricht Knochen wie Stöcke. +weapon-hammer-2hhammer_mjolnir = Mjölnir + .desc = Es knistert vor Blitzen. +weapon-hammer-craftsman = Handwerker-Hammer + .desc = Nützlich um verschiedene Dinge herzustellen. +weapon-sword-starter = Beschädigtes Großschwert + .desc = Die Klinge könnte jeden Moment brechen, aber du hoffst, es wird auch zukünftige Kämpfe überstehen. +weapon-hammer-burnt_drumstick = Verbrannte Keule + .desc = Benötigt vielleicht mehr Übung ... +weapon-axe-2haxe_rusty = Kerbbeil + .desc = Jede Delle erzählt die Geschichte eines gefällten Baumes. +weapon-hammer-2hhammer_starter = Kräftiger alter Hammer + .desc = „Eigentum von ...“ Der Rest fehlt. +weapon-dagger-dagger_rusty = Rostiger Dolch + .desc = Leicht zu verstecken. +weapon-staff-firestaff_humble_stick = Bescheidener Stock + .desc = Wanderstab mit einem spitzen Ende. +weapon-sword-caladbolg = Caladbolg + .desc = Du spürst eine unheimliche Gegenwart dich beobachten. +weapon-sword-cultist = Magisches Kutlistengroßschwert + .desc = Dies gehörte einst einem bösen Kultistenführer. +weapon-sceptre-root_evil = Die Wurzel des Bösen + .desc = 'Alles hat seinen Preis ...' +weapon-sword-frost-0 = Frost-Schlitzer + .desc = Strahlt eine eiskalte Aura aus. +weapon-sword-frost-1 = Frostsäge + .desc = Geschmiedet aus einem einzigen Stück ewigen Eises. diff --git a/assets/voxygen/i18n/de/main.ftl b/assets/voxygen/i18n/de/main.ftl new file mode 100644 index 0000000..d593144 --- /dev/null +++ b/assets/voxygen/i18n/de/main.ftl @@ -0,0 +1,113 @@ +main-username = Benutzername +main-server = Server +main-password = Passwort +main-connecting = Verbinden +main-creating_world = Welt wird generiert +main-tip = Tipp: +main-unbound_key_tip = Keine Taste ausgewählt +main-notice = + Wilkommen in der Alpha-Version von Veloren! + + Bevor du dich ins Abenteuer stürzt, behalte bitte einige Dinge im Hinterkopf: + + - Dies ist eine frühe Alpha. Du wirst auf Bugs, sehr unfertiges Gameplay und Mechaniken, sowie fehlende Features stoßen. + + - Für konstruktives Feedback und Bug-Reports kannst du uns in unserem Gitlab-Repository und über unseren Discord- oder Matrix-Server kontaktieren. + + - Veloren ist Open Source. Du hast die Freiheit, das Spiel unter den Bedingungen der GPL-3-Lizenz zu spielen, zu verändern und weiterzuverbreiten. + + - Veloren ist ein Non-Profit Community Projekt und jeder Mitarbeiter entwickelt es als Hobby in seiner Freizeit. + Wenn dir die Idee gefällt, dann schließe dich doch einfach einer unserer Arbeitsgruppen an! + + Danke, dass du dir die Zeit genommen hast, diese Zeilen zu lesen. Wir hoffen, dass du das Spiel genießt! + + ~ Die Entwickler*innen +main-login_process = + Über den Mehrspielermodus: + + Bitte beachte, dass du einen Account benötigst, um + auf Servern mit aktivierter Authentifizierung zu spielen. + + Du kannst deinen Account hier erstellen: + https://veloren.net/account/ +main-login-server_not_found = Server nicht gefunden. +main-login-authentication_error = Authentifizierungsfehler auf dem Server. +main-login-internal_error = Interner Fehler beim Client. Hinweis: Vielleicht wurde der Charakter gelöscht. +main-login-failed_auth_server_url_invalid = Verbindung zum Authentifizierungsfehler fehlgeschlagen. +main-login-insecure_auth_scheme = Das HTTP Protokoll wird nicht unterstützt. Es ist unsicher! Für Entwicklungszwecke kann HTTP für 'localhost'- und debug-builds genutzt werden +main-login-server_full = Server ist voll. +main-login-untrusted_auth_server = Authentifizierungsserver wird nicht vertraut. +main-login-outdated_client_or_server = ServerWentMad: Vermutlich sind die Versionen inkompatibel, suche nach Updates. +main-login-timeout = Zeitüberschreitung: Der Server hat nicht rechtzeitig geantwortet. Hinweis: Der Server könnte derzeit überlastet sein oder es könnte einen Netzwerkprobleme geben. +main-login-server_shut_down = Server wurde heruntergefahren. +main-login-network_error = Netzwerkfehler. +main-login-network_wrong_version = Der Server läuft auf einer anderen Version als du. Hinweis: Du solltest möglicherweise dein Spiel aktualisieren. +main-login-failed_sending_request = Anfrage zum Authentifizierungsserver fehlgeschlagen. +main-login-invalid_character = Der ausgewählte Charakter ist ungültig. +main-login-client_crashed = Client abgestürzt. +main-login-not_on_whitelist = Du bist nicht auf der Whitelist des Servers, dem du versucht hast beizutreten. +main-login-banned = Du wurdest aus folgendem Grund gebannt: +main-login-kicked = Du wurdest aus folgendem Grund gekickt: +main-login-select_language = Wähle eine Sprache +main-login-client_version = Client-Version +main-login-server_version = Server-Version +main-login-client_init_failed = Client konnte nicht initialisiert werden: { $init_fail_reason }. +main-login-username_bad_characters = Benutzername enthält nicht erlaubte Zeichen! (Erlaubt sind: alphanumerische Zeichen, '_' und '-'). +main-login-username_too_long = Benutzername zu lang! Beschränke dich auf { $max_len } Zeichen! +main-servers-singleplayer_error = Verbindung zum internen Server fehlgeschlagen: { $sp_error } +main-servers-network_error = Server-netzwerk/-socket Fehler: { $raw_error } +main-servers-participant_error = Verbindungsabbruch bzw. Protokollfehler eines Teilnehmers: { $raw_error } +main-servers-stream_error = Client-Verbindungs-/-Komprimierungs-/-(De-)Serialisierungsfehler: { $raw_error } +main-servers-database_error = Serverdatenbankfehler: { $raw_error } +main-servers-persistence_error = Server-Persistenzfehler (vermutlich im Zusammenhang mit Asset-/Charakterdaten): { $raw_error } +main-servers-other_error = Genereller Serverfehler: { $raw_error } +main-credits = Credits +main-credits-created_by = erstellt von +main-credits-music = Musik +main-credits-fonts = Schriftarten +main-credits-other_art = Andere Kunst +main-credits-contributors = Mitwirkende +main-servers-select_server = Wähle einen Server +loading-tips = + .a0 = Mit '{ $gameinput-togglelantern }' aktivierst du deine Laterne. + .a1 = Mit '{ $gameinput-help }' kannst du die Standard-Tastenbelegung einsehen. + .a2 = Mit /say oder /s kannst du mit Spielern in deiner unmittelbaren Umgebung chatten. + .a3 = Mit /region oder /r kannst du mit Spielern chatten, die sich ein paar hundert Meter um dich herum befinden. + .a4 = Als Admin kannst du mit /build den Baumodus nutzen. + .a5 = Mit /group oder /g können deine Nachrichten nur von Mitgliedern deiner Gruppe gelesen werden. + .a6 = Um private Nachrichten zu verschicken, nutze /tell gefolgt von Spielername und deiner Nachricht + .a7 = Halte Ausschau nach Essen, Kisten oder anderen Schätzen überall auf der Welt! + .a8 = Deine Taschen sind voll mit Essen? Versuche besseres Essen damit herzustellen! + .a9 = Du weißt nicht was du tun sollst? Versuche dich doch mal an den Katakomben, die auf der Karte eingezeichnet sind! + .a10 = Vergiss nicht die Grafikeinstellungen an deine Hardware anzupassen. Mit '{ $gameinput-settings }' öffnest du die Grafikeinstellungen. + .a11 = Mit Anderen zusammen zu spielen macht noch viel mehr Spaß! Mit '{ $gameinput-social }' kannst du sehen, wer gerade online ist. + .a12 = Mit '{ $gameinput-dance }' kannst du das Tanzbein schwingen. Party! + .a13 = Mit '{ $gameinput-glide }' kannst du den Gleiter öffnen und hohe Lüfte erobern. + .a14 = Veloren ist immernoch in der Pre-Alpha. Wir tun unser Bestes, um es jeden Tag ein Stück besser zu machen! + .a15 = Du möchtest aktiv an der Entwicklung mitwirken oder einfach nur chatten? Dann komm auf unseren Discord-Server. + .a16 = Die Art, wie dir deine Lebensenergie angezeigt wird, kannst du in den Einstellungen ändern. + .a17 = Setze dich neben ein Lagerfeuer (drücke dafür '{ $gameinput-sit }') um dich langsam von deinen Verletzungen zu erholen. + .a18 = Du brauchst einen größeren Beutel oder bessere Rüstung? Dann drücke '{ $gameinput-crafting }', um das Crafting-Menü zu öffnen! + .a19 = Du weißt nicht, was du mit einem gewissen Gegenstand anfangen sollst? Suche 'input:' im Crafting-Menü! + .a20 = Unterstütze doch die Spielentwicklung und helfe mit! Egal ob Übersetzen, Programmieren oder das Entwickeln neuer Ideen - alles hilft! + .a21 = Du siehst etwas Besonderes? Mach doch einen Screenshot! ({ $gameinput-screenshot }) +main-singleplayer-new = Neu +main-singleplayer-world_name = Weltname +main-singleplayer-delete = Löschen +main-singleplayer-random_seed = Zufällig +main-singleplayer-regenerate = Regenerieren +main-singleplayer-invalid_name = Fehler: Ungültiger Name +main-singleplayer-size_lg = Logarithmische Größe +main-singleplayer-map_large_warning = Warnung: Große Welten brauchen beim ersten Mal lange zum Starten. +main-singleplayer-map_shape = Form +main-singleplayer-map_erosion_quality = Erosionsqualität +main-singleplayer-play = Spielen +main-singleplayer-generate_and_play = Generieren & Spielen +main-server-rules = Dieser Server hat Regeln, die akzeptiert werden müssen. +main-singleplayer-create_custom = Eigene Erstellen +main-singleplayer-day_length = Tageslänge +menu-singleplayer-confirm_delete = Bist du dir sicher, dass du „{ $world_name }“ löschen möchtest? +main-singleplayer-seed = Seed +menu-singleplayer-confirm_regenerate = Bist du dir sicher, dass du „{ $world_name }“ regenerieren möchtest? +main-singleplayer-map_scale = Vertikale Skalierung +main-server-rules-seen-before = Diese Regeln haben sich geändert, seitdem du sie zuletzt akzeptiert hast. diff --git a/assets/voxygen/i18n/de/npc.ftl b/assets/voxygen/i18n/de/npc.ftl new file mode 100644 index 0000000..6f6e152 --- /dev/null +++ b/assets/voxygen/i18n/de/npc.ftl @@ -0,0 +1,374 @@ +npc-speech-villager = + .a0 = Ist das nicht ein wunderbarer Tag? + .a1 = Wie geht's dir heute? + .a2 = Einen schönen guten Morgen wünsche ich dir! + .a3 = Ich frage mich, was der Catoblepas denkt, wenn er Gras isst. + .a4 = Was hälst du vom Wetter? + .a5 = Wenn ich an die Katakomben denke, bekomme ich Angst. Ich hoffe jemand befreit sie vom Unheil. + .a6 = Ich würde gerne in eine der Höhlen gehen, wenn ich größer und stärker bin. + .a7 = Hast du meine Katze gesehen? + .a8 = Hast du schon mal etwas von den gefährlichen Landhaien gehört? Ich habe gehört sie leben in der Wüste. + .a9 = Man sagt, es gebe Juwelen aller Art in den Höhlen der Gegend. + .a10 = Ich bin einfach verrückt nach Käse! + .a11 = Möchtest du nicht rein kommen? Bei uns gibt es gleich himmlischen Käse! + .a12 = Man sagt Pilze seien gut für die Gesundheit. Ich selber habe noch nie welche gegessen. + .a13 = Vergiss dein Feuerwerk nicht! + .a14 = Ich liebe Zwergenkäse einfach. Ich wünschte, ich könnte selber welchen herstellen. + .a15 = Ich frage mich, was sich auf der anderen Seite der Berge verbirgt. + .a16 = Ich wünschte, ich könnte mir eines Tages meinen eigenen Gleiter bauen. + .a17 = Möchtest du dir mal meinen Garten ansehen? Okay, vielleicht beim nächsten Mal. + .a18 = Ein perfekter Tag, um in den Wald zu gehen! + .a19 = Sein oder nicht sein? Ich glaube ich werde Landwirt. + .a20 = Findest du nicht auch, dass unser Dorf das schönste ist? + .a21 = Was glaubst du, was glühende Überreste zum Glühen bringt? + .a22 = Ich glaube es ist an der Zeit für ein zweites Frühstück! + .a23 = Hast du jemals ein Glühwürmchen gefangen? + .a24 = Ich verstehe einfach nicht wo die ganzen Sauroks herkommen. + .a25 = Ich wünschte, jemand könnte die ganzen Wölfe vom Dorf fernhalten. + .a26 = Ich hatte letzte Nacht einen wunderbaren Traum über Käse. Was könnte das bedeuten? + .a27 = Ich habe meinem Bruder ein wenig Käse dagelassen. Nun weiß ich nicht, ob er ihn schon aß oder nicht. Ich nenne es Schrödingers Käse. + .a28 = Ich habe meiner Schwester ein wenig Käse dagelassen. Nun weiß ich nicht, ob sie ihn schon aß oder nicht. Ich nenne es Schrödingers Käse. + .a29 = Jemand sollte etwas gegen diese Kultisten unternehmen. Vorzugsweise nicht ich. + .a30 = Ich hoffe es regnet bald wieder. Der Ernte würde es gut tun. + .a31 = Ich liebe Honig! Und hasse Bienen. + .a32 = Eines Tages möchte ich die Welt bereisen. Es muss doch mehr im Leben geben als dieses Dorf. +npc-speech-villager_open = + .a0 = Ich frage mich, was ein Catoblepas denkt, wenn er Gras frisst. + .a1 = Was glaubst du, was glühende Überreste zum Leuchten bringt? + .a2 = Hast du jemals von den wilden Landhaien gehört? Ich habe gehört, dass sie in Wüsten leben. + .a3 = Ich frage mich, was auf der anderen Seite der Berge ist. + .a4 = Ich habe etwas Käse bei meinen Geschwistern vergessen. Jetzt weiß ich nicht, ob er noch existiert oder nicht. Ich nenne ihn Schrödingers Käse. + .a5 = Hast du jemals ein Glühwürmchen gefangen? + .a6 = Man sagt, dass man in Höhlen glänzende Edelsteine aller Art finden kann. + .a7 = Ich kann einfach nicht verstehen, woher diese Sauroks immer kommen. +npc-speech-villager_adventurous = + .a0 = Ich hoffe, dass ich eines Tages meinen eigenen Gleiter bauen kann. + .a1 = Wenn ich stärker bin, würde ich gerne in einer Höhle erkunden gehen. +npc-speech-villager_closed = + .a0 = Du bist nicht von hier, oder? + .a2 = Man sagt, Pilze seien gut für die Gesundheit. Ich habe sie noch nie probiert. + .a3 = Sein oder nicht sein? Ich glaube, ich werde Bauer. +npc-speech-villager_conscientious = + .a0 = Ich bin immer beschäftigt. Es gibt immer etwas zu tun. + .a1 = Ich hoffe, es regnet bald. Das wäre gut für die Ernten. +npc-speech-villager_busybody = + .a0 = Die Menschen sollten weniger reden und mehr arbeiten. +npc-speech-villager_unconscientious = + .a0 = Ich glaube, es ist Zeit für ein zweites Frühstück! + .a1 = Ich wünschte, mein Haus wäre nicht so unordentlich. Aber dann müsste ich ja auch aufräumen! Haha! + .a2 = Wo habe ich das Ding nur gelassen... +npc-speech-villager_extroverted = + .a0 = Du wirst nicht glauben, was ich dieses Wochenende gemacht habe! + .a1 = Einen wunderschönen guten Morgen wünsche ich dir! + .a2 = Was hältst du von diesem Wetter? + .a3 = Ich bin einfach verrückt nach Crackern mit Käse! + .a4 = Vergiss die Cracker nicht! + .a5 = Ich liebe Zwergenkäse einfach. Ich wünschte, ich könnte ihn herstellen. + .a6 = Ich hatte letzte Nacht einen wunderbaren Traum über Käse. Was hat das zu bedeuten? + .a7 = Ich liebe Honig! Und ich hasse Bienen. +npc-speech-villager_sociable = + .a0 = Willst du nicht reinkommen? Wir wollten gerade etwas Käse essen! + .a1 = Möchtest du meinen Garten sehen? Okay, vielleicht ein anderes Mal. +npc-speech-villager_introverted = + .a0 = Hi. + .a1 = Oh ich? Ich bin nichts Besonderes. +npc-speech-villager_agreeable = + .a0 = Wie geht's dir heute? + .a1 = Sag mir bescheid, wenn du etwas brauchst! + .a2 = Hast du meine Katze gesehen? +npc-speech-villager_worried = + .a0 = Seit vorsichtig, okay? Da draußen lauern viele Gefahren. +npc-speech-villager_disagreeable = + .a0 = Ich mag es, es so zu sagen wie es ist. Wenn Leute das nicht mögen, Pech gehabt. + .a1 = Manche ein viel zu schnell beleidigt. +npc-speech-villager_neurotic = + .a0 = Der Gedanke an diese Verliese macht mir Angst. Ich hoffe, jemand wird sie aufräumen. + .a1 = Jemand sollte etwas gegen diese Kultisten unternehmen. Am Besten nicht ich. + .a2 = Ich habe das Gefühl, dass etwas Schlimmes passieren wird. + .a3 = Ich wünschte, jemand würde die Wölfe aus dem Dorf fernhalten. +npc-speech-villager_sad_loner = + .a0 = Ich bin soo allein. + .a1 = { "." }.. Entschuldige die peinliche Stille. Ich bin nicht so gut im Umgang mit Menschen. +npc-speech-villager_seeker = + .a0 = Eines Tages möchte ich die Welt sehen. Es muss doch mehr im Leben geben als dieses Dorf. +npc-speech-villager_stable = + .a0 = Ist es nicht ein herrlicher Tag? + .a1 = Das Leben ist nicht so schlimm. + .a2 = Ein herrlicher Tag für einen Spaziergang im Wald! +npc-speech-villager_decline_trade = + .a0 = Tut mir leid, ich habe nichts zum Tauschen. + .a1 = Tauschen? Als ob ich irgendetwas hätte, das dich interessieren könnte. + .a2 = Mein Haus gehört mir, ich würde es gegen nichts eintauschen. +npc-speech-villager_busy = + .a0 = Es tut mir leid, ich kann im Moment nicht mit Ihnen sprechen. + .a1 = Wir reden später, ich bin beschäftigt. +npc-speech-merchant_advertisement = + .a0 = Darf ich dir einen Handel vorschlagen? + .a1 = Möchtest du mit mir handeln? + .a2 = Ich habe viele Waren. Möchtest du sie dir mal ansehen? +npc-speech-merchant_busy = + .a0 = Hey, warte bis du an der Reihe bist. + .a1 = Einen Moment bitte, ich kann mich nicht zerteilen. + .a2 = Siehst du nicht, dass jemand vor dir steht? + .a3 = Einen Moment bitte, ich bin gleich bei dir. + .a4 = Nicht vordrängeln bitte. + .a5 = Ich bin gerade beschäftigt, komm doch später wieder. +npc-speech-merchant_busy_rude = + .a0 = Hey, warte, bis du dran bist. + .a1 = Siehst du die andere Person, die vor dir steht? + .a2 = Kein Vordrängeln! +npc-speech-merchant_trade_successful = + .a0 = Vielen Dank für das Geschäft! + .a1 = Vielen Dank! +npc-speech-merchant_trade_declined = + .a0 = Vielleicht beim nächsten Mal, einen schönen Tag noch! + .a1 = Zu schade, vielleicht beim nächsten Mal, bis dann! +npc-speech-merchant_trade_cancelled_hostile = + .a0 = Entschuldige, dass ich mich kurz fasse, aber wir haben hier ein Problem zu lösen! + .a1 = Wir tauschen später, ich muss mich erst um das etwas kümmern! +npc-speech-ambush = + .a0 = Es ist unklug, allein zu reisen! + .a1 = Als ob man einem Baby Süßigkeiten klaut! +npc-speech-villager_cultist_alarm = + .a0 = Achtung! Ein Kultist schleicht hier herum! + .a1 = Zu den Waffen! Die Kultisten attackieren uns! + .a2 = Wie können die Kultisten es wagen, unser Dorf zu attackieren! + .a3 = Tod den Kultisten! + .a4 = Kultisten werden hier nicht toleriert! + .a5 = Mörderischer Kultist! + .a6 = Eine Kostprobe meines Schwertes gefällig? Du reudiger Kultist! + .a7 = Nichts kann das Blut von deinen Händen waschen, Kultist! + .a8 = Ja brat' mir doch einer 'nen Storch! Ein Kultist weilt unter uns! + .a9 = Die Schreckensherrschaft der Kultisten wird bald vorrüber sein! + .a10 = Der Kultist gehört mir! + .a11 = Bereite dich darauf vor deinem Schöpfer gegenüberzutreten, du mieser Kultist! + .a12 = Ich sehe einen Kultisten! Ergreift ihn! + .a13 = Ich sehe einen Kultisten! + .a14 = Ich sehe einen Kultisten! Lasst ihn nicht entkommen! + .a15 = Ist der ehrenwerte Kultist an ein wenig TOD interessiert?! + .a16 = Wir vergeben nicht! Wir vergessen nicht! Kultist, büße! + .a17 = Stirb, Kultist! + .a18 = Deine Schreckensherrschaft wird enden! + .a19 = Nimm das! Für alles, was du getan hast! + .a20 = Wir wollen Abschaum wie euch hier nicht! + .a21 = Du hättest unter der Erde bleiben sollen! Da wo du hingehörst! +npc-speech-villager_under_attack = + .a0 = Hilfe, ich werde angegriffen! + .a1 = Hilfe, ich werde angegriffen! + .a2 = Autsch! ich werde angegriffen! + .a3 = Autsch! ich werde angegriffen! Hilfe! + .a4 = Helft mir! Ich werde angegriffen! + .a5 = Ich werde angegriffen! Hilfe! + .a6 = Ich werde angegriffen! Helft mir! + .a7 = Hilfe! + .a8 = Hilfe! Hilfe! + .a9 = Hilfe! Hilfe! Hilfe! + .a10 = Ich werde angegriffen! + .a11 = AAAHHH! Ich werde angegriffen! + .a12 = AAAHHH! Ich werde angegriffen! So helft mir doch! + .a13 = Hilfe! Wir werden angegriffen! + .a14 = Hilfe! Mörder! + .a15 = Hilfe! Ein Mörder läuft frei herum! + .a16 = Hilfe! Man versucht, mich zu töten! + .a17 = Wachen, ich werde angegriffen! + .a18 = Wachen! Ich werde angegriffen! + .a19 = Ich werde angegriffen! Wachen! + .a20 = Hilfe! Wachen! Ich werde angegriffen! + .a21 = Wachen! Kommt schnell! + .a22 = Wachen! Wachen! + .a23 = Wachen! Ein Schurke attackiert mich! + .a24 = Wachen, erschlagt diesen üblen Schurken! + .a25 = Wachen! Ein Mörder! + .a26 = Wachen! Helft mir! + .a27 = Damit wirst du nicht davonkommen! Wachen! + .a28 = Du Unmensch! + .a29 = Helft mir! + .a30 = Helft mir! Bitte! + .a31 = Autsch! Wachen! Hilfe! + .a32 = Sie kommen, um mich zu holen! + .a33 = Hilfe! Hilfe! Ich werde angefeindet! + .a34 = Ah, jetzt sehen wir die Gewalt, die dem System innewohnt. + .a35 = Ach nur'n Kratzer! + .a36 = Hört auf! + .a37 = Was habe ich euch angetan?! + .a38 = Bitte, hört auf mich anzugreifen! + .a39 = Hey! Pass auf wo du mit dem Ding hinzielst! + .a40 = Abscheulicher Schuft, hinfort mit dir! + .a41 = Halt! Verzieh dich! + .a42 = Du bringst mich noch zur Weißglut! + .a43 = Oi! Was denkst du wer du bist?! + .a44 = Dafür reiße ich dir den Kopf ab! + .a45 = Stop, bitte! Ich habe nichts wertvolles bei mir! + .a46 = Ich setze meinen Bruder auf dich an, er ist größer als ich! + .a47 = Neiiiin, das erzähle ich meiner Mutter! + .a48 = Verflucht seist du! + .a49 = Bitte, tu's nicht. + .a50 = Das war nicht sehr nett von dir! + .a51 = Deine Waffe erfüllt ihren Zweck, du kannst sie jetzt wegstecken! + .a52 = Verschone mich! + .a53 = Bitte, ich habe Familie! + .a54 = Ich bin zu jung zum sterben! + .a55 = Können wir darüber reden? + .a56 = Gewalt ist keine Lösung! + .a57 = Der heutige Tag entwickelt sich zu einem sehr schlechten Tag... + .a58 = Hey, das tat weh! + .a59 = AAAAHHH! + .a60 = Wie rüpelhaft! + .a61 = Stop, ich flehe dich an! + .a62 = Ein Fluch soll dich heimsuchen! + .a63 = Das ist nicht lustig. + .a64 = Wie könnt Ihr es wagen?! + .a65 = Dafür wirst du bezahlen! + .a66 = Mach weiter so und es wird dir leid tun! + .a67 = Zwing mich nicht, dir weh zu tun! + .a68 = Das muss ein Missverständnis sein! + .a69 = Du musst das nicht tun! + .a70 = Fort mit dir, Schurke! + .a71 = Das hat echt wehgetan! + .a72 = Warum tust du das? + .a73 = Bei den Göttern, hört auf! + .a74 = Du musst mich mit jemand anderem verwechseln! + .a75 = Ich verdiene das nicht! + .a76 = Bitte, tu das nicht nochmal. + .a77 = Wachen, in den Kerker mit diesem Schuft! + .a78 = Ich werde meinen Tarasque auf dich hetzen! + .a79 = Warum iiiich? +npc-speech-villager_enemy_killed = + .a0 = Ich habe den Feind vernichtet! + .a1 = Endlich Frieden! + .a2 = { "." }.. also, wo war ich stehengeblieben? +npc-speech-menacing = + .a0 = Ich warne dich! + .a1 = Komm nicht näher oder ich greife an! + .a2 = Du jagst mir keine Angst ein! + .a3 = Verschwinde von hier! + .a4 = Hau bloß ab wenn du überleben willst! + .a5 = Deine Art ist hier nicht willkommen! +npc-speech-cultist_low_health_fleeing = + .a0 = Rückzug für die gute Sache! + .a1 = Rückzug! + .a2 = Verflucht seist du! + .a3 = Mein Geist wird dich verfolgen! + .a4 = Ich muss ruhen. + .a5 = Sie sind zu stark! +npc-speech-prisoner = + .a0 = Diese Gauner haben mir meine Spitzhacke weggenommen! + .a1 = Gefangen zu sein macht keinen Spaß. + .a3 = Diesem Kardinal kann nicht getraut werden. + .a4 = Diese Kleriker führen doch etwas im Schilde. + .a5 = Ich wünschte meine Spitzhacke wäre noch bei mir! +# Generic NPC messages +npc-speech-merchant_sell_undirected = + .a0 = Alle meine Waren haben die höchste Qualität! + .a1 = Möchte jemand meine Waren kaufen? + .a2 = Ich habe die besten Angebote der Stadt. + .a3 = Auf der Suche nach Zubehör? Ich habe, was sie brauchen. +# Generic NPC messages +npc-speech-day_time = + .a0 = Ein neuer Tag beginnt! + .a1 = Ich mochte aufwachen noch nie... +# Generic NPC messages +npc-speech-night_time = + .a0 = Es ist dunkel, Zeit nach Hause zu gehen. + .a1 = Ich bin müde. + .a2 = Mein Bett winkt! +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_ahead = den Weg weiter +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_west = Westen +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_far = weit +# NPC reactions +npc-speech-witness_enemy_murder = + .a0 = Mein Held! + .a1 = Endlich hat es jemand erlegt! + .a2 = Yeaah! +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_south_east = Südosten +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_north_west = Nordwesten +# NPC site hints +# Available variables: +# - $dir references npc-speech-dir-* variables below +# - $dist references npc-speech-dist-* variables below +# - $site represents hard-coded site in the world +npc-speech-tell_site = + .a0 = Warst du schonmal in { $site }? Es liegt im { $dir } von hier! + .a1 = Du solltest irgendwann einmal { $site } besuchen. + .a2 = Wenn du { $dist } nach { $dir } gehst, gelangst du nach { $site }. + .a3 = Nach { $dir } wirst du { $site } finden, es ist nur { $dist }. +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_north_east = Nordosten +# NPC reactions +npc-speech-witness_death = + .a0 = Nein! + .a1 = Das ist schrecklich! + .a2 = Ach du meine Güte! +# NPC reactions +npc-speech-witness_murder = + .a0 = Mörder! + .a1 = Wie konntest du das tun? + .a2 = Aaahhh! +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_south_west = Südwesten +# Generic NPC messages +npc-speech-merchant_sell_directed = + .a0 = Hey du! Brauchst du ein neues Dingsbums? + .a1 = Bist du hungrig? Ich hab sicher etwas Käse, den du kaufen kannst. + .a2 = Du siehst aus, als könntest du etwas neue Rüstung gebrauchen! +# NPC monster hints +# Available variables: +# - $dir references npc-speech-dir-* variables below +# - $dist references npc-speech-dist-* variables below +# - $body references body-npc-speech-* variables in `body` component +npc-speech-tell_monster = + .a0 = Sie sagen da wäre { $body } nach { $dir }, { $dist }... + .a1 = Du denkst du bist zäh? Nach { $dir } gibt es { $body }. +# Generic NPC messages +npc-speech-migrating = + .a0 = Ich lebe hier nicht mehr glücklich. Es wird Zeit, nach { $site } zu ziehen. + .a1 = Zeit, nach { $site } zu ziehen, ich habe von diesem Ort die Nase voll. +# NPC proposals +npc-speech-arena = Lasst uns dort hinsetzen! +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_very_far = sehr weit +# Generic NPC messages +npc-speech-moving_on = + .a0 = Ich habe genug Zeit hier verbracht, auf nach { $site }! +# Generic NPC messages +npc-speech-start_hunting = + .a0 = Zeit für die Jagd! +# NPC reactions +npc-speech-welcome-aboard = + .a0 = Willkommen an Bord! + .a1 = Kann ich dein Ticket sehen... kleiner Spaß, Eintritt ist frei! + .a2 = Hab eine gute Fahrt! +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_south = Süden +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_north = Norden +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_near = kurz +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_near_to = sehr kurz +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_east = Osten +# Generic NPC messages +npc-speech-guard_thought = + .a0 = Mein Bruder ist unterwegs, gegen Ogre zu kämpfen. Was bleibt für mich? Wachdienst... + .a1 = Nur noch eine Patrouille, dann kann ich nach Hause. + .a2 = Kein Bandit kommt an mir vorbei. +# NPC reactions +npc-speech-night = + .a0 = Laternen sind nützlich, um nachts voranzukommen! + .a1 = Ich hoffe, wir sind alleine hier im Dunkeln ... + .a2 = Buu! +# NPC site hints +# Available variables: +# - $dir references npc-speech-dir-* variables below +# - $dist references npc-speech-dist-* variables below +# - $site represents hard-coded site in the world +npc-speech-site = + .a0 = Glaubst du nicht auch, dass unser Dorf das beste ist? + .a1 = Willkommen in { $site } ! + .a2 = { $site } ist ein schönes Dorf zum Leben. diff --git a/assets/voxygen/i18n/en/_manifest.ron b/assets/voxygen/i18n/en/_manifest.ron new file mode 100644 index 0000000..993c8fd --- /dev/null +++ b/assets/voxygen/i18n/en/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for "global" English +( + metadata: ( + language_name: "English", + language_identifier: "en", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/en/body.ftl b/assets/voxygen/i18n/en/body.ftl new file mode 100644 index 0000000..f1ad801 --- /dev/null +++ b/assets/voxygen/i18n/en/body.ftl @@ -0,0 +1,35 @@ +## Monster descriptions, used ONLY in npc-speech-tell_monster + +body-npc-speech-generic = some creature +body-npc-speech-biped_large-ogre-male = an ogre +body-npc-speech-biped_large-ogre-female = an ogre +body-npc-speech-biped_large-cyclops = a cyclops +body-npc-speech-biped_large-wendigo = a wendigo +body-npc-speech-biped_large-werewolf = a werewolf +body-npc-speech-biped_large-cave_troll = a cave troll +body-npc-speech-biped_large-mountain_troll = a mountain troll +body-npc-speech-biped_large-swamp_troll = a swamp troll +body-npc-speech-biped_large-blue_oni = a blue oni +body-npc-speech-biped_large-red_oni = a red oni +body-npc-speech-biped_large-tursus = a tursus +body-npc-speech-biped_large-dullahan = a dullahan +body-npc-speech-biped_large-occult_saurok = an occult saurok +body-npc-speech-biped_large-mighty_saurok = a mighty saurok +body-npc-speech-biped_large-sly_saurok = a sly saurok +body-npc-speech-biped_large-mindflayer = a mindflayer +body-npc-speech-biped_large-minotaur = a minotaur +body-npc-speech-biped_large-tidal_warrior = a tidal warrior +body-npc-speech-biped_large-yeti = a yeti +body-npc-speech-biped_large-harvester = a harvester +body-npc-speech-biped_large-cultist_warlord = a cultist warlord +body-npc-speech-biped_large-cultist_warlock = a cultist warlock +body-npc-speech-biped_large-husk_brute = a husk brute +body-npc-speech-biped_large-gigas_frost = a gigas frost +body-npc-speech-biped_large-adlet_elder = an adlet elder +body-npc-speech-biped_large-sea_bishop = a sea bishop +body-npc-speech-biped_large-haniwa_general = a haniwa general +body-npc-speech-biped_large-terracotta_besieger = a terracotta besieger +body-npc-speech-biped_large-terracotta_demolisher = a terracotta demolisher +body-npc-speech-biped_large-terracotta_punisher = a terracotta punisher +body-npc-speech-biped_large-terracotta_pursuer = a terracotta pursuer +body-npc-speech-biped_large-cursekeeper = a terracotta pursuer diff --git a/assets/voxygen/i18n/en/buff.ftl b/assets/voxygen/i18n/en/buff.ftl new file mode 100644 index 0000000..02e8c88 --- /dev/null +++ b/assets/voxygen/i18n/en/buff.ftl @@ -0,0 +1,149 @@ +## Regeneration +buff-heal = Heal + .desc = Gain health over time. + .stat = Restores { $str_total } health points. +## Potion +buff-potion = Potion + .desc = Drinking... +## Agility +buff-agility = Agility + .desc = Your movement is faster, but you deal less damage, and take more damage. + .stat = + Increases movement speed by { $strength } %. + In return, your attack power and defense decrease drastically. +## Saturation +buff-saturation = Saturation + .desc = Gain health over time from consumables. +## Campfire +buff-campfire_heal = Campfire Heal + .desc = Resting at a campfire heals { $rate } % HP per second. +## Energy Regen +buff-energy_regen = Energy Regeneration + .desc = Faster energy regeneration. + .stat = Restores { $str_total } energy. +## Health Increase +buff-increase_max_health = Increase Max Health + .desc = Your maximum HP is increased. + .stat = + Raises maximum health + by { $strength }. +## Energy Increase +buff-increase_max_energy = Increase Max Energy + .desc = Your maximum energy is increased. + .stat = + Raises maximum energy + by { $strength }. +## Invulnerability +buff-invulnerability = Invulnerability + .desc = You cannot be damaged by any attack. + .stat = Grants invulnerability. +## Protection Ward +buff-protectingward = Protecting Ward + .desc = You are protected, somewhat, from attacks. +## Frenzied +buff-frenzied = Frenzied + .desc = You are imbued with unnatural speed and can ignore minor injuries. +## Haste +buff-hastened = Hastened + .desc = Your movements and attacks are faster. +## Bleeding +buff-bleed = Bleeding + .desc = Inflicts regular damage. +## Curse +buff-cursed = Cursed + .desc = You are cursed. +## Burning +buff-burn = On Fire + .desc = You are burning alive. +## Crippled +buff-crippled = Crippled + .desc = Your movement is crippled as your legs are heavily injured. +## Freeze +buff-frozen = Frozen + .desc = Your movements and attacks are slowed. +## Wet +buff-wet = Wet + .desc = The ground rejects your feet, making it hard to stop. +## Poisoned +buff-poisoned = Poisoned + .desc = You feel your life withering away... +## Ensnared +buff-ensnared = Ensnared + .desc = Vines grasp at your legs, impeding your movement. +## Fortitude +buff-fortitude = Fortitude + .desc = You can withstand staggers, and as you take more damage you stagger others more easily. +## Parried +buff-parried = Parried + .desc = You were parried and now are slow to recover. +## Potion sickness +buff-potionsickness = Potion sickness + .desc = Potions have less positive effect on you after recently consuming a potion. + .stat = + Decreases the positive effects of + subsequent potions by { $strength } %. +## Reckless +buff-reckless = Reckless + .desc = Your attacks are more powerful. However, you are leaving your defenses open. +## Polymorped +buff-polymorphed = Polymorphed + .desc = Your body changes form. +## Flame +buff-flame = Flame + .desc = Flame is your ally. +## Frigid +buff-frigid = Frigid + .desc = Freeze your foes. +## Lifesteal +buff-lifesteal = Lifesteal + .desc = Siphon your enemies' life away. +## Salamander's Aspect +buff-salamanderaspect = Salamander's Aspect + .desc = You cannot burn and you move fast through lava. +## Imminent Critical +buff-imminentcritical = Imminent Critical + .desc = Your next attack will critically hit the enemy. +## Fury +buff-fury = Fury + .desc = With your fury, your strikes generate more combo. +## Sunderer +buff-sunderer = Sunderer + .desc = Your attacks can break through your foes' defences and refresh you with more energy. +## Defiance +buff-defiance = Defiance + .desc = You can withstand mightier and more staggering blows and generate combo by being hit, however you are slower. +## Bloodfeast +buff-bloodfeast = Bloodfeast + .desc = You restore life on attacks against bleeding enemies. +## Berserk +buff-berserk = Berserk + .desc = You are in a berserking rage, causing your attacks to be more powerful and swift, and increasing your speed. However, as a result your defensive capability is less. +## Heatstroke +buff-heatstroke = Heatstroke + .desc = You were exposed to heat and now suffer from heatstroke. Your energy reward and movement speed are cut down. Chill. +## Scornful Taunt +buff-scornfultaunt = Scornful Taunt + .desc = You scornfully taunt your enemies, granting you bolstered fortitude and stamina. However, your death will bolster your killer. +## Rooted +buff-rooted = Rooted + .desc = You are stuck in place and cannot move. +## Winded +buff-winded = Winded + .desc = You can barely breathe hampering how much energy you can recover and how quickly you can move. +## Concussion +buff-concussion = Concussion + .desc = You have been hit hard on the head and have trouble focusing, preventing you from using some of your more complex attacks. +## Staggered +buff-staggered = Staggered + .desc = You are off balance and more susceptible to heavy attacks. +## Tenacity +buff-tenacity = Tenacity + .desc = You are not only able to shrug off heavier attacks, they energize you as well. However you are also slower. +## Resilience +buff-resilience = Resilience + .desc = After having just taken a debilitating attack, you become more resilient to future incapaciting effects. +## Util +buff-text-over_seconds = over { $dur_secs } seconds +buff-text-for_seconds = for { $dur_secs } seconds +buff-mysterious = Mysterious effect +buff-remove = Click to remove diff --git a/assets/voxygen/i18n/en/char_selection.ftl b/assets/voxygen/i18n/en/char_selection.ftl new file mode 100644 index 0000000..d12d49f --- /dev/null +++ b/assets/voxygen/i18n/en/char_selection.ftl @@ -0,0 +1,29 @@ +char_selection-loading_characters = Loading characters... +char_selection-delete_permanently = Permanently delete this character? +char_selection-change_server = Change Server +char_selection-enter_world = Enter World +char_selection-spectate = Spectate World +char_selection-joining_character = Joining world... +char_selection-logout = Logout +char_selection-create_new_character = Create new character +char_selection-creating_character = Creating character... +char_selection-character_creation = Character creation +char_selection-human_default = Human default +char_selection-level_fmt = Level { $level_nb } +char_selection-uncanny_valley = Wilderness +char_selection-plains_of_uncertainty = Plains of Uncertainty +char_selection-beard = Beard +char_selection-hair_style = Hair Style +char_selection-hair_color = Hair Color +char_selection-eye_color = Eye Color +char_selection-skin = Skin +char_selection-eyeshape = Eye Details +char_selection-accessories = Accessories +char_selection-starting_site = Select Starting Area +char_selection-starting_site_next = Next +char_selection-starting_site_prev = Previous +char_selection-starting_site_name = { $name } +char_selection-starting_site_kind = Kind: { $kind } +char_selection-create_info_name = Your character needs a name! +char_selection-version_mismatch = WARNING! This server is running a different, possibly incompatible game version. Please update your game. +char_selection-rules = Rules diff --git a/assets/voxygen/i18n/en/command.ftl b/assets/voxygen/i18n/en/command.ftl new file mode 100644 index 0000000..6168b95 --- /dev/null +++ b/assets/voxygen/i18n/en/command.ftl @@ -0,0 +1,106 @@ +command-no-permission = You don't have permission to use '/{ $command_name }' +command-position-unavailable = Cannot get position for { $target } +command-player-role-unavailable = Cannot get administrator roles for { $target } +command-uid-unavailable = Cannot get UID for { $target } +command-area-not-found = Could not find area named '{ $area }' +command-player-not-found = Player '{ $player }' not found! +command-player-uuid-not-found = Player with UUID '{ $uuid }' not found! +command-username-uuid-unavailable = Unable to determine UUID for username { $username } +command-uuid-username-unavailable = Unable to determine username for UUID { $uuid } +command-no-sudo = It's rude to impersonate people +command-entity-dead = Entity '{ $entity }' is dead! +command-error-while-evaluating-request = Encountered an error while validating the request: { $error } +command-give-inventory-full = Player inventory full. Gave { $given -> + [1] only one + *[other] { $given } +} of { $total } items. +command-invalid-item = Invalid item: { $item } +command-invalid-block-kind = Invalid block kind: { $kind } +command-nof-entities-at-least = Number of entities should be at least 1 +command-nof-entities-less-than = Number of entities should be less than 50 +command-entity-load-failed = Failed to load entity config: { $config } +command-spawned-entities-config = Spawned { $n } entities from config: { $config } +command-invalid-sprite = Invalid sprite kind: { $kind } +command-time-parse-too-large = { $n } is invalid, cannot be larger than 16 digits. +command-time-parse-negative = { $n } is invalid, cannot be negative. +command-time-backwards = { $t } is before the current time, time cannot go backwards. +command-time-invalid = { $t } is not a valid time. +command-rtsim-purge-perms = You must be a real admin (not just a temporary admin) to purge rtsim data. +command-chunk-not-loaded = Chunk { $x }, { $y } not loaded +command-chunk-out-of-bounds = Chunk { $x }, { $y } not within map bounds +command-spawned-entity = Spawned entity with ID: { $id } +command-spawned-dummy = Spawned a training dummy +command-spawned-airship = Spawned an airship +command-spawned-campfire = Spawned a campfire +command-spawned-safezone = Spawned a safe zone +command-volume-size-incorrect = Size has to be between 1 and 127. +command-volume-created = Created a volume +command-permit-build-given = You are now permitted to build in '{ $area }' +command-permit-build-granted = Permission to build in '{ $area }' granted +command-revoke-build-recv = Your permission to build in '{ $area }' has been revoked +command-revoke-build = Permission to build in '{ $area }' revoked +command-revoke-build-all = Your build permissions have been revoked. +command-revoked-all-build = All build permissions revoked. +command-no-buid-perms = You do not have permission to build. +command-set-build-mode-off = Toggled build mode off. +command-set-build-mode-on-persistent = Toggled build mode on. Experimental terrain persistence is enabled. The server will attempt to persist changes, but this is not guaranteed. +command-set-build-mode-on-unpersistent = Toggled build mode on. Changes will not be persisted when a chunk unloads. +command-invalid-alignment = Invalid alignment: { $alignment } +command-kit-not-enough-slots = Inventory doesn't have enough slots +command-lantern-unequiped = Please equip a lantern first +command-lantern-adjusted-strength = You adjusted flame strength. +command-lantern-adjusted-strength-color = You adjusted flame strength and color. +command-explosion-power-too-high = Explosion power mustn't be more than { $power } +command-explosion-power-too-low = Explosion power must be more than { $power } +# Note: Do not translate "confirm" here +command-disconnectall-confirm = Please run the command again with the second argument of "confirm" to confirm that + you really want to disconnect all players from the server +command-invalid-skill-group = { $group } is not a skill group! +command-unknown = Unknown command +command-disabled-by-settings = Command disabled in server settings +command-battlemode-intown = You need to be in town to change battle mode! +command-battlemode-cooldown = Cooldown period active. Try again in { $cooldown } seconds +command-battlemode-available-modes = Available modes: pvp, pve +command-battlemode-same = Attempted to set the same battle mode +command-battlemode-updated = New battle mode: { $battlemode } +command-buff-unknown = Unknown buff: { $buff } +command-buff-data = Buff argument '{ $buff }' requires additional data +command-buff-body-unknown = Unknown body spec: { $spec } +command-skillpreset-load-error = Error while loading presets +command-skillpreset-broken = Skill preset is broken +command-skillpreset-missing = Preset does not exist: { $preset } +command-location-invalid = Location name '{ $location }' is invalid. Names may only contain lowercase ASCII and + underscores +command-location-duplicate = Location '{ $location }' already exists, consider deleting it first +command-location-not-found = Location '{ $location }' does not exist +command-location-created = Created location '{ $location }' +command-location-deleted = Deleted location '{ $location }' +command-locations-empty = No locations currently exist +command-locations-list = Available locations: { $locations } +# Note: Do not translate these weather names +command-weather-valid-values = Valid values are 'clear', 'rain', 'wind' and 'storm'. +command-scale-set = Set scale to { $scale } +command-repaired-items = Repaired all equipped items +command-message-group-missing = You are using group chat but do not belong to a group. Use /world or + /region to change chat. +command-tell-request = { $sender } wants to talk to you. +command-transform-invalid-presence = Cannot transform in the current presence +command-aura-invalid-buff-parameters = Invalid buff parameters for aura +command-aura-spawn = Spawned new aura attached to entity +command-aura-spawn-new-entity = Spawned new aura +command-reloaded-chunks = Reloaded { $reloaded } chunks +command-server-no-experimental-terrain-persistence = Server was compiled without terrain persistence enabled +command-experimental-terrain-persistence-disabled = Experimental terrain persistence is disabled + +# Unreachable/untestable but added for consistency + +command-player-info-unavailable = Cannot get player information for { $target } +command-unimplemented-spawn-special = Spawning special entities is not implemented +command-kit-inventory-unavailable = Could not get inventory +command-inventory-cant-fit-item = Can't fit item to inventory +# Emitted by /disconnect_all when you don't exist (?) +command-you-dont-exist = You do not exist, so you cannot use this command +command-destroyed-tethers = All tethers destroyed! You are now free +command-destroyed-no-tethers = You're not connected to any tethers +command-dismounted = Dismounted +command-no-dismount = You're not riding or being ridden diff --git a/assets/voxygen/i18n/en/common.ftl b/assets/voxygen/i18n/en/common.ftl new file mode 100644 index 0000000..f1e7eb6 --- /dev/null +++ b/assets/voxygen/i18n/en/common.ftl @@ -0,0 +1,124 @@ +common-username = username +common-singleplayer = Singleplayer +common-multiplayer = Multiplayer +common-servers = Servers +common-quit = Quit +common-settings = Settings +common-languages = Languages +common-interface = Interface +common-gameplay = Gameplay +common-controls = Controls +common-video = Graphics +common-sound = Sound +common-chat = Chat +common-networking = Networking +common-accessibility = Accessibility +common-resume = Resume +common-characters = Characters +common-close = Close +common-yes = Yes +common-no = No +common-back = Back +common-create = Create +common-okay = Okay +common-add = Add +common-accept = Accept +common-decline = Decline +common-disclaimer = Disclaimer +common-cancel = Cancel +common-none = None +common-error = Error +common-fatal_error = Fatal Error +common-you = You +common-automatic = Auto +common-random = Random +common-empty = Empty +common-confirm = Confirm +common-delete_server = Delete Server +common-interface_settings = Interface Settings +common-gameplay_settings = Gameplay Settings +common-controls_settings = Controls Settings +common-video_settings = Graphics Settings +common-sound_settings = Sound Settings +common-language_settings = Language Settings +common-chat_settings = Chat Settings +common-networking_settings = Networking Settings +common-accessibility_settings = Accessibility Settings +common-connection_lost = + Connection lost! + Did the server restart? + Is the client up to date? +common-species-orc = Orc +common-species-human = Human +common-species-dwarf = Dwarf +common-species-elf = Elf +common-species-draugr = Draugr +common-species-danari = Danari +common-weapons-axe = Axe +common-weapons-dagger = Dagger +common-weapons-greatsword = Greatsword +common-weapons-shortswords = Shortswords +common-weapons-sword = Sword +common-weapons-staff = Firestaff +common-weapons-bow = Bow +common-weapons-hammer = Hammer +common-weapons-general = General Combat +common-weapons-sceptre = Healing Sceptre +common-weapons-shield = Shield +common-weapons-spear = Spear +common-weapons-hammer_simple = Simple Hammer +common-weapons-sword_simple = Simple Sword +common-weapons-staff_simple = Simple Staff +common-weapons-axe_simple = Simple Axe +common-weapons-bow_simple = Simple Bow +common-weapons-unique = Unique +common-tool-debug = Debug +common-tool-farming = Farming Tool +common-tool-pick = Pickaxe +common-tool-shovel = Shovel +common-tool-mining = Mining +common-tool-instrument = Instrument +common-kind-modular_component = Modular Component +common-kind-modular_component_partial = Component +common-kind-glider = Glider +common-kind-consumable = Consumable +common-kind-throwable = Can be thrown +common-kind-utility = Utility +common-kind-ingredient = Ingredient +common-kind-lantern = Lantern +common-kind-recipegroup = Recipes +common-hands-one = One-Handed +common-hands-two = Two-Handed +common-rand_appearance = Random appearance +common-rand_name = Random name +common-stats-combat_rating = CR +common-stats-power = Power +common-stats-speed = Speed +common-stats-effect-power = Effect Power +common-stats-range = Range +common-stats-energy_efficiency = Energy Efficiency +common-stats-buff_strength = Buff/Debuff Strength +common-stats-precision_mult = Crit Mult +common-stats-armor = Armor +common-stats-poise_res = Stun Res +common-stats-energy_max = Max Energy +common-stats-energy_reward = Energy Reward +common-stats-precision_power = Crit Power +common-stats-stealth = Stealth +common-stats-slots = Slots +common-stats-durability = Durability +common-material-metal = Metal +common-material-wood = Wood +common-material-stone = Stone +common-material-cloth = Cloth +common-material-hide = Hide +common-sprite-chest = Chest +common-sprite-chair = Chair +common-sprite-mud = Mud +common-sprite-grave = Grave +common-sprite-crate = Crate +common-sprite-signboard = Signboard +common-sprite-street_lamp = Street Lamp +common-sprite-lantern = Lantern +common-sprite-seashell_lantern = Seashell Lantern +common-sprite-firebowl_ground = Firebowl \ No newline at end of file diff --git a/assets/voxygen/i18n/en/esc_menu.ftl b/assets/voxygen/i18n/en/esc_menu.ftl new file mode 100644 index 0000000..1ea8d86 --- /dev/null +++ b/assets/voxygen/i18n/en/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Logout +esc_menu-quit_game = Quit Game diff --git a/assets/voxygen/i18n/en/gameinput.ftl b/assets/voxygen/i18n/en/gameinput.ftl new file mode 100644 index 0000000..e3de56e --- /dev/null +++ b/assets/voxygen/i18n/en/gameinput.ftl @@ -0,0 +1,78 @@ +gameinput-primary = Basic Attack +gameinput-secondary = Secondary Attack +gameinput-block = Block +gameinput-slot1 = Hotbar Slot 1 +gameinput-slot2 = Hotbar Slot 2 +gameinput-slot3 = Hotbar Slot 3 +gameinput-slot4 = Hotbar Slot 4 +gameinput-slot5 = Hotbar Slot 5 +gameinput-slot6 = Hotbar Slot 6 +gameinput-slot7 = Hotbar Slot 7 +gameinput-slot8 = Hotbar Slot 8 +gameinput-slot9 = Hotbar Slot 9 +gameinput-slot10 = Hotbar Slot 10 +gameinput-swaploadout = Swap Loadout +gameinput-togglecursor = Toggle Cursor +gameinput-help = Toggle Help Window +gameinput-toggleinterface = Toggle Interface +gameinput-toggledebug = Toggle FPS and Debug Info +gameinput-toggle_egui_debug = Toggle EGUI Debug Info +gameinput-togglechat = Toggle Chat +gameinput-screenshot = Take Screenshot +gameinput-toggleingameui = Toggle Nametags +gameinput-fullscreen = Toggle Fullscreen +gameinput-moveforward = Move Forward +gameinput-moveleft = Move Left +gameinput-moveright = Move Right +gameinput-moveback = Move Backwards +gameinput-jump = Jump +gameinput-glide = Glider +gameinput-roll = Roll +gameinput-climb = Climb +gameinput-climbdown = Climb Down +gameinput-wallleap = Wall Leap +gameinput-togglelantern = Toggle Lantern +gameinput-mount = Mount +gameinput-stayfollow = Stay/Follow +gameinput-chat = Chat +gameinput-command = Command +gameinput-escape = Escape +gameinput-map = Map +gameinput-bag = Bag +gameinput-trade = Trade +gameinput-social = Social +gameinput-sit = Sit +gameinput-spellbook = Spells +gameinput-settings = Settings +gameinput-respawn = Respawn +gameinput-charge = Charge +gameinput-togglewield = Toggle Wield +gameinput-interact = Interact +gameinput-freelook = Free Look +gameinput-autowalk = Auto Walk/Swim +gameinput-zoomin = Camera zoom in +gameinput-zoomout = Camera zoom out +gameinput-zoomlock = Camera zoom lock +gameinput-cameraclamp = Camera Clamp +gameinput-dance = Dance +gameinput-select = Select Entity +gameinput-acceptgroupinvite = Accept Group Invite +gameinput-declinegroupinvite = Decline Group Invite +gameinput-cyclecamera = Cycle camera +gameinput-crafting = Crafting +gameinput-fly = Fly +gameinput-sneak = Sneak +gameinput-swimdown = Swim downwards +gameinput-swimup = Swim upwards +gameinput-mapzoomin = Increase map zoom +gameinput-mapzoomout = Decrease map zoom +gameinput-greet = Greet +gameinput-map-locationmarkerbutton = Set a waypoint in the Map +gameinput-spectatespeedboost = Spectate speed boost +gameinput-spectateviewpoint = Spectate viewpoint +gameinput-mutemaster = Mute master volume +gameinput-muteinactivemaster = Mute master volume (inactive window) +gameinput-mutemusic = Mute music volume +gameinput-mutesfx = Mute SFX volume +gameinput-muteambience = Mute ambience volume +gameinput-togglewalk = Toggle Walking diff --git a/assets/voxygen/i18n/en/hud/ability.ftl b/assets/voxygen/i18n/en/hud/ability.ftl new file mode 100644 index 0000000..94605a2 --- /dev/null +++ b/assets/voxygen/i18n/en/hud/ability.ftl @@ -0,0 +1,454 @@ +## Internal terms, currently only used in zh-Hans. +## If we remove them here, they also get auto-removed in zh-Hans, +## so please keep them, even when not used in English file. +## See https://github.com/WeblateOrg/weblate/issues/9895 + +-heavy_stance = "" +-agile_stance = "" +-defensive_stance = "" +-crippling_stance = "" +-cleaving_stance = "" + +-basic_state = "" +-heavy_state = "" +-agile_state = "" +-defensive_state = "" +-crippling_state = "" +-cleaving_state = "" +-double_slash = "" +-modified_depending_stance = "" +-crescent_slash = "" +-fell_strike = "" +-skewer = "" +-cascade = "" +-cross_cut = "" +-requires_moderate_combo = "" +-enter_stance = "" +-require_stance = "" + +## Debug abilities +common-abilities-debug-possess = Possessing Arrow + .desc = Shoots a poisonous arrow. Lets you control your target. +common-abilities-debug-evolve = Evolve + .desc = You become your better self. +common-abilities-debug-glide_boost = Vroom + .desc = Gives you the force to reach the sky +common-abilities-debug-glide_speeder = Vroom + .desc = Gives you the force to reach wherever your eyes look + +## Hotbar abilities + +# Not-yet reworked weapon abilities + +common-abilities-hammer-leap = Smash of Doom + .desc = An AOE attack with knockback. Leaps to position of cursor. +common-abilities-bow-shotgun = Burst + .desc = Launches a burst of arrows +common-abilities-staff-fireshockwave = Ring of Fire + .desc = Ignites the ground with fiery shockwave. +common-abilities-sceptre-wardingaura = Warding Aura + .desc = Wards your allies against enemy attacks. + +## Sword abilities +veloren-core-pseudo_abilities-sword-heavy_stance = Heavy Stance + .desc = Attacks in this stance can stagger enemies and deal more damage to staggered enemies but are slower. +veloren-core-pseudo_abilities-sword-agile_stance = Agile Stance + .desc = Attacks are faster but weaker in this stance. +veloren-core-pseudo_abilities-sword-defensive_stance = Defensive Stance + .desc = Attacks in this stance can act as either a weak block or a parry. +veloren-core-pseudo_abilities-sword-crippling_stance = Crippling Stance + .desc = Attacks in this stance create or worsen lasting injuries. +veloren-core-pseudo_abilities-sword-cleaving_stance = Cleaving Stance + .desc = Attacks in this stance can hit multiple enemies. +veloren-core-pseudo_abilities-sword-double_slash = Double Slash + .desc = A two-hit combo. +common-abilities-sword-basic_double_slash = Basic Double Slash + .desc = A basic two-hit combo. +common-abilities-sword-heavy_double_slash = Heavy Double Slash + .desc = A slower two-hit combo that can stagger. +common-abilities-sword-agile_double_slash = Agile Double Slash + .desc = A fast two-hit combo with lighter strikes. +common-abilities-sword-defensive_double_slash = Defensive Double Slash + .desc = A two-hit combo that reduces the impact of enemy strikes. +common-abilities-sword-crippling_double_slash = Crippling Double Slash + .desc = A two-hit combo that can prolong an enemy's bleeding. +common-abilities-sword-cleaving_double_slash = Cleaving Double Slash + .desc = A two-hit combo that can cleave through multiple enemies. +veloren-core-pseudo_abilities-sword-secondary_ability = Secondary Sword Ability + .desc = The ability bound to secondary attack key. +common-abilities-sword-basic_thrust = Basic Thrust + .desc = Charging the thrust will make it more powerful. +common-abilities-sword-heavy_slam = Heavy Slam + .desc = A strong overhead slash that can be charged to be more staggering. +common-abilities-sword-agile_perforate = Perforate + .desc = A rapid flurry of light attacks. +common-abilities-sword-agile_dual_perforate = Perforate + .desc = A rapid flurry of light attacks with both swords. +common-abilities-sword-defensive_vital_jab = Defensive Vital Jab + .desc = A quickly charged jab that does more damage against parried foes. +common-abilities-sword-crippling_deep_rend = Deep Rend + .desc = A strike aimed at an already open wound, deals more damage to bleeding enemies. +common-abilities-sword-cleaving_spiral_slash = Spiral Slash + .desc = Sweep your blade fully around you to hit anyone nearby. +common-abilities-sword-cleaving_dual_spiral_slash = Spiral Slash + .desc = Sweep both of your blades fully around you to hit anyone nearby. +veloren-core-pseudo_abilities-sword-crescent_slash = Crescent Slash + .desc = + An upwards diagonal slash. + This skill changes depending on your adopted stance. +common-abilities-sword-basic_crescent_slash = Basic Crescent Slash + .desc = A basic, upwards diagonal slash. +common-abilities-sword-heavy_crescent_slash = Heavy Crescent Slash + .desc = An upwards diagonal slash that can stagger. +common-abilities-sword-agile_crescent_slash = Agile Crescent Slash + .desc = A light, upwards diagonal slash. +common-abilities-sword-defensive_crescent_slash = Defensive Crescent Slash + .desc = A parrying, upwards diagonal slash. +common-abilities-sword-crippling_crescent_slash = Crippling Crescent Slash + .desc = An upwards diagonal slash that can bleed. +common-abilities-sword-cleaving_crescent_slash = Cleaving Crescent Slash + .desc = An upwards diagonal slash that can cleave through enemies. +veloren-core-pseudo_abilities-sword-fell_strike = Fell Strike + .desc = + A quick strong slash. + This skill changes depending on your adopted stance. +common-abilities-sword-basic_fell_strike = Basic Fell Strike + .desc = A basic, quick strong slash. +common-abilities-sword-heavy_fell_strike = Heavy Fell Strike + .desc = A strong slash that can stagger. +common-abilities-sword-agile_fell_strike = Agile Fell Strike + .desc = A very quick strong slash. +common-abilities-sword-defensive_fell_strike = Defensive Fell Strike + .desc = A parrying, quick strong slash. +common-abilities-sword-crippling_fell_strike = Crippling Fell Strike + .desc = A quick strong slash that can bleed. +common-abilities-sword-cleaving_fell_strike = Cleaving Fell Strike + .desc = A quick strong slash that can cleave through enemies. +veloren-core-pseudo_abilities-sword-skewer = Skewer + .desc = + A stabbing lunge. + This skill changes depending on your adopted stance. +common-abilities-sword-basic_skewer = Basic Skewer + .desc = A basic, stabbing lunge. +common-abilities-sword-heavy_skewer = Heavy Skewer + .desc = A stabbing lunge that can stagger. +common-abilities-sword-agile_skewer = Agile Skewer + .desc = A quick, stabbing lunge. +common-abilities-sword-defensive_skewer = Defensive Skewer + .desc = A parrying, stabbing lunge. +common-abilities-sword-crippling_skewer = Crippling Skewer + .desc = A stabbing lunge that can bleed. +common-abilities-sword-cleaving_skewer = Cleaving Skewer + .desc = A stabbing lunge that can cleave through enemies. +veloren-core-pseudo_abilities-sword-cascade = Cascade + .desc = + An overhead slash. + This skill changes depending on your adopted stance. +common-abilities-sword-basic_cascade = Basic Cascade + .desc = A basic, overhead slash. +common-abilities-sword-heavy_cascade = Heavy Cascade + .desc = An overhead slash that can stagger. +common-abilities-sword-agile_cascade = Agile Cascade + .desc = A quick, overhead slash. +common-abilities-sword-defensive_cascade = Defensive Cascade + .desc = A parrying, overhead slash. +common-abilities-sword-crippling_cascade = Crippling Cascade + .desc = An overhead slash that can bleed. +common-abilities-sword-cleaving_cascade = Cleaving Cascade + .desc = An overhead slash that can cleave through enemies. +veloren-core-pseudo_abilities-sword-cross_cut = Cross Cut + .desc = + A right and left slash. + This skill changes depending on your adopted stance. +common-abilities-sword-basic_cross_cut = Basic Cross Cut + .desc = A basic right and left slash. +common-abilities-sword-heavy_cross_cut = Heavy Cross Cut + .desc = A right and left slash that can each stagger. +common-abilities-sword-agile_cross_cut = Agile Cross Cut + .desc = A quick right and left slash. +common-abilities-sword-defensive_cross_cut = Defensive Cross Cut + .desc = A parrying right and left slash. +common-abilities-sword-crippling_cross_cut = Crippling Cross Cut + .desc = A right and left slash that can bleed. +common-abilities-sword-cleaving_cross_cut = Cleaving Cross Cut + .desc = A right and left slash which cleave through enemies. +common-abilities-sword-basic_dual_cross_cut = Basic Cross Cut + .desc = A simultaneous basic right and left slash. +common-abilities-sword-heavy_dual_cross_cut = Heavy Cross Cut + .desc = A simultaneous right and left slash that can each stagger. +common-abilities-sword-agile_dual_cross_cut = Agile Cross Cut + .desc = A simultaneous quick right and left slash. +common-abilities-sword-defensive_dual_cross_cut = Defensive Cross Cut + .desc = A simultaneous parrying right and left slash. +common-abilities-sword-crippling_dual_cross_cut = Crippling Cross Cut + .desc = A simultaneous right and left slash that can bleed. +common-abilities-sword-cleaving_dual_cross_cut = Cleaving Cross Cut + .desc = A simultaneous right and left slash which cleave through enemies. +veloren-core-pseudo_abilities-sword-finisher = Finisher + .desc = + An ability that consumes combo and is meant to end a fight. + This skill changes depending on your adopted stance. +common-abilities-sword-basic_mighty_strike = Mighty Strike + .desc = + A simple, powerful slash. + Requires a moderate amount of combo to use. +common-abilities-sword-heavy_guillotine = Guillotine + .desc = + A strong cleave that will likely stagger what it doesn't kill. + Requires a moderate amount of combo to use. +common-abilities-sword-agile_hundred_cuts = Hundred Cuts + .desc = + Many very rapid slashes on a target. + Requires a moderate amount of combo to use. +common-abilities-sword-defensive_counter = Counter + .desc = + A rapidly launched attack that deals substantially more damage to a parried foe. + Requires a moderate amount of combo to use. +common-abilities-sword-crippling_mutilate = Mutilate + .desc = + Mutilate your foe by sawing through their injuries, deals more damage to bleeding foes. + Requires a moderate amount of combo to use. +common-abilities-sword-cleaving_bladestorm = Bladestorm + .desc = + Decimate your enemies with multiple cyclic swings of your sword. + Requires a moderate amount of combo to use. +common-abilities-sword-cleaving_dual_bladestorm = Bladestorm + .desc = + Decimate your enemies with multiple cyclic swings of both of your swords. + Requires a moderate amount of combo to use. +common-abilities-sword-heavy_sweep = Heavy Sweep + .desc = + A heavy, wide, sweeping strike that deals more damage to a staggered enemy. + Enters heavy stance. +common-abilities-sword-heavy_pommel_strike = Pommel Strike + .desc = + Concuss your foe with a blunt strike to the head. + Enters heavy stance. +common-abilities-sword-agile_quick_draw = Quick Draw + .desc = + Dash forward as you draw your blade for a quick attack. + Enters agile stance. +common-abilities-sword-agile_feint = Feint + .desc = + Step to the side then back before striking. + Enters agile stance. +common-abilities-sword-defensive_riposte = Riposte + .desc = + Parry a strike before instantly counter-attacking. + Enters defensive stance. +common-abilities-sword-defensive_disengage = Disengage + .desc = + Retreat backwards a step after striking. + Enters defensive stance. +common-abilities-sword-crippling_gouge = Gouge + .desc = + Inflict a lasting wound on your enemy that will continue to bleed. + Enters crippling stance. +common-abilities-sword-crippling_hamstring = Hamstring + .desc = + Injure the tendons of your foe, leaving them less maneuverable. + Enters crippling stance. +common-abilities-sword-cleaving_whirlwind_slice = Whirlwind Slice + .desc = + Strike all surrounding enemies with circular attacks. + Enters cleaving stance. +common-abilities-sword-cleaving_dual_whirlwind_slice = Whirlwind Slice + .desc = + Strike all surrounding enemies with circular attacks using both of your swords. + Enters cleaving stance. +common-abilities-sword-cleaving_earth_splitter = Earth Splitter + .desc = + Split the earth, if used while falling will have a much stronger impact. + Enters cleaving stance. +common-abilities-sword-heavy_fortitude = Fortitude + .desc = + Increases stagger resistance and as you take more damage your attacks will be more staggering. + Requires heavy stance. +common-abilities-sword-heavy_pillar_thrust = Pillar Thrust + .desc = + Stab your sword down through the enemy, all the way into the ground, is more powerful if used while falling. + Requires heavy stance. +common-abilities-sword-agile_dancing_edge = Dancing Edge + .desc = + Move and attack more swiftly. + Requires agile stance. +common-abilities-sword-agile_flurry = Flurry + .desc = + Multiple rapid stabs. + Requires agile stance. +common-abilities-sword-agile_dual_flurry = Flurry + .desc = + Multiple rapid stabs with both swords. + Requires agile stance. +common-abilities-sword-defensive_stalwart_sword = Stalwart Sword + .desc = + Shrug off the brunt of attacks, incoming damage is reduced. + Requires defensive stance. +common-abilities-sword-defensive_deflect = Deflect + .desc = + A swift enough maneuver to even block projectiles. + Requires defensive stance. +common-abilities-sword-crippling_eviscerate = Eviscerate + .desc = + Shreds wounds further, deals more damage to crippled enemies. + Requires crippling stance. +common-abilities-sword-crippling_bloody_gash = Bloody Gash + .desc = + Cruelly strike an already bleeding wound, does more damage to bleeding enemies. + Requires crippling stance. +common-abilities-sword-cleaving_blade_fever = Blade Fever + .desc = + Attack more recklessly, increasing the power of your strikes while leaving yourself open to incoming attacks. + Requires cleaving stance. +common-abilities-sword-cleaving_sky_splitter = Sky Splitter + .desc = + A powerful strike that purportedly can even split the sky, but will split through enemies. + Requires cleaving stance. + +## Axe abilities +common-abilities-axe-triple_chop = Triple Chop + .desc = Three quick strikes. +common-abilities-axe-cleave = Cleave + .desc = A downwards chop that can build multiple combo. +common-abilities-axe-brutal_swing = Brutal Swing + .desc = A spinning cleave around you. +common-abilities-axe-berserk = Berserk + .desc = Increases your strength at the cost of leaving you vulnerable. +common-abilities-axe-rising_tide = Rising Tide + .desc = An upwards strike that greatly increases combo. +common-abilities-axe-savage_sense = Savage Sense + .desc = Identify a vital point on your target, ensuring your next strike critically damages them. +common-abilities-axe-adrenaline_rush = Adrenaline Rush + .desc = + Consume all your combo to replenish your energy. + Scales with combo on activation, consumes all combo. +common-abilities-axe-execute = Execute + .desc = + A devastating strike often known to be fatal. + Requires 30 combo to use. + Automatically upgrades to maelstrom at 50 combo if unlocked. +common-abilities-axe-maelstrom = Maelstrom + .desc = + Strike everything in your vicinity with a devastating, spinning strike. + Automatically upgrades from execute at 50 combo. +common-abilities-axe-rake = Rake + .desc = Drag your axe across your foe, inducing bleeding. +common-abilities-axe-bloodfeast = Bloodfeast + .desc = Your axe thirsts for the blood of your enemies, replenishing you with each strike against a bleeding enemy. +common-abilities-axe-fierce_raze = Fierce Raze + .desc = A rapid flurry of strikes on your foe. +common-abilities-axe-dual_fierce_raze = Fierce Raze + .desc = A rapid flurry of strikes on your foe using both of your axes. +common-abilities-axe-furor = Furor + .desc = As your fury rises, your strikes generate more combo. +common-abilities-axe-fracture = Fracture + .desc = + A crippling blow that hampers your foe's movement. + Scales with combo on activation, consumes half of combo. +common-abilities-axe-lacerate = Lacerate + .desc = + Flay your target, causing their lifeblood to flow out. + Requires 30 combo to use. + Automatically upgrades to riptide at 50 combo if unlocked. +common-abilities-axe-riptide = Riptide + .desc = + Flay everything nearby, parting them from their blood. + Automatically upgrades from lacerate at 50 combo. +common-abilities-axe-skull_bash = Skullbash + .desc = A strike with the flat of your axe that can stagger. +common-abilities-axe-sunder = Sunder + .desc = By changing your grip, you become able to bypass your enemy's armor while restoring your energy more effectively. +common-abilities-axe-plunder = Plunder + .desc = Quickly step towards your foe, robbing them of their balance with a strike. +common-abilities-axe-defiance = Defiance + .desc = Stare death in the eye longer as you make yourself resistant to both staggers and death. +common-abilities-axe-keelhaul = Keelhaul + .desc = + Hook your opponent to pull them closer towards you. + Scales with combo on activation, consumes half of combo. +common-abilities-axe-bulkhead = Bulkhead + .desc = + A heavy swing that some say can even stagger titans. + Requires 30 combo to use. + Automatically upgrades to capsize at 50 combo if unlocked. +common-abilities-axe-capsize = Capsize + .desc = + Stagger everything nearby with a heavy spinning strike. + Automatically upgrades from bulkhead at 50 combo. + +# Hammer abilities +common-abilities-hammer-solid_smash = Solid Smash + .desc = + A solid smash, that'll hurt +common-abilities-hammer-wide_wallop = Wide Wallop + .desc = + Pull back and send them flying +common-abilities-hammer-scornful_swipe = Scornful Swipe + .desc = + Bolster your fortitude and stamina by taunting your enemies before striking at them. If you fall to an enemy they become empowered. +common-abilities-hammer-tremor = Tremor + .desc = + Strike the earth with enough force that the ground beneath your foes trembles. +common-abilities-hammer-vigorous_bash = Vigorous Bash + .desc = + Use the head of your hammer to quickly strike your foes, giving a surge of adrenaline if the target is off balance. +common-abilities-hammer-heavy_whorl = Heavy Whorl + .desc = + You strike all foes surrounding you with your hammer. +common-abilities-hammer-dual_heavy_whorl = Heavy Whorl + .desc = + You strike all foes surrounding you with your hammers. +common-abilities-hammer-intercept = Intercept + .desc = + Charge forward with your hammer throwing your weight behind your strike. +common-abilities-hammer-dual_intercept = Intercept + .desc = + Charge forward with your hammers throwing your weight behind your strike. +common-abilities-hammer-retaliate = Retaliate + .desc = + After blocking an attack, retaliate with a heavy strike back. +common-abilities-hammer-spine_cracker = Spine Cracker + .desc = + When you foe turns their back to you, strike them hard in the back, targeting the weak part of their spine. +common-abilities-hammer-breach = Breach + .desc = + Breach through your enemy's attempt at defense with a heavy strike from your hammer. +common-abilities-hammer-pile_driver = Pile Driver + .desc = + Strike your enemy into the ground, stopping their movement until they free their legs. +common-abilities-hammer-lung_pummel = Lung Pummel + .desc = + Swipe your hammer into your foe's side, winding them. +common-abilities-hammer-helm_crusher = Helm Crusher + .desc = + Bash your enemy's head with your hammer, concussing them. +common-abilities-hammer-iron_tempest = Iron Tempest + .desc = + Swing swiftly enough that your hammer becomes like a storm, scattering your enemies. +common-abilities-hammer-dual_iron_tempest = Iron Tempest + .desc = + Swing swiftly enough that your hammers becomes like a storm, scattering your enemies. +common-abilities-hammer-upheaval = Upheaval + .desc = + Slam your hammer into your foe, knocking them into the air and leaving them vulnerable to staggers. +common-abilities-hammer-dual_upheaval = Upheaval + .desc = + Slam your hammers into your foes, knocking them into the air and leaving them vulnerable to staggers. +common-abilities-hammer-rampart = Rampart + .desc = + Strike the ground, causing very mild tectonic uplift which protects your allies from attacks. +common-abilities-hammer-tenacity = Tenacity + .desc = + Hold yourself strong as you withstand attack after attack, managing to keep attacking all the while. +common-abilities-hammer-thunderclap = Thunderclap + .desc = + Unleash a devastating, adrenaline-fueled overhead strike against your foe. +common-abilities-hammer-seismic_shock = Seismic Shock + .desc = + After buildup up enough momentum in your hammer, strike the ground with enough force that it erupts outward, throwing your foes into the air. +common-abilities-hammer-earthshaker = Earthshaker + .desc = + Slam the head of your blood-soaked hammer into the ground, unleashing a shockwave that knocks the wind out of everyone around you. +common-abilities-hammer-judgement = Judgement + .desc = + Bring your hammer down on your foe with all your weight, potentially killing them outright if they are staggered. diff --git a/assets/voxygen/i18n/en/hud/bag.ftl b/assets/voxygen/i18n/en/hud/bag.ftl new file mode 100644 index 0000000..778ed00 --- /dev/null +++ b/assets/voxygen/i18n/en/hud/bag.ftl @@ -0,0 +1,59 @@ +hud-bag-inventory = { $playername }'s Inventory +hud-bag-stats_title = { $playername }'s Stats +hud-bag-armor = Armor +hud-bag-stats = Stats +hud-bag-head = Head +hud-bag-neck = Neck +hud-bag-tabard = Tabard +hud-bag-shoulders = Shoulders +hud-bag-chest = Chest +hud-bag-hands = Hands +hud-bag-lantern = Lantern +hud-bag-glider = Glider +hud-bag-belt = Belt +hud-bag-ring = Ring +hud-bag-back = Back +hud-bag-backpack = Backpack +hud-bag-legs = Legs +hud-bag-feet = Feet +hud-bag-mainhand = Mainhand +hud-bag-offhand = Offhand +hud-bag-inactive_mainhand = Inactive Mainhand +hud-bag-inactive_offhand = Inactive Offhand +hud-bag-swap_equipped_weapons_title = Swap equipped weapons +hud-bag-swap_equipped_weapons_desc = Press { $key } +hud-bag-bag = Bag +hud-bag-health = Health +hud-bag-energy = Energy +hud-bag-combat_rating = Combat Rating +hud-bag-protection = Protection +hud-bag-stun_res = Stun Resilience +hud-bag-stealth = Stealth +hud-bag-combat_rating_desc = + Calculated from your + equipment and health. +hud-bag-protection_desc = Damage reduction through armor. +hud-bag-stun_res_desc = + Resilience against being stunned by consecutive hits. + Regenerates like energy. +hud-bag-sort_by_name = Sort by Name +hud-bag-sort_by_quality = Sort by Quality +hud-bag-sort_by_category = Sort by Category +hud-bag-sort_by_tag = Sort by Tag +hud-bag-sort_by_quantity = Sort by Quantity +hud-bag-use_slot_equip_drop_items = { $slot_deficit -> + [1] Equipping this item will result in insufficient inventory space to hold the items in your inventory and 1 item will drop on the floor. Do you wish to continue? + *[other] Equipping this item will result in insufficient inventory space to hold the items in your inventory and { $slot_deficit } items will drop on the floor. Do you wish to continue? +} +hud-bag-use_slot_unequip_drop_items = { $slot_deficit -> + [1] Unequipping this item will result in insufficient inventory space to hold the items in your inventory and 1 item will drop on the floor. Do you wish to continue? + *[other] Unequipping this item will result in insufficient inventory space to hold the items in your inventory and { $slot_deficit } items will drop on the floor. Do you wish to continue? +} +hud-bag-swap_slots_drop_items = { $slot_deficit -> + [1] This will result in dropping 1 item on the ground. Are you sure? + *[other] This will result in dropping { $slot_deficit } items on the ground. Are you sure? +} +hud-bag-split_swap_slots_drop_items = { $slot_deficit -> + [1] This will result in dropping 1 item on the ground. Are you sure? + *[other] This will result in dropping { $slot_deficit } items on the ground. Are you sure? +} diff --git a/assets/voxygen/i18n/en/hud/char_window.ftl b/assets/voxygen/i18n/en/hud/char_window.ftl new file mode 100644 index 0000000..34b4e3d --- /dev/null +++ b/assets/voxygen/i18n/en/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Character name +character_window-character_stats = + Endurance + + Fitness + + Willpower + + Protection diff --git a/assets/voxygen/i18n/en/hud/chat.ftl b/assets/voxygen/i18n/en/hud/chat.ftl new file mode 100644 index 0000000..d76f369 --- /dev/null +++ b/assets/voxygen/i18n/en/hud/chat.ftl @@ -0,0 +1,91 @@ +## Player events, $user_gender should be available + +hud-chat-online_msg = [{ $name }] is online now. +hud-chat-offline_msg = [{ $name }] went offline. +hud-chat-goodbye = Goodbye! +hud-chat-connection_lost = Connection lost. Kicking in { $time } seconds. + +## Player /tell messages, $user_gender should be available + +hud-chat-tell-to = To [{ $alias }]: { $msg } +hud-chat-tell-from = From [{ $alias }]: { $msg } + +## Npc /tell messages, no gender info, sadly + +hud-chat-tell-to-npc = To [{ $alias }]: { $msg } +hud-chat-tell-from-npc = From [{ $alias }]: { $msg } + +## Generic messages + +hud-chat-message = [{ $alias }]: { $msg } +hud-chat-message-with-name = [{ $alias }] { $name }: { $msg } +hud-chat-message-in-group = ({ $group }) [{ $alias }]: { $msg } +hud-chat-message-in-group-with-name = ({ $group }) [{ $alias }] { $name }: { $msg } + +## PvP Buff deaths, both $attacker_gender and $victim_gender are available + +hud-chat-died_of_pvp_buff_msg = + .burning = [{ $victim }] died of: burning caused by [{ $attacker }] + .bleeding = [{ $victim }] died of: bleeding caused by [{ $attacker }] + .curse = [{ $victim }] died of: curse caused by [{ $attacker }] + .crippled = [{ $victim }] died of: crippled caused by [{ $attacker }] + .frozen = [{ $victim }] died of: frozen caused by [{ $attacker }] + .mysterious = [{ $victim }] died of: secret caused by [{ $attacker }] + +## PvE Buff deaths, only $victim_gender is available + +hud-chat-died_of_npc_buff_msg = + .burning = [{ $victim }] died of: burning caused by { $attacker } + .bleeding = [{ $victim }] died of: bleeding caused by { $attacker } + .curse = [{ $victim }] died of: curse caused by { $attacker } + .crippled = [{ $victim }] died of: crippled caused by { $attacker } + .frozen = [{ $victim }] died of: frozen caused by { $attacker } + .mysterious = [{ $victim }] died of: secret caused by { $attacker } + +## Random Buff deaths, only $victim_gender is available + +hud-chat-died_of_buff_nonexistent_msg = + .burning = [{ $victim }] died of: burning + .bleeding = [{ $victim }] died of: bleeding + .curse = [{ $victim }] died of: curse + .crippled = [{ $victim }] died of: crippled + .frozen = [{ $victim }] died of: frozen + .mysterious = [{ $victim }] died of: secret + +## Other PvP deaths, both $attacker_gender and $victim_gender are available + +hud-chat-pvp_melee_kill_msg = [{ $attacker }] defeated [{ $victim }] +hud-chat-pvp_ranged_kill_msg = [{ $attacker }] shot [{ $victim }] +hud-chat-pvp_explosion_kill_msg = [{ $attacker }] blew up [{ $victim }] +hud-chat-pvp_energy_kill_msg = [{ $attacker }] killed [{ $victim }] with magic +hud-chat-pvp_other_kill_msg = [{ $attacker }] killed [{ $victim }] + +## Other PvE deaths, only $victim_gender is available + +hud-chat-npc_melee_kill_msg = { $attacker } killed [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } shot [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } blew up [{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } killed [{ $victim }] with magic +hud-chat-npc_other_kill_msg = { $attacker } killed [{ $victim }] + +## Other deaths, only $victim_gender is available + +hud-chat-fall_kill_msg = [{ $name }] died from fall damage +hud-chat-suicide_msg = [{ $name }] died from self-inflicted wounds +hud-chat-default_death_msg = [{ $name }] died + +## Chat utils + +hud-chat-all = All +hud-chat-chat_tab_hover_tooltip = Right click for settings + +## HUD Pickup message + +hud-loot-pickup-msg-you = { $amount -> + [1] You picked up { $item } + *[other] You picked up {$amount}x {$item} +} +hud-loot-pickup-msg = { $amount -> + [1] { $actor } picked up { $item } + *[other] { $actor } picked up { $amount }x { $item } +} diff --git a/assets/voxygen/i18n/en/hud/crafting.ftl b/assets/voxygen/i18n/en/hud/crafting.ftl new file mode 100644 index 0000000..97cd385 --- /dev/null +++ b/assets/voxygen/i18n/en/hud/crafting.ftl @@ -0,0 +1,53 @@ +hud-crafting = Crafting +hud-crafting-recipes = Recipes +hud-crafting-ingredients = Ingredients: +hud-crafting-craft = Craft +hud-crafting-craft_all = Craft All +hud-crafting-repair = Repair +hud-crafting-repair_equipped = Repair Equipped +hud-crafting-repair_all = Repair All +hud-crafting-tool_cata = Requires: +hud-crafting-req_crafting_station = Requires: +hud-crafting-anvil = Anvil +hud-crafting-cauldron = Cauldron +hud-crafting-cooking_pot = Cooking Pot +hud-crafting-crafting_bench = Crafting Bench +hud-crafting-forge = Forge +hud-crafting-loom = Loom +hud-crafting-spinning_wheel = Spinning Wheel +hud-crafting-tanning_rack = Tanning Rack +hud-crafting-salvaging_station = Salvaging Bench +hud-crafting-repair_bench = Repair Bench +hud-crafting-campfire = Campfire +hud-crafting-tabs-all = All +hud-crafting-tabs-armor = Armor +hud-crafting-tabs-dismantle = Dismantle +hud-crafting-tabs-food = Food +hud-crafting-tabs-glider = Gliders +hud-crafting-tabs-potion = Potions +hud-crafting-tabs-tool = Tools +hud-crafting-tabs-utility = Utility +hud-crafting-tabs-weapon = Weapons +hud-crafting-tabs-bag = Bags +hud-crafting-tabs-processed_material = Materials +hud-crafting-dismantle_title = Dismantling +hud-crafting-dismantle_explanation = + Hover items in your bag to see what + you can salvage. + + Double-Click them to start dismantling. +hud-crafting-modular_desc = Drag Item-Parts here to craft a weapon +hud-crafting-mod_weap_prim_slot_title = Primary Weapon Component +hud-crafting-mod_weap_prim_slot_desc = Place a primary weapon component here (e.g. a sword blade, axe head, or bow limbs). +hud-crafting-mod_weap_sec_slot_title = Secondary Weapon Component +hud-crafting-mod_weap_sec_slot_desc = Place a secondary weapon component here (e.g. a sword hilt, bow grip, or staff core). +hud-crafting-mod_comp_metal_prim_slot_title = Metal Ingot +hud-crafting-mod_comp_metal_prim_slot_desc = Place a metal ingot here, only certain metals can be used to make weapons. +hud-crafting-mod_comp_wood_prim_slot_title = Wood +hud-crafting-mod_comp_wood_prim_slot_desc = Place a kind of wood here, only certain woods can be used to make weapons. +hud-crafting-mod_comp_sec_slot_title = Animal Material +hud-crafting-mod_comp_sec_slot_desc = Optionally place an animal crafting ingredient, only certain ingredients can be used to augment weapons. +hud-crafting-repair_slot_title = Damaged Item +hud-crafting-repair_slot_desc = Place an item here to see the cost of repairing it at its current durability level. +hud-crafting-recipe-uncraftable = Recipe Cannot be Crafted +hud-crafting-recipe-unlearned = You must first learn how to craft this recipe. diff --git a/assets/voxygen/i18n/en/hud/group.ftl b/assets/voxygen/i18n/en/hud/group.ftl new file mode 100644 index 0000000..b91e9e0 --- /dev/null +++ b/assets/voxygen/i18n/en/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Group +hud-group-invite_to_join = [{ $name }] invited you to their group! +hud-group-invite_to_trade = [{ $name }] would like to trade with you. +hud-group-invite = Invite +hud-group-kick = Kick +hud-group-assign_leader = Assign Leader +hud-group-leave = Leave Group +hud-group-dead = Dead +hud-group-out_of_range = Out of range +hud-group-add_friend = Add to Friends +hud-group-link_group = Link Groups +hud-group-in_menu = In Menu +hud-group-members = Group Members diff --git a/assets/voxygen/i18n/en/hud/map.ftl b/assets/voxygen/i18n/en/hud/map.ftl new file mode 100644 index 0000000..0a913fd --- /dev/null +++ b/assets/voxygen/i18n/en/hud/map.ftl @@ -0,0 +1,42 @@ +hud-map-map_title = Map +hud-map-qlog_title = Quests +hud-map-topo_map = Topographic +hud-map-difficulty = Difficulty +hud-map-towns = Towns +hud-map-castles = Castles +hud-map-dungeons = Dungeons +hud-map-caves = Caves +hud-map-cave = Cave +hud-map-peaks = Mountains +hud-map-biomes = Biomes +hud-map-voxel_map = Voxel map +hud-map-trees = Giant Trees +hud-map-tree = Giant Tree +hud-map-town = Town +hud-map-castle = Castle +hud-map-bridge = Bridge +hud-map-dungeon = Dungeon +hud-map-df_mine = Mine +hud-map-difficulty_dungeon = + Dungeon + + Difficulty: { $difficulty } +hud-map-drag = Drag +hud-map-zoom = Zoom +hud-map-mid_click = Set Waypoint +hud-map-recenter = Recenter +hud-map-marked_location = Marked Location +hud-map-marked_location_remove = Click to remove +hud-map-change_map_mode = Change Map Mode +hud-map-toggle_minimap_voxel = Toggle Minimap Voxel View +hud-map-zoom_minimap_explanation = + Zoom in the Minimap to see + the area around you in higher detail +hud-map-gnarling = Gnarling Fortification +hud-map-chapel_site = Sea Chapel +hud-map-adlet = Adlet Stronghold +hud-map-haniwa = Haniwa Catacomb +hud-map-cultist = Cultist Dungeon +hud-map-sahagin = Sahagin Island +hud-map-terracotta = Terracotta Ruins +hud-map-placed_by = Placed by { $name } diff --git a/assets/voxygen/i18n/en/hud/misc.ftl b/assets/voxygen/i18n/en/hud/misc.ftl new file mode 100644 index 0000000..35e1987 --- /dev/null +++ b/assets/voxygen/i18n/en/hud/misc.ftl @@ -0,0 +1,84 @@ +hud-do_not_show_on_startup = Don't show this on startup +hud-show_tips = Show Tips +hud-quests = Quests +hud-you_died = You Died +hud-waypoint_saved = Waypoint Saved +hud-sp_arrow_txt = SP +hud-inventory_full = Inventory Full +hud-someone_else = someone else +hud-another_group = another group +hud-owned_by_for_secs = Owned by { $name } for { $secs } secs +hud-press_key_to_show_keybindings_fmt = [{ $key }] Key bindings +hud-press_key_to_toggle_lantern_fmt = [{ $key }] Lantern +hud-press_key_to_show_debug_info_fmt = Press { $key } to show debug info +hud-press_key_to_toggle_keybindings_fmt = Press { $key } to toggle key bindings +hud-press_key_to_toggle_debug_info_fmt = Press { $key } to toggle debug info +hud_items_lost_dur = Your equipped items have lost Durability. +hud-press_key_to_respawn = Press { $key } to respawn at the last campfire you visited. +hud-tutorial_btn = Tutorial +hud-tutorial_click_here = Press [ { $key } ] to free your cursor and click this button! +hud-tutorial_elements = Crafting +hud-temp_quest_headline = Greetings traveller! +hud-temp_quest_text = + To begin your journey you could start looking through this village and gather some supplies. + + You are welcome to take whatever you need on your journey! + + Look at the bottom right of the screen to find various things like your bag, the crafting menu and the map. + + The crafting stations allow you to create armor, weapons, food and much more! + + The wild animals all around town are a great source of Animal Hide to create some protection against the dangers of the world. + + Whenever you feel ready, try to get even better equipment from the many challenges marked on your map! +hud-spell = Spells +hud-diary = Diary +hud-free_look_indicator = Free look active. Press { $key } to disable. +hud-camera_clamp_indicator = Camera vertical clamp active. Press { $key } to disable. +hud-auto_walk_indicator = Auto walk/swim active +hud-zoom_lock_indicator-remind = Zoom locked +hud-zoom_lock_indicator-enable = Camera zoom locked +hud-zoom_lock_indicator-disable = Camera zoom unlocked +hud-activate = Activate +hud-deactivate = Deactivate +hud-collect = Collect +hud-pick_up = Pick up +hud-open = Open +hud-use = Use +hud-read = Read +hud-unlock-requires = Open with { $item } +hud-unlock-consumes = Use { $item } to open +hud-mine = Mine +hud-dig = Dig +hud-mine-needs_pickaxe = Needs Pickaxe +hud-mine-needs_shovel = Needs Shovel +hud-mine-needs_unhandled_case = Needs ??? +hud-talk = Talk +hud-pet = Pet +hud-trade = Trade +hud-mount = Mount +hud-follow = Follow +hud-stay = Stay +hud-sit = Sit +hud-steer = Steer +hud-lay = Lay +hud-portal = Portal + +-server = Server +-client = Client +hud-init-stage-singleplayer = Starting singleplayer server... +hud-init-stage-server-db-migrations = [{ -server }]: Applying database migrations... +hud-init-stage-server-db-vacuum = [{ -server }]: Cleaning up database... +hud-init-stage-server-worldsim-erosion = [{ -server }]: Erosion { $percentage } % +hud-init-stage-server-worldciv-civcreate = [{ -server }]: Generated { $generated } out of { $total } civilizations +hud-init-stage-server-worldciv-site = [{ -server }]: Generating sites... +hud-init-stage-server-economysim = [{ -server }]: Simulating economy... +hud-init-stage-server-spotgen = [{ -server }]: Generating spots... +hud-init-stage-server-starting = [{ -server }]: Starting server... +hud-init-stage-multiplayer = Starting multiplayer +hud-init-stage-client-connection-establish = [{ -client }]: Establishing connection to server... +hud-init-stage-client-request-server-version = [{ -client }]: Waiting for server version... +hud-init-stage-client-authentication = [{ -client }]: Authenticating... +hud-init-stage-client-load-init-data = [{ -client }]: Loading initialization data from server... +hud-init-stage-client-starting-client = [{ -client }]: Preparing Client... +hud-init-stage-render-pipeline = Creating render pipeline ({ $done }/{ $total }) diff --git a/assets/voxygen/i18n/en/hud/quest.ftl b/assets/voxygen/i18n/en/hud/quest.ftl new file mode 100644 index 0000000..8e2a55b --- /dev/null +++ b/assets/voxygen/i18n/en/hud/quest.ftl @@ -0,0 +1,7 @@ +hud-quest = Quest +hud-quest-intro = Greetings, { $playername }! +hud-quest-desc-fetch = Please help me find: +hud-quest-desc-kill = Could you help me kill +hud-quest-reward = I will reward you with: +hud-quest-accept = Accept +hud-quest-decline = Decline diff --git a/assets/voxygen/i18n/en/hud/sct.ftl b/assets/voxygen/i18n/en/hud/sct.ftl new file mode 100644 index 0000000..d1bc1ba --- /dev/null +++ b/assets/voxygen/i18n/en/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } XP +hud-sct-block = BLOCKED diff --git a/assets/voxygen/i18n/en/hud/settings.ftl b/assets/voxygen/i18n/en/hud/settings.ftl new file mode 100644 index 0000000..51af2e9 --- /dev/null +++ b/assets/voxygen/i18n/en/hud/settings.ftl @@ -0,0 +1,167 @@ +hud-settings-general = General +hud-settings-none = None +hud-settings-press_behavior-toggle = Toggle +hud-settings-press_behavior-hold = Hold +hud-settings-autopress_behavior-toggle = Toggle +hud-settings-autopress_behavior-auto = Auto +hud-settings-help_window = Help Window +hud-settings-debug_info = Debug Info +hud-settings-show_hitboxes = Show hitboxes +hud-settings-show_chat = Show chat +hud-settings-show_hotkey_hints = Show hotkey hints +hud-settings-tips_on_startup = Tips-On-Startup +hud-settings-ui_scale = UI-Scale +hud-settings-relative_scaling = Relative Scaling +hud-settings-custom_scaling = Custom Scaling +hud-settings-crosshair = Crosshair +hud-settings-opacity = Opacity +hud-settings-hotbar = Hotbar +hud-settings-slots = Slots +hud-settings-toggle_shortcuts = Toggle Shortcuts +hud-settings-buffs_skillbar = Buffs at skill bar +hud-settings-buffs_mmap = Buffs at Minimap +hud-settings-use_prefixes = Use SI prefixes for quantities +hud-settings-prefix_switch_point = Digit limit for SI prefix switch +hud-settings-toggle_bar_experience = Toggle Experience Bar +hud-settings-scrolling_combat_text = Scrolling Combat Text +hud-settings-damage_accumulation_duration = Damage Accumulation Duration +hud-settings-incoming_damage = Incoming Damage +hud-settings-incoming_damage_accumulation_duration = Incoming Damage Accumulation Duration +hud-settings-round_damage = Round Damage +hud-settings-speech_bubble = Speech Bubble +hud-settings-speech_bubble_self = Show Own Speech Bubbles +hud-settings-speech_bubble_dark_mode = Speech Bubble Dark Mode +hud-settings-speech_bubble_icon = Speech Bubble Icon +hud-settings-energybar_numbers = Energy bar numbers +hud-settings-always_show_bars = Always show the energy bar +hud-settings-enable_poise_bar = Enable Poise bar +hud-settings-experience_numbers = Experience points +hud-settings-accumulate_experience = Show experience points as aggregate +hud-settings-values = Values +hud-settings-percentages = Percentages +hud-settings-chat = Chat +hud-settings-background_opacity = Background Opacity +hud-settings-chat_character_name = Character Names in Chat +hud-settings-loading_tips = Loading Screen Tips +hud-settings-reset_interface = Reset to Defaults +hud-settings-pan_sensitivity = Pan Sensitivity +hud-settings-zoom_sensitivity = Zoom Sensitivity +hud-settings-camera_clamp_angle = Angle for vertical camera clamp mode +hud-settings-invert_scroll_zoom = Invert Scroll Zoom +hud-settings-invert_mouse_y_axis = Invert Mouse Y Axis +hud-settings-invert_controller_y_axis = Invert Controller Y Axis +hud-settings-enable_mouse_smoothing = Camera Smoothing +hud-settings-free_look_behavior = Free look behavior +hud-settings-auto_walk_behavior = Auto walk behavior +hud-settings-walking_speed_behavior = Walking speed behavior +hud-settings-walking_speed = Walking speed +hud-settings-camera_clamp_behavior = Camera clamp behavior +hud-settings-zoom_lock_behavior = Camera zoom lock behavior +hud-settings-aim_offset_x = Horizontal Aim Offset +hud-settings-aim_offset_y = Vertical Aim Offset +hud-settings-player_physics_behavior = Player physics (experimental) +hud-settings-stop_auto_walk_on_input = Stop auto walk on movement +hud-settings-auto_camera = Auto camera +hud-settings-bow_zoom = Zoom in when charging bow +hud-settings-zoom_lock = Camera zoom lock +hud-settings-reset_gameplay = Reset to Defaults +hud-settings-view_distance = View Distance +hud-settings-entity_view_distance = Entities View Distance +hud-settings-lod_distance = LoD Distance +hud-settings-sprites_view_distance = Sprites View Distance +hud-settings-entities_detail_distance = Entities Detail Distance +hud-settings-maximum_fps = Maximum FPS +hud-settings-background_fps = Background FPS +hud-settings-present_mode = Present Mode +hud-settings-present_mode-vsync_capped = Vsync capped +hud-settings-present_mode-vsync_adaptive = Adaptive vsync +hud-settings-present_mode-vsync_uncapped = Vsync uncapped +hud-settings-present_mode-vsync_off = Vsync off +hud-settings-fov = Field of View (deg) +hud-settings-gamma = Gamma +hud-settings-exposure = Exposure +hud-settings-ambiance = Ambiance Brightness +hud-settings-antialiasing_mode = AntiAliasing Mode +hud-settings-upscale_factor = Internal Resolution +hud-settings-cloud_rendering_mode = Cloud Rendering Mode +hud-settings-fluid_rendering_mode = Fluid Rendering Mode +hud-settings-fluid_rendering_mode-low = Low +hud-settings-fluid_rendering_mode-medium = Medium +hud-settings-fluid_rendering_mode-high = High +hud-settings-reflection_rendering_mode = Reflection Rendering Mode +hud-settings-reflection_rendering_mode-low = Low +hud-settings-reflection_rendering_mode-medium = Medium +hud-settings-reflection_rendering_mode-high = High +hud-settings-cloud_rendering_mode-minimal = Minimal +hud-settings-cloud_rendering_mode-low = Low +hud-settings-cloud_rendering_mode-medium = Medium +hud-settings-cloud_rendering_mode-high = High +hud-settings-cloud_rendering_mode-ultra = Ultra +hud-settings-fullscreen = Fullscreen +hud-settings-fullscreen_mode = Fullscreen Mode +hud-settings-fullscreen_mode-exclusive = Exclusive +hud-settings-fullscreen_mode-borderless = Borderless +hud-settings-gpu_profiler = Enable GPU timing (not supported everywhere) +hud-settings-particles = Particles +hud-settings-lossy_terrain_compression = Lossy terrain compression +hud-settings-weapon_trails = Weapon trails +hud-settings-flashing_lights = Flashing lights +hud-settings-flashing_lights_info = Enables all kinds of flashing, e.g. flickering or lightning strikes +hud-settings-resolution = Resolution +hud-settings-bit_depth = Bit Depth +hud-settings-refresh_rate = Refresh Rate +hud-settings-lighting_rendering_mode = Lighting Rendering Mode +hud-settings-lighting_rendering_mode-ashikhmin = Type A - High +hud-settings-lighting_rendering_mode-blinnphong = Type B - Medium +hud-settings-lighting_rendering_mode-lambertian = Type L - Cheap +hud-settings-shadow_rendering_mode = Shadow Rendering Mode +hud-settings-shadow_rendering_mode-none = None +hud-settings-shadow_rendering_mode-cheap = Cheap +hud-settings-shadow_rendering_mode-map = Map +hud-settings-shadow_rendering_mode-map-resolution = Resolution +hud-settings-rain_occlusion-resolution = Rain Occlusion Resolution +hud-settings-lod_detail = LoD Detail +hud-settings-save_window_size = Save window size +hud-settings-reset_graphics = Reset to Defaults +hud-settings-minimal_graphics = Minimal +hud-settings-low_graphics = Low +hud-settings-medium_graphics = Medium +hud-settings-high_graphics = High +hud-settings-ultra_graphics = Ultra +hud-settings-bloom = Bloom +hud-settings-point_glow = Point Glow +hud-settings-master_volume = Master Volume +hud-settings-inactive_master_volume_perc = Inactive Window Volume +hud-settings-music_volume = Music Volume +hud-settings-sound_effect_volume = Sound Effects Volume +hud-settings-ambience_volume = Ambience Volume +hud-settings-combat_music = Combat Music +hud-settings-music_spacing = Music Spacing +hud-settings-audio_device = Audio Device +hud-settings-reset_sound = Reset to Defaults +hud-settings-english_fallback = Display English for missing translations +hud-settings-language_send_to_server = Send the configured language to servers (for localizing rules and motd messages) +hud-settings-awaitingkey = Press a key... +hud-settings-unbound = None +hud-settings-reset_keybinds = Reset to defaults +hud-settings-keybind-helper = + M1 to set + M2 to unset +hud-settings-chat_tabs = Chat Tabs +hud-settings-label = Label: +hud-settings-delete = Delete +hud-settings-show_all = Show all +hud-settings-messages = Messages +hud-settings-activity = Activity +hud-settings-death = Death +hud-settings-group = Group +hud-settings-faction = Faction +hud-settings-world = World +hud-settings-region = Region +hud-settings-say = Say +hud-settings-all = All +hud-settings-group_only = Group only +hud-settings-reset_chat = Reset to Defaults +hud-settings-third_party_integrations = Third-party Integrations +hud-settings-enable_discord_integration = Enable Discord Integration +hud-settings-subtitles = Subtitles diff --git a/assets/voxygen/i18n/en/hud/signs.ftl b/assets/voxygen/i18n/en/hud/signs.ftl new file mode 100644 index 0000000..cd85a0f --- /dev/null +++ b/assets/voxygen/i18n/en/hud/signs.ftl @@ -0,0 +1 @@ +common-signs-keep_out = Keep Out! diff --git a/assets/voxygen/i18n/en/hud/skills.ftl b/assets/voxygen/i18n/en/hud/skills.ftl new file mode 100644 index 0000000..6462c67 --- /dev/null +++ b/assets/voxygen/i18n/en/hud/skills.ftl @@ -0,0 +1,148 @@ +## Internal terms, currently only used in es +## If we remove them here, they also get auto-removed in es, +## so please keep them, even when not used in English file. +## See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-sc_wardaura_title = "" +-hud-skill-bow_shotgun_title = "" +-hud-skill-st_shockwave_title = "" + +## Skill tree UI +hud-rank_up = New skill point +hud-skill-sp_available = + { $number -> + [0] No skill points available + [1] { $number } skill point available + *[other] { $number } skill points available + } +hud-skill-not_unlocked = Not yet unlocked +hud-skill-req_sp = {"\u000A"}Requires { $number } SP +hud-skill-set_as_exp_bar = Track progress on experience bar + +hud-skill-unlck_sword_title = Sword proficiency +hud-skill-unlck_sword = Unlocks the sword skill tree.{ $SP } +hud-skill-unlck_axe_title = Axe proficiency +hud-skill-unlck_axe = Unlocks the axe skill tree.{ $SP } +hud-skill-unlck_hammer_title = Hammer proficiency +hud-skill-unlck_hammer = Unlocks the hammer skill tree.{ $SP } +hud-skill-unlck_bow_title = Bow proficiency +hud-skill-unlck_bow = Unlocks the bow skill tree.{ $SP } +hud-skill-unlck_staff_title = Staff proficiency +hud-skill-unlck_staff = Unlocks the staff skill tree.{ $SP } +hud-skill-unlck_sceptre_title = Sceptre proficiency +hud-skill-unlck_sceptre = Unlocks the sceptre skill tree.{ $SP } +hud-skill-climbing_title = Climbing +hud-skill-climbing = Ability to climb surfaces. +hud-skill-climbing_cost_title = Climbing Cost +hud-skill-climbing_cost = Climbing uses { $boost } % less energy.{ $SP } +hud-skill-climbing_speed_title = Climbing Speed +hud-skill-climbing_speed = Climb { $boost } % faster.{ $SP } +hud-skill-swim_title = Swimming +hud-skill-swim = Moving through water. +hud-skill-swim_speed_title = Swimming Speed +hud-skill-swim_speed = Swim { $boost } % faster.{ $SP } +hud-skill-sc_lifesteal_title = Lifesteal Beam +hud-skill-sc_lifesteal = Drain the life from your enemies. +hud-skill-sc_lifesteal_damage_title = Damage +hud-skill-sc_lifesteal_damage = Deal { $boost } % more damage.{ $SP } +hud-skill-sc_lifesteal_range_title = Range +hud-skill-sc_lifesteal_range = Your beam reaches { $boost } % further.{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Lifesteal +hud-skill-sc_lifesteal_lifesteal = Convert an additional { $boost } % of damage into health.{ $SP } +hud-skill-sc_lifesteal_regen_title = Energy Regen +hud-skill-sc_lifesteal_regen = Replenish your energy by an additional { $boost } %.{ $SP } +hud-skill-sc_heal_title = Healing Aura +hud-skill-sc_heal = Heal your allies using the blood of your enemies, requires combo to activate. +hud-skill-sc_heal_heal_title = Heal +hud-skill-sc_heal_heal = Increases the amount you heal by { $boost } %.{ $SP } +hud-skill-sc_heal_cost_title = Energy Cost +hud-skill-sc_heal_cost = Healing requires { $boost } % less energy.{ $SP } +hud-skill-sc_heal_duration_title = Duration +hud-skill-sc_heal_duration = The effects of your healing aura last { $boost } % longer.{ $SP } +hud-skill-sc_heal_range_title = Radius +hud-skill-sc_heal_range = Your healing aura reaches { $boost } % further.{ $SP } +hud-skill-sc_wardaura_unlock_title = Warding Aura Unlock +hud-skill-sc_wardaura_unlock = Allows you to ward your allies against enemy attacks.{ $SP } +hud-skill-sc_wardaura_strength_title = Strength +hud-skill-sc_wardaura_strength = The strength of your protection increases by { $boost } %.{ $SP } +hud-skill-sc_wardaura_duration_title = Duration +hud-skill-sc_wardaura_duration = The effects of your ward last { $boost } % longer.{ $SP } +hud-skill-sc_wardaura_range_title = Radius +hud-skill-sc_wardaura_range = Your ward reaches { $boost } % further.{ $SP } +hud-skill-sc_wardaura_cost_title = Energy Cost +hud-skill-sc_wardaura_cost = Creating the ward requires { $boost } % less energy.{ $SP } +hud-skill-st_shockwave_range_title = Shockwave Range +hud-skill-st_shockwave_range = Throw things that used to be out of reach, range increased { $boost } %.{ $SP } +hud-skill-st_shockwave_cost_title = Shockwave Cost +hud-skill-st_shockwave_cost = Decreases the energy cost to throw helpless villagers by { $boost } %.{ $SP } +hud-skill-st_shockwave_knockback_title = Shockwave Knockback +hud-skill-st_shockwave_knockback = Increases throw potential by { $boost } %.{ $SP } +hud-skill-st_shockwave_damage_title = Shockwave Damage +hud-skill-st_shockwave_damage = Increases the damage done by { $boost } %.{ $SP } +hud-skill-st_shockwave_unlock_title = Shockwave Unlock +hud-skill-st_shockwave_unlock = Unlocks the ability to throw enemies away using fire.{ $SP } +hud-skill-st_flamethrower_title = Flamethrower +hud-skill-st_flamethrower = Throws fire, cook'em all. +hud-skill-st_flame_velocity_title = Flame Velocity +hud-skill-st_flame_velocity = Gets the fire there faster, { $boost } % faster.{ $SP } +hud-skill-st_flamethrower_range_title = Flamethrower Range +hud-skill-st_flamethrower_range = For when the flames just won't reach, they go { $boost } % further.{ $SP } +hud-skill-st_energy_drain_title = Energy Drain +hud-skill-st_energy_drain = Decreases the rate energy is drained by { $boost } %.{ $SP } +hud-skill-st_flamethrower_damage_title = Flamethrower Damage +hud-skill-st_flamethrower_damage = Increases damage by { $boost } %.{ $SP } +hud-skill-st_explosion_radius_title = Explosion Radius +hud-skill-st_explosion_radius = Bigger is better, increases explosion radius by { $boost } %.{ $SP } +hud-skill-st_energy_regen_title = Energy Regen +hud-skill-st_energy_regen = Increases energy gain by { $boost } %.{ $SP } +hud-skill-st_fireball_title = Fireball +hud-skill-st_fireball = Shoots a fireball that explodes on impact. +hud-skill-st_damage_title = Damage +hud-skill-st_damage = Increases damage by { $boost } %.{ $SP } +hud-skill-bow_projectile_speed_title = Projectile Speed +hud-skill-bow_projectile_speed = Allows you to shoot arrows further, faster, by { $boost } %.{ $SP } +hud-skill-bow_charged_title = Charged Shoot +hud-skill-bow_charged = Because you waited longer. +hud-skill-bow_charged_damage_title = Charged Damage +hud-skill-bow_charged_damage = Increases damage by { $boost } %.{ $SP } +hud-skill-bow_charged_energy_regen_title = Charged Regen +hud-skill-bow_charged_energy_regen = Increases energy recovery by { $boost } %.{ $SP } +hud-skill-bow_charged_knockback_title = Charged Knockback +hud-skill-bow_charged_knockback = Knock enemies further back by { $boost } %.{ $SP } +hud-skill-bow_charged_speed_title = Charged Speed +hud-skill-bow_charged_speed = Increases the rate that you charge the attack by { $boost } %.{ $SP } +hud-skill-bow_charged_move_title = Charged Move Speed +hud-skill-bow_charged_move = Increases how fast you can shuffle while charging the attack by { $boost } %.{ $SP } +hud-skill-bow_repeater_title = Repeater +hud-skill-bow_repeater = Shoots faster the longer you fire for. +hud-skill-bow_repeater_damage_title = Repeater Damage +hud-skill-bow_repeater_damage = Increases the damage done by { $boost } %.{ $SP } +hud-skill-bow_repeater_cost_title = Repeater Cost +hud-skill-bow_repeater_cost = Decreases the energy cost to become a repeater by { $boost } %.{ $SP } +hud-skill-bow_repeater_speed_title = Repeater Speed +hud-skill-bow_repeater_speed = Increases the rate at which you fire arrows by { $boost } %.{ $SP } +hud-skill-bow_shotgun_unlock_title = Unlocks Shotgun +hud-skill-bow_shotgun_unlock = Unlocks ability to fire multiple arrows at once.{ $SP } +hud-skill-bow_shotgun_damage_title = Shotgun Damage +hud-skill-bow_shotgun_damage = Increases the damage done by { $boost } %.{ $SP } +hud-skill-bow_shotgun_cost_title = Shotgun Cost +hud-skill-bow_shotgun_cost = Decreases the cost of shotgun by { $boost } %.{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Shotgun Arrows +hud-skill-bow_shotgun_arrow_count = Increases the number of arrows in the burst by { $boost }.{ $SP } +hud-skill-bow_shotgun_spread_title = Shotgun Spread +hud-skill-bow_shotgun_spread = Decreases the spread of the arrows by { $boost } %.{ $SP } +hud-skill-mining_title = Mining +hud-skill-pick_strike_title = Pickaxe Strike +hud-skill-pick_strike = Hit rocks with the pickaxe to gain ore, gems and experience. +hud-skill-pick_strike_speed_title = Pickaxe Strike Speed +hud-skill-pick_strike_speed = Mine rocks faster.{ $SP } +hud-skill-pick_strike_oregain_title = Pickaxe Strike Ore Yield +hud-skill-pick_strike_oregain = Chance to gain extra ore ({ $boost } % per level).{ $SP } +hud-skill-pick_strike_gemgain_title = Pickaxe Strike Gem Yield +hud-skill-pick_strike_gemgain = Chance to gain extra gems ({ $boost } % per level).{ $SP } + +## Skill tree error dialog +hud-skill-persistence-hash_mismatch = There was a difference detected in one of your skill groups since you last played. +hud-skill-persistence-deserialization_failure = There was a error in loading some of your skills from the database. +hud-skill-persistence-spent_experience_missing = The amount of free experience you had in one of your skill groups differed from when you last played. +hud-skill-persistence-skills_unlock_failed = Your skills were not able to be obtained in the same order you acquired them. Prerequisites or costs may have changed. +hud-skill-persistence-common_message = Some of your skill points have been reset. You will need to reassign them. diff --git a/assets/voxygen/i18n/en/hud/social.ftl b/assets/voxygen/i18n/en/hud/social.ftl new file mode 100644 index 0000000..17940d2 --- /dev/null +++ b/assets/voxygen/i18n/en/hud/social.ftl @@ -0,0 +1,15 @@ +hud-social = Players +hud-social-online = Online: +hud-social-friends = Friends +hud-social-not_yet_available = Not yet available +hud-social-faction = Faction +hud-social-play_online_fmt = + { $nb_player -> + [1] { $nb_player } player online + *[other] { $nb_player } players online + } + +hud-social-name = Name +hud-social-level = Level +hud-social-zone = Zone +hud-social-account = Account diff --git a/assets/voxygen/i18n/en/hud/subtitles.ftl b/assets/voxygen/i18n/en/hud/subtitles.ftl new file mode 100644 index 0000000..b5cc9c6 --- /dev/null +++ b/assets/voxygen/i18n/en/hud/subtitles.ftl @@ -0,0 +1,165 @@ +subtitle-campfire = Campfire crackling +subtitle-bird_call = Birds singing +subtitle-bees = Bees buzzing +subtitle-owl = Owl hooting +subtitle-running_water = Water bubbling +subtitle-lavapool = Lava pool +subtitle-lightning = Thunder +subtitle-portal-activated = Portal Activated +subtitle-portal-teleported = Teleported via portal + +subtitle-footsteps_grass = Walking on grass +subtitle-footsteps_earth = Walking on dirt +subtitle-footsteps_rock = Walking on rock +subtitle-footsteps_snow = Walking on snow +subtitle-pickup_item = Item picked up +subtitle-pickup_failed = Pickup failed + +subtitle-glider_open = Glider equipped +subtitle-glider_close = Glider unequipped +subtitle-glide = Gliding +subtitle-roll = Rolling +subtitle-swim = Swimming +subtitle-climb = Climbing +subtitle-damage = Damage +subtitle-death = Death + +subtitle-wield_bow = Bow equipped +subtitle-unwield_bow = Bow unequipped +subtitle-pickup_bow = Bow picked up + +subtitle-wield_sword = Sword equipped +subtitle-unwield_sword = Sword unequipped +subtitle-sword_attack = Sword swung +subtitle-pickup_sword = Sword picked up + +subtitle-wield_axe = Axe equipped +subtitle-unwield_axe = Axe unequipped +subtitle-axe_attack = Axe swung +subtitle-pickup_axe = Axe picked up + +subtitle-wield_hammer = Hammer equipped +subtitle-unwield_hammer = Hammer unequipped +subtitle-hammer_attack = Hammer swung +subtitle-pickup_hammer = Hammer picked up + +subtitle-wield_staff = Staff equipped +subtitle-unwield_staff = Staff unequipped +subtitle-fire_shot = Staff fired +subtitle-staff_attack = Staff fired +subtitle-pickup_staff = Staff picked up + +subtitle-wield_sceptre = Sceptre equipped +subtitle-unwield_sceptre = Sceptre unequipped +subtitle-sceptre_heal = Sceptre heal aura +subtitle-pickup_sceptre = Sceptre picked up + +subtitle-wield_dagger = Dagger equipped +subtitle-uwield_dagger = Dagger unequipped +subtitle-dagger_attack = Dagger swung +subtitle-pickup_dagger = Dagger picked up + +subtitle-wield_shield = Shield equipped +subtitle-unwield_shield = Shield unequipped +subtitle-shield_attack = Shield pushed +subtitle-pickup_shield = Shield picked up + +subtitle-pickup_pick = Pickaxe picked up +subtitle-pickup_gemstone = Gemstone picked up + +subtitle-instrument_organ = Organ playing + +subtitle-wield_instrument = Instrument equipped +subtitle-unwield_instrument = Instrument unequipped +subtitle-instrument_double_bass = Double Bass playing +subtitle-instrument_flute = Flute playing +subtitle-instrument_glass_flute = Glass Flute playing +subtitle-instrument_lyre = Lyre playing +subtitle-instrument_icy_talharpa = Icy Talharpa playing +subtitle-instrument_kalimba = Kalimba playing +subtitle-instrument_melodica = Melodica playing +subtitle-instrument_lute = Lute playing +subtitle-instrument_steeldrum = Steeldrum playing +subtitle-instrument_shamisen = Shamisen playing +subtitle-instrument_sitar = Sitar playing +subtitle-instrument_guitar = Guitar playing +subtitle-instrument_dark_guitar = Dark Guitar playing +subtitle-instrument_washboard = Washboard playing +subtitle-instrument_wildskin_drum = Wildskin Drum playing +subtitle-pickup_instrument = Pickup instrument + +subtitle-explosion = Explosion +subtitle-surprise_egg = Divine Sound + +subtitle-arrow_shot = Arrow released +subtitle-arrow_miss = Arrow miss +subtitle-arrow_hit = Arrow hit +subtitle-skill_point = Skill Point gained +subtitle-sceptre_beam = Sceptre beam +subtitle-flame_thrower = Flame thrower +subtitle-break_block = Block destroyed +subtitle-attack_blocked = Attack blocked +subtitle-parry = Parried +subtitle-interrupted = Interrupted +subtitle-stunned = Stunned +subtitle-dazed = Dazed +subtitle-knocked_down = Knocked down + +subtitle-attack-ground_slam = Ground slam +subtitle-attack-laser_beam = Laser beam +subtitle-attack-cyclops_charge = Cyclops charge +subtitle-attack-fuse_charge = Fuse sizzling +subtitle-giga_roar = Frost gigas roar +subtitle-deep_laugh = Deep Laugh +subtitle-bleep = Beep Bleep +subtitle-attack-flash_freeze = Flash freeze +subtitle-attack-icy_spikes = Icy spikes +subtitle-attack-ice_crack = Ice crack +subtitle-attack-steam = Steam +subtitle-attack-shovel = Shovel digging +subtitle-attack-from-the-ashes = Heal Sound + +subtitle-consume_potion = Drinking potion +subtitle-consume_apple = Eating apple +subtitle-consume_cheese = Eating cheese +subtitle-consume_food = Eating +subtitle-consume_liquid = Drinking + +subtitle-utterance-alligator-angry = Alligator hissing +subtitle-utterance-antelope-angry = Antelope snorting +subtitle-utterance-biped_large-angry = Heavy grunting +subtitle-utterance-bird-angry = Bird screeching +subtitle-utterance-adlet-angry = Adlet barking +subtitle-utterance-pig-angry = Pig grunting +subtitle-utterance-reptile-angry = Reptile hissing +subtitle-utterance-sea_crocodile-angry = Sea Crocodile hissing +subtitle-utterance-saurok-angry = Saurok hissing +subtitle-utterance-cat-calm = Cat meowing +subtitle-utterance-cow-calm = Cow mooing +subtitle-utterance-fungome-calm = Fungome squeaking +subtitle-utterance-goat-calm = Goat bleating +subtitle-utterance-pig-calm = Pig oinking +subtitle-utterance-sheep-calm = Sheep bleating +subtitle-utterance-truffler-calm = Truffler oinking +subtitle-utterance-human-greeting = Greeting +subtitle-utterance-adlet-hurt = Adlet whining +subtitle-utterance-antelope-hurt = Antelope crying +subtitle-utterance-biped_large-hurt = Heavy hurting +subtitle-utterance-human-hurt = Human hurting +subtitle-utterance-lion-hurt = Lion growling +subtitle-utterance-mandroga-hurt = Mandroga screaming +subtitle-utterance-maneater-hurt = Maneater burping +subtitle-utterance-marlin-hurt = Marlin hurting +subtitle-utterance-mindflayer-hurt = Mindflayer hurting +subtitle-utterance-dagon-hurt = Dagon hurting +subtitle-utterance-asp-angry = Asp hissing +subtitle-utterance-asp-calm = Asp croaking +subtitle-utterance-asp-hurt = Asp hurting +subtitle-utterance-wendigo-angry = Wendigo screaming +subtitle-utterance-wendigo-calm = Wendigo mumbling +subtitle-utterance-wolf-angry = Wolf growling +subtitle-utterance-wolf-hurt = Wolf whining +subtitle-utterance-wyvern-angry = Wyvern roaring +subtitle-utterance-wyvern-hurt = Wyvern hurting +subtitle-utterance-phoenix-angry = Phoenix screaming +subtitle-utterance-phoenix-hurt = Phoenix hurting diff --git a/assets/voxygen/i18n/en/hud/trade.ftl b/assets/voxygen/i18n/en/hud/trade.ftl new file mode 100644 index 0000000..7ff75ae --- /dev/null +++ b/assets/voxygen/i18n/en/hud/trade.ftl @@ -0,0 +1,32 @@ +hud-trade-trade_window = Trade +hud-trade-phase1_description = + Drag the items you want to trade + into the corresponding area. +hud-trade-phase2_description = + The trade is now locked to give you + time to review it. +hud-trade-phase3_description = Trade is being processed. +hud-trade-persons_offer = Offer from { $playername } +hud-trade-has_accepted = + { $playername } + has accepted +hud-trade-accept = Accept +hud-trade-decline = Decline +hud-trade-invite_sent = Trade request sent to { $playername }. +hud-trade-result-completed = Trade completed successfully. +hud-trade-result-declined = Trade declined. +hud-trade-result-nospace = Not enough space to complete the trade. +hud-trade-buy = Buy Price: { $coin_num -> + [1] one coin + *[other] { $coin_formatted } coins +} +hud-trade-sell = Sell Price: { $coin_num -> + [1] one coin + *[other] { $coin_formatted } coins +} +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Your offer +hud-trade-their_offer = Their offer +hud-trade-amount_input = Select an item +hud-confirm-trade-for-nothing = Really give away these items in exchange for nothing? diff --git a/assets/voxygen/i18n/en/item/admin.ftl b/assets/voxygen/i18n/en/item/admin.ftl new file mode 100644 index 0000000..ab464c8 --- /dev/null +++ b/assets/voxygen/i18n/en/item/admin.ftl @@ -0,0 +1,56 @@ +armor-tabard_admin = Admin's Tabard + .desc = With great power comes great responsibility. + +armor-misc-back-admin = Admin's Cape + .desc = + With great power comes + great responsibility. + +armor-tabard-admin_tabard = Admin's Tabard + .desc = + With great power comes + great responsibility. + +armor-misc-back-admin_back = Admin's Cape + .desc = + With great power comes + great responsibility. + +armor-misc-bag-admin_black_hole = Admin's Black Hole + .desc = They say it will fit anything. + +armor-velorite-back = Velorite Admin Cape + .desc = Where did I put my banhammer again? + +armor-velorite-belt = Velorite Belt + .desc = {""} + +armor-velorite-boots = Velorite Boots + .desc = {""} + +armor-velorite-chest = Velorite Chest + .desc = {""} + +armor-velorite-hands = Velorite Gloves + .desc = {""} + +armor-velorite-legs = Velorite Skirt + .desc = {""} + +armor-velorite-shoulder = Velorite Mantle + .desc = {""} + +object-item_cheese = Golden Cheese + .desc = They say gods eat it to get eternal youth. + +weapon-tool-broom_belzeshrub_purple = Belzeshrub the Broom-God + .desc = You can hear him giggle whenever you hit the ground a bit too hard... + +weapon-sword-frost-admin_sword = Admin Greatsword + .desc = Shouldn't this be a hammer? + +weapon-bow-velorite-debug = Admin Velorite Bow + .desc = Infused with Velorite power. + +other-glider-vroom-debug = Vroom Glider + .desc = goes brrr diff --git a/assets/voxygen/i18n/en/item/armor/armor.ftl b/assets/voxygen/i18n/en/item/armor/armor.ftl new file mode 100644 index 0000000..1362365 --- /dev/null +++ b/assets/voxygen/i18n/en/item/armor/armor.ftl @@ -0,0 +1,854 @@ +armor-hide-carapace-back = Carapace Cape + .desc = Made from the shell that once shielded a beast. + +armor-hide-carapace-belt = Carapace Belt + .desc = Made from the shell that once shielded a beast. + +armor-hide-carapace-chest = Carapace Cuirass + .desc = Made from the shell that once shielded a beast. + +armor-hide-carapace-foot = Carapace Treads + .desc = Made from the shell that once shielded a beast. + +armor-hide-carapace-hand = Carapace Grips + .desc = Made from the shell that once shielded a beast. + +armor-hide-carapace-pants = Carapace Leggings + .desc = Made from the shell that once shielded a beast. + +armor-hide-carapace-shoulder = Carapace Shoulderpads + .desc = Made from the shell that once shielded a beast. + +armor-hide-primal-back = Primal Cape + .desc = Smithed from hide tougher than steel. + +armor-hide-primal-belt = Primal Sash + .desc = Smithed from hide tougher than steel. + +armor-hide-primal-chest = Primal Cuirass + .desc = Smithed from hide tougher than steel. + +armor-hide-primal-foot = Primal Boots + .desc = Smithed from hide tougher than steel. + +armor-hide-primal-hand = Primal Gauntlets + .desc = Smithed from hide tougher than steel. + +armor-hide-primal-pants = Primal Legs + .desc = Smithed from hide tougher than steel. + +armor-hide-primal-shoulder = Primal Shoulders + .desc = Smithed from hide tougher than steel. + +armor-hide-leather-back = Leather Cloak + .desc = Swift like the wind. + +armor-hide-leather-belt = Leather Belt + .desc = Swift like the wind. + +armor-hide-leather-chest = Leather Chestpiece + .desc = Swift like the wind. + +armor-hide-leather-foot = Leather Boots + .desc = Swift like the wind. + +armor-hide-leather-hand = Leather Gloves + .desc = Swift like the wind. + +armor-misc-head-leather-0 = Leather Cap + .desc = Swift like the wind. + +armor-hide-leather-pants = Leather Pants + .desc = Swift like the wind. + +armor-hide-leather-shoulder = Leather Shoulderpads + .desc = Swift like the wind. + +armor-hide-rawhide-back = Rawhide Cloak + .desc = Tightly packed pieces of leather. Light-weight and sturdy! + +armor-hide-rawhide-belt = Rawhide Belt + .desc = Tightly packed pieces of leather. Light-weight and sturdy! + +armor-hide-rawhide-chest = Rawhide Chestpiece + .desc = Tightly packed pieces of leather. Light-weight and sturdy! + +armor-hide-rawhide-foot = Rawhide Shoes + .desc = Tightly packed pieces of leather. Light-weight and sturdy! + +armor-hide-rawhide-hand = Rawhide Bracers + .desc = Tightly packed pieces of leather. Light-weight and sturdy! + +armor-hide-rawhide-pants = Rawhide Pants + .desc = Tightly packed pieces of leather. Light-weight and sturdy! + +armor-hide-rawhide-shoulder = Rawhide Shoulderpads + .desc = Tightly packed pieces of leather. Light-weight and sturdy! + +armor-hide-scale-back = Scale Cape + .desc = Each embedded scale provides additional protection. + +armor-hide-scale-belt = Scale Girdle + .desc = Each embedded scale provides additional protection. + +armor-hide-scale-chest = Scale Chestpiece + .desc = Each embedded scale provides additional protection. + +armor-hide-scale-foot = Scale Sabatons + .desc = Each embedded scale provides additional protection. + +armor-hide-scale-hand = Scale Fists + .desc = Each embedded scale provides additional protection. + +armor-hide-scale-pants = Scale Leggings + .desc = Each embedded scale provides additional protection. + +armor-hide-scale-shoulder = Scale Shoulderguards + .desc = Each embedded scale provides additional protection. + +armor-hide-dragonscale-back = Dragonscale Cape + .desc = Crafted from the scales of a legendary creature, power can be felt pulsing through it. + +armor-hide-dragonscale-belt = Dragonscale Sash + .desc = Crafted from the scales of a legendary creature, power can be felt pulsing through it. + +armor-hide-dragonscale-chest = Dragonscale Chestplate + .desc = Crafted from the scales of a legendary creature, power can be felt pulsing through it. + +armor-hide-dragonscale-foot = Dragonscale Spurs + .desc = Crafted from the scales of a legendary creature, power can be felt pulsing through it. + +armor-hide-dragonscale-hand = Dragonscale Gloves + .desc = Crafted from the scales of a legendary creature, power can be felt pulsing through it. + +armor-hide-dragonscale-pants = Dragonscale Leggings + .desc = Crafted from the scales of a legendary creature, power can be felt pulsing through it. + +armor-hide-dragonscale-shoulder = Dragonscale Mantle + .desc = Crafted from the scales of a legendary creature, power can be felt pulsing through it. + +armor-cloth_blue-belt = Blue Linen Belt + .desc = A stylish rough fabric belt, dyed blue. + +armor-cloth_blue-chest = Blue Linen Chest + .desc = A stylish rough fabric surcoat, dyed blue. + +armor-cloth_blue-foot = Blue Linen Boots + .desc = Cobbled rough fabric boots, dyed blue. + +armor-cloth_blue-hand = Blue Linen Wrists + .desc = Rough cloth bracelets provide a stylish fashion statement, dyed blue. + +armor-cloth_blue-pants = Blue Linen Skirt + .desc = A stylish, rough fabric skirt, dyed blue. + +armor-cloth_blue-shoulder_0 = Blue Linen Coat + .desc = A rough fabric coat, dyed blue. + +armor-cloth_blue-shoulder_1 = Blue Cloth Pads + .desc = Simple shoulderpads made from blue cloth. + +armor-boreal-back = Boreal Cloak + .desc = Thick yet surprisingly cold. + +armor-boreal-belt = Boreal Belt + .desc = It's cold. + +armor-boreal-chest = Boreal Chestplate + .desc = So frigid that you can feel it in your heart. + +armor-boreal-foot = Boreal Wrappings + .desc = The blistering cold makes it hard to move. + +armor-boreal-hand = Boreal Gauntlets + .desc = Colder than the touch of death. + +armor-boreal-pants = Boreal Tunic + .desc = Colder than the climate it protects you from. + +armor-boreal-shoulder = Boreal Spaulders + .desc = As though the icy grip of death touches your shoulder. + +armor-brinestone-back = Brinestone Cloak + .desc = It's not weak. + +armor-brinestone-belt = Brinestone Belt + .desc = Ties it together. + +armor-brinestone-chest = Brinestone Chestplate + .desc = Hard to pierce. + +armor-brinestone-crown = Brinestone Crown + .desc = Makes you look taller. + +armor-brinestone-foot = Brinestone Boots + .desc = Not very comfortable. + +armor-brinestone-hand = Brinestone Gauntlets + .desc = Hits like a rock. + +armor-brinestone-pants = Brinestone Pants + .desc = Do not tumble. + +armor-brinestone-shoulder = Brinestone Pads + .desc = Almost too heavy. + +armor-misc-foot-cloth_sandal = Worn out Sandals + .desc = Loyal companions, though they don't look like they can go much further. + +armor-misc-neck-abyssal_gorget = Abyssal Gorget + .desc = Harnessed vigour of the tides. + +armor-misc-neck-amethyst = Amethyst Necklace + .desc = A tin necklace lined with amethyst gems. + +armor-misc-neck-ankh_of_life = Ankh of Life + .desc = A unique necklace of unkown origin... You can feel the power flowing through it. + +armor-misc-neck-carcanet_of_wrath = Carcanet of Wrath + .desc = A necklace that gives even the most feeble beings immense amounts of power. + +armor-misc-neck-diamond = Diamond Necklace + .desc = An expensive gold necklace, ornate with exquisite diamonds. + +armor-misc-neck-emerald = Emerald Necklace + .desc = A cobalt necklace, bearing beautiful emerald gems. + +armor-misc-neck-fang = Fang Necklace + .desc = Only the most savage beings can handle the power of this necklace... + +armor-misc-neck-resilience_gem = Gem of Resilience + .desc = Surrounded by a discrete magical glow. + +armor-misc-neck-gold = Gold Necklace + .desc = An expensive gold necklace... looks stolen. + +armor-misc-neck-haniwa_talisman = Haniwa Talisman + .desc = A talisman depicting a figure of unknown origin. + +armor-misc-neck-honeycomb_pendant = Honeycomb Pendant + .desc = This necklace is always spewing out honey... + +armor-misc-neck-pendant_of_protection = Pendant of Protection + .desc = You feel some sort of presence keeping you safe... + +armor-misc-neck-ruby = Ruby Necklace + .desc = An ornate silver necklace, embedded with beautiful rubies. + +armor-misc-neck-sapphire = Sapphire Necklace + .desc = A sturdy iron necklace, with polished sapphire gems embedded into it. + +armor-misc-neck-scratched = Scratched Necklace + .desc = A shoddy necklace with a string about to snap... + +armor-misc-neck-shell = Seashell Necklace + .desc = Contains the guardian aura of the ocean. + +armor-misc-neck-topaz = Topaz Necklace + .desc = A copper necklace, with topaz embedded in the center. + +armor-misc-head-bamboo_twig = Bamboo Twig + .desc = A tiny stray shoot from a larger bamboo shaft. + +armor-misc-head-bear_bonnet = Bear Bonnet + .desc = Wearing the guise of a ferocious bear, its fury becomes your own. + +armor-misc-head-boreal_warhelm = Boreal Warhelmet + .desc = I wonder where it's pointing... + +armor-misc-head-crown = Crown + .desc = A crown fit for royal stature. + +armor-misc-head-facegourd = Facegourd + .desc = Pumpkin Head. + +armor-misc-head-gnarling_mask = Chieftain Mask + .desc = It smells like burned wood. + +armor-misc-head-helmet = Helmet + .desc = {""} + +armor-misc-head-hog_hood = Hog Hood + .desc = Wear the guise of a great swine now felled, so that you may honor its sacrifice. + +armor-misc-head-hood = Hood + .desc = Become one with the treetops. + +armor-misc-head-hood_dark = Dark Hood + .desc = Tis a bit thicker. + +armor-misc-head-howl_cowl = Howl Cowl + .desc = Wearing the guise of a fearsome wolf befits a fearsome hunter. + +armor-misc-head-mitre = Mitre + .desc = Calls strength down from above. + +armor-misc-head-spikeguard = Spiked Crown + .desc = Resembling some sort of thorny crown. + +armor-misc-head-straw = Straw Hat + .desc = Often times worn by villagers. It's simple and stylish! + +armor-misc-head-wanderers_hat = Wanderer's Hat + .desc = The perfect headwear for those who feel at home on the highways and byways of Veloren. + +armor-misc-head-winged_coronet = Winged Coronet + .desc = You feel more connected with nature. + +armor-misc-head-bandana-red = Red Bandana + .desc = Very sneaky, but also, bright red. + +armor-misc-head-bandana-thief = Thief Bandana + .desc = Common bandit's mask. + +armor-misc-head-hare_hat = Hare Hat + .desc = Easter Special + +armor-misc-head-cat_capuche = Cat Capuche + .desc = April Fools Special + +armor-misc-pants-grayscale = Hunting Pants + .desc = Crafted from soft, supple leather. + +armor-misc-pants-worker_blue = Blue Worker Pants + .desc = Resilient and reliable. + +armor-misc-pants-worker_brown = Comfortable Worker Pants + .desc = Resilient and reliable. + +armor-misc-shoulder-iron_spikes = Iron Spiked Pauldrons + .desc = The heavy, rough iron plate has an interlocking spikes shoved through several slots in the center to dissuade attackers. + +armor-misc-shoulder-leather_iron_0 = Iron and Leather Spaulders + .desc = Leather shoulders decorated with heavy iron hooks provide protection to the wearer. + +armor-misc-shoulder-leather_iron_1 = Iron and Leather Spaulders + .desc = Leather inset with heavy iron spikes provide solid protection to the wearer. + +armor-misc-shoulder-leather_iron_2 = Iron and Leather Spaulders + .desc = Leather inset with heavy iron bands provide protection to the wearer. + +armor-misc-shoulder-leather_iron_3 = Iron and Leather Spaulders + .desc = Leather inset with iron fragments provide protection to the wearer. + +armor-misc-shoulder-leather_strip = Leather Strips + .desc = Tanned animal hide strips formed into loose shoulder pads. + +armor-misc-chest-worker_green = Green Worker Shirt + .desc = Was used by a farmer, until recently. + +armor-misc-chest-shirt_white = Green Worker Shirt + .desc = Was used by a farmer, until recently. + +armor-misc-chest-worker_orange_0 = Orange Worker Shirt + .desc = Was used by a farmer, until recently. + +armor-misc-chest-worker_orange_1 = Orange Worker Shirt + .desc = Was used by a farmer, until recently. + +armor-misc-chest-worker_purple_0 = Purple Worker Shirt + .desc = Resilient and reliable. + +armor-misc-chest-worker_purple_1 = Purple Worker Shirt + .desc = Was used by a farmer, until recently. + +armor-misc-chest-worker_purp_brown = Purple Worker Shirt + .desc = Resilient and reliable. + +armor-misc-chest-worker_red_0 = Red Worker Shirt + .desc = Was used by a farmer, until recently. + +armor-misc-chest-worker_red_1 = Red Worker Shirt + .desc = Was used by a farmer, until recently. + +armor-misc-chest-worker_yellow_0 = Yellow Worker Shirt + .desc = Was used by a farmer, until recently. + +armor-misc-chest-worker_yellow_1 = Yellow Worker Shirt + .desc = Was used by a farmer, until recently. + +armor-misc-ring-amethyst = Amethyst Ring + .desc = A tin ring with an amethyst gem. + +armor-misc-ring-diamond = Diamond Ring + .desc = A gold ring with an expensive diamond. + +armor-misc-ring-emerald = Emerald Ring + .desc = A cobalt ring with an emerald gem. + +armor-misc-ring-gold = Gold Ring + .desc = A plain gold ring... almost as if it is missing a gem. + +armor-misc-ring-ruby = Ruby Ring + .desc = A silver ring with a ruby gem. + +armor-misc-ring-sapphire = Sapphire Ring + .desc = An iron ring with a sapphire gem. + +armor-misc-ring-scratched = Scratched Ring + .desc = Barely fits your finger. + +armor-misc-ring-topaz = Topaz Ring + .desc = A copper ring with a topaz gem. + +armor-misc-ring-abyssal_ring = Abyssal Ring + .desc = A pearl ring crudely held together with gold and coral. + +armor-misc-back-backpack-traveler = Traveler's Backpack + .desc = Comfortable and with enough capacity, its a hoarder's best friend. + +armor-misc-back-dungeon_purple = Purple Cultist Cape + .desc = Smells like dark magic and candles. + +armor-misc-back-short-0 = Short leather Cape + .desc = Probably made of the finest leather. + +armor-misc-back-short-1 = Green Blanket + .desc = Keeps your shoulders warm. + +armor-savage-back = Savage Cape + .desc = Brings the fury of the barbarians. + +armor-savage-belt = Savage Belt + .desc = Brings the fury of the barbarians. + +armor-savage-chest = Savage Cuirass + .desc = Brings the fury of the barbarians. + +armor-savage-foot = Savage Boots + .desc = Brings the fury of the barbarians. + +armor-savage-hand = Savage Gauntlets + .desc = Brings the fury of the barbarians. + +armor-savage-pants = Savage Chausses + .desc = Brings the fury of the barbarians. + +armor-savage-shoulder = Savage Shoulder Pad + .desc = Brings the fury of the barbarians. + +armor-witch-hat = Witch Hat + .desc = Draws strength from dark arts. + +armor-pirate-hat = Pirate Hat + .desc = It seems like a parrot was perched up here. + +armor-twigsleaves-belt = Leafy Belt + .desc = Dried leaves cover over the standard twig belt, providing a slightly different texture. + +armor-twigsleaves-chest = Leafy Shirt + .desc = Leaves cover the magically imbued twig shirt, providing a more natural appearance. + +armor-twigsleaves-foot = Leafy Boots + .desc = Leaves cover the magically entwined twigs to provide simple protection from the elements. + +armor-twigsleaves-hand = Leafy Wraps + .desc = Leaves help hide the magic-interlocking twigs, and provide mild protection from the elements. + +armor-twigsleaves-pants = Leafy Pants + .desc = Leaves cover the magically imbued chainmail twigs, providing protection from the elements. + +armor-twigsleaves-shoulder = Leafy Shoulders + .desc = Leaves cover over the twigs to provide better protection from the elements. + +armor-twigsflowers-belt = Flowery Belt + .desc = Magically imbued twigs, held together with a flower intertwining its stem to hold the belt together. + +armor-twigsflowers-chest = Flowery Shirt + .desc = Magically imbued twigs decorated with flowers and their stems, letting others know your intentions of peace and love. + +armor-twigsflowers-foot = Flowery Boots + .desc = Woven and magically imbued, these boots of twigs and flowers provide simple protection and peace to the wearer. + +armor-twigsflowers-hand = Flowery Wraps + .desc = Wrapped and intertwined twigs held together with magic and flowers with their stems, providing peace and protection for the wearer. + +armor-twigsflowers-pants = Flowery Pants + .desc = Chainmail woven twigs enhanced with flower stems to provide protection and peace. + +armor-twigsflowers-shoulder = Flowery Shoulders + .desc = Flowers join the tied twigs to provide protection and peace to the wearer. + +armor-leather_plate-belt = Leather Plate Belt + .desc = Leather adorned with steel for better protection. + +armor-leather_plate-chest = Leather Plate Chest + .desc = Leather adorned with steel for better protection. + +armor-leather_plate-foot = Leather Plate Boots + .desc = Leather adorned with steel for better protection. + +armor-leather_plate-hand = Leather Plate Gloves + .desc = Leather adorned with steel for better protection. + +armor-leather_plate-pants = Leather Plate Chausses + .desc = Leather adorned with steel for better protection. + +armor-leather_plate-shoulder = Leather Plate Shoulder Pad + .desc = Leather adorned with steel for better protection. + +armor-mail-bloodsteel-back = Bloodsteel Cape + .desc = Forged to preserve life, at the cost of another. + +armor-mail-bloodsteel-belt = Bloodsteel Girdle + .desc = Forged to preserve life, at the cost of another. + +armor-mail-bloodsteel-chest = Bloodsteel Chest + .desc = Forged to preserve life, at the cost of another. + +armor-mail-bloodsteel-foot = Bloodsteel Sabatons + .desc = Forged to preserve life, at the cost of another. + +armor-mail-bloodsteel-hand = Bloodsteel Gauntlets + .desc = Forged to preserve life, at the cost of another. + +armor-mail-bloodsteel-pants = Bloodsteel Legs + .desc = Forged to preserve life, at the cost of another. + +armor-mail-bloodsteel-shoulder = Bloodsteel Pauldrons + .desc = Forged to preserve life, at the cost of another. + +armor-mail-cobalt-back = Cobalt Cape + .desc = Ornamental and impenetrable, the metal will never dull. + +armor-mail-cobalt-belt = Cobalt Girdle + .desc = Ornamental and impenetrable, the metal will never dull. + +armor-mail-cobalt-chest = Cobalt Chestpiece + .desc = Ornamental and impenetrable, the metal will never dull. + +armor-mail-cobalt-foot = Cobalt Footguards + .desc = Ornamental and impenetrable, the metal will never dull. + +armor-mail-cobalt-hand = Cobalt Gauntlets + .desc = Ornamental and impenetrable, the metal will never dull. + +armor-mail-cobalt-pants = Cobalt Leggings + .desc = Ornamental and impenetrable, the metal will never dull. + +armor-mail-cobalt-shoulder = Cobalt Shoulderguards + .desc = Ornamental and impenetrable, the metal will never dull. + +armor-mail-bronze-back = Bronze Cloak + .desc = Heavy and dull, but it can take a punch. + +armor-mail-bronze-belt = Bronze Girdle + .desc = Heavy and dull, but it can take a punch. + +armor-mail-bronze-chest = Bronze Chestguard + .desc = Heavy and dull, but it can take a punch. + +armor-mail-bronze-foot = Bronze Shoes + .desc = Heavy and dull, but it can take a punch. + +armor-mail-bronze-hand = Bronze Gauntlets + .desc = Heavy and dull, but it can take a punch. + +armor-mail-bronze-pants = Bronze Pantalons + .desc = Heavy and dull, but it can take a punch. + +armor-mail-bronze-shoulder = Bronze Guards + .desc = Heavy and dull, but it can take a punch. + +armor-mail-orichalcum-6 = Orichalcum Cape + .desc = An ancient alloy. Myths remain of heroes who once wore this metal. + +armor-mail-orichalcum-2 = Orichalcum Belt + .desc = An ancient alloy. Myths remain of heroes who once wore this metal. + +armor-mail-orichalcum = Orichalcum Chestguard + .desc = An ancient alloy. Myths remain of heroes who once wore this metal. + +armor-mail-orichalcum-3 = Orichalcum Warboots + .desc = An ancient alloy. Myths remain of heroes who once wore this metal. + +armor-mail-orichalcum-4 = Orichalcum Gloves + .desc = An ancient alloy. Myths remain of heroes who once wore this metal. + +armor-mail-orichalcum-1 = Orichalcum Legplates + .desc = An ancient alloy. Myths remain of heroes who once wore this metal. + +armor-mail-orichalcum-5 = Orichalcum Mantle + .desc = An ancient alloy. Myths remain of heroes who once wore this armor. + +armor-mail-orichalcum-7 = Orichalcum Helmet + .desc = The plume glows as you charge into battle. + +armor-mail-steel-back = Steel Cape + .desc = Metal alloy interlocking plates to improve protection. + +armor-mail-steel-belt = Steel Belt + .desc = Metal alloy interlocking plates to improve protection. + +armor-mail-steel-chest = Steel Cuirass + .desc = The metal alloy provides a somewhat lighter and stronger cuirass. + +armor-mail-steel-foot = Steel Boots + .desc = Metal alloy boots providing a more comfortable and durable protection. + +armor-mail-steel-hand = Steel Gauntlets + .desc = The metal alloy provides better protection and lighter weight, a quite comfortable gauntlet. + +armor-mail-steel-pants = Steel Chausses + .desc = The metal alloy provides improvements to fit, durability, and lightness. + +armor-mail-steel-shoulder = Steel Shoulders + .desc = The metal alloy plates provide better protection and comfort. + +armor-mail-iron-back = Iron Cloak + .desc = Sturdy and unyielding, across ages of war. + +armor-mail-iron-belt = Iron Belt + .desc = Sturdy and unyielding, across ages of war. + +armor-mail-iron-chest = Iron Chestguard + .desc = Sturdy and unyielding, across ages of war. + +armor-mail-iron-foot = Iron Footguards + .desc = Sturdy and unyielding, across ages of war. + +armor-mail-iron-hand = Iron Fists + .desc = Sturdy and unyielding, across ages of war. + +armor-mail-iron-pants = Iron Pants + .desc = Sturdy and unyielding, across ages of war. + +armor-mail-iron-shoulder = Iron Shoulderpads + .desc = Sturdy and unyielding, across ages of war. + +armor-cloth_purple-belt = Purple Linen Belt + .desc = A stylish rough fabric belt, dyed purple. + +armor-cloth_purple-chest = Purple Linen Chest + .desc = A stylish rough fabric surcoat, dyed purple. + +armor-cloth_purple-foot = Purple Linen Boots + .desc = Cobbled rough fabric boots, dyed purple. + +armor-cloth_purple-hand = Purple Linen Wrists + .desc = Rough cloth bracelets provide a stylish fashion statement, dyed purple. + +armor-cloth_purple-pants = Purple Linen Skirt + .desc = A stylish, rough fabric skirt, dyed purple. + +armor-cloth_purple-shoulder = Purple Linen Coat + .desc = A rough fabric coat, dyed purple. + +armor-rugged-chest = Rugged Shirt + .desc = Smells like Adventure. + +armor-rugged-pants = Rugged Commoner's Pants + .desc = They remind you of the old days. + +armor-cloth_green-belt = Green Linen Belt + .desc = A stylish rough fabric belt, dyed green. + +armor-cloth_green-chest = Green Linen Chest + .desc = A stylish rough fabric surcoat, dyed green. + +armor-cloth_green-foot = Green Linen Boots + .desc = Cobbled rough fabric boots, dyed green. + +armor-cloth_green-hand = Green Linen Wrists + .desc = Rough cloth bracelets provide a stylish fashion statement, dyed green. + +armor-cloth_green-pants = Green Linen Skirt + .desc = A stylish, rough fabric skirt, dyed green. + +armor-cloth_green-shoulder = Green Linen Coat + .desc = A rough fabric coat, dyed green. + +armor-merchant-turban = Impressive Turban + .desc = An incredibly fancy and light-weight turban, quite expensive too. + +armor-tarasque-belt = Tarasque Belt + .desc = Shattered band of a tarasque shell, making for a strong belt. + +armor-tarasque-chest = Tarasque Cuirass + .desc = The rough protective underbelly and back of a tarasque's shell, formed to fit humanoid proportions. + +armor-tarasque-foot = Tarasque Boots + .desc = Tarasque claws form the outside of these boots, protecting the wearer's feet. + +armor-tarasque-hand = Tarasque Gauntlets + .desc = Shattered fragments from a tarasque shell shaped into a protective gauntlets. + +armor-tarasque-pants = Tarasque Chausses + .desc = Fragmented tarasque shell tied together to form protective leg armor. + +armor-tarasque-shoulder = Tarasque Shoulder Pad + .desc = Spiky tarasque shell fragments formed to fit as shoulder guards. + +armor-twigs-belt = Twig Belt + .desc = Small bits of nature magically held together into the shape of a belt. + +armor-twigs-chest = Twig Shirt + .desc = Small sticks magically imbued to hold together to form a shirt. + +armor-twigs-foot = Twig Boots + .desc = Small twigs intertwined and imbued with magic to provide simple protection. + +armor-twigs-hand = Twig Wraps + .desc = Magically imbued twigs interlocked into simple hand wraps. + +armor-twigs-pants = Twig Pants + .desc = Magically imbued twigs formed into links similar to chainmail. + +armor-twigs-shoulder = Twig Shoulders + .desc = Spaulders made from tightly tied twigs. + +armor-cultist-bandana = Cultist Bandana + .desc = Ceremonial attire used by members. + +armor-cultist-belt = Cultist Belt + .desc = Ceremonial attire used by members. + +armor-cultist-chest = Cultist Chest + .desc = Ceremonial attire used by members. + +armor-cultist-foot = Cultist Boots + .desc = Ceremonial attire used by members. + +armor-cultist-hand = Cultist Gloves + .desc = Ceremonial attire used by members. + +armor-cultist-necklace = Cultist Amulet + .desc = You can still feel a mindflayer's presence within this amulet... + +armor-cultist-pants = Cultist Skirt + .desc = Ceremonial attire used by members. + +armor-cultist-ring = Cultist Signet Ring + .desc = Once belonged to a cultist. + +armor-cultist-shoulder = Cultist Mantle + .desc = Ceremonial attire used by members. + +armor-cloth-moonweave-back = Moonweave Cape + .desc = The fabric dances silently, like moonlight. + +armor-cloth-moonweave-belt = Moonweave Belt + .desc = The fabric dances silently, like moonlight. + +armor-cloth-moonweave-chest = Moonweave Vest + .desc = The fabric dances silently, like moonlight. + +armor-cloth-moonweave-foot = Moonweave Boots + .desc = The fabric dances silently, like moonlight. + +armor-cloth-moonweave-hand = Moonweave Gloves + .desc = The fabric dances silently, like moonlight. + +armor-cloth-moonweave-pants = Moonweave Legs + .desc = The fabric dances silently, like moonlight. + +armor-cloth-moonweave-shoulder = Moonweave Shoulders + .desc = The fabric dances silently, like moonlight. + +armor-cloth-linen-back = Linen Shawl + .desc = Roughly stitched, but it seems to hold. + +armor-cloth-linen-belt = Linen Sash + .desc = Roughly stitched, but it seems to hold. + +armor-cloth-linen-chest = Linen Vest + .desc = Roughly stitched, but it seems to hold. + +armor-cloth-linen-foot = Linen Feet + .desc = Roughly stitched, but it seems to hold. + +armor-cloth-linen-hand = Linen Handwraps + .desc = Roughly stitched, but it seems to hold. + +armor-cloth-linen-pants = Linen Pants + .desc = Roughly stitched, but it seems to hold. + +armor-cloth-linen-shoulder = Linen Shoulders + .desc = Roughly stitched, but it seems to hold. + +armor-cloth-sunsilk-back = Sunsilk Cape + .desc = It radiates with the sun's power, and the grace to harness it. + +armor-cloth-sunsilk-belt = Sunsilk Sash + .desc = It radiates with the sun's power, and the grace to harness it. + +armor-cloth-sunsilk-chest = Sunsilk Tunic + .desc = It radiates with the sun's power, and the grace to harness it. + +armor-cloth-sunsilk-foot = Sunsilk Footwraps + .desc = It radiates with the sun's power, and the grace to harness it. + +armor-cloth-sunsilk-hand = Sunsilk Handwraps + .desc = It radiates with the sun's power, and the grace to harness it. + +armor-cloth-sunsilk-pants = Sunsilk Kilt + .desc = It radiates with the sun's power, and the grace to harness it. + +armor-cloth-sunsilk-shoulder = Sunsilk Shoulderwraps + .desc = It radiates with the sun's power, and the grace to harness it. + +armor-cloth-woolen-back = Woolen Cloak + .desc = Thick and ready for the snow. + +armor-cloth-woolen-belt = Woolen Belt + .desc = Thick and ready for the snow. + +armor-cloth-woolen-chest = Woolen Parka + .desc = Thick and ready for the snow. + +armor-cloth-woolen-foot = Woolen Boots + .desc = Thick and ready for the snow. + +armor-cloth-woolen-hand = Woolen Mittens + .desc = Thick and ready for the snow. + +armor-cloth-woolen-pants = Woolen Pants + .desc = Thick and ready for the snow. + +armor-cloth-woolen-shoulder = Woolen Shoulders + .desc = Thick and ready for the snow. + +armor-cloth-silken-back = Silken Cape + .desc = Weaved with care by a skilled tailor. + +armor-cloth-silken-belt = Silken Sash + .desc = Weaved with care by a skilled tailor. + +armor-cloth-silken-chest = Silken Robe + .desc = Weaved with care by a skilled tailor. + +armor-cloth-silken-foot = Silken Feet + .desc = Weaved with care by a skilled tailor. + +armor-cloth-silken-hand = Silken Wraps + .desc = Weaved with care by a skilled tailor. + +armor-cloth-silken-pants = Silken Skirt + .desc = Weaved with care by a skilled tailor. + +armor-cloth-silken-shoulder = Silken Shoulders + .desc = Weaved with care by a skilled tailor. + +armor-cloth-druid-back = Druid Cape + .desc = Incredibly light, with the essence of nature. + +armor-cloth-druid-belt = Druid Sash + .desc = Incredibly light, with the essence of nature. + +armor-cloth-druid-chest = Druid Chestguard + .desc = Incredibly light, with the essence of nature. + +armor-cloth-druid-foot = Druid Kickers + .desc = Incredibly light, with the essence of nature. + +armor-cloth-druid-hand = Druid Handwraps + .desc = Incredibly light, with the essence of nature. + +armor-cloth-druid-pants = Druid Leggings + .desc = Incredibly light, with the essence of nature. + +armor-cloth-druid-shoulder = Druid Shoulderpads + .desc = Incredibly light, with the essence of nature. + +armor-misc-head-woolly_wintercap = Woolly Wintercap + .desc = Simple, stylish, and festive. diff --git a/assets/voxygen/i18n/en/item/armor/npc.ftl b/assets/voxygen/i18n/en/item/armor/npc.ftl new file mode 100644 index 0000000..45a5aeb --- /dev/null +++ b/assets/voxygen/i18n/en/item/armor/npc.ftl @@ -0,0 +1,869 @@ +### This file contains non-player-facing items. +### Feel free to ignore them. + +common-items-npc_armor-pants-leather_blue = Blue Leather Guards + .desc = {""} + +common-items-npc_armor-pants-plate_red = Iron Legguards + .desc = Greaves forged from iron. + +common-items-npc_armor-bird_large-phoenix = Phoenix Armor + .desc = The thickest feather you have ever seen! + +common-items-npc_armor-bird_large-wyvern = Wyvern Armor + .desc = Generic Protection. + +common-items-npc_armor-golem-claygolem = Clay Golem Armor + .desc = Worn by clay golem. + +common-items-npc_armor-golem-woodgolem = Wood Golem Armor + .desc = Yeet. + +common-items-npc_armor-golem-irongolem = Iron Golem Armor + .desc = Worn by iron golem. + +common-items-npc_armor-golem-ancienteffigy = Ancient Effigy Armor + .desc = Worn by ancient effigy. + +common-items-npc_armor-golem-gravewarden = Grave Warden Armor + .desc = Worn by grave warden. + +common-items-npc_armor-golem-mogwai = Mogwai Armor + .desc = Worn by mogwai. + +common-items-npc_armor-biped_small-myrmidon-foot-hoplite = Myrmidon Hoplite + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-foot-marksman = Myrmidon Marksman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-foot-strategian = Myrmidon Strategian + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-head-hoplite = Myrmidon Hoplite + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-head-marksman = Myrmidon Marksman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-head-strategian = Myrmidon Strategian + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-pants-hoplite = Myrmidon Hoplite + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-pants-marksman = Myrmidon Marksman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-pants-strategian = Myrmidon Strategian + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-chest-hoplite = Myrmidon Hoplite + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-chest-marksman = Myrmidon Marksman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-chest-strategian = Myrmidon Strategian + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-hand-hoplite = Myrmidon Hoplite + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-hand-marksman = Myrmidon Marksman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-hand-strategian = Myrmidon Strategian + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-tail-hoplite = Myrmidon Hoplite + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-tail-marksman = Myrmidon Marksman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-myrmidon-tail-strategian = Myrmidon Strategian + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-foot-sniper = Sahagin Sniper + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-foot-sorcerer = Sahagin Sorcerer + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-foot-spearman = Sahagin Spearman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-head-sniper = Sahagin Sniper + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-head-sorcerer = Sahagin Sorcerer + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-head-spearman = Sahagin Spearman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-pants-sniper = Sahagin Sniper + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-pants-sorcerer = Sahagin Sorcerer + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-pants-spearman = Sahagin Spearman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-chest-sniper = Sahagin Sniper + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-chest-sorcerer = Sahagin Sorcerer + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-chest-spearman = Sahagin Spearman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-hand-sniper = Sahagin Sniper + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-hand-sorcerer = Sahagin Sorcerer + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-hand-spearman = Sahagin Spearman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-tail-sniper = Sahagin Sniper + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-tail-sorcerer = Sahagin Sorcerer + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-sahagin-tail-spearman = Sahagin Spearman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-foot-hunter = Adlet Hunter + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-foot-icepicker = Adlet Icepicker + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-foot-tracker = Adlet Tracker + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-head-hunter = Adlet Hunter + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-head-icepicker = Adlet Icepicker + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-head-tracker = Adlet Tracker + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-pants-hunter = Adlet Hunter + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-pants-icepicker = Adlet Icepicker + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-pants-tracker = Adlet Tracker + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-chest-hunter = Adlet Hunter + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-chest-icepicker = Adlet Icepicker + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-chest-tracker = Adlet Tracker + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-hand-hunter = Adlet Hunter + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-hand-icepicker = Adlet Icepicker + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-hand-tracker = Adlet Tracker + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-tail-hunter = Adlet Hunter + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-tail-icepicker = Adlet Icepicker + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-adlet-tail-tracker = Adlet Tracker + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-foot-chieftain = Gnarling Chieftain + .desc = Only worn by the most spiritual of Gnarlings. + +common-items-npc_armor-biped_small-gnarling-foot-logger = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-foot-mugger = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-foot-stalker = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-head-chieftain = Gnarling Chieftain + .desc = Only worn by the most spiritual of Gnarlings. + +common-items-npc_armor-biped_small-gnarling-head-logger = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-head-mugger = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-head-stalker = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-pants-chieftain = Gnarling Chieftain + .desc = Only worn by the most spiritual of Gnarlings. + +common-items-npc_armor-biped_small-gnarling-pants-logger = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-pants-mugger = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-pants-stalker = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-chest-chieftain = Gnarling Chieftain + .desc = Only worn by the most spiritual of Gnarlings. + +common-items-npc_armor-biped_small-gnarling-chest-logger = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-chest-mugger = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-chest-stalker = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-hand-chieftain = Gnarling Chieftain + .desc = Only worn by the most spiritual of Gnarlings. + +common-items-npc_armor-biped_small-gnarling-hand-logger = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-hand-mugger = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-hand-stalker = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-tail-chieftain = Gnarling Chieftain + .desc = Only worn by the most spiritual of Gnarlings. + +common-items-npc_armor-biped_small-gnarling-tail-logger = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-tail-mugger = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnarling-tail-stalker = Gnarling + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-kappa-foot-kappa = Kappa + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-kappa-head-kappa = Kappa + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-kappa-pants-kappa = Kappa + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-kappa-chest-kappa = Kappa + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-kappa-hand-kappa = Kappa + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-kappa-tail-kappa = Kappa + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-boreal-foot-warrior = Boreal Wrappings + .desc = The blistering cold makes it hard to move. + +common-items-npc_armor-biped_small-boreal-head-warrior = Boreal Helmet + .desc = Did somebody say...BRAINFREEZE?! + +common-items-npc_armor-biped_small-boreal-pants-warrior = Boreal Tunic + .desc = Colder than the climate it protects you from. + +common-items-npc_armor-biped_small-boreal-chest-warrior = Boreal Chestplate + .desc = So frigid that you can feel it in your heart. + +common-items-npc_armor-biped_small-boreal-hand-warrior = Boreal Gauntlets + .desc = Colder than the touch of death. + +common-items-npc_armor-biped_small-bushly-foot-bushly = Bushly + .desc = Plant Creature. + +common-items-npc_armor-biped_small-bushly-pants-bushly = Bushly + .desc = Plant Creature. + +common-items-npc_armor-biped_small-bushly-chest-bushly = Bushly + .desc = Plant Creature. + +common-items-npc_armor-biped_small-bushly-hand-bushly = Mandragora + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-treasure_egg-chest-treasure_egg = Treasure Egg Chest + .desc = Treasure Egg Chest + +common-items-npc_armor-biped_small-treasure_egg-foot-treasure_egg = Treasure Egg Foot + .desc = Treasure Egg Foot + +common-items-npc_armor-biped_small-iron_dwarf-foot-iron_dwarf = Iron Dwarf Foot + .desc = Iron Dwarf Foot. + +common-items-npc_armor-biped_small-iron_dwarf-head-iron_dwarf = Iron Dwarf Head + .desc = Iron Dwarf Head. + +common-items-npc_armor-biped_small-iron_dwarf-pants-iron_dwarf = Iron Dwarf Pants + .desc = Iron Dwarf Pants. + +common-items-npc_armor-biped_small-iron_dwarf-chest-iron_dwarf = Iron Dwarf Chest + .desc = Iron Dwarf Chest. + +common-items-npc_armor-biped_small-iron_dwarf-hand-iron_dwarf = Iron Dwarf Hand + .desc = Iron Dwarf Hand. + +common-items-npc_armor-biped_small-haniwa-foot-archer = Haniwa Archer + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-foot-guard = Haniwa Guard + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-foot-soldier = Haniwa Soldier + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-head-archer = Haniwa Archer + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-head-guard = Haniwa Guard + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-head-soldier = Haniwa Soldier + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-pants-archer = Haniwa Archer + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-pants-guard = Haniwa Guard + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-pants-soldier = Haniwa Soldier + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-chest-archer = Haniwa Archer + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-chest-guard = Haniwa Guard + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-chest-soldier = Haniwa Soldier + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-hand-archer = Haniwa Archer + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-hand-guard = Haniwa Guard + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-haniwa-hand-soldier = Haniwa Soldier + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-husk-foot-husk = Husk + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-husk-head-husk = Husk + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-husk-pants-husk = Husk + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-husk-chest-husk = Husk + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-husk-hand-husk = Husk + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-husk-tail-husk = Husk + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-flamekeeper-foot-flamekeeper = Flamekeeper Foot + .desc = Flamekeeper Foot. + +common-items-npc_armor-biped_small-flamekeeper-head-flamekeeper = Flamekeeper Head + .desc = Flamekeeper Head. + +common-items-npc_armor-biped_small-flamekeeper-pants-flamekeeper = Flamekeeper Pants + .desc = Flamekeeper Pants. + +common-items-npc_armor-biped_small-flamekeeper-chest-flamekeeper = Flamekeeper Chest + .desc = Flamekeeper Chest. + +common-items-npc_armor-biped_small-flamekeeper-hand-flamekeeper = Flamekeeper Hand + .desc = Flamekeeper Hand. + +common-items-npc_armor-biped_small-gnome-foot-gnome = Gnome + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnome-head-gnome = Gnome + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnome-pants-gnome = Gnome + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnome-chest-gnome = Gnome + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnome-hand-gnome = Gnome + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-mandragora-foot-mandragora = Mandragora + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-mandragora-pants-mandragora = Mandragora + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-mandragora-chest-mandragora = Mandragora + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-mandragora-hand-mandragora = Mandragora + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-mandragora-tail-mandragora = Mandragora + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-irrwurz-foot-irrwurz = Irrwurz + .desc = Plant Creature. + +common-items-npc_armor-biped_small-irrwurz-pants-irrwurz = Irrwurz + .desc = Plant Creature. + +common-items-npc_armor-biped_small-irrwurz-chest-irrwurz = Irrwurz + .desc = Plant Creature. + +common-items-npc_armor-biped_small-irrwurz-hand-irrwurz = Irrwurz + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-foot-rogue = Gnoll Rogue + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-foot-shaman = Gnoll Shaman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-foot-trapper = Gnoll Trapper + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-head-rogue = Gnoll Rogue + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-head-shaman = Gnoll Shaman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-head-trapper = Gnoll Trapper + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-pants-rogue = Gnoll Rogue + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-pants-shaman = Gnoll Shaman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-pants-trapper = Gnoll Trapper + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-chest-rogue = Gnoll Rogue + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-chest-shaman = Gnoll Shaman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-chest-trapper = Gnoll Trapper + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-hand-rogue = Gnoll Rogue + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-hand-shaman = Gnoll Shaman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-hand-trapper = Gnoll Trapper + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-tail-rogue = Gnoll Rogue + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-tail-shaman = Gnoll Shaman + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-gnoll-tail-trapper = Gnoll Trapper + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-jiangshi-head-jiangshi = Jiangshi + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-jiangshi-chest-jiangshi = Jiangshi + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-jiangshi-pants-jiangshi = Jiangshi + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-jiangshi-hand-jiangshi = Jiangshi + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-jiangshi-foot-jiangshi = Jiangshi + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-shamanic_spirit-head-shamanic_spirit = Shamanic Spirit + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-shamanic_spirit-chest-shamanic_spirit = Shamanic Spirit + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-shamanic_spirit-pants-shamanic_spirit = Shamanic Spirit + .desc = Ceremonial attire used by members. + +common-items-npc_armor-biped_small-shamanic_spirit-hand-shamanic_spirit = Shamanic Spirit + .desc = Ceremonial attire used by members. + +common-items-npc_armor-chest-plate_red = Iron Chestplate + .desc = A chestplate forged from iron. + +common-items-npc_armor-quadruped_low-basilisk = Basilisk Armor + .desc = Made up of heavy and thick plates. + +common-items-npc_armor-quadruped_low-dagon = Dagon's Scales + .desc = Rigid enough to withstand the pressure of the deep ocean. + +common-items-npc_armor-quadruped_low-drake = Drake Armor + .desc = Adaptive to temperature. + +common-items-npc_armor-quadruped_low-shell = Quad Low Shell + .desc = Shell. + +common-items-npc_armor-quadruped_low-snapper = Snapper Shell + .desc = 'Tis but a shell. + +common-items-npc_armor-quadruped_medium-tarasque = Tarasque Armor + .desc = testing123 + +common-items-npc_armor-quadruped_medium-claysteed = Clay Steed's Thick Fur + .desc = testing123 + +common-items-npc_armor-generic = NPC Generic + .desc = testing123 + +common-items-npc_armor-generic_high = NPC Generic High + .desc = testing123 + +common-items-npc_armor-theropod-rugged = Theropod Rugged + .desc = For big scary dinos. + +common-items-npc_armor-biped_large-cyclops = Cyclops Armor + .desc = Made of mysteries. + +common-items-npc_armor-biped_large-dullahan = Dullahan Itself Armor + .desc = Made of It ownself. + +common-items-npc_armor-biped_large-generic = Generic Biped Large + .desc = Worn by bipeds. + +common-items-npc_armor-biped_large-gigas_frost = Frost Gigas Armor + .desc = The best defense is a good offense. + +common-items-npc_armor-biped_large-harvester = Harvester Shirt + .desc = Made of sunflowers. + +common-items-npc_armor-biped_large-mindflayer = Mindflayer Armor + .desc = Worn by mindflayers. + +common-items-npc_armor-biped_large-minotaur = Minotaur Armor + .desc = The best defense is a good offense. + +common-items-npc_armor-biped_large-tidal_warrior = Tidal Warrior Armor + .desc = Made of fish scales. + +common-items-npc_armor-biped_large-tursus = Tursus Skin + .desc = Born with it. + +common-items-npc_armor-biped_large-warlock = Giant Warlock Chest + .desc = Made of darkest silk. + +common-items-npc_armor-biped_large-warlord = Giant Warlord Chest + .desc = Made of darkest steel. + +common-items-npc_armor-biped_large-yeti = Yeti Hide + .desc = Strong as Yeti itself. + +common-items-npc_armor-biped_large-forgemaster = Forge Master Armor + .desc = Worn by forgemaster. + +common-items-npc_armor-biped_large-haniwageneral = Haniwa General Uniform + .desc = Has seen combat. + +common-items-npc_armor-biped_large-terracotta = Terracotta Armor + .desc = A little dusty, that's all. + +armor-leather_blue-pants = Blue Leather Cuirass + .desc = {""} + +armor-leather_blue-back = Blue Traveler Coat + .desc = {""} + +armor-velorite_battlemage-back = Velorite Battlemage Cloak + .desc = Keeps your shoulders warm. + +armor-velorite_battlemage-belt = Velorite Battlemage Belt + .desc = {""} + +armor-velorite_battlemage-chest = Velorite Battlemage Vest + .desc = {""} + +armor-velorite_battlemage-foot = Velorite Battlemage Boots + .desc = {""} + +armor-velorite_battlemage-hand = Velorite Battlemage Gauntlets + .desc = {""} + +armor-velorite_battlemage-pants = Velorite Battlemage Kilt + .desc = {""} + +armor-velorite_battlemage-shoulder = Velorite Battlemage Guards + .desc = {""} + +armor-cardinal-belt = Cardinal's Belt + .desc = Seemlessly transitions... + +armor-cardinal-chest = Cardinal's Cloak + .desc = A part of the cardinal's exquisite cloak. + +armor-cardinal-foot = Cardinal's Boots + .desc = The boots with millions of steps. + +armor-cardinal-hand = Cardinal's Gloves + .desc = Bloodstained and rugged. + +armor-cardinal-mitre = Cardinal Mitre + .desc = Induces respect. + +armor-cardinal-pants = Cardinal's Jeans + .desc = Pants with many experiences. + +armor-cardinal-shoulder = Cardinal's Shoulderguard + .desc = The other was lost in a vicious fight. + +armor-merchant-back = Merchant Backpack + .desc = {""} + +armor-merchant-belt = Merchant Belt + .desc = {""} + +armor-merchant-chest = Merchant Jacket + .desc = {""} + +armor-merchant-foot = Merchant Boots + .desc = {""} + +armor-merchant-hand = Merchant Gloves + .desc = {""} + +armor-merchant-pants = Merchant Pants + .desc = {""} + +armor-merchant-shoulder_l = Merchant Mantle + .desc = {""} + +common-items-armor-alchemist-belt = Alchemist Belt + .desc = {""} + +common-items-armor-alchemist-chest = Alchemist Jacket + .desc = {""} + +common-items-armor-alchemist-hat = Alchemist Hat + .desc = It seems like a parrot was perched up here. + +common-items-armor-alchemist-pants = Alchemist Pants + .desc = {""} + +common-items-armor-misc-head-headband = Headband + .desc = A simple headband, it's nothing special. + +common-items-armor-witch-back = Witch Cape + .desc = {""} + +common-items-armor-witch-belt = Witch Belt + .desc = {""} + +common-items-armor-witch-chest = Witch Robe + .desc = {""} + +common-items-armor-witch-foot = Witch Boots + .desc = {""} + +common-items-armor-witch-hand = Witch Handwarmers + .desc = {""} + +common-items-armor-witch-pants = Witch Skirt + .desc = {""} + +common-items-armor-witch-shoulder = Witch Mantle + .desc = {""} + +common-items-armor-pirate-belt = Pirate Belt + .desc = {""} + +common-items-armor-pirate-chest = Pirate Jacket + .desc = {""} + +common-items-armor-pirate-foot = Pirate Boots + .desc = {""} + +common-items-armor-pirate-hand = Pirate Gloves + .desc = {""} + +common-items-armor-pirate-pants = Pirate Pants + .desc = {""} + +common-items-armor-pirate-shoulder = Pirate Mantle + .desc = {""} + +armor-miner-helmet = Miner Helmet + .desc = Someone carved 'Mine!' into the inside. + +common-items-armor-miner-back = Miner's Backpack + .desc = Battered from heavy rocks being carried inside. + +common-items-armor-miner-belt = Miner's Belt + .desc = {""} + +common-items-armor-miner-chest = Miner's Vestment + .desc = Rock dust is covering most of the leather parts. + +common-items-armor-miner-foot = Miner's Footwear + .desc = Someone carved 'Mine!' into the inside. + +common-items-armor-miner-hand = Miner's Gloves + .desc = Someone carved 'Mine!' into the inside. + +common-items-armor-miner-pants = Miner's pantaloons + .desc = {""} + +common-items-armor-miner-shoulder = Miner's Pauldrons + .desc = Protects Cave-in and out. + +common-items-armor-miner-shoulder_captain = Captain's Pauldrons + .desc = {""} + +common-items-armor-miner-shoulder_flame = Flamekeeper's Pauldrons + .desc = {""} + +common-items-armor-miner-shoulder_overseer = Overseer's Pauldrons + .desc = {""} + +common-items-armor-chef-belt = Chef Belt + .desc = {""} + +common-items-armor-chef-chest = Chef Jacket + .desc = {""} + +common-items-armor-chef-hat = Chef Hat + .desc = {""} + +common-items-armor-chef-pants = Chef Pants + .desc = {""} + +common-items-armor-blacksmith-belt = Blacksmith Belt + .desc = {""} + +common-items-armor-blacksmith-chest = Blacksmith Jacket + .desc = {""} + +common-items-armor-blacksmith-hand = Blacksmith Gloves + .desc = {""} + +common-items-armor-blacksmith-hat = Blacksmith Hat + .desc = {""} + +common-items-armor-blacksmith-pants = Blacksmith Pants + .desc = {""} + +common-items-armor-leather_plate-helmet = Leather Plate Helmet + .desc = Leather adorned with steel for better protection. + +armor-assassin-belt = Assassin Belt + .desc = Only the best for a member of the creed. + +armor-assassin-chest = Assassin Chest + .desc = Only the best for a member of the creed. + +armor-assassin-foot = Assassin Boots + .desc = Only the best for a member of the creed. + +armor-assassin-hand = Assassin Gloves + .desc = Only the best for a member of the creed. + +armor-misc-head-assa_mask-0 = Dark Assassin Mask + .desc = A general assassination mask preventing the wearer from being identified. + +armor-assassin-pants = Assassin Pants + .desc = Only the best for a member of the creed. + +armor-assassin-shoulder = Assassin Shoulder Guard + .desc = Only the best for a member of the creed. + +armor-ferocious-back = Ferocious Mantle + .desc = The dark side of nature. + +armor-ferocious-belt = Ferocious Sash + .desc = The dark side of nature. + +armor-ferocious-chest = Ferocious Shirt + .desc = The dark side of nature. + +armor-ferocious-foot = Ferocious Waraji + .desc = The dark side of nature. + +armor-ferocious-hand = Ferocious Wraps + .desc = The dark side of nature. + +armor-ferocious-pants = Ferocious Shorts + .desc = The dark side of nature. + +armor-ferocious-shoulder = Ferocious Guards + .desc = The dark side of nature. + +armor-bonerattler-belt = Bonerattler Belt + .desc = Sections of vertebrae fastened together with hide and a bonerattler eye for the buckle. + +armor-bonerattler-chest = Bonerattler Cuirass + .desc = The spiny back and hide of a bonerattler fastened together into a protective cuirass. + +armor-bonerattler-foot = Bonerattler Boots + .desc = Boots made from the claws and hide of a bonerattler. + +armor-bonerattler-hand = Bonerattler Gauntlets + .desc = The hide and bone from a bonerattler provide strong protection for the wearer. + +armor-bonerattler-pants = Bonerattler Chausses + .desc = Assorted bones and hide from a bonerattler provide protection around the wearer's legs. + +armor-bonerattler-shoulder = Bonerattler Shoulder Pad + .desc = Roughly formed bonerattler hide provide some strong protection. + +armor-misc-head-exclamation = Exclamation hat + .desc = You feel like bestowing quests. + +armor-misc-foot-iceskate = Ice Skates + .desc = Best used on a frozen lake. + +armor-misc-foot-jackalope = Fluffy Jackalope Slippers + .desc = So warm and cozy! + +armor-misc-foot-ski = Wooden skis + .desc = Best used downhill on snow. diff --git a/assets/voxygen/i18n/en/item/armor/other.ftl b/assets/voxygen/i18n/en/item/armor/other.ftl new file mode 100644 index 0000000..178d707 --- /dev/null +++ b/assets/voxygen/i18n/en/item/armor/other.ftl @@ -0,0 +1,118 @@ +lantern-magic_lantern = Magic Lantern + .desc = Illuminates even the darkest dungeon. A great monster was slain for this item. + +lantern-black = Black Lantern + .desc = Quite common due to popular use of budding adventurers! + +lantern-blue = Cool Blue Lantern + .desc = This lantern is surprisingly cold when lit. + +lantern-geode_purp = Purple Geode + .desc = Emits a calming glow, helps to calm your nerves. + +lantern-green = Lime Zest Lantern + .desc = It has an opening that could fit a ring... + +lantern-polaris = Polaris + .desc = Christmas Lantern. + +lantern-pumpkin = Eerie Pumpkin + .desc = Did it just blink?! + +lantern-red = Red Lantern + .desc = Caution: contents hot. + +lantern-delvers_lamp = Delver's Lamp + .desc = Perfect for mining. + +glider-basic_red = Red Cloth Glider + .desc = A simple glider, but with a striking red color. + +glider-basic_white = Plain Cloth Glider + .desc = Simple, but classy. + +glider-blue = Blue Falcon + .desc = Sky colored. + +glider-butterfly-moonlit_love = Moonlit Love + .desc = Love is in the air. + +glider-cloverleaf = Cloverleaf + .desc = Brings luck to its owner. Light-weight and cheap to make, and also very cute! + +glider-leaves = Leaves Glider + .desc = Soar among the trees. + +glider-butterfly-orange_monarch = Orange Monarch + .desc = The delicate wings flutter faintly. + +glider-moonrise = Aquatic Night + .desc = The stars are beautiful tonight. + +glider-butterfly-blue_morpho = Blue Morpho + .desc = The delicate wings flutter faintly. + +glider-moth = Green Luna + .desc = The delicate wings flutter faintly. + +glider-sandraptor = Sand Raptor Wings + .desc = Take flight with the wings of a thirsty predator. + +glider-cultists = Skullgrin + .desc = Death from above. + +glider-snowraptor = Snow Raptor Wings + .desc = Take flight with the wings of a cold-blooded predator. + +glider-sunset = Horizon + .desc = It isn't high noon. + +glider-winter_wings = Wings of Winter + .desc = Sparkles brilliantly and cooly even under the warm sun. + +glider-woodraptor = Wood Raptor Wings + .desc = Take flight with the wings of a stealthy predator. + +armor-misc-back-backpack = Rugged Backpack + .desc = Keeps all your stuff together. + +armor-misc-bag-heavy_seabag = Heavy Seabag + .desc = Commonly used by sailors. + +armor-misc-bag-knitted_red_pouch = Knitted Red Pouch + .desc = A sizeable red bag with two pouches, made of wool and dye. + +armor-misc-bag-liana_kit = Liana Kit + .desc = Woven from dried lianas. + +armor-misc-bag-mindflayer_spellbag = Mindflayer Spellbag + .desc = + You can almost feel a mindflayer's + evil presence flowing through the fabric. + +armor-misc-bag-reliable_backpack = Reliable Backpack + .desc = It will never give you up. + +armor-misc-bag-reliable_leather_pack = Reliable Leather Pack + .desc = It will never give you up. + +armor-misc-bag-soulkeeper_cursed = Cursed Soulkeeper + .desc = WIP. + +armor-misc-bag-soulkeeper_pure = Purified Soulkeeper + .desc = WIP. + +armor-misc-bag-sturdy_red_backpack = Sturdy Red Saddlebag + .desc = A truly reliable and sizeable bag, embroidered with amethyst and thick leather. + +armor-misc-bag-tiny_leather_pouch = Small Leather Pouch + .desc = A small reliable leather pouch. + +armor-misc-bag-tiny_red_pouch = Tiny Red Pouch + .desc = Made from multiple patches of dyed cloth. + +armor-misc-bag-troll_hide_pack = Trollhide Pack + .desc = Trolls were definitely hurt in the making of this. + +armor-misc-bag-woven_red_bag = Woven Red Bag + .desc = A moderately sized red bag. Although it still feels pretty cramped. diff --git a/assets/voxygen/i18n/en/item/items/crafting.ftl b/assets/voxygen/i18n/en/item/items/crafting.ftl new file mode 100644 index 0000000..e64e0f6 --- /dev/null +++ b/assets/voxygen/i18n/en/item/items/crafting.ftl @@ -0,0 +1,345 @@ +sprite-grass-grass_long_5 = Long Grass + .desc = Greener than an orc's snout. + +sprite-wood-item-bamboo = Bamboo + .desc = A giant woody grass. This can be used when crafting wooden weapons. + +sprite-wood-item-eldwood = Eldwood Logs + .desc = Old logs that emanate magic. This can be used when crafting wooden weapons. + +sprite-wood-item-frostwood = Frostwood Logs + .desc = Chilly wood that comes from cold biomes. Cold to the touch. This can be used when crafting wooden weapons. + +sprite-wood-item-hardwood = Hardwood Logs + .desc = Extra thick and sturdy logs. This can be used when crafting wooden weapons. + +sprite-wood-item-ironwood = Ironwood Logs + .desc = A particularly sturdy wood. This can be used when crafting wooden weapons. + +sprite-wood-item-wood = Wood Logs + .desc = Regular, sturdy wooden logs. This can be used when crafting wooden weapons. + +sprite-crafting_ing-abyssal_heart = Abyssal Heart + .desc = Source of Dagons Power. + +sprite-crafting_ing-bowl = Bowl + .desc = A simple bowl for preparing meals. + +sprite-crafting_ing-brinestone = Brinestone + .desc = Used for armor crafting. + +sprite-cacti-flat_cactus_med = Cactus + .desc = Grows in warm and dry places. Very prickly! + +sprite-crafting_ing-coral_branch = Coral Branch + .desc = Treasure from the bottom of the sea. + +sprite-crafting_ing-cotton_boll = Cotton Boll + .desc = Plucked from a common cotton plant. + +sprite-crafting_ing-living_embers = Living Embers + .desc = The smouldering remains of a fiery creature. + +sprite-crafting_ing-oil = Oil + .desc = A measure of thick, sludgy oil. + +sprite-crafting_ing-pearl = Pearl + .desc = Would make a nice lamp. + +sprite-crafting_ing-resin = Resin + .desc = Used for woodworking. + +sprite-seashells-shell-0 = Seashells + .desc = Shells from a sea creature. + +sprite-crafting_ing-sentient_seed = Sentient Seed + .desc = The undeveloped spawn of a sentient plant. + +sprite-crafting_ing-sticky_thread = Sticky Thread + .desc = A messy spider extract, but a tailor may have use for it. + +sprite-crafting_ing-alkahest = Alkahest + .desc = Alchemical solvent. + +sprite-crafting_ing-dwarven_battery = Dwarven Battery + .desc = Container of magical energy. + +sprite-rocks-rock-0 = Stones + .desc = Pebbles from the ground, nothing out of the ordinary. + +sprite-twigs-twigs-0 = Twigs + .desc = Found near trees, a squirrel must've knocked it down. + +sprite-crafting_ing-hide-animal_hide = Animal Hide + .desc = A common pelt from most animals. Becomes leather. + +sprite-crafting_ing-hide-carapace = Hard Carapace + .desc = Tough, hard carapace, a shield to many creatures. + +sprite-crafting_ing-hide-dragon_scale = Dragon Scale + .desc = Tough scale from a legendary beast, hot to the touch. + +sprite-crafting_ing-hide-troll_hide = Troll Hide + .desc = Looted from cave trolls. + +sprite-crafting_ing-hide-plate = Plate + .desc = Durable plate from an armored animal. + +sprite-crafting_ing-hide-rugged_hide = Rugged Hide + .desc = A durable pelt from fierce creatures, favored by leatherworkers. + +sprite-crafting_ing-hide-scale = Scale + .desc = Shiny scales found off of an animal. + +sprite-crafting_ing-hide-tough_hide = Tough Hide + .desc = A relatively tough, rough hide. Becomes leather. + +sprite-crafting_ing-animal_misc-claw = Predator Claw + .desc = + The nimble claw of a fierce predator. + + Can be used to craft fast and agile weapons. + +sprite-crafting_ing-animal_misc-fur = Soft Fur + .desc = Soft fur from an animal. + +sprite-crafting_ing-animal_misc-grim_eyeball = Grim Eyeball + .desc = Casts a petrifying gaze. + +sprite-crafting_ing-animal_misc-large_horn = Large Horn + .desc = + A large horn from a fearsome beast. + + Weapons made with it have strengthened ability effects. + +sprite-crafting_ing-animal_misc-lively_vine = Lively Vine + .desc = I think it just moved... + +sprite-crafting_ing-animal_misc-phoenix_feather = Phoenix Feather + .desc = Said to have magical properties. + +sprite-crafting_ing-animal_misc-sharp_fang = Sharp Fang + .desc = + Razor-sharp tooth from a ferocious animal. + + Weapons made with it have more potent lasting effects. + +sprite-crafting_ing-animal_misc-venom_sac = Venom Sac + .desc = A venomous sac from a poisonous creature. + +sprite-crafting_ing-animal_misc-viscous_ooze = Viscous Ooze + .desc = A measure of viscous ooze from a slimy creature. + +sprite-crafting_ing-leather-leather_strips = Leather Strips + .desc = Simple and versatile. + +sprite-crafting_ing-leather-rigid_leather = Rigid Leather + .desc = Light but layered, perfect for protection. + +sprite-crafting_ing-leather-simple_leather = Simple Leather + .desc = Light and flexible. + +sprite-crafting_ing-leather-thick_leather = Thick Leather + .desc = Strong and durable. + +sprite-crafting_ing-cloth-cloth_strips = Cloth Strips + .desc = Small and soft, yet useful. + +sprite-crafting_ing-cloth-cotton = Cotton + .desc = Easy to work with and multi-functional. + +sprite-crafting_ing-cloth-lifecloth = Lifecloth + .desc = A fabric imbued with the gentleness that nature has to offer. + +sprite-crafting_ing-cloth-linen = Linen + .desc = A textile made from flax fibers. + +sprite-crafting_ing-cloth-linen_red = Red Linen + .desc = A flax fiber textile, dyed to stand out. + +sprite-crafting_ing-cloth-moonweave = Moonweave + .desc = A light yet very sturdy textile. + +sprite-crafting_ing-cloth-silk = Silk + .desc = A fine and strong fibre produced by spiders. + +sprite-crafting_ing-cloth-sunsilk = Sunsilk + .desc = A supernaturally strong textile. + +sprite-crafting_ing-cloth-wool = Soft Wool + .desc = Soft wool from an animal. + +sprite-flowers-moonbell = Moonbell + .desc = It glistens brilliantly under the moonlight. + +sprite-crafting_ing-plant_fiber = Plant Fiber + .desc = A length of raw plant material. + +sprite-flowers-pyrebloom = Pyrebloom + .desc = Warm to the touch, long after picking. + +sprite-flowers-flower_red-4 = Red Flower + .desc = Can be used as a dying ingredient. + +sprite-flowers-sunflower_1 = Sunflower + .desc = Smells like summer. + +sprite-flowers-flax = Wild Flax + .desc = Could be used to spin some simple cloth. + +sprite-flowers-yellow = Yellow Flower + .desc = Glows like the sun. + +object-v-coin = Coins + .desc = Precious coins, can be exchanged for goods and services. + +object-collar = Collar + .desc = Tames neutral wild animals within 5 blocks. + +object-training_dummy = Training Dummy + .desc = His name is William. Fire at will. + +object-mortar_pestle = Mortar and Pestle + .desc = Crushes and grinds things into a fine powder or paste. Needed to craft various items. + +object-sewing_set = Sewing Set + .desc = Used to craft various items. + +object-potion_empty = Empty Vial + .desc = A simple glass vial used for holding various fluids. + +object-glacial_crystal = Glacial Crystal + .desc = The purest form of ice, cold enough to cool lava. + +object-honey = Honey + .desc = Stolen from a beehive. Surely the bees won't be happy with this! + +object-glowing_remains = Glowing Remains + .desc = + Looted from an evil being. + + With some additional work it can surely be + brought back to its former glory... + +object-elegant_crest = Elegant Crest + .desc = + Bright plumage formerly part of a colorful creature. + + Can be used to craft quick and energy-efficient weapons. + +object-ice_shard = Icy Shard + .desc = Looted from a frosty creature. + +object-long_tusk = Long Tusk + .desc = + An impressively long tusk from a proud beast. + + Can be used to craft efficient, long-range weapons. + +object-raptor_feather = Raptor Feather + .desc = A large colorful feather from a raptor. + +object-strong_pincer = Strong Pincer + .desc = + A powerful pincer from a hard-shelled creature. + + Has power-enhancing effects when crafting weapons. + +sprite-mineral-ore-bloodstone = Bloodstone Ore + .desc = A deep red ore, it reminds you of blood. + +sprite-mineral-ore-coal = Coal + .desc = A dark, combustible energy source. + +sprite-mineral-ore-cobalt = Cobalt Ore + .desc = A blue, shiny ore. + +sprite-mineral-ore-copper = Copper Ore + .desc = A brown metal. Key part of bronze. + +sprite-mineral-ore-gold = Gold Ore + .desc = A precious yellow metal. + +sprite-mineral-ore-iron = Iron Ore + .desc = An incredibly common but incredibly versatile metal. + +sprite-mineral-ore-silver = Silver Ore + .desc = A precious shiny greyish-white metal. + +sprite-mineral-ore-tin = Tin Ore + .desc = A silvery metal. One of the components of bronze. + +sprite-mineral-ore-ancient_gold = Ancient Gold + .desc = Ancient ingot of gold, soaked in magical energies. + +sprite-velorite-velorite_ore = Velorite + .desc = A bizarre, oddly shimmering ore, its origin seems to be shrouded in mystery. + +sprite-velorite-velorite = Velorite Fragment + .desc = Small runes sparkle on its surface, though you don't know what it means. + +sprite-mineral-ingot-bloodsteel = Bloodsteel Ingot + .desc = + An alloy of bloodstone and iron, with a dark red color. + + This can be used when crafting metal weapons. + +sprite-mineral-ingot-bronze = Bronze Ingot + .desc = + A sturdy alloy made from combining copper and tin. + + This can be used when crafting metal weapons. + +sprite-mineral-ingot-cobalt = Cobalt Ingot + .desc = + A strikingly blue ingot. + + This can be used when crafting metal weapons. + +sprite-mineral-ingot-copper = Copper Ingot + .desc = An ingot with a unique brown color. + +sprite-mineral-ingot-gold = Gold Ingot + .desc = An ingot made of refined metallic gold. + +sprite-mineral-ingot-iron = Iron Ingot + .desc = + An incredibly commonplace metal. + + This can be used when crafting metal weapons. + +sprite-mineral-ingot-orichalcum = Orichalcum Ingot + .desc = + An ingot made of refined orichalcum. + + This can be used when crafting metal weapons. + +sprite-mineral-ingot-silver = Silver Ingot + .desc = An ingot made of refined metallic silver. + +sprite-mineral-ingot-steel = Steel Ingot + .desc = + An alloy of iron and coal that is much tougher than its components. + + This can be used when crafting metal weapons. + +sprite-mineral-ingot-tin = Tin Ingot + .desc = An ingot primarily used to make bronze. + +sprite-mineral-gem-amethystgem = Amethyst + .desc = A precious purple gem. + +sprite-mineral-gem-diamondgem = Diamond + .desc = A sparkling silver gem. + +sprite-mineral-gem-emeraldgem = Emerald + .desc = A vibrant viridian gem. + +sprite-mineral-gem-rubygem = Ruby + .desc = A superbly scarlet gem. + +sprite-mineral-gem-sapphiregem = Sapphire + .desc = A colorful cobalt gem. + +sprite-mineral-gem-topazgem = Topaz + .desc = An outstanding orange gem. diff --git a/assets/voxygen/i18n/en/item/items/food.ftl b/assets/voxygen/i18n/en/item/items/food.ftl new file mode 100644 index 0000000..5957abb --- /dev/null +++ b/assets/voxygen/i18n/en/item/items/food.ftl @@ -0,0 +1,92 @@ +sprite-carrot-carrot = Carrot + .desc = An orange root vegetable. They say it'll improve your vision! + +sprite-cabbage-cabbage = Lettuce + .desc = A vibrant green leafy vegetable. Lettuce make some salads! + +sprite-mushrooms-mushroom-10 = Mushroom + .desc = Hopefully this one is not poisonous. + +sprite-food-salad_plain = Plain Salad + .desc = Literally just chopped lettuce. Does this even count as a salad? + +sprite-tomato-tomato = Tomato + .desc = A red fruit. It's not actually a vegetable! + +sprite-food-salad_tomato = Tomato Salad + .desc = Leafy salad with some chopped, juicy tomatoes mixed in. + +sprite-food-meat-beast_large_cooked = Cooked Meat Slab + .desc = Medium Rare. + +sprite-food-meat-beast_large_raw = Raw Meat Slab + .desc = Chunk of beastly animal meat, best after cooking. + +sprite-food-meat-beast_small_cooked = Cooked Meat Sliver + .desc = Medium Rare. + +sprite-food-meat-beast_small_raw = Raw Meat Sliver + .desc = Small hunk of beastly animal meat, best after cooking. + +sprite-food-meat-bird_cooked = Cooked Bird Meat + .desc = Best enjoyed with one in each hand. + +sprite-food-meat-bird_large_cooked = Huge Cooked Drumstick + .desc = Makes for a legendary meal. + +sprite-food-meat-bird_large_raw = Huge Raw Drumstick + .desc = It's magnificent. + +sprite-food-meat-bird_raw = Raw Bird Meat + .desc = A hefty drumstick. + +sprite-food-meat-fish_cooked = Cooked Fish + .desc = A fresh cooked seafood steak. + +sprite-food-meat-fish_raw = Raw Fish + .desc = A steak chopped from a fish, best after cooking. + +sprite-food-meat-tough_cooked = Cooked Tough Meat + .desc = Tastes exotic. + +sprite-food-meat-tough_raw = Raw Tough Meat + .desc = Peculiar bit of meat, best after cooking. + +object-apple_half = Apple + .desc = Red and juicy. + +object-mushroom_curry = Mushroom Curry + .desc = Who could say no to that? + +object-apple_stick = Apple Stick + .desc = The stick makes it easier to carry! + +object-blue_cheese = Blue Cheese + .desc = Pungent and filling. + +object-cactus_drink = Cactus Colada + .desc = Giving you that special prickle. + +object-cheese = Dwarven Cheese + .desc = Made from goat milk from the finest dwarven produce. Aromatic and nutritious! + +object-coconut_half = Coconut + .desc = Reliable source of water and fat. Can often be found growing on palm trees. + +object-honeycorn = Honeycorn + .desc = Sweeet. + +object-mushroom_stick = Mushroom Stick + .desc = Roasted mushrooms on a stick for easy carrying. + +object-pumpkin_spice_brew = Pumpkin Spice Brew + .desc = Brewed from moldy pumpkins. + +object-sunflower_ice_tea = Sunflower Ice Tea + .desc = Brewed from freshly shelled sunflower seeds. + +sprite-spore-corruption_spore = Spore of Corruption + .desc = + You feel an evil force pulsating within. + + It may be unwise to hold on to it for too long... diff --git a/assets/voxygen/i18n/en/item/items/internal.ftl b/assets/voxygen/i18n/en/item/items/internal.ftl new file mode 100644 index 0000000..d8fff04 --- /dev/null +++ b/assets/voxygen/i18n/en/item/items/internal.ftl @@ -0,0 +1,215 @@ +### This file contains non-player-facing items. +### Feel free to ignore them. + +common-items-food-coltsfoot = Coltsfoot + .desc = A daisy-like flower often used in herbal teas. + +common-items-food-dandelion = Dandelion + .desc = A small, yellow flower. Uses the wind to spread its seeds. + +common-items-food-garlic = Garlic + .desc = Make sure to brush your teeth after eating. + +common-items-food-meat = Meat + .desc = Meat. The lifeblood of mankind. + +common-items-food-onion = Onion + .desc = A vegetable that's made the toughest men cry. + +common-items-food-sage = Sage + .desc = A herb commonly used in tea. + +common-items-tag_examples-cultist = Anything related to cultists + .desc = These items are a little creepy. + +common-items-grasses-medium = Medium Grass + .desc = Greener than an orc's snout. + +common-items-grasses-short = Short Grass + .desc = Greener than an orc's snout. + +common-items-boss_drops-exp_flask = Flask of Velorite Dust + .desc = Take with plenty of water. + +common-items-boss_drops-xp_potion = Potion of Skill + .desc = It doesn't seem to be doing anything... + +common-items-crafting_ing-rock = Rock + .desc = Made up of a bunch of different minerals, looks like it would hurt to get hit with. + +common-items-crafting_ing-animal_misc-bone = Thick Bone + .desc = A thick bone, it seems sturdy enough to craft with. + +common-items-crafting_ing-animal_misc-ember = Ember + .desc = A flicking ember left by a fiery creature. + +common-items-crafting_ing-animal_misc-feather = Feather + .desc = Feather from a bird. + +common-items-tag_examples-gnarling = Attire of the Gnarling tribes + .desc = Worn by Gnarlings and their Chieftains. + +common-items-flowers-blue = Blue Flower + .desc = Matches the color of the sky. + +common-items-flowers-pink = Pink Flower + .desc = Looks like a lollipop. + +common-items-flowers-white = White flower + .desc = Pure and precious. + +common-items-mineral-stone-basalt = Basalt + .desc = A dark volcanic rock, most volcanic rock tends to be basalt.. + +common-items-mineral-stone-granite = Granite + .desc = A light-colored igneous rock, coarse-grained and formed by intrusion. + +common-items-mineral-stone-obsidian = Obsidian + .desc = An igneous rock that comes from felsic lava, it never seems to dwindle. + +common-items-mineral-stone-coal = Coal + .desc = A combustible black rock that happens to be really good at burning. + +common-items-weapons-sceptre-belzeshrub = Belzeshrub the Broom God + .desc = 'Is it... alive?' + +common-items-tool-pickaxe_velorite = Velorite Pickaxe + .desc = Allows for swift excavation of any ore in sight. + +common-items-testing-test_bag_18_slot = Test 18 slot bag + .desc = Used for unit tests do not delete. + +common-items-testing-test_bag_9_slot = Test 9 slot bag + .desc = Used for unit tests do not delete. + +common-items-testing-test_boots = Testing Boots + .desc = Hopefully this test doesn't break! + +common-items-weapons-empty-empty = Empty Item + .desc = This item may grant abilities, but is invisible. + +common-items-modular-weapon-primary-bow-bow = Bow Limbs + .desc = {""} + +common-items-modular-weapon-primary-bow-composite = Composite Bow Limbs + .desc = {""} + +common-items-modular-weapon-primary-bow-greatbow = Greatbow Limbs + .desc = {""} + +common-items-modular-weapon-primary-bow-longbow = Longbow Limbs + .desc = {""} + +common-items-modular-weapon-primary-bow-ornate = Ornate Bow Limbs + .desc = {""} + +common-items-modular-weapon-primary-bow-shortbow = Shortbow Limbs + .desc = {""} + +common-items-modular-weapon-primary-bow-warbow = Warbow Limbs + .desc = {""} + +common-items-modular-weapon-primary-axe-axe = Axe Head + .desc = {""} + +common-items-modular-weapon-primary-axe-battleaxe = Battleaxe Head + .desc = {""} + +common-items-modular-weapon-primary-axe-greataxe = Greataxe Head + .desc = {""} + +common-items-modular-weapon-primary-axe-jagged = Jagged Axe Head + .desc = {""} + +common-items-modular-weapon-primary-axe-labrys = Labrys Head + .desc = {""} + +common-items-modular-weapon-primary-axe-ornate = Ornate Axe Head + .desc = {""} + +common-items-modular-weapon-primary-axe-poleaxe = Poleaxe Head + .desc = {""} + +common-items-modular-weapon-primary-staff-brand = Brand Shaft + .desc = {""} + +common-items-modular-weapon-primary-staff-grandstaff = Grandstaff Shaft + .desc = {""} + +common-items-modular-weapon-primary-staff-longpole = Long Pole Shaft + .desc = {""} + +common-items-modular-weapon-primary-staff-ornate = Ornate Staff Shaft + .desc = {""} + +common-items-modular-weapon-primary-staff-pole = Pole Shaft + .desc = {""} + +common-items-modular-weapon-primary-staff-rod = Rod Shaft + .desc = {""} + +common-items-modular-weapon-primary-staff-staff = Staff Shaft + .desc = {""} + +common-items-modular-weapon-primary-sword-greatsword = Greatsword Blade + .desc = {""} + +common-items-modular-weapon-primary-sword-katana = Katana Blade + .desc = {""} + +common-items-modular-weapon-primary-sword-longsword = Longsword Blade + .desc = {""} + +common-items-modular-weapon-primary-sword-ornate = Ornate Sword Blade + .desc = {""} + +common-items-modular-weapon-primary-sword-sabre = Sabre Blade + .desc = {""} + +common-items-modular-weapon-primary-sword-sawblade = Sawblade + .desc = {""} + +common-items-modular-weapon-primary-sword-zweihander = Zweihander Blade + .desc = {""} + +common-items-modular-weapon-primary-sceptre-arbor = Arbor Shaft + .desc = {""} + +common-items-modular-weapon-primary-sceptre-cane = Cane Shaft + .desc = {""} + +common-items-modular-weapon-primary-sceptre-crook = Crook Shaft + .desc = {""} + +common-items-modular-weapon-primary-sceptre-crozier = Crozier Shaft + .desc = {""} + +common-items-modular-weapon-primary-sceptre-grandsceptre = Grandsceptre Shaft + .desc = {""} + +common-items-modular-weapon-primary-sceptre-ornate = Ornate Sceptre Shaft + .desc = {""} + +common-items-modular-weapon-primary-sceptre-sceptre = Sceptre Shaft + .desc = {""} + +common-items-modular-weapon-primary-hammer-greathammer = Greathammer Head + .desc = {""} + +common-items-modular-weapon-primary-hammer-greatmace = Greatmace Head + .desc = {""} + +common-items-modular-weapon-primary-hammer-hammer = Hammer Head + .desc = {""} + +common-items-modular-weapon-primary-hammer-maul = Maul Head + .desc = {""} + +common-items-modular-weapon-primary-hammer-ornate = Ornate Hammer Head + .desc = {""} + +common-items-modular-weapon-primary-hammer-spikedmace = Spiked Mace Head + .desc = {""} + +common-items-modular-weapon-primary-hammer-warhammer = Warhammer Head + .desc = {""} diff --git a/assets/voxygen/i18n/en/item/items/key.ftl b/assets/voxygen/i18n/en/item/items/key.ftl new file mode 100644 index 0000000..f085f95 --- /dev/null +++ b/assets/voxygen/i18n/en/item/items/key.ftl @@ -0,0 +1,29 @@ +object-lockpick = Common Lockpick + .desc = Used to open common locks. Will break after use. + +object-key-bone = Bone Key + .desc = Used to open bone locks. Will break after use. + +object-key-glass = Glass Key + .desc = Used to open Glass Barriers. Will break after use. + +object-key-rusty = Rusty Tower Key + .desc = Smells like magic with a bit of... cheese? + +object-key-miner = Miner Key + .desc = Used to open doors. Will break after use. + +object-key-forge = Forge Key + .desc = Used to open doors. Will break after use. + +object-key-haniwa = Haniwa Keystone + .desc = Used to open doors. Will break after use. + +object-key-terracotta_chest = Terracotta Chest Key + .desc = Used to open chests. Will break after use. + +object-key-terracotta_door = Terracotta Door Key + .desc = Used to open doors. Will break after use. + +object-key-sahagin = Sahagin Key + .desc = Used to open doors. Will break after use. diff --git a/assets/voxygen/i18n/en/item/items/potion.ftl b/assets/voxygen/i18n/en/item/items/potion.ftl new file mode 100644 index 0000000..0b759ca --- /dev/null +++ b/assets/voxygen/i18n/en/item/items/potion.ftl @@ -0,0 +1,29 @@ +object-potion_red = Potent Potion + .desc = A potent healing potion. + +object-potion_curious = Curious Potion + .desc = Wonder what this does... + +object-potion_agility = Potion of Agility + .desc = Fly, you fools! + +object-potion_big = Large Potion + .desc = Precious medicine, it makes for the largest rejuvenative flask yet. + +object-potion_combustion = Potion of Combustion + .desc = Sets the user ablaze. + +object-potion_med = Medium Potion + .desc = An innovative invention from an apothecary, better than its smaller precursors. + +object-potion_minor = Minor Potion + .desc = A small potion concocted from apples and honey. + +object-burning_charm = Blazing Charm + .desc = Flame is your ally, harness its power to burn your foes. + +object-frozen_charm = Freezing Charm + .desc = Let your enemies feel the sting of cold as you freeze them in their tracks. + +object-lifesteal_charm = Siphon Charm + .desc = Siphon your target life and use it for your own. diff --git a/assets/voxygen/i18n/en/item/recipe.ftl b/assets/voxygen/i18n/en/item/recipe.ftl new file mode 100644 index 0000000..918f8df --- /dev/null +++ b/assets/voxygen/i18n/en/item/recipe.ftl @@ -0,0 +1,90 @@ +recipe-armor-bloodsteel = Bloodsteel Armor Recipes + .desc = Bloodsteel Armor Recipes +recipe-armor-brinestone = Brinestone Armor Recipes + .desc = Brinestone Armor Recipes +recipe-armor-carapace = Carapace Armor Recipes + .desc = Carapace Armor Recipes +recipe-armor-cobalt = Cobalt Armor Recipes + .desc = Cobalt Armor Recipes +recipe-armor-dragonscale = Dragonscale Armor Recipes + .desc = Dragonscale Armor Recipes +recipe-armor-druid = Druid Armor Recipes + .desc = Druid Armor Recipes +recipe-armor-iron = Iron Armor Recipes + .desc = Iron Armor Recipes +recipe-armor-leather = Leather Armor Recipes + .desc = Leather Armor Recipes +recipe-armor-moonweave = Moonweave Armor Recipes + .desc = Moonweave Armor Recipes +recipe-armor-orichalcum = Orichalcum Armor Recipes + .desc = Orichalcum Armor Recipes +recipe-armor-primal = Primal Armor Recipes + .desc = Primal Armor Recipes +recipe-armor-scale = Scale Armor Recipes + .desc = Scale Armor Recipes +recipe-armor-silken = Silken Armor Recipes + .desc = Silken Armor Recipes +recipe-armor-steel = Steel Armor Recipes + .desc = Steel Armor Recipes +recipe-armor-sunsilk = Sunsilk Armor Recipes + .desc = Sunsilk Armor Recipes +recipe-armor-woolen = Woolen Armor Recipes + .desc = Woolen Armor Recipes +recipe-equipment-basic = Basic Equipment Recipes + .desc = Basic Equipment Recipes +recipe-equipment-moderate = Moderate Equipment Recipes + .desc = Moderate Equipment Recipes +recipe-equipment-advanced = Advanced Equipment Recipes + .desc = Advanced Equipment Recipes +recipe-unique-abyssal_gorget = Abyssal Gorget Recipe + .desc = Abyssal Gorget Recipe +recipe-unique-abyssal_ring = Abyssal Ring Recipe + .desc = Abyssal Ring Recipe +recipe-unique-mindflayer_spellbag = Mindflayer Spellbag Recipe + .desc = Mindflayer Spellbag Recipe +recipe-unique-polaris = Polaris Recipe + .desc = Polaris Recipe +recipe-unique-seashell_necklace = Seashell Necklace Recipe + .desc = Seashell Necklace Recipe +recipe-unique-troll_hide_pack = Troll Hide Pack Recipe + .desc = Troll Hide Pack Recipe +recipe-unique-winged_coronet = Winged Coronet Recipe + .desc = Winged Coronet Recipe +recipe-unique-delvers_lamp = Delver's Lamp Recipe + .desc = Delver's Lamp Recipe +recipe-charms = Charms Recipes + .desc = Charms Recipes +recipe-explosives = Explosives Recipes + .desc = Explosives Recipes +recipe-food = Food Recipes + .desc = Food Recipes +recipe-gliders = Gliders Recipes + .desc = Gliders Recipes +recipe-instruments = Instruments Recipes + .desc = Instruments Recipes +recipe-potions = Potions Recipes + .desc = Potions Recipes +recipe-utility = Utility Recipes + .desc = Utility Recipes +recipe-weapons-iron = Iron Weapon Recipes + .desc = Iron Weapon Recipes +recipe-weapons-steel = Steel Weapon Recipes + .desc = Steel Weapon Recipes +recipe-weapons-cobalt = Cobalt Weapon Recipes + .desc = Cobalt Weapon Recipes +recipe-weapons-bloodsteel = Bloodsteel Weapon Recipes + .desc = Bloodsteel Weapon Recipes +recipe-weapons-orichalcum = Orichalcum Weapon Recipes + .desc = Orichalcum Weapon Recipes +recipe-weapons-bamboo = Bamboo Weapon Recipes + .desc = Bamboo Weapon Recipes +recipe-weapons-hardwood = Hardwood Weapon Recipes + .desc = Hardwood Weapon Recipes +recipe-weapons-ironwood = Ironwood Weapon Recipes + .desc = Ironwood Weapon Recipes +recipe-weapons-frostwood = Frostwood Weapon Recipes + .desc = Frostwood Weapon Recipes +recipe-weapons-eldwood = Eldwood Weapon Recipes + .desc = Eldwood Weapon Recipes +recipe-default = Default Recipes + .desc = Default Recipes \ No newline at end of file diff --git a/assets/voxygen/i18n/en/item/weapon/modular.ftl b/assets/voxygen/i18n/en/item/weapon/modular.ftl new file mode 100644 index 0000000..b0adf9e --- /dev/null +++ b/assets/voxygen/i18n/en/item/weapon/modular.ftl @@ -0,0 +1,989 @@ +weapon-sword-greatsword-iron-2h = Iron Greatsword + .desc = {""} + +weapon-sword-katana-iron-2h = Iron Katana + .desc = {""} + +weapon-sword-katana-iron-1h = Iron Swiftblade + .desc = {""} + +weapon-sword-sawblade-iron-2h = Iron Sawblade + .desc = {""} + +weapon-sword-sawblade-iron-1h = Iron Sawback + .desc = {""} + +weapon-sword-sabre-iron-2h = Iron Sabre + .desc = {""} + +weapon-sword-sabre-iron-1h = Iron Scimitar + .desc = {""} + +weapon-sword-ornate-iron-2h = Iron Ornate Sword + .desc = {""} + +weapon-sword-ornate-iron-1h = Iron Rapier + .desc = {""} + +weapon-sword-longsword-iron-2h = Iron Longsword + .desc = {""} + +weapon-sword-longsword-iron-1h = Iron Shortsword + .desc = {""} + +weapon-sword-zweihander-iron-2h = Iron Zweihander + .desc = {""} + +weapon-bow-shortbow-wood = Wooden Shortbow + .desc = {""} + +weapon-bow-longbow-wood = Wooden Longbow + .desc = {""} + +weapon-bow-ornate-wood = Wooden Ornate Bow + .desc = {""} + +weapon-bow-greatbow-wood = Wooden Greatbow + .desc = {""} + +weapon-bow-composite-wood = Wooden Composite Bow + .desc = {""} + +weapon-bow-bow-wood = Wooden Bow + .desc = {""} + +weapon-bow-warbow-wood = Wooden Warbow + .desc = {""} + +weapon-hammer-maul-bronze-2h = Bronze Maul + .desc = {""} + +weapon-hammer-hammer-bronze-2h = Bronze Hammer + .desc = {""} + +weapon-hammer-hammer-bronze-1h = Bronze Club + .desc = {""} + +weapon-hammer-greatmace-bronze-2h = Bronze Greatmace + .desc = {""} + +weapon-hammer-spikedmace-bronze-2h = Bronze Spiked Mace + .desc = {""} + +weapon-hammer-spikedmace-bronze-1h = Bronze Mace + .desc = {""} + +weapon-hammer-greathammer-bronze-2h = Bronze Greathammer + .desc = {""} + +weapon-hammer-warhammer-bronze-2h = Bronze Warhammer + .desc = {""} + +weapon-hammer-warhammer-bronze-1h = Bronze Mallet + .desc = {""} + +weapon-hammer-ornate-bronze-2h = Bronze Ornate Hammer + .desc = {""} + +weapon-hammer-ornate-bronze-1h = Bronze Cudgel + .desc = {""} + +weapon-hammer-maul-bloodsteel-2h = Bloodsteel Maul + .desc = {""} + +weapon-hammer-greathammer-bloodsteel-2h = Bloodsteel Greathammer + .desc = {""} + +weapon-hammer-ornate-bloodsteel-2h = Bloodsteel Ornate Hammer + .desc = {""} + +weapon-hammer-ornate-bloodsteel-1h = Bloodsteel Cudgel + .desc = {""} + +weapon-hammer-hammer-bloodsteel-2h = Bloodsteel Hammer + .desc = {""} + +weapon-hammer-hammer-bloodsteel-1h = Bloodsteel Club + .desc = {""} + +weapon-hammer-spikedmace-bloodsteel-2h = Bloodsteel Spiked Mace + .desc = {""} + +weapon-hammer-spikedmace-bloodsteel-1h = Bloodsteel Mace + .desc = {""} + +weapon-hammer-greatmace-bloodsteel-2h = Bloodsteel Greatmace + .desc = {""} + +weapon-hammer-warhammer-bloodsteel-2h = Bloodsteel Warhammer + .desc = {""} + +weapon-hammer-warhammer-bloodsteel-1h = Bloodsteel Mallet + .desc = {""} + +weapon-sceptre-ornate-frostwood = Frostwood Ornate Sceptre + .desc = {""} + +weapon-sceptre-sceptre-frostwood = Frostwood Sceptre + .desc = {""} + +weapon-sceptre-crook-frostwood = Frostwood Crook + .desc = {""} + +weapon-sceptre-grandsceptre-frostwood = Frostwood Grandsceptre + .desc = {""} + +weapon-sceptre-cane-frostwood = Frostwood Cane + .desc = {""} + +weapon-sceptre-crozier-frostwood = Frostwood Crozier + .desc = {""} + +weapon-sceptre-arbor-frostwood = Frostwood Arbor + .desc = {""} + +weapon-bow-bow-eldwood = Eldwood Bow + .desc = {""} + +weapon-bow-warbow-eldwood = Eldwood Warbow + .desc = {""} + +weapon-bow-greatbow-eldwood = Eldwood Greatbow + .desc = {""} + +weapon-bow-ornate-eldwood = Eldwood Ornate Bow + .desc = {""} + +weapon-bow-longbow-eldwood = Eldwood Longbow + .desc = {""} + +weapon-bow-composite-eldwood = Eldwood Composite Bow + .desc = {""} + +weapon-bow-shortbow-eldwood = Eldwood Shortbow + .desc = {""} + +weapon-axe-axe-bloodsteel-2h = Bloodsteel Axe + .desc = {""} + +weapon-axe-axe-bloodsteel-1h = Bloodsteel Hatchet + .desc = {""} + +weapon-axe-ornate-bloodsteel-2h = Bloodsteel Ornate Axe + .desc = {""} + +weapon-axe-ornate-bloodsteel-1h = Bloodsteel Kilonda + .desc = {""} + +weapon-axe-jagged-bloodsteel-2h = Bloodsteel Jagged Axe + .desc = {""} + +weapon-axe-jagged-bloodsteel-1h = Bloodsteel Tomahawk + .desc = {""} + +weapon-axe-battleaxe-bloodsteel-2h = Bloodsteel Battleaxe + .desc = {""} + +weapon-axe-battleaxe-bloodsteel-1h = Bloodsteel Cleaver + .desc = {""} + +weapon-axe-greataxe-bloodsteel-2h = Bloodsteel Greataxe + .desc = {""} + +weapon-axe-labrys-bloodsteel-2h = Bloodsteel Labrys + .desc = {""} + +weapon-axe-poleaxe-bloodsteel-2h = Bloodsteel Poleaxe + .desc = {""} + +weapon-axe-poleaxe-cobalt-2h = Cobalt Poleaxe + .desc = {""} + +weapon-axe-jagged-cobalt-2h = Cobalt Jagged Axe + .desc = {""} + +weapon-axe-jagged-cobalt-1h = Cobalt Tomahawk + .desc = {""} + +weapon-axe-labrys-cobalt-2h = Cobalt Labrys + .desc = {""} + +weapon-axe-axe-cobalt-2h = Cobalt Axe + .desc = {""} + +weapon-axe-axe-cobalt-1h = Cobalt Hatchet + .desc = {""} + +weapon-axe-ornate-cobalt-2h = Cobalt Ornate Axe + .desc = {""} + +weapon-axe-ornate-cobalt-1h = Cobalt Kilonda + .desc = {""} + +weapon-axe-greataxe-cobalt-2h = Cobalt Greataxe + .desc = {""} + +weapon-axe-battleaxe-cobalt-2h = Cobalt Battleaxe + .desc = {""} + +weapon-axe-battleaxe-cobalt-1h = Cobalt Cleaver + .desc = {""} + +weapon-hammer-maul-iron-2h = Iron Maul + .desc = {""} + +weapon-hammer-ornate-iron-2h = Iron Ornate Hammer + .desc = {""} + +weapon-hammer-ornate-iron-1h = Iron Cudgel + .desc = {""} + +weapon-hammer-spikedmace-iron-2h = Iron Spiked Mace + .desc = {""} + +weapon-hammer-spikedmace-iron-1h = Iron Mace + .desc = {""} + +weapon-hammer-hammer-iron-2h = Iron Hammer + .desc = {""} + +weapon-hammer-hammer-iron-1h = Iron Club + .desc = {""} + +weapon-hammer-warhammer-iron-2h = Iron Warhammer + .desc = {""} + +weapon-hammer-warhammer-iron-1h = Iron Mallet + .desc = {""} + +weapon-hammer-greathammer-iron-2h = Iron Greathammer + .desc = {""} + +weapon-hammer-greatmace-iron-2h = Iron Greatmace + .desc = {""} + +weapon-sword-zweihander-steel-2h = Steel Zweihander + .desc = {""} + +weapon-sword-longsword-steel-2h = Steel Longsword + .desc = {""} + +weapon-sword-longsword-steel-1h = Steel Shortsword + .desc = {""} + +weapon-sword-katana-steel-2h = Steel Katana + .desc = {""} + +weapon-sword-katana-steel-1h = Steel Swiftblade + .desc = {""} + +weapon-sword-greatsword-steel-2h = Steel Greatsword + .desc = {""} + +weapon-sword-ornate-steel-2h = Steel Ornate Sword + .desc = {""} + +weapon-sword-ornate-steel-1h = Steel Rapier + .desc = {""} + +weapon-sword-sawblade-steel-2h = Steel Sawblade + .desc = {""} + +weapon-sword-sawblade-steel-1h = Steel Sawback + .desc = {""} + +weapon-sword-sabre-steel-2h = Steel Sabre + .desc = {""} + +weapon-sword-sabre-steel-1h = Steel Scimitar + .desc = {""} + +weapon-staff-grandstaff-hardwood = Hardwood Grandstaff + .desc = {""} + +weapon-staff-rod-hardwood = Hardwood Rod + .desc = {""} + +weapon-staff-brand-hardwood = Hardwood Brand + .desc = {""} + +weapon-staff-longpole-hardwood = Hardwood Longpole + .desc = {""} + +weapon-staff-staff-hardwood = Hardwood Staff + .desc = {""} + +weapon-staff-ornate-hardwood = Hardwood Ornate Staff + .desc = {""} + +weapon-staff-pole-hardwood = Hardwood Pole + .desc = {""} + +weapon-axe-ornate-orichalcum-2h = Orichalcum Ornate Axe + .desc = {""} + +weapon-axe-ornate-orichalcum-1h = Orichalcum Kilonda + .desc = {""} + +weapon-axe-jagged-orichalcum-2h = Orichalcum Jagged Axe + .desc = {""} + +weapon-axe-jagged-orichalcum-1h = Orichalcum Tomahawk + .desc = {""} + +weapon-axe-axe-orichalcum-2h = Orichalcum Axe + .desc = {""} + +weapon-axe-axe-orichalcum-1h = Orichalcum Hatchet + .desc = {""} + +weapon-axe-battleaxe-orichalcum-2h = Orichalcum Battleaxe + .desc = {""} + +weapon-axe-battleaxe-orichalcum-1h = Orichalcum Cleaver + .desc = {""} + +weapon-axe-greataxe-orichalcum-2h = Orichalcum Greataxe + .desc = {""} + +weapon-axe-poleaxe-orichalcum-2h = Orichalcum Poleaxe + .desc = {""} + +weapon-axe-labrys-orichalcum-2h = Orichalcum Labrys + .desc = {""} + +weapon-bow-greatbow-bamboo = Bamboo Greatbow + .desc = {""} + +weapon-bow-longbow-bamboo = Bamboo Longbow + .desc = {""} + +weapon-bow-composite-bamboo = Bamboo Composite Bow + .desc = {""} + +weapon-bow-ornate-bamboo = Bamboo Ornate Bow + .desc = {""} + +weapon-bow-shortbow-bamboo = Bamboo Shortbow + .desc = {""} + +weapon-bow-bow-bamboo = Bamboo Bow + .desc = {""} + +weapon-bow-warbow-bamboo = Bamboo Warbow + .desc = {""} + +weapon-bow-ornate-frostwood = Frostwood Ornate Bow + .desc = {""} + +weapon-bow-composite-frostwood = Frostwood Composite Bow + .desc = {""} + +weapon-bow-warbow-frostwood = Frostwood Warbow + .desc = {""} + +weapon-bow-shortbow-frostwood = Frostwood Shortbow + .desc = {""} + +weapon-bow-longbow-frostwood = Frostwood Longbow + .desc = {""} + +weapon-bow-bow-frostwood = Frostwood Bow + .desc = {""} + +weapon-bow-greatbow-frostwood = Frostwood Greatbow + .desc = {""} + +weapon-staff-ornate-frostwood = Frostwood Ornate Staff + .desc = {""} + +weapon-staff-pole-frostwood = Frostwood Pole + .desc = {""} + +weapon-staff-longpole-frostwood = Frostwood Longpole + .desc = {""} + +weapon-staff-grandstaff-frostwood = Frostwood Grandstaff + .desc = {""} + +weapon-staff-rod-frostwood = Frostwood Rod + .desc = {""} + +weapon-staff-staff-frostwood = Frostwood Staff + .desc = {""} + +weapon-staff-brand-frostwood = Frostwood Brand + .desc = {""} + +weapon-bow-greatbow-hardwood = Hardwood Greatbow + .desc = {""} + +weapon-bow-warbow-hardwood = Hardwood Warbow + .desc = {""} + +weapon-bow-shortbow-hardwood = Hardwood Shortbow + .desc = {""} + +weapon-bow-bow-hardwood = Hardwood Bow + .desc = {""} + +weapon-bow-composite-hardwood = Hardwood Composite Bow + .desc = {""} + +weapon-bow-ornate-hardwood = Hardwood Ornate Bow + .desc = {""} + +weapon-bow-longbow-hardwood = Hardwood Longbow + .desc = {""} + +weapon-sceptre-cane-ironwood = Ironwood Cane + .desc = {""} + +weapon-sceptre-ornate-ironwood = Ironwood Ornate Sceptre + .desc = {""} + +weapon-sceptre-grandsceptre-ironwood = Ironwood Grandsceptre + .desc = {""} + +weapon-sceptre-arbor-ironwood = Ironwood Arbor + .desc = {""} + +weapon-sceptre-crozier-ironwood = Ironwood Crozier + .desc = {""} + +weapon-sceptre-crook-ironwood = Ironwood Crook + .desc = {""} + +weapon-sceptre-sceptre-ironwood = Ironwood Sceptre + .desc = {""} + +weapon-axe-greataxe-iron-2h = Iron Greataxe + .desc = {""} + +weapon-axe-jagged-iron-2h = Iron Jagged Axe + .desc = {""} + +weapon-axe-jagged-iron-1h = Iron Tomahawk + .desc = {""} + +weapon-axe-battleaxe-iron-2h = Iron Battleaxe + .desc = {""} + +weapon-axe-battleaxe-iron-1h = Iron Cleaver + .desc = {""} + +weapon-axe-labrys-iron-2h = Iron Labrys + .desc = {""} + +weapon-axe-axe-iron-2h = Iron Axe + .desc = {""} + +weapon-axe-axe-iron-1h = Iron Hatchet + .desc = {""} + +weapon-axe-ornate-iron-2h = Iron Ornate Axe + .desc = {""} + +weapon-axe-ornate-iron-1h = Iron Kilonda + .desc = {""} + +weapon-axe-poleaxe-iron-2h = Iron Poleaxe + .desc = {""} + +weapon-axe-greataxe-steel-2h = Steel Greataxe + .desc = {""} + +weapon-axe-ornate-steel-2h = Steel Ornate Axe + .desc = {""} + +weapon-axe-ornate-steel-1h = Steel Kilonda + .desc = {""} + +weapon-axe-jagged-steel-2h = Steel Jagged Axe + .desc = {""} + +weapon-axe-jagged-steel-1h = Steel Tomahawk + .desc = {""} + +weapon-axe-battleaxe-steel-2h = Steel Battleaxe + .desc = {""} + +weapon-axe-battleaxe-steel-1h = Steel Cleaver + .desc = {""} + +weapon-axe-poleaxe-steel-2h = Steel Poleaxe + .desc = {""} + +weapon-axe-labrys-steel-2h = Steel Labrys + .desc = {""} + +weapon-axe-axe-steel-2h = Steel Axe + .desc = {""} + +weapon-axe-axe-steel-1h = Steel Hatchet + .desc = {""} + +weapon-sword-longsword-bronze-2h = Bronze Longsword + .desc = {""} + +weapon-sword-longsword-bronze-1h = Bronze Shortsword + .desc = {""} + +weapon-sword-zweihander-bronze-2h = Bronze Zweihander + .desc = {""} + +weapon-sword-greatsword-bronze-2h = Bronze Greatsword + .desc = {""} + +weapon-sword-katana-bronze-2h = Bronze Katana + .desc = {""} + +weapon-sword-katana-bronze-1h = Bronze Swiftblade + .desc = {""} + +weapon-sword-sabre-bronze-2h = Bronze Sabre + .desc = {""} + +weapon-sword-sabre-bronze-1h = Bronze Scimitar + .desc = {""} + +weapon-sword-ornate-bronze-2h = Bronze Ornate Sword + .desc = {""} + +weapon-sword-ornate-bronze-1h = Bronze Rapier + .desc = {""} + +weapon-sword-sawblade-bronze-2h = Bronze Sawblade + .desc = {""} + +weapon-sword-sawblade-bronze-1h = Bronze Sawback + .desc = {""} + +weapon-sceptre-crozier-wood = Wooden Crozier + .desc = {""} + +weapon-sceptre-sceptre-wood = Wooden Sceptre + .desc = {""} + +weapon-sceptre-cane-wood = Wooden Cane + .desc = {""} + +weapon-sceptre-ornate-wood = Wooden Ornate Sceptre + .desc = {""} + +weapon-sceptre-arbor-wood = Wooden Arbor + .desc = {""} + +weapon-sceptre-crook-wood = Wooden Crook + .desc = {""} + +weapon-sceptre-grandsceptre-wood = Wooden Grandsceptre + .desc = {""} + +weapon-staff-brand-bamboo = Bamboo Brand + .desc = {""} + +weapon-staff-grandstaff-bamboo = Bamboo Grandstaff + .desc = {""} + +weapon-staff-pole-bamboo = Bamboo Pole + .desc = {""} + +weapon-staff-staff-bamboo = Bamboo Staff + .desc = {""} + +weapon-staff-rod-bamboo = Bamboo Rod + .desc = {""} + +weapon-staff-longpole-bamboo = Bamboo Longpole + .desc = {""} + +weapon-staff-ornate-bamboo = Bamboo Ornate Staff + .desc = {""} + +weapon-hammer-warhammer-orichalcum-2h = Orichalcum Warhammer + .desc = {""} + +weapon-hammer-warhammer-orichalcum-1h = Orichalcum Mallet + .desc = {""} + +weapon-hammer-greathammer-orichalcum-2h = Orichalcum Greathammer + .desc = {""} + +weapon-hammer-greatmace-orichalcum-2h = Orichalcum Greatmace + .desc = {""} + +weapon-hammer-hammer-orichalcum-2h = Orichalcum Hammer + .desc = {""} + +weapon-hammer-hammer-orichalcum-1h = Orichalcum Club + .desc = {""} + +weapon-hammer-spikedmace-orichalcum-2h = Orichalcum Spiked Mace + .desc = {""} + +weapon-hammer-spikedmace-orichalcum-1h = Orichalcum Mace + .desc = {""} + +weapon-hammer-ornate-orichalcum-2h = Orichalcum Ornate Hammer + .desc = {""} + +weapon-hammer-ornate-orichalcum-1h = Orichalcum Cudgel + .desc = {""} + +weapon-hammer-maul-orichalcum-2h = Orichalcum Maul + .desc = {""} + +weapon-bow-shortbow-ironwood = Ironwood Shortbow + .desc = {""} + +weapon-bow-greatbow-ironwood = Ironwood Greatbow + .desc = {""} + +weapon-bow-ornate-ironwood = Ironwood Ornate Bow + .desc = {""} + +weapon-bow-longbow-ironwood = Ironwood Longbow + .desc = {""} + +weapon-bow-warbow-ironwood = Ironwood Warbow + .desc = {""} + +weapon-bow-composite-ironwood = Ironwood Composite Bow + .desc = {""} + +weapon-bow-bow-ironwood = Ironwood Bow + .desc = {""} + +weapon-hammer-ornate-cobalt-2h = Cobalt Ornate Hammer + .desc = {""} + +weapon-hammer-ornate-cobalt-1h = Cobalt Cudgel + .desc = {""} + +weapon-hammer-hammer-cobalt-2h = Cobalt Hammer + .desc = {""} + +weapon-hammer-hammer-cobalt-1h = Cobalt Club + .desc = {""} + +weapon-hammer-greatmace-cobalt-2h = Cobalt Greatmace + .desc = {""} + +weapon-hammer-spikedmace-cobalt-2h = Cobalt Spiked Mace + .desc = {""} + +weapon-hammer-spikedmace-cobalt-1h = Cobalt Mace + .desc = {""} + +weapon-hammer-greathammer-cobalt-2h = Cobalt Greathammer + .desc = {""} + +weapon-hammer-maul-cobalt-2h = Cobalt Maul + .desc = {""} + +weapon-hammer-warhammer-cobalt-2h = Cobalt Warhammer + .desc = {""} + +weapon-hammer-warhammer-cobalt-1h = Cobalt Mallet + .desc = {""} + +weapon-staff-ornate-wood = Wooden Ornate Staff + .desc = {""} + +weapon-staff-pole-wood = Wooden Pole + .desc = {""} + +weapon-staff-rod-wood = Wooden Rod + .desc = {""} + +weapon-staff-brand-wood = Wooden Brand + .desc = {""} + +weapon-staff-grandstaff-wood = Wooden Grandstaff + .desc = {""} + +weapon-staff-staff-wood = Wooden Staff + .desc = {""} + +weapon-staff-longpole-wood = Wooden Longpole + .desc = {""} + +weapon-hammer-ornate-steel-2h = Steel Ornate Hammer + .desc = {""} + +weapon-hammer-ornate-steel-1h = Steel Cudgel + .desc = {""} + +weapon-hammer-hammer-steel-2h = Steel Hammer + .desc = {""} + +weapon-hammer-hammer-steel-1h = Steel Club + .desc = {""} + +weapon-hammer-greathammer-steel-2h = Steel Greathammer + .desc = {""} + +weapon-hammer-spikedmace-steel-2h = Steel Spiked Mace + .desc = {""} + +weapon-hammer-spikedmace-steel-1h = Steel Mace + .desc = {""} + +weapon-hammer-greatmace-steel-2h = Steel Greatmace + .desc = {""} + +weapon-hammer-maul-steel-2h = Steel Maul + .desc = {""} + +weapon-hammer-warhammer-steel-2h = Steel Warhammer + .desc = {""} + +weapon-hammer-warhammer-steel-1h = Steel Mallet + .desc = {""} + +weapon-sceptre-grandsceptre-bamboo = Bamboo Grandsceptre + .desc = {""} + +weapon-sceptre-cane-bamboo = Bamboo Cane + .desc = {""} + +weapon-sceptre-crozier-bamboo = Bamboo Crozier + .desc = {""} + +weapon-sceptre-crook-bamboo = Bamboo Crook + .desc = {""} + +weapon-sceptre-sceptre-bamboo = Bamboo Sceptre + .desc = {""} + +weapon-sceptre-arbor-bamboo = Bamboo Arbor + .desc = {""} + +weapon-sceptre-ornate-bamboo = Bamboo Ornate Sceptre + .desc = {""} + +weapon-staff-grandstaff-ironwood = Ironwood Grandstaff + .desc = {""} + +weapon-staff-rod-ironwood = Ironwood Rod + .desc = {""} + +weapon-staff-brand-ironwood = Ironwood Brand + .desc = {""} + +weapon-staff-longpole-ironwood = Ironwood Longpole + .desc = {""} + +weapon-staff-staff-ironwood = Ironwood Staff + .desc = {""} + +weapon-staff-pole-ironwood = Ironwood Pole + .desc = {""} + +weapon-staff-ornate-ironwood = Ironwood Ornate Staff + .desc = {""} + +weapon-staff-ornate-eldwood = Eldwood Ornate Staff + .desc = {""} + +weapon-staff-longpole-eldwood = Eldwood Longpole + .desc = {""} + +weapon-staff-rod-eldwood = Eldwood Rod + .desc = {""} + +weapon-staff-pole-eldwood = Eldwood Pole + .desc = {""} + +weapon-staff-staff-eldwood = Eldwood Staff + .desc = {""} + +weapon-staff-brand-eldwood = Eldwood Brand + .desc = {""} + +weapon-staff-grandstaff-eldwood = Eldwood Grandstaff + .desc = {""} + +weapon-sceptre-arbor-eldwood = Eldwood Arbor + .desc = {""} + +weapon-sceptre-crook-eldwood = Eldwood Crook + .desc = {""} + +weapon-sceptre-crozier-eldwood = Eldwood Crozier + .desc = {""} + +weapon-sceptre-cane-eldwood = Eldwood Cane + .desc = {""} + +weapon-sceptre-grandsceptre-eldwood = Eldwood Grandsceptre + .desc = {""} + +weapon-sceptre-ornate-eldwood = Eldwood Ornate Sceptre + .desc = {""} + +weapon-sceptre-sceptre-eldwood = Eldwood Sceptre + .desc = {""} + +weapon-sword-sabre-bloodsteel-2h = Bloodsteel Sabre + .desc = {""} + +weapon-sword-sabre-bloodsteel-1h = Bloodsteel Scimitar + .desc = {""} + +weapon-sword-zweihander-bloodsteel-2h = Bloodsteel Zweihander + .desc = {""} + +weapon-sword-greatsword-bloodsteel-2h = Bloodsteel Greatsword + .desc = {""} + +weapon-sword-katana-bloodsteel-2h = Bloodsteel Katana + .desc = {""} + +weapon-sword-katana-bloodsteel-1h = Bloodsteel Swiftblade + .desc = {""} + +weapon-sword-longsword-bloodsteel-2h = Bloodsteel Longsword + .desc = {""} + +weapon-sword-longsword-bloodsteel-1h = Bloodsteel Shortsword + .desc = {""} + +weapon-sword-ornate-bloodsteel-2h = Bloodsteel Ornate Sword + .desc = {""} + +weapon-sword-ornate-bloodsteel-1h = Bloodsteel Rapier + .desc = {""} + +weapon-sword-sawblade-bloodsteel-2h = Bloodsteel Sawblade + .desc = {""} + +weapon-sword-sawblade-bloodsteel-1h = Bloodsteel Sawback + .desc = {""} + +weapon-sword-sabre-orichalcum-2h = Orichalcum Sabre + .desc = {""} + +weapon-sword-sabre-orichalcum-1h = Orichalcum Scimitar + .desc = {""} + +weapon-sword-greatsword-orichalcum-2h = Orichalcum Greatsword + .desc = {""} + +weapon-sword-sawblade-orichalcum-2h = Orichalcum Sawblade + .desc = {""} + +weapon-sword-sawblade-orichalcum-1h = Orichalcum Sawback + .desc = {""} + +weapon-sword-longsword-orichalcum-2h = Orichalcum Longsword + .desc = {""} + +weapon-sword-longsword-orichalcum-1h = Orichalcum Shortsword + .desc = {""} + +weapon-sword-katana-orichalcum-2h = Orichalcum Katana + .desc = {""} + +weapon-sword-katana-orichalcum-1h = Orichalcum Swiftblade + .desc = {""} + +weapon-sword-zweihander-orichalcum-2h = Orichalcum Zweihander + .desc = {""} + +weapon-sword-ornate-orichalcum-2h = Orichalcum Ornate Sword + .desc = {""} + +weapon-sword-ornate-orichalcum-1h = Orichalcum Rapier + .desc = {""} + +weapon-axe-poleaxe-bronze-2h = Bronze Poleaxe + .desc = {""} + +weapon-axe-ornate-bronze-2h = Bronze Ornate Axe + .desc = {""} + +weapon-axe-ornate-bronze-1h = Bronze Kilonda + .desc = {""} + +weapon-axe-labrys-bronze-2h = Bronze Labrys + .desc = {""} + +weapon-axe-battleaxe-bronze-2h = Bronze Battleaxe + .desc = {""} + +weapon-axe-battleaxe-bronze-1h = Bronze Cleaver + .desc = {""} + +weapon-axe-axe-bronze-2h = Bronze Axe + .desc = {""} + +weapon-axe-axe-bronze-1h = Bronze Hatchet + .desc = {""} + +weapon-axe-jagged-bronze-2h = Bronze Jagged Axe + .desc = {""} + +weapon-axe-jagged-bronze-1h = Bronze Tomahawk + .desc = {""} + +weapon-axe-greataxe-bronze-2h = Bronze Greataxe + .desc = {""} + +weapon-sceptre-sceptre-hardwood = Hardwood Sceptre + .desc = {""} + +weapon-sceptre-cane-hardwood = Hardwood Cane + .desc = {""} + +weapon-sceptre-arbor-hardwood = Hardwood Arbor + .desc = {""} + +weapon-sceptre-crozier-hardwood = Hardwood Crozier + .desc = {""} + +weapon-sceptre-ornate-hardwood = Hardwood Ornate Sceptre + .desc = {""} + +weapon-sceptre-crook-hardwood = Hardwood Crook + .desc = {""} + +weapon-sceptre-grandsceptre-hardwood = Hardwood Grandsceptre + .desc = {""} + +weapon-sword-longsword-cobalt-2h = Cobalt Longsword + .desc = {""} + +weapon-sword-longsword-cobalt-1h = Cobalt Shortsword + .desc = {""} + +weapon-sword-sawblade-cobalt-2h = Cobalt Sawblade + .desc = {""} + +weapon-sword-sawblade-cobalt-1h = Cobalt Sawback + .desc = {""} + +weapon-sword-greatsword-cobalt-2h = Cobalt Greatsword + .desc = {""} + +weapon-sword-katana-cobalt-2h = Cobalt Katana + .desc = {""} + +weapon-sword-katana-cobalt-1h = Cobalt Swiftblade + .desc = {""} + +weapon-sword-zweihander-cobalt-2h = Cobalt Zweihander + .desc = {""} + +weapon-sword-ornate-cobalt-2h = Cobalt Ornate Sword + .desc = {""} + +weapon-sword-ornate-cobalt-1h = Cobalt Rapier + .desc = {""} + +weapon-sword-sabre-cobalt-2h = Cobalt Sabre + .desc = {""} + +weapon-sword-sabre-cobalt-1h = Cobalt Scimitar + .desc = {""} diff --git a/assets/voxygen/i18n/en/item/weapon/musical_instrument.ftl b/assets/voxygen/i18n/en/item/weapon/musical_instrument.ftl new file mode 100644 index 0000000..dc2decc --- /dev/null +++ b/assets/voxygen/i18n/en/item/weapon/musical_instrument.ftl @@ -0,0 +1,44 @@ +weapon-tool-wooden_bass = Double Bass + .desc = Wooden Bass. + +weapon-tool-wooden_flute = Flute + .desc = Wooden Flute. + +weapon-tool-glass_flute = Glass Flute + .desc = What's the Cardinal doing with it? + +weapon-tool-wooden_guitar = Guitar + .desc = Wooden Guitar. + +weapon-tool-black_velvet_guitar = Dark Guitar + .desc = Sounds edgy. + +weapon-tool-icy_talharpa = Icy Talharpa + .desc = Icy Talharpa. + +weapon-tool-wooden_kalimba = Kalimba + .desc = Wooden Kalimba. + +weapon-tool-wooden_lute = Lute + .desc = Wooden Lute. + +weapon-tool-wooden_lyre = Lyre + .desc = Wooden Lyre. + +weapon-tool-melodica = Melodica + .desc = Wooden Melodica. + +weapon-tool-wooden_sitar = Sitar + .desc = Wooden Sitar. + +weapon-tool-washboard = Washboard + .desc = Washboard. + +weapon-tool-wildskin_drum = Wildskin Drum + .desc = one, two, you know what to do! + +weapon-tool-steeltonguedrum = Steeltongue Drum + .desc = Steeltongue Drum. + +weapon-tool-shamisen = Shamisen + .desc = Shamisen. diff --git a/assets/voxygen/i18n/en/item/weapon/npc.ftl b/assets/voxygen/i18n/en/item/weapon/npc.ftl new file mode 100644 index 0000000..cfbba6c --- /dev/null +++ b/assets/voxygen/i18n/en/item/weapon/npc.ftl @@ -0,0 +1,470 @@ +### This file contains non-player-facing items. +### Feel free to ignore them. + +common-items-npc_weapons-biped_small-mandragora = Mandragora + .desc = Testing + +common-items-npc_weapons-biped_small-myrmidon-hoplite = Hoplite Spear + .desc = {""} + +common-items-npc_weapons-biped_small-myrmidon-marksman = Marksman Bow + .desc = {""} + +common-items-npc_weapons-biped_small-myrmidon-strategian = Strategian Axe + .desc = {""} + +common-items-npc_weapons-biped_small-sahagin-sniper = Sniper Bow + .desc = {""} + +common-items-npc_weapons-biped_small-sahagin-sorcerer = Sorcerer Staff + .desc = {""} + +common-items-npc_weapons-biped_small-sahagin-spearman = Spearman Spear + .desc = {""} + +common-items-npc_weapons-biped_small-adlet-hunter = Hunter Spear + .desc = {""} + +common-items-npc_weapons-biped_small-adlet-icepicker = Icepicker Pick + .desc = {""} + +common-items-npc_weapons-biped_small-adlet-tracker = Tracker Bow + .desc = {""} + +common-items-npc_weapons-biped_small-gnarling-chieftain = Chieftain Staff + .desc = {""} + +common-items-npc_weapons-biped_small-gnarling-greentotem = Gnarling Green Totem + .desc = Yeet + +common-items-npc_weapons-biped_small-gnarling-logger = Logger Axe + .desc = {""} + +common-items-npc_weapons-biped_small-gnarling-mugger = Mugger Dagger + .desc = {""} + +common-items-npc_weapons-biped_small-gnarling-redtotem = Gnarling Red Totem + .desc = Yeet + +common-items-npc_weapons-biped_small-gnarling-stalker = Stalker Blowgun + .desc = {""} + +common-items-npc_weapons-biped_small-gnarling-whitetotem = Gnarling White Totem + .desc = Yeet + +common-items-npc_weapons-biped_small-boreal-bow = Boreal Bow + .desc = {""} + +common-items-npc_weapons-biped_small-boreal-hammer = Boreal Hammer + .desc = {""} + +common-items-npc_weapons-biped_small-haniwa-archer = Archer Bow + .desc = {""} + +common-items-npc_weapons-biped_small-haniwa-guard = Guard Spear + .desc = {""} + +common-items-npc_weapons-biped_small-haniwa-soldier = Soldier Sword + .desc = {""} + +common-items-npc_weapons-bow-bipedlarge-velorite = Giant Velorite Bow + .desc = Infused with Velorite power. + +common-items-npc_weapons-bow-saurok_bow = Saurok bow + .desc = Placeholder + +common-items-npc_weapons-bow-terracotta_besieger_bow = Terracotta Besieger Bow + .desc = Placeholder + +common-items-npc_weapons-axe-gigas_frost_axe = Frost Gigas Axe + .desc = Placeholder + +common-items-npc_weapons-axe-minotaur_axe = Minotaur Axe + .desc = Placeholder + +common-items-npc_weapons-axe-oni_blue_axe = Blue Oni Axe + .desc = Placeholder + +common-items-npc_weapons-staff-bipedlarge-cultist = Giant Cultist Staff + .desc = The fire gives off no heat. + +common-items-npc_weapons-staff-mindflayer_staff = Mindflayer Staff + .desc = Placeholder + +common-items-npc_weapons-staff-ogre_staff = Ogre Staff + .desc = Placeholder + +common-items-npc_weapons-staff-saurok_staff = Saurok Staff + .desc = Placeholder + +common-items-npc_weapons-sword-adlet_elder_sword = Adlet Elder Sword + .desc = Placeholder + +common-items-npc_weapons-sword-bipedlarge-cultist = Giant Cultist Greatsword + .desc = This belonged to an evil Cult Leader. + +common-items-npc_weapons-sword-dullahan_sword = Dullahan Sword + .desc = Placeholder + +common-items-npc_weapons-sword-pickaxe_velorite_sword = Velorite Pickaxe + .desc = {""} + +common-items-npc_weapons-sword-saurok_sword = Saurok Sword + .desc = Placeholder + +common-items-npc_weapons-sword-haniwa_general_sword = Haniwa General Sword + .desc = Placeholder + +common-items-npc_weapons-sword-terracotta_pursuer_sword = Terracotta Pursuer Sword + .desc = Placeholder + +common-items-npc_weapons-unique-akhlut = Quad Med Basic + .desc = testing123 + +common-items-npc_weapons-unique-beast_claws = Beast Claws + .desc = Was attached to a beast. + +common-items-npc_weapons-unique-birdlargebasic = Bird Large Basic + .desc = testing123 + +common-items-npc_weapons-unique-birdlargebreathe = Bird Large Breathe + .desc = testing123 + +common-items-npc_weapons-unique-birdlargefire = Bird Large Fire + .desc = Fiery touch of a mighty aerial beast + +common-items-npc_weapons-unique-birdmediumbasic = Bird Medium Basic + .desc = BiteBiteBite!!! FightFightFight!!! + +common-items-npc_weapons-unique-bushly = Starter Grace + .desc = Fret not, newbies shant cry. + +common-items-npc_weapons-unique-cardinal = Caduceus + .desc = The snakes seem to be alive + +common-items-npc_weapons-unique-clay_golem_fist = Clay Golem Fists + .desc = Yeet. + +common-items-npc_weapons-unique-iron_dwarf = IronDwarf + .desc = testing123 + +common-items-npc_weapons-unique-cloudwyvern = Cloud Wyvern + .desc = testing123 + +common-items-npc_weapons-unique-coral_golem_fist = Coral Golem Fists + .desc = Yeet + +common-items-npc_weapons-unique-crab_pincer = Crab Pincer + .desc = testing123 + +common-items-npc_weapons-unique-dagon = Dagon Kit + .desc = Ocean Power! + +common-items-npc_weapons-unique-deadwood = Deadwood + .desc = testing123 + +common-items-npc_weapons-unique-driggle = Starter Grace + .desc = Fret not, newbies shant cry. + +common-items-npc_weapons-unique-emberfly = Starter Grace + .desc = Fret not, newbies shant cry. + +common-items-npc_weapons-unique-fiery_tornado = FieryTornado + .desc = Fiery Tornado weapon + +common-items-npc_weapons-unique-flamekeeper_staff = Flamekeeper Staff + .desc = Flamekeeper Staff + +common-items-npc_weapons-unique-cursekeeper_sceptre = Cursekeeper Sceptre + .desc = Cursekeeper Sceptre + +common-items-npc_weapons-unique-cursekeeper_sceptre_fake = Cursekeeper Sceptre + .desc = Cursekeeper Sceptre + +common-items-npc_weapons-unique-jiangshi = Jiangshi Magic + .desc = Jiangshi Magic + +common-items-npc_weapons-unique-mogwai = Mogwai Magic + .desc = Mogwai Magic + +common-items-npc_weapons-unique-shamanic_spirit = Shamanic Spirit + .desc = Shamanic Spirit + +common-items-npc_weapons-unique-terracotta_demolisher_fist = Terracotta Demolisher Fist + .desc = Terracotta Demolisher Fist + +common-items-npc_weapons-unique-terracotta_statue = Terracotta Statue + .desc = Terracotta Statue + +common-items-npc_weapons-unique-iron_golem_fist = Iron Golem Fists + .desc = Yeet + +common-items-npc_weapons-hammer-forgemaster_hammer = Forgemaster Hammer + .desc = Yeet + +common-items-npc_weapons-unique-snaretongue = Snaretongue + .desc = Yeet + +common-items-npc_weapons-unique-flamethrower = Flamethrower + .desc = Throwing Flames + +common-items-npc_weapons-unique-flamewyvern = Flame Wyvern + .desc = testing123 + +common-items-npc_weapons-unique-frostfang = Frostfang + .desc = testing123 + +common-items-npc_weapons-unique-frostwyvern = Frost Wyvern + .desc = testing123 + +common-items-npc_weapons-unique-haniwa_sentry = Haniwa Sentry + .desc = Rotating turret weapon + +common-items-npc_weapons-unique-hermit_alligator = Hermit Alligator Teeth + .desc = Grrr! + +common-items-npc_weapons-unique-husk = Husk + .desc = testing123 + +common-items-npc_weapons-unique-husk_brute = Husk Brute + .desc = testing123 + +common-items-npc_weapons-unique-icedrake = Ice Drake + .desc = testing123 + +common-items-npc_weapons-unique-irrwurz = Starter Grace + .desc = Fret not, newbies shant cry. + +common-items-npc_weapons-unique-maneater = Maneater + .desc = testing123 + +common-items-npc_weapons-unique-mossysnail = Starter Grace + .desc = Fret not, newbies shant cry. + +common-items-npc_weapons-unique-organ = Organ Aura + .desc = Motivational Tune + +common-items-npc_weapons-unique-quadlowbasic = Quad Low Basic + .desc = testing123 + +common-items-npc_weapons-unique-quadlowbeam = Quad Small Beam + .desc = testing123 + +common-items-npc_weapons-unique-quadlowbreathe = Quad Low Breathe + .desc = testing123 + +common-items-npc_weapons-unique-quadlowquick = Quad Low Quick + .desc = testing123 + +common-items-npc_weapons-unique-quadlowtail = Quad Low Tail + .desc = testing123 + +common-items-npc_weapons-unique-quadmedbasic = Quad Med Basic + .desc = testing123 + +common-items-npc_weapons-unique-quadmedbasicgentle = Quad Med Basic + .desc = testing123 + +common-items-npc_weapons-unique-quadmedcharge = Quad Med Charge + .desc = testing123 + +common-items-npc_weapons-unique-quadmedhoof = Quad Med Hoof + .desc = testing123 + +common-items-npc_weapons-unique-quadmedjump = Quad Med Jump + .desc = testing123 + +common-items-npc_weapons-unique-quadmedquick = Quad Med Quick + .desc = testing123 + +common-items-npc_weapons-unique-quadsmallbasic = Quad Small Basic + .desc = testing123 + +common-items-npc_weapons-unique-darkhound = Darkhound + .desc = testing123 + +common-items-npc_weapons-unique-rocksnapper = Rocksnapper + .desc = testing123 + +common-items-npc_weapons-unique-roshwalr = Roshwalr + .desc = testing123 + +common-items-npc_weapons-unique-sea_bishop_sceptre = Sea Bishop Sceptre + .desc = Hits like a wave. + +common-items-npc_weapons-unique-seawyvern = Sea Wyvern + .desc = testing123 + +common-items-npc_weapons-unique-simpleflyingbasic = Simple Flying Melee + .desc = I believe I can fly!!!!! + +common-items-npc_weapons-unique-stone_golems_fist = Stone Golem's Fist + .desc = Was attached to a mighty stone golem. + +common-items-npc_weapons-unique-theropodbasic = Theropod Basic + .desc = testing123 + +common-items-npc_weapons-unique-theropodbird = Theropod Bird + .desc = testing123 + +common-items-npc_weapons-unique-theropodcharge = Theropod Charge + .desc = testing123 + +common-items-npc_weapons-unique-theropodsmall = Theropod Small + .desc = testing123 + +common-items-npc_weapons-unique-tidal_claws = Tidal Claws + .desc = Snip snap + +common-items-npc_weapons-unique-tidal_totem = Tidal Totem + .desc = Yeet + +common-items-npc_weapons-unique-tornado = Tornado + .desc = Tornado weapon + +common-items-npc_weapons-unique-treantsapling = Starter Grace + .desc = Fret not, newbies shant cry. + +common-items-npc_weapons-unique-turret = Turret + .desc = Turret weapon + +common-items-npc_weapons-unique-tursus_claws = Tursus Claws + .desc = Was attached to a beast. + +common-items-npc_weapons-unique-wealdwyvern = Weald Wyvern + .desc = testing123 + +common-items-npc_weapons-unique-wendigo_magic = Wendigo Magic + .desc = spook. + +common-items-npc_weapons-unique-wood_golem_fist = Wood Golem Fists + .desc = Yeet + +common-items-npc_weapons-unique-ancient_effigy_eyes = Ancient Effigy Eyes + .desc = testing123 + +common-items-npc_weapons-unique-claysteed = Claysteed Hoof + .desc = testing123 + +common-items-npc_weapons-unique-gravewarden_fist = Gravewarden Fist + .desc = testing123 + +common-items-npc_weapons-unique-arthropods-antlion = Antlion + .desc = testing123 + +common-items-npc_weapons-unique-arthropods-blackwidow = Black Widow + .desc = testing123 + +common-items-npc_weapons-unique-arthropods-cavespider = Cave Spider + .desc = testing123 + +common-items-npc_weapons-unique-arthropods-dagonite = Dagonite + .desc = testing123 + +common-items-npc_weapons-unique-arthropods-hornbeetle = Horn Beetle + .desc = testing123 + +common-items-npc_weapons-unique-arthropods-leafbeetle = Leaf Beetle + .desc = testing123 + +common-items-npc_weapons-unique-arthropods-moltencrawler = Molten Crawler + .desc = testing123 + +common-items-npc_weapons-unique-arthropods-mosscrawler = Moss Crawler + .desc = testing123 + +common-items-npc_weapons-unique-arthropods-tarantula = Tarantula + .desc = testing123 + +common-items-npc_weapons-unique-arthropods-weevil = Weevil + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_low-asp = Asp + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_low-basilisk = Basilisk + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_low-deadwood = Deadwood + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_low-hakulaq = Hakulaq + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_low-icedrake = Ice Drake + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_low-lavadrake = Lava Drake + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_low-maneater = Maneater + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_low-tortoise = Tortoise + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_medium-alpaca = Alpaca + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_medium-antelope = Antelope + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_medium-donkey = Donkey + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_medium-grolgar = Grolgar + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_medium-highland = Highland + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_medium-horse = Horse + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_medium-moose = Moose + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_medium-mouflon = Mouflon + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_medium-wolf = Wolf + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_small-boar = Boar + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_small-hyena = Hyena + .desc = testing123 + +common-items-npc_weapons-unique-quadruped_small-rodent = Rodent + .desc = testing123 + +common-items-npc_weapons-unique-theropod-yale = Yale + .desc = testing123 + +common-items-npc_weapons-hammer-bipedlarge-cultist = Giant Cultist Warhammer + .desc = This belonged to an evil Cult Leader. + +common-items-npc_weapons-hammer-cyclops_hammer = Cyclops Hammer + .desc = Placeholder + +common-items-npc_weapons-hammer-harvester_scythe = Harvester Sythe + .desc = Placeholder + +common-items-npc_weapons-hammer-ogre_hammer = Ogre Hammer + .desc = Placeholder + +common-items-npc_weapons-hammer-oni_red_hammer = Red Oni Hammer + .desc = Placeholder + +common-items-npc_weapons-hammer-troll_hammer = Troll Hammer + .desc = Placeholder + +common-items-npc_weapons-hammer-wendigo_hammer = Wendigo Hammer + .desc = Placeholder + +common-items-npc_weapons-hammer-yeti_hammer = Yeti Hammer + .desc = Placeholder + +common-items-npc_weapons-hammer-terracotta_punisher_club = Terracotta Punisher Club + .desc = Placeholder diff --git a/assets/voxygen/i18n/en/item/weapon/primary_component.ftl b/assets/voxygen/i18n/en/item/weapon/primary_component.ftl new file mode 100644 index 0000000..c4e8d27 --- /dev/null +++ b/assets/voxygen/i18n/en/item/weapon/primary_component.ftl @@ -0,0 +1,755 @@ +weapon-component-sword-greatsword-iron = Iron Greatsword Blade + .desc = {""} + +weapon-component-sword-katana-iron = Iron Katana Blade + .desc = {""} + +weapon-component-sword-sawblade-iron = Iron Sawblade + .desc = {""} + +weapon-component-sword-sabre-iron = Iron Sabre Blade + .desc = {""} + +weapon-component-sword-ornate-iron = Iron Ornate Sword Blade + .desc = {""} + +weapon-component-sword-longsword-iron = Iron Longsword Blade + .desc = {""} + +weapon-component-sword-zweihander-iron = Iron Zweihander Blade + .desc = {""} + +weapon-component-bow-shortbow-wood = Wooden Shortbow Limbs + .desc = {""} + +weapon-component-bow-longbow-wood = Wooden Longbow Limbs + .desc = {""} + +weapon-component-bow-ornate-wood = Wooden Ornate Bow Limbs + .desc = {""} + +weapon-component-bow-greatbow-wood = Wooden Greatbow Limbs + .desc = {""} + +weapon-component-bow-composite-wood = Wooden Composite Bow Limbs + .desc = {""} + +weapon-component-bow-bow-wood = Wooden Bow Limbs + .desc = {""} + +weapon-component-bow-warbow-wood = Wooden Warbow Limbs + .desc = {""} + +weapon-component-hammer-maul-bronze = Bronze Maul Head + .desc = {""} + +weapon-component-hammer-hammer-bronze = Bronze Hammer Head + .desc = {""} + +weapon-component-hammer-greatmace-bronze = Bronze Greatmace Head + .desc = {""} + +weapon-component-hammer-spikedmace-bronze = Bronze Spiked Mace Head + .desc = {""} + +weapon-component-hammer-greathammer-bronze = Bronze Greathammer Head + .desc = {""} + +weapon-component-hammer-warhammer-bronze = Bronze Warhammer Head + .desc = {""} + +weapon-component-hammer-ornate-bronze = Bronze Ornate Hammer Head + .desc = {""} + +weapon-component-hammer-maul-bloodsteel = Bloodsteel Maul Head + .desc = {""} + +weapon-component-hammer-greathammer-bloodsteel = Bloodsteel Greathammer Head + .desc = {""} + +weapon-component-hammer-ornate-bloodsteel = Bloodsteel Ornate Hammer Head + .desc = {""} + +weapon-component-hammer-hammer-bloodsteel = Bloodsteel Hammer Head + .desc = {""} + +weapon-component-hammer-spikedmace-bloodsteel = Bloodsteel Spiked Mace Head + .desc = {""} + +weapon-component-hammer-greatmace-bloodsteel = Bloodsteel Greatmace Head + .desc = {""} + +weapon-component-hammer-warhammer-bloodsteel = Bloodsteel Warhammer Head + .desc = {""} + +weapon-component-sceptre-ornate-frostwood = Frostwood Ornate Sceptre Shaft + .desc = {""} + +weapon-component-sceptre-sceptre-frostwood = Frostwood Sceptre Shaft + .desc = {""} + +weapon-component-sceptre-crook-frostwood = Frostwood Crook Shaft + .desc = {""} + +weapon-component-sceptre-grandsceptre-frostwood = Frostwood Grandsceptre Shaft + .desc = {""} + +weapon-component-sceptre-cane-frostwood = Frostwood Cane Shaft + .desc = {""} + +weapon-component-sceptre-crozier-frostwood = Frostwood Crozier Shaft + .desc = {""} + +weapon-component-sceptre-arbor-frostwood = Frostwood Arbor Shaft + .desc = {""} + +weapon-component-bow-bow-eldwood = Eldwood Bow Limbs + .desc = {""} + +weapon-component-bow-warbow-eldwood = Eldwood Warbow Limbs + .desc = {""} + +weapon-component-bow-greatbow-eldwood = Eldwood Greatbow Limbs + .desc = {""} + +weapon-component-bow-ornate-eldwood = Eldwood Ornate Bow Limbs + .desc = {""} + +weapon-component-bow-longbow-eldwood = Eldwood Longbow Limbs + .desc = {""} + +weapon-component-bow-composite-eldwood = Eldwood Composite Bow Limbs + .desc = {""} + +weapon-component-bow-shortbow-eldwood = Eldwood Shortbow Limbs + .desc = {""} + +weapon-component-axe-axe-bloodsteel = Bloodsteel Axe Head + .desc = {""} + +weapon-component-axe-ornate-bloodsteel = Bloodsteel Ornate Axe Head + .desc = {""} + +weapon-component-axe-jagged-bloodsteel = Bloodsteel Jagged Axe Head + .desc = {""} + +weapon-component-axe-battleaxe-bloodsteel = Bloodsteel Battleaxe Head + .desc = {""} + +weapon-component-axe-greataxe-bloodsteel = Bloodsteel Greataxe Head + .desc = {""} + +weapon-component-axe-labrys-bloodsteel = Bloodsteel Labrys Head + .desc = {""} + +weapon-component-axe-poleaxe-bloodsteel = Bloodsteel Poleaxe Head + .desc = {""} + +weapon-component-axe-poleaxe-cobalt = Cobalt Poleaxe Head + .desc = {""} + +weapon-component-axe-jagged-cobalt = Cobalt Jagged Axe Head + .desc = {""} + +weapon-component-axe-labrys-cobalt = Cobalt Labrys Head + .desc = {""} + +weapon-component-axe-axe-cobalt = Cobalt Axe Head + .desc = {""} + +weapon-component-axe-ornate-cobalt = Cobalt Ornate Axe Head + .desc = {""} + +weapon-component-axe-greataxe-cobalt = Cobalt Greataxe Head + .desc = {""} + +weapon-component-axe-battleaxe-cobalt = Cobalt Battleaxe Head + .desc = {""} + +weapon-component-hammer-maul-iron = Iron Maul Head + .desc = {""} + +weapon-component-hammer-ornate-iron = Iron Ornate Hammer Head + .desc = {""} + +weapon-component-hammer-spikedmace-iron = Iron Spiked Mace Head + .desc = {""} + +weapon-component-hammer-hammer-iron = Iron Hammer Head + .desc = {""} + +weapon-component-hammer-warhammer-iron = Iron Warhammer Head + .desc = {""} + +weapon-component-hammer-greathammer-iron = Iron Greathammer Head + .desc = {""} + +weapon-component-hammer-greatmace-iron = Iron Greatmace Head + .desc = {""} + +weapon-component-sword-zweihander-steel = Steel Zweihander Blade + .desc = {""} + +weapon-component-sword-longsword-steel = Steel Longsword Blade + .desc = {""} + +weapon-component-sword-katana-steel = Steel Katana Blade + .desc = {""} + +weapon-component-sword-greatsword-steel = Steel Greatsword Blade + .desc = {""} + +weapon-component-sword-ornate-steel = Steel Ornate Sword Blade + .desc = {""} + +weapon-component-sword-sawblade-steel = Steel Sawblade + .desc = {""} + +weapon-component-sword-sabre-steel = Steel Sabre Blade + .desc = {""} + +weapon-component-staff-grandstaff-hardwood = Hardwood Grandstaff Shaft + .desc = {""} + +weapon-component-staff-rod-hardwood = Hardwood Rod Shaft + .desc = {""} + +weapon-component-staff-brand-hardwood = Hardwood Brand Shaft + .desc = {""} + +weapon-component-staff-longpole-hardwood = Hardwood Long Pole Shaft + .desc = {""} + +weapon-component-staff-staff-hardwood = Hardwood Staff Shaft + .desc = {""} + +weapon-component-staff-ornate-hardwood = Hardwood Ornate Staff Shaft + .desc = {""} + +weapon-component-staff-pole-hardwood = Hardwood Pole Shaft + .desc = {""} + +weapon-component-axe-ornate-orichalcum = Orichalcum Ornate Axe Head + .desc = {""} + +weapon-component-axe-jagged-orichalcum = Orichalcum Jagged Axe Head + .desc = {""} + +weapon-component-axe-axe-orichalcum = Orichalcum Axe Head + .desc = {""} + +weapon-component-axe-battleaxe-orichalcum = Orichalcum Battleaxe Head + .desc = {""} + +weapon-component-axe-greataxe-orichalcum = Orichalcum Greataxe Head + .desc = {""} + +weapon-component-axe-poleaxe-orichalcum = Orichalcum Poleaxe Head + .desc = {""} + +weapon-component-axe-labrys-orichalcum = Orichalcum Labrys Head + .desc = {""} + +weapon-component-bow-greatbow-bamboo = Bamboo Greatbow Limbs + .desc = {""} + +weapon-component-bow-longbow-bamboo = Bamboo Longbow Limbs + .desc = {""} + +weapon-component-bow-composite-bamboo = Bamboo Composite Bow Limbs + .desc = {""} + +weapon-component-bow-ornate-bamboo = Bamboo Ornate Bow Limbs + .desc = {""} + +weapon-component-bow-shortbow-bamboo = Bamboo Shortbow Limbs + .desc = {""} + +weapon-component-bow-bow-bamboo = Bamboo Bow Limbs + .desc = {""} + +weapon-component-bow-warbow-bamboo = Bamboo Warbow Limbs + .desc = {""} + +weapon-component-bow-ornate-frostwood = Frostwood Ornate Bow Limbs + .desc = {""} + +weapon-component-bow-composite-frostwood = Frostwood Composite Bow Limbs + .desc = {""} + +weapon-component-bow-warbow-frostwood = Frostwood Warbow Limbs + .desc = {""} + +weapon-component-bow-shortbow-frostwood = Frostwood Shortbow Limbs + .desc = {""} + +weapon-component-bow-longbow-frostwood = Frostwood Longbow Limbs + .desc = {""} + +weapon-component-bow-bow-frostwood = Frostwood Bow Limbs + .desc = {""} + +weapon-component-bow-greatbow-frostwood = Frostwood Greatbow Limbs + .desc = {""} + +weapon-component-staff-ornate-frostwood = Frostwood Ornate Staff Shaft + .desc = {""} + +weapon-component-staff-pole-frostwood = Frostwood Pole Shaft + .desc = {""} + +weapon-component-staff-longpole-frostwood = Frostwood Long Pole Shaft + .desc = {""} + +weapon-component-staff-grandstaff-frostwood = Frostwood Grandstaff Shaft + .desc = {""} + +weapon-component-staff-rod-frostwood = Frostwood Rod Shaft + .desc = {""} + +weapon-component-staff-staff-frostwood = Frostwood Staff Shaft + .desc = {""} + +weapon-component-staff-brand-frostwood = Frostwood Brand Shaft + .desc = {""} + +weapon-component-bow-greatbow-hardwood = Hardwood Greatbow Limbs + .desc = {""} + +weapon-component-bow-warbow-hardwood = Hardwood Warbow Limbs + .desc = {""} + +weapon-component-bow-shortbow-hardwood = Hardwood Shortbow Limbs + .desc = {""} + +weapon-component-bow-bow-hardwood = Hardwood Bow Limbs + .desc = {""} + +weapon-component-bow-composite-hardwood = Hardwood Composite Bow Limbs + .desc = {""} + +weapon-component-bow-ornate-hardwood = Hardwood Ornate Bow Limbs + .desc = {""} + +weapon-component-bow-longbow-hardwood = Hardwood Longbow Limbs + .desc = {""} + +weapon-component-sceptre-cane-ironwood = Ironwood Cane Shaft + .desc = {""} + +weapon-component-sceptre-ornate-ironwood = Ironwood Ornate Sceptre Shaft + .desc = {""} + +weapon-component-sceptre-grandsceptre-ironwood = Ironwood Grandsceptre Shaft + .desc = {""} + +weapon-component-sceptre-arbor-ironwood = Ironwood Arbor Shaft + .desc = {""} + +weapon-component-sceptre-crozier-ironwood = Ironwood Crozier Shaft + .desc = {""} + +weapon-component-sceptre-crook-ironwood = Ironwood Crook Shaft + .desc = {""} + +weapon-component-sceptre-sceptre-ironwood = Ironwood Sceptre Shaft + .desc = {""} + +weapon-component-axe-greataxe-iron = Iron Greataxe Head + .desc = {""} + +weapon-component-axe-jagged-iron = Iron Jagged Axe Head + .desc = {""} + +weapon-component-axe-battleaxe-iron = Iron Battleaxe Head + .desc = {""} + +weapon-component-axe-labrys-iron = Iron Labrys Head + .desc = {""} + +weapon-component-axe-axe-iron = Iron Axe Head + .desc = {""} + +weapon-component-axe-ornate-iron = Iron Ornate Axe Head + .desc = {""} + +weapon-component-axe-poleaxe-iron = Iron Poleaxe Head + .desc = {""} + +weapon-component-axe-greataxe-steel = Steel Greataxe Head + .desc = {""} + +weapon-component-axe-ornate-steel = Steel Ornate Axe Head + .desc = {""} + +weapon-component-axe-jagged-steel = Steel Jagged Axe Head + .desc = {""} + +weapon-component-axe-battleaxe-steel = Steel Battleaxe Head + .desc = {""} + +weapon-component-axe-poleaxe-steel = Steel Poleaxe Head + .desc = {""} + +weapon-component-axe-labrys-steel = Steel Labrys Head + .desc = {""} + +weapon-component-axe-axe-steel = Steel Axe Head + .desc = {""} + +weapon-component-sword-longsword-bronze = Bronze Longsword Blade + .desc = {""} + +weapon-component-sword-zweihander-bronze = Bronze Zweihander Blade + .desc = {""} + +weapon-component-sword-greatsword-bronze = Bronze Greatsword Blade + .desc = {""} + +weapon-component-sword-katana-bronze = Bronze Katana Blade + .desc = {""} + +weapon-component-sword-sabre-bronze = Bronze Sabre Blade + .desc = {""} + +weapon-component-sword-ornate-bronze = Bronze Ornate Sword Blade + .desc = {""} + +weapon-component-sword-sawblade-bronze = Bronze Sawblade + .desc = {""} + +weapon-component-sceptre-crozier-wood = Wooden Crozier Shaft + .desc = {""} + +weapon-component-sceptre-sceptre-wood = Wooden Sceptre Shaft + .desc = {""} + +weapon-component-sceptre-cane-wood = Wooden Cane Shaft + .desc = {""} + +weapon-component-sceptre-ornate-wood = Wooden Ornate Sceptre Shaft + .desc = {""} + +weapon-component-sceptre-arbor-wood = Wooden Arbor Shaft + .desc = {""} + +weapon-component-sceptre-crook-wood = Wooden Crook Shaft + .desc = {""} + +weapon-component-sceptre-grandsceptre-wood = Wooden Grandsceptre Shaft + .desc = {""} + +weapon-component-staff-brand-bamboo = Bamboo Brand Shaft + .desc = {""} + +weapon-component-staff-grandstaff-bamboo = Bamboo Grandstaff Shaft + .desc = {""} + +weapon-component-staff-pole-bamboo = Bamboo Pole Shaft + .desc = {""} + +weapon-component-staff-staff-bamboo = Bamboo Staff Shaft + .desc = {""} + +weapon-component-staff-rod-bamboo = Bamboo Rod Shaft + .desc = {""} + +weapon-component-staff-longpole-bamboo = Bamboo Long Pole Shaft + .desc = {""} + +weapon-component-staff-ornate-bamboo = Bamboo Ornate Staff Shaft + .desc = {""} + +weapon-component-hammer-warhammer-orichalcum = Orichalcum Warhammer Head + .desc = {""} + +weapon-component-hammer-greathammer-orichalcum = Orichalcum Greathammer Head + .desc = {""} + +weapon-component-hammer-greatmace-orichalcum = Orichalcum Greatmace Head + .desc = {""} + +weapon-component-hammer-hammer-orichalcum = Orichalcum Hammer Head + .desc = {""} + +weapon-component-hammer-spikedmace-orichalcum = Orichalcum Spiked Mace Head + .desc = {""} + +weapon-component-hammer-ornate-orichalcum = Orichalcum Ornate Hammer Head + .desc = {""} + +weapon-component-hammer-maul-orichalcum = Orichalcum Maul Head + .desc = {""} + +weapon-component-bow-shortbow-ironwood = Ironwood Shortbow Limbs + .desc = {""} + +weapon-component-bow-greatbow-ironwood = Ironwood Greatbow Limbs + .desc = {""} + +weapon-component-bow-ornate-ironwood = Ironwood Ornate Bow Limbs + .desc = {""} + +weapon-component-bow-longbow-ironwood = Ironwood Longbow Limbs + .desc = {""} + +weapon-component-bow-warbow-ironwood = Ironwood Warbow Limbs + .desc = {""} + +weapon-component-bow-composite-ironwood = Ironwood Composite Bow Limbs + .desc = {""} + +weapon-component-bow-bow-ironwood = Ironwood Bow Limbs + .desc = {""} + +weapon-component-hammer-ornate-cobalt = Cobalt Ornate Hammer Head + .desc = {""} + +weapon-component-hammer-hammer-cobalt = Cobalt Hammer Head + .desc = {""} + +weapon-component-hammer-greatmace-cobalt = Cobalt Greatmace Head + .desc = {""} + +weapon-component-hammer-spikedmace-cobalt = Cobalt Spiked Mace Head + .desc = {""} + +weapon-component-hammer-greathammer-cobalt = Cobalt Greathammer Head + .desc = {""} + +weapon-component-hammer-maul-cobalt = Cobalt Maul Head + .desc = {""} + +weapon-component-hammer-warhammer-cobalt = Cobalt Warhammer Head + .desc = {""} + +weapon-component-staff-ornate-wood = Wooden Ornate Staff Shaft + .desc = {""} + +weapon-component-staff-pole-wood = Wooden Pole Shaft + .desc = {""} + +weapon-component-staff-rod-wood = Wooden Rod Shaft + .desc = {""} + +weapon-component-staff-brand-wood = Wooden Brand Shaft + .desc = {""} + +weapon-component-staff-grandstaff-wood = Wooden Grandstaff Shaft + .desc = {""} + +weapon-component-staff-staff-wood = Wooden Staff Shaft + .desc = {""} + +weapon-component-staff-longpole-wood = Wooden Long Pole Shaft + .desc = {""} + +weapon-component-hammer-ornate-steel = Steel Ornate Hammer Head + .desc = {""} + +weapon-component-hammer-hammer-steel = Steel Hammer Head + .desc = {""} + +weapon-component-hammer-greathammer-steel = Steel Greathammer Head + .desc = {""} + +weapon-component-hammer-spikedmace-steel = Steel Spiked Mace Head + .desc = {""} + +weapon-component-hammer-greatmace-steel = Steel Greatmace Head + .desc = {""} + +weapon-component-hammer-maul-steel = Steel Maul Head + .desc = {""} + +weapon-component-hammer-warhammer-steel = Steel Warhammer Head + .desc = {""} + +weapon-component-sceptre-grandsceptre-bamboo = Bamboo Grandsceptre Shaft + .desc = {""} + +weapon-component-sceptre-cane-bamboo = Bamboo Cane Shaft + .desc = {""} + +weapon-component-sceptre-crozier-bamboo = Bamboo Crozier Shaft + .desc = {""} + +weapon-component-sceptre-crook-bamboo = Bamboo Crook Shaft + .desc = {""} + +weapon-component-sceptre-sceptre-bamboo = Bamboo Sceptre Shaft + .desc = {""} + +weapon-component-sceptre-arbor-bamboo = Bamboo Arbor Shaft + .desc = {""} + +weapon-component-sceptre-ornate-bamboo = Bamboo Ornate Sceptre Shaft + .desc = {""} + +weapon-component-staff-grandstaff-ironwood = Ironwood Grandstaff Shaft + .desc = {""} + +weapon-component-staff-rod-ironwood = Ironwood Rod Shaft + .desc = {""} + +weapon-component-staff-brand-ironwood = Ironwood Brand Shaft + .desc = {""} + +weapon-component-staff-longpole-ironwood = Ironwood Long Pole Shaft + .desc = {""} + +weapon-component-staff-staff-ironwood = Ironwood Staff Shaft + .desc = {""} + +weapon-component-staff-pole-ironwood = Ironwood Pole Shaft + .desc = {""} + +weapon-component-staff-ornate-ironwood = Ironwood Ornate Staff Shaft + .desc = {""} + +weapon-component-staff-ornate-eldwood = Eldwood Ornate Staff Shaft + .desc = {""} + +weapon-component-staff-longpole-eldwood = Eldwood Long Pole Shaft + .desc = {""} + +weapon-component-staff-rod-eldwood = Eldwood Rod Shaft + .desc = {""} + +weapon-component-staff-pole-eldwood = Eldwood Pole Shaft + .desc = {""} + +weapon-component-staff-staff-eldwood = Eldwood Staff Shaft + .desc = {""} + +weapon-component-staff-brand-eldwood = Eldwood Brand Shaft + .desc = {""} + +weapon-component-staff-grandstaff-eldwood = Eldwood Grandstaff Shaft + .desc = {""} + +weapon-component-sceptre-arbor-eldwood = Eldwood Arbor Shaft + .desc = {""} + +weapon-component-sceptre-crook-eldwood = Eldwood Crook Shaft + .desc = {""} + +weapon-component-sceptre-crozier-eldwood = Eldwood Crozier Shaft + .desc = {""} + +weapon-component-sceptre-cane-eldwood = Eldwood Cane Shaft + .desc = {""} + +weapon-component-sceptre-grandsceptre-eldwood = Eldwood Grandsceptre Shaft + .desc = {""} + +weapon-component-sceptre-ornate-eldwood = Eldwood Ornate Sceptre Shaft + .desc = {""} + +weapon-component-sceptre-sceptre-eldwood = Eldwood Sceptre Shaft + .desc = {""} + +weapon-component-sword-sabre-bloodsteel = Bloodsteel Sabre Blade + .desc = {""} + +weapon-component-sword-zweihander-bloodsteel = Bloodsteel Zweihander Blade + .desc = {""} + +weapon-component-sword-greatsword-bloodsteel = Bloodsteel Greatsword Blade + .desc = {""} + +weapon-component-sword-katana-bloodsteel = Bloodsteel Katana Blade + .desc = {""} + +weapon-component-sword-longsword-bloodsteel = Bloodsteel Longsword Blade + .desc = {""} + +weapon-component-sword-ornate-bloodsteel = Bloodsteel Ornate Sword Blade + .desc = {""} + +weapon-component-sword-sawblade-bloodsteel = Bloodsteel Sawblade + .desc = {""} + +weapon-component-sword-sabre-orichalcum = Orichalcum Sabre Blade + .desc = {""} + +weapon-component-sword-greatsword-orichalcum = Orichalcum Greatsword Blade + .desc = {""} + +weapon-component-sword-sawblade-orichalcum = Orichalcum Sawblade + .desc = {""} + +weapon-component-sword-longsword-orichalcum = Orichalcum Longsword Blade + .desc = {""} + +weapon-component-sword-katana-orichalcum = Orichalcum Katana Blade + .desc = {""} + +weapon-component-sword-zweihander-orichalcum = Orichalcum Zweihander Blade + .desc = {""} + +weapon-component-sword-ornate-orichalcum = Orichalcum Ornate Sword Blade + .desc = {""} + +weapon-component-axe-poleaxe-bronze = Bronze Poleaxe Head + .desc = {""} + +weapon-component-axe-ornate-bronze = Bronze Ornate Axe Head + .desc = {""} + +weapon-component-axe-labrys-bronze = Bronze Labrys Head + .desc = {""} + +weapon-component-axe-battleaxe-bronze = Bronze Battleaxe Head + .desc = {""} + +weapon-component-axe-axe-bronze = Bronze Axe Head + .desc = {""} + +weapon-component-axe-jagged-bronze = Bronze Jagged Axe Head + .desc = {""} + +weapon-component-axe-greataxe-bronze = Bronze Greataxe Head + .desc = {""} + +weapon-component-sceptre-sceptre-hardwood = Hardwood Sceptre Shaft + .desc = {""} + +weapon-component-sceptre-cane-hardwood = Hardwood Cane Shaft + .desc = {""} + +weapon-component-sceptre-arbor-hardwood = Hardwood Arbor Shaft + .desc = {""} + +weapon-component-sceptre-crozier-hardwood = Hardwood Crozier Shaft + .desc = {""} + +weapon-component-sceptre-ornate-hardwood = Hardwood Ornate Sceptre Shaft + .desc = {""} + +weapon-component-sceptre-crook-hardwood = Hardwood Crook Shaft + .desc = {""} + +weapon-component-sceptre-grandsceptre-hardwood = Hardwood Grandsceptre Shaft + .desc = {""} + +weapon-component-sword-longsword-cobalt = Cobalt Longsword Blade + .desc = {""} + +weapon-component-sword-sawblade-cobalt = Cobalt Sawblade + .desc = {""} + +weapon-component-sword-greatsword-cobalt = Cobalt Greatsword Blade + .desc = {""} + +weapon-component-sword-katana-cobalt = Cobalt Katana Blade + .desc = {""} + +weapon-component-sword-zweihander-cobalt = Cobalt Zweihander Blade + .desc = {""} + +weapon-component-sword-ornate-cobalt = Cobalt Ornate Sword Blade + .desc = {""} + +weapon-component-sword-sabre-cobalt = Cobalt Sabre Blade + .desc = {""} diff --git a/assets/voxygen/i18n/en/item/weapon/projectile.ftl b/assets/voxygen/i18n/en/item/weapon/projectile.ftl new file mode 100644 index 0000000..1c86611 --- /dev/null +++ b/assets/voxygen/i18n/en/item/weapon/projectile.ftl @@ -0,0 +1,23 @@ +object-bomb = Bomb + .desc = A highly explosive device, demolitionists adore them! + +weapon-projectile-fireworks_blue = Firework Blue + .desc = Recommended clearance: 42 chonks. + +weapon-projectile-fireworks_green = Firework Green + .desc = Watch out for trees. + +weapon-projectile-fireworks_purple = Firework Purple + .desc = Cult favourite. + +weapon-projectile-fireworks_red = Firework Red + .desc = Humans sometimes use these as a flare in a pinch. + +weapon-projectile-fireworks_white = Firework White + .desc = Twinkles like the stars. + +weapon-projectile-fireworks_yellow = Firework Yellow + .desc = The Great Doctor passed away after testing this contraption indoors. + +object-surprise_egg = Surprise Egg + .desc = Explosive Easter Special. diff --git a/assets/voxygen/i18n/en/item/weapon/secondary_component.ftl b/assets/voxygen/i18n/en/item/weapon/secondary_component.ftl new file mode 100644 index 0000000..d08b152 --- /dev/null +++ b/assets/voxygen/i18n/en/item/weapon/secondary_component.ftl @@ -0,0 +1,53 @@ +weapon-component-bow-grip-long = Long Bow Grip + .desc = {""} + +weapon-component-bow-grip-medium = Medium Bow Grip + .desc = {""} + +weapon-component-bow-grip-short = Short Bow Grip + .desc = {""} + +weapon-component-axe-haft-long = Long Axe Haft + .desc = {""} + +weapon-component-axe-haft-medium = Medium Axe Haft + .desc = {""} + +weapon-component-axe-haft-short = Short Axe Haft + .desc = {""} + +weapon-component-staff-core-heavy = Heavy Pyrocore + .desc = {""} + +weapon-component-staff-core-light = Light Pyrocore + .desc = {""} + +weapon-component-staff-core-medium = Pyrocore + .desc = {""} + +weapon-component-sword-hilt-long = Long Sword Hilt + .desc = {""} + +weapon-component-sword-hilt-medium = Medium Sword Hilt + .desc = {""} + +weapon-component-sword-hilt-short = Short Sword Hilt + .desc = {""} + +weapon-component-sceptre-core-heavy = Heavy Biocore + .desc = {""} + +weapon-component-sceptre-core-light = Light Biocore + .desc = {""} + +weapon-component-sceptre-core-medium = Biocore + .desc = {""} + +weapon-component-hammer-shaft-long = Long Hammer Haft + .desc = {""} + +weapon-component-hammer-shaft-medium = Medium Hammer Haft + .desc = {""} + +weapon-component-hammer-shaft-short = Short Hammer Haft + .desc = {""} diff --git a/assets/voxygen/i18n/en/item/weapon/tool.ftl b/assets/voxygen/i18n/en/item/weapon/tool.ftl new file mode 100644 index 0000000..c94ef54 --- /dev/null +++ b/assets/voxygen/i18n/en/item/weapon/tool.ftl @@ -0,0 +1,32 @@ +weapon-tool-broom = Broom + .desc = It's beginning to fall apart. + +weapon-tool-fishing_rod_blue = Fishing Rod + .desc = Smells of fish. + +weapon-tool-golf_club = Golf Club + .desc = Peasant swatter. Fiercely anti-urbanist. Climate crisis? What climate crisis? + +weapon-tool-hoe_green = Hoe + .desc = It's stained with dirt. + +weapon-tool-pitchfork = Pitchfork + .desc = One of the prongs is broken. + +weapon-tool-rake = Rake + .desc = Held together with twine. + +weapon-tool-shovel_green = Shovel + .desc = It's covered in manure. + +weapon-tool-shovel_gold = Shovel + .desc = It's been recently cleaned. + +weapon-tool-pickaxe_green = Pickaxe + .desc = It has a chipped edge. + +weapon-tool-pickaxe_steel = Steel Pickaxe + .desc = Allows for swift excavation of any ore in sight. + +weapon-tool-pickaxe_stone = Stone Pickaxe + .desc = Strike the earth! diff --git a/assets/voxygen/i18n/en/item/weapon/weapon.ftl b/assets/voxygen/i18n/en/item/weapon/weapon.ftl new file mode 100644 index 0000000..bab1ad1 --- /dev/null +++ b/assets/voxygen/i18n/en/item/weapon/weapon.ftl @@ -0,0 +1,98 @@ +weapon-shield-wood-0 = A Tattered Targe + .desc = Should withstand a few more hits, hopefully... + +weapon-shield-starter = Wooden Shield + .desc = May not withstand fire. + +weapon-dagger-dagger_basic-0 = Suspicious Paper Knife + .desc = Opens letters quickly. + +weapon-dagger-dagger_cult-0 = Magical Cultist Dagger + .desc = This belonged to an evil Cult Leader. + +weapon-dagger-dagger_rusty = Rusty Dagger + .desc = Easily concealed. + +weapon-bow-sagitta = Sagitta + .desc = Said to have slain a dragon with a single arrow. + +weapon-bow-starter = Uneven Bow + .desc = Someone carved their initials into it. + +weapon-bow-velorite = Velorite Bow + .desc = Infused with Velorite power. + +weapon-sword-starter_1h = Damaged Gladius + .desc = This blade has seen better days, but surely it will last. + +weapon-axe-2haxe_malachite-0 = Malachite Axe + .desc = Etched axe head decorated with malachite on the blades to provide magical properties. + +weapon-axe-parashu = Parashu + .desc = Said to be able to cleave the heavens. + +weapon-axe-2haxe_rusty = Notched Axe + .desc = Every dent tells the story of a chopped tree. + +weapon-staff-firestaff_cultist = Cultist Staff + .desc = The fire gives off no heat. + +weapon-staff-laevateinn = Laevateinn + .desc = Can shatter the gate of death. + +weapon-staff-firestaff_humble_stick = Humble Stick + .desc = Walking stick with a sharpened end. + +weapon-staff-firestaff_starter = Gnarled Rod + .desc = Smells like resin and magic. + +weapon-sword-caladbolg = Caladbolg + .desc = You sense an eldritch presence watching you. + +weapon-sword-cultist = Magical Cultist Greatsword + .desc = This belonged to an evil Cult Leader. + +weapon-sword-frost-0 = Frost Cleaver + .desc = Radiates a freezing aura. + +weapon-sword-frost-1 = Frost Saw + .desc = Forged from a single piece of eternal ice. + +weapon-sword-starter = Damaged Greatsword + .desc = The blade could snap at any moment, but you hope it will endure future fights. + +weapon-sceptre-amethyst = Amethyst Staff + .desc = Its stone is the closest thing from perfection. + +weapon-sceptre-caduceus = Caduceus + .desc = The snakes seem to be alive. + +weapon-sceptre-root_evil = The Root of Evil + .desc = 'Everything comes at a price...' + +weapon-sceptre-ore-nature = Velorite Sceptre + .desc = Heals your allies with the mystical Velorite aura. + +weapon-sceptre-wood-simple = Naturalist Walking Stick + .desc = Heals your allies with the power of nature. + +weapon-hammer-burnt_drumstick = Burnt Drumstick + .desc = Might need more practice... + +weapon-hammer-cult_purp-0 = Magical Cultist Warhammer + .desc = This belonged to an evil Cult Leader. + +weapon-hammer-2hhammer_flimsy = Flimsy Hammer + .desc = The head is barely secured. + +weapon-hammer-2hhammer_rusty = Crude Mallet + .desc = Breaks bones like sticks and stones. + +weapon-hammer-2hhammer_mjolnir = Mjolnir + .desc = It's crackling with lightning. + +weapon-hammer-2hhammer_starter = Sturdy Old Hammer + .desc = 'Property of...' The rest is missing. + +weapon-hammer-craftsman = Craftsman Hammer + .desc = Used to craft various items. diff --git a/assets/voxygen/i18n/en/main.ftl b/assets/voxygen/i18n/en/main.ftl new file mode 100644 index 0000000..cd4429a --- /dev/null +++ b/assets/voxygen/i18n/en/main.ftl @@ -0,0 +1,112 @@ +main-username = Username +main-server = Server +main-password = Password +main-connecting = Connecting +main-creating_world = Creating world +main-tip = Tip: +main-unbound_key_tip = unbound +main-notice = + Welcome to the alpha version of Veloren! + + Before you dive into the fun, please keep a few things in mind: + + - This is a very early alpha. Expect bugs, extremely unfinished gameplay, unpolished mechanics, and missing features. + + - If you have constructive feedback or bug reports, you can contact us on our GitLab repository and on our Discord or Matrix server. + + - Veloren is open source. You are free to play, modify, and redistribute the game in accordance to version 3 of the GNU General Public license. + + - Veloren is a non-profit community project, and everybody working on it is a volunteer. + If you like what you see, you are welcome to join any of our working groups! + + Thanks for taking the time to read this notice, we hope you enjoy the game! + + ~ The development team +main-login_process = + About multiplayer mode: + + Please note that you need an account to play on servers with authentication enabled. + + You can create an account at: + https://veloren.net/account/ +main-singleplayer-new = New +main-singleplayer-delete = Delete +main-singleplayer-regenerate = Regenerate +main-singleplayer-create_custom = Create Custom +main-singleplayer-invalid_name = Error: Invalid name +main-singleplayer-seed = Seed +main-singleplayer-day_length = Day duration +main-singleplayer-random_seed = Random +main-singleplayer-size_lg = Logarithmic size +main-singleplayer-map_large_warning = Warning: Large worlds will take a long time to start for the first time. +main-singleplayer-world_name = World name +main-singleplayer-map_scale = Vertical scaling +main-singleplayer-map_erosion_quality = Erosion quality +main-singleplayer-map_shape = Shape +main-singleplayer-play = Play +main-singleplayer-generate_and_play = Generate & Play +menu-singleplayer-confirm_delete = Are you sure you want to delete "{ $world_name }"? +menu-singleplayer-confirm_regenerate = Are you sure you want to regenerate "{ $world_name }"? +main-login-server_not_found = Server not found. +main-login-authentication_error = Authentication error on server. +main-login-internal_error = Internal error on client. Hint: The player character might have been deleted. +main-login-failed_auth_server_url_invalid = Failed to connect to authentication server. +main-login-insecure_auth_scheme = The HTTP authentication scheme is not supported. It's insecure! For development purposes, HTTP is allowed for 'localhost' or debug builds. +main-login-server_full = Server is full. +main-login-untrusted_auth_server = Authentication server not trusted. +main-login-outdated_client_or_server = ServerWentMad: Probably versions are incompatible, check for updates. +main-login-timeout = Timeout: Server did not respond in time. Hint: the server might be currently overloaded or there are issues on the network. +main-login-server_shut_down = Server shut down. +main-login-network_error = Network error. +main-login-network_wrong_version = Mismatched server and client version. Hint: You might need to update your game client. +main-login-failed_sending_request = Request to authentication server failed. +main-login-invalid_character = The selected character is invalid. +main-login-client_crashed = Client crashed. +main-login-not_on_whitelist = You are not a member in the whitelist of the server you have attempted to join. +main-login-banned = You have been banned with the following reason: +main-login-kicked = You have been kicked with the following reason: +main-login-select_language = Select a language +main-login-client_version = Client version +main-login-server_version = Server version +main-login-client_init_failed = Client failed to initialize: { $init_fail_reason } +main-login-username_bad_characters = Username contains invalid characters! (Only alphanumeric, '_' and '-' are allowed). +main-login-username_too_long = Username is too long! Max length is: { $max_len } +main-servers-select_server = Select a server +main-servers-singleplayer_error = Failed to connect to internal server: { $sp_error } +main-servers-network_error = Server network/socket error: { $raw_error } +main-servers-participant_error = Participant disconnect/protocol error: { $raw_error } +main-servers-stream_error = Client connection/compression/(de)serialization error: { $raw_error } +main-servers-database_error = Server database error: { $raw_error } +main-servers-persistence_error = Server persistence error (Probably Asset/Character Data related): { $raw_error } +main-servers-other_error = Server general error: { $raw_error } +main-server-rules = This server has rules that must be accepted. +main-server-rules-seen-before = These rules have changed since the last time you accepted them. +main-credits = Credits +main-credits-created_by = created by +main-credits-music = Music +main-credits-fonts = Fonts +main-credits-other_art = Other Art +main-credits-contributors = Contributors +loading-tips = + .a0 = Press '{ $gameinput-togglelantern }' to light your lantern. + .a1 = Press '{ $gameinput-help }' to see all default key bindings. + .a2 = You can type /say or /s to only chat with players directly around you. + .a3 = You can type /region or /r to only chat with players a couple of hundred blocks around you. + .a4 = Admins can use the /build command to enter build mode. + .a5 = You can type /group or /g to only chat with players in your current group. + .a6 = To send private messages type /tell followed by a player name and your message. + .a7 = Keep an eye out for food, chests and other loot spread all around the world! + .a8 = Inventory filled with food? Try crafting better food from it! + .a9 = Wondering what there is to do? Try out one of the dungeons marked on the map! + .a10 = Don't forget to adjust the graphics for your system. Press '{ $gameinput-settings }' to open the settings. + .a11 = Playing with others is fun! Press '{ $gameinput-social }' to see who is online. + .a12 = Press '{ $gameinput-dance }' to dance. Party! + .a13 = Press '{ $gameinput-glide }' to open your Glider and conquer the skies. + .a14 = Veloren is still in Pre-Alpha. We do our best to improve it every day! + .a15 = If you want to join the dev team or just have a chat with us, join our Discord server. + .a16 = You can toggle showing your amount of health on the health bar in the settings. + .a17 = Sit near a campfire (with the '{ $gameinput-sit }' key) to slowly recover from your injuries. + .a18 = Need more bags or better armor to continue your journey? Press '{ $gameinput-crafting }' to open the crafting menu! + .a19 = Press '{ $gameinput-roll }' to roll. Rolling can be used to move faster and dodge enemy attacks. + .a20 = Wondering what an item is used for? Search 'input:' in crafting to see what recipes it's used in. + .a21 = You can take screenshots with '{ $gameinput-screenshot }'. diff --git a/assets/voxygen/i18n/en/npc.ftl b/assets/voxygen/i18n/en/npc.ftl new file mode 100644 index 0000000..60e691c --- /dev/null +++ b/assets/voxygen/i18n/en/npc.ftl @@ -0,0 +1,325 @@ +## Generic NPC messages + +npc-speech-villager = + .a0 = I love cheese. +npc-speech-villager_open = + .a0 = I wonder what the Catoblepas thinks when it eats grass. + .a1 = What do you suppose makes Glowing Remains glow? + .a2 = Have you ever heard of the ferocious Land Sharks? I hear they live in deserts. + .a3 = I wonder what is on the other side of the mountains. + .a4 = I left some cheese with my sibling. Now I don't know if it exists or not. I call it Schrödinger's cheese. + .a5 = Have you ever caught a firefly? + .a6 = They say shiny gems of all kinds can be found in caves. + .a7 = I just can't understand where those sauroks keep coming from. +npc-speech-villager_adventurous = + .a0 = I hope to make my own glider someday. + .a1 = I'd like to go spelunking in a cave when I'm stronger. +npc-speech-villager_closed = + .a0 = You're not from around here are you? + .a2 = They say mushrooms are good for your health. Never eat them myself. + .a3 = To be, or not to be? I think I'll be a farmer. +npc-speech-villager_conscientious = + .a0 = I keep busy. There's always something to do. + .a1 = I hope it rains soon. Would be good for the crops. +npc-speech-villager_busybody = + .a0 = People should talk less and work more. +npc-speech-villager_unconscientious = + .a0 = I think it's time for second breakfast! + .a1 = I wish was my house wasn't such a mess. But then I'd have to tidy up! Haha! + .a2 = Now where did I leave that thing... +npc-speech-villager_extroverted = + .a0 = You won't believe what I did this weekend! + .a1 = Top of the morning to you! + .a2 = What do you think about this weather? + .a3 = I'm just crackers about cheese! + .a4 = Don't forget the crackers! + .a5 = I simply adore dwarven cheese. I wish I could make it. + .a6 = I had a wonderful dream about cheese last night. What does it mean? + .a7 = I love honey! And I hate bees. +npc-speech-villager_sociable = + .a0 = Won't you come in? We were just about to have some cheese! + .a1 = Would you like to see my garden? Okay, maybe some other time. +npc-speech-villager_introverted = + .a0 = Hi. + .a1 = Oh me? I'm nothing special. +npc-speech-villager_agreeable = + .a0 = How are you today? + .a1 = Just tell me if you need anything. + .a2 = Have you seen my cat? +npc-speech-villager_worried = + .a0 = Be careful, alright? There are so many dangers out there. +npc-speech-villager_disagreeable = + .a0 = I say it like it is. If people don't like that, too bad. + .a1 = People are too easily offended. +npc-speech-villager_neurotic = + .a0 = Thinking about those dungeons makes me scared. I hope someone will clear them out. + .a1 = Someone should do something about those cultists. Preferably not me. + .a2 = I have the feeling something bad will happen. + .a3 = I wish someone would keep the wolves away from the village. +npc-speech-villager_sad_loner = + .a0 = I'm so lonely. + .a1 = ... Sorry about this awkward silence. I'm not so good with people. +npc-speech-villager_seeker = + .a0 = I want to see the world one day. There's got to be more to life than this village. +npc-speech-villager_stable = + .a0 = Isn't it such a lovely day? + .a1 = Life's not too bad. + .a2 = Lovely day for a stroll in the woods! +npc-speech-villager_decline_trade = + .a0 = Sorry, I don't have anything to trade. + .a1 = Trade? Like I got anything that may interest you. + .a2 = My house is mine, I won't trade it for anything. +npc-speech-villager_busy = + .a0 = Sorry, I can't speak with you right now. + .a1 = We'll talk later, I'm busy. +npc-speech-merchant_advertisement = + .a0 = Can I interest you in a trade? + .a1 = Do you want to trade with me? + .a2 = I have plenty of goods. Do you want to take a look? +npc-speech-merchant_busy = + .a0 = Please wait, I'm only one person. + .a1 = Just a moment, let me finish. + .a2 = I'm busy, come back later. +npc-speech-merchant_busy_rude = + .a0 = Hey, wait your turn. + .a1 = Do you see the other person in front of you? + .a2 = No cutting in line. +npc-speech-merchant_trade_successful = + .a0 = Thank you for trading with me! + .a1 = Thank you! +npc-speech-merchant_trade_declined = + .a0 = Maybe another time, have a good day! + .a1 = Too bad, maybe next time, then! +npc-speech-merchant_trade_cancelled_hostile = + .a0 = Sorry to cut it short, we have a problem to solve here! + .a1 = We'll trade later, I need to take care of this first! +npc-speech-ambush = + .a0 = It's unwise to travel alone! + .a1 = Like stealing candy from a baby! +npc-speech-villager_cultist_alarm = + .a0 = Lookout! There is a cultist on the loose! + .a1 = To arms! The cultists are attacking! + .a2 = How dare the cultists attack our village! + .a3 = Death to the cultists! + .a4 = Cultists will not be tolerated here! + .a5 = Murderous cultist! + .a6 = Taste the edge of my sword, you dirty cultist! + .a7 = Nothing can clean the blood from your hands, cultist! + .a8 = Billions of blistering blue barnacles! A cultist among us! + .a9 = The evils of this cultist are about to be over! + .a10 = This cultist is mine! + .a11 = Prepare to meet your maker, foul cultist! + .a12 = I see a cultist! Get them! + .a13 = I see a cultist! Attack! + .a14 = I see a cultist! Don't let them escape! + .a15 = Would the most honorable cultist care for some DEATH?! + .a16 = Never forgive! Never forget! Cultist, regret! + .a17 = Die, cultist! + .a18 = Your reign of terror will seize! + .a19 = Here's for all that you've done! + .a20 = We don't take kindly to your types around here. + .a21 = You should have stayed underground! +npc-speech-villager_under_attack = + .a0 = Help, I'm under attack! + .a1 = Help! I'm under attack! + .a2 = Ouch! I'm under attack! + .a3 = Ouch! I'm under attack! Help! + .a4 = Help me! I'm under attack! + .a5 = I'm under attack! Help! + .a6 = I'm under attack! Help me! + .a7 = Help! + .a8 = Help! Help! + .a9 = Help! Help! Help! + .a10 = I'm under attack! + .a11 = AAAHHH! I'm under attack! + .a12 = AAAHHH! I'm under attack! Help! + .a13 = Help! We're under attack! + .a14 = Help! Murderer! + .a15 = Help! There's a murderer on the loose! + .a16 = Help! They're trying to kill me! + .a17 = Guards, I'm under attack! + .a18 = Guards! I'm under attack! + .a19 = I'm under attack! Guards! + .a20 = Help! Guards! I'm under attack! + .a21 = Guards! Come quick! + .a22 = Guards! Guards! + .a23 = Guards! There's a villain attacking me! + .a24 = Guards, slay this foul villain! + .a25 = Guards! There's a murderer! + .a26 = Guards! Help me! + .a27 = You won't get away with this! Guards! + .a28 = You fiend! + .a29 = Help me! + .a30 = Help! Please! + .a31 = Ouch! Guards! Help! + .a32 = They're coming for me! + .a33 = Help! Help! I'm being repressed! + .a34 = Ah, now we see the violence inherent in the system. + .a35 = 'Tis but a scratch! + .a36 = Stop that! + .a37 = What did I ever do to you?! + .a38 = Please stop attacking me! + .a39 = Hey! Watch where you point that thing! + .a40 = Heinous wretch, be gone with you! + .a41 = Stop it! Go away! + .a42 = Now you're making me mad! + .a43 = Oi! Who do you think you are?! + .a44 = I'll have your head for that! + .a45 = Stop, please! I carry nothing of value! + .a46 = I'll set my brother on you, he's bigger than I am! + .a47 = Nooo, I'm telling mother! + .a48 = Curse you! + .a49 = Please don't do that. + .a50 = That wasn't very nice! + .a51 = Your weapon works, you can put it away now! + .a52 = Spare me! + .a53 = Please, I have a family! + .a54 = I'm too young to die! + .a55 = Can we talk about this? + .a56 = Violence is never the answer! + .a57 = Today is turning out to be a very bad day... + .a58 = Hey, that hurt! + .a59 = Eek! + .a60 = How rude! + .a61 = Stop, I beg you! + .a62 = A pox upon you! + .a63 = This isn't fun. + .a64 = How dare you?! + .a65 = You'll pay for that! + .a66 = Keep that up and you'll be sorry! + .a67 = Don't make me hurt you! + .a68 = There must be some misunderstanding! + .a69 = You don't need to do this! + .a70 = Be gone, fiend! + .a71 = That really hurt! + .a72 = Why would you do that? + .a73 = By the spirits, cease! + .a74 = You must have me confused with someone else! + .a75 = I don't deserve this! + .a76 = Please don't do that again. + .a77 = Guards, throw this monster in the lake! + .a78 = I'll set my tarasque on you! + .a79 = Why meeeeeee? +npc-speech-villager_enemy_killed = + .a0 = I have destroyed my enemy! + .a1 = Finally at peace! + .a2 = ... now what was I doing? +npc-speech-menacing = + .a0 = I'm warning you! + .a1 = Any closer and I'll attack! + .a2 = You don't scare me! + .a3 = Get away from here! + .a4 = Turn around if you want to live! + .a5 = You're not welcome here! +npc-speech-cultist_low_health_fleeing = + .a0 = Retreat for the cause! + .a1 = Retreat! + .a2 = Curse you! + .a3 = I will curse you in the afterlife! + .a4 = I must rest! + .a5 = They're too strong! +npc-speech-prisoner = + .a0 = Please find the key! + .a1 = Being trapped is no fun. + .a2 = That Cardinal can't be trusted. + .a3 = These Clerics are up to no good. +npc-speech-moving_on = + .a0 = I've spent enough time here, onward to { $site }! +npc-speech-migrating = + .a0 = I'm no longer happy living here. Time to migrate to { $site }. + .a1 = Time to move to { $site }, I've had it with this place. +npc-speech-night_time = + .a0 = It's dark, time to head home. + .a1 = I'm tired. + .a2 = My bed beckons! +npc-speech-day_time = + .a0 = A new day begins! + .a1 = I never liked waking up... +npc-speech-start_hunting = + .a0 = Time to go hunting! +npc-speech-guard_thought = + .a0 = My brother's out fighting ogres. What do I get? Guard duty... + .a1 = Just one more patrol, then I can head home. + .a2 = No bandits are going to get past me. +npc-speech-merchant_sell_undirected = + .a0 = All my goods are of the highest quality! + .a1 = Does anybody want to buy my wares? + .a2 = I've got the best offers in town. + .a3 = Looking for supplies? I've got you covered. +npc-speech-merchant_sell_directed = + .a0 = You there! Are you in need of a new thingamabob? + .a1 = Are you hungry? I'm sure I've got some cheese you can buy. + .a2 = You look like you could do with some new armour! + +## NPC site hints +## Available variables: +## - $dir references npc-speech-dir-* variables below +## - $dist references npc-speech-dist-* variables below +## - $site represents hard-coded site in the world + +npc-speech-tell_site = + .a0 = There's { $site } { $dir } of here. Have you visited it? + .a1 = You should visit { $site } some time. + .a2 = If you travel { $dist } { $dir }, you can get to { $site }. + .a3 = { $dir } you'll find { $site }, it's { $dist }. + +npc-speech-site = + .a0 = Don't you think our village is the best? + .a1 = Welcome to { $site } ! + .a2 = { $site } is a pleasant village to live in. + +## NPC monster hints +## Available variables: +## - $dir references npc-speech-dir-* variables below +## - $dist references npc-speech-dist-* variables below +## - $body references body-npc-speech-* variables in `body` component + +npc-speech-tell_monster = + .a0 = They say there's { $body } { $dir }, { $dist }... + .a1 = You think you're tough? There's { $body } { $dir }. + +## Direction hints, used ONLY in npc-speech-tell* above + +npc-speech-dir_north = to the north +npc-speech-dir_north_east = to the north-east +npc-speech-dir_east = to the east +npc-speech-dir_south_east = to the south-east +npc-speech-dir_south = to the south +npc-speech-dir_south_west = to the south-west +npc-speech-dir_west = to the west +npc-speech-dir_north_west = to the north-west + +## Distance hints, used ONLY in npc-speech-tell* above + +npc-speech-dist_very_far = very far away +npc-speech-dist_far = far away +npc-speech-dist_ahead = some way away +npc-speech-dist_near = nearby +npc-speech-dist_near_to = very close + +## NPC proposals + +npc-speech-arena = Let's sit over there! + +## NPC reactions + +npc-speech-witness_murder = + .a0 = Murderer! + .a1 = How could you do this? + .a2 = Aaargh! +npc-speech-witness_enemy_murder = + .a0 = My Hero! + .a1 = Finally someone did it! + .a2 = Yeaah! +npc-speech-witness_death = + .a0 = No! + .a1 = This is terrible! + .a2 = Oh my goodness! +npc-speech-welcome-aboard = + .a0 = Welcome aboard! + .a1 = Can I see your ticket... just kidding it's free! + .a2 = Have a nice ride! +npc-speech-night = + .a0 = Lanterns are handy for getting around at night! + .a1 = I hope we are alone in the dark... + .a2 = Boo! diff --git a/assets/voxygen/i18n/eo/_manifest.ron b/assets/voxygen/i18n/eo/_manifest.ron new file mode 100644 index 0000000..c0448e9 --- /dev/null +++ b/assets/voxygen/i18n/eo/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for "global" Esperanto +( + metadata: ( + language_name: "Esperanto (Esperanto)", + language_identifier: "eo", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/eo/body.ftl b/assets/voxygen/i18n/eo/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/eo/buff.ftl b/assets/voxygen/i18n/eo/buff.ftl new file mode 100644 index 0000000..8acf8b5 --- /dev/null +++ b/assets/voxygen/i18n/eo/buff.ftl @@ -0,0 +1,22 @@ +## Buffs + +buff-remove = Klaku por forigi +buff-heal = Resaniĝi + .desc = Resaniĝi kun la tempo. +buff-potion = Pocio + .desc = Trinkanta... +buff-saturation = Saturiĝo + .desc = Resaniĝi kun la tempo pro konsumebloj. +buff-campfire_heal = Resaniĝi pro Bivakfajro + .desc = Ripozi apud bivakfajro resanigas { $rate } % per sekundo. +buff-invulnerability = Nevundeblo + .desc = Vi ne povas vunditas dum batalo. + +## Debuffs +buff-bleed = Sangi +buff-burn = Brulanta + +## Text + +buff-text-over_seconds = dum { $dur_secs } sekundoj +buff-text-for_seconds = dum { $dur_secs } sekundoj diff --git a/assets/voxygen/i18n/eo/char_selection.ftl b/assets/voxygen/i18n/eo/char_selection.ftl new file mode 100644 index 0000000..fa417b6 --- /dev/null +++ b/assets/voxygen/i18n/eo/char_selection.ftl @@ -0,0 +1,15 @@ +char_selection-change_server = Ŝanĝi Servilon +char_selection-enter_world = Eniri Mondon +char_selection-logout = Elsaluti +char_selection-create_new_character = Krei Novan Karakteron +char_selection-creating_character = Kreanta Karakteron... +char_selection-character_creation = Krei Karakteron +char_selection-human_default = Defaŭlta Homo +char_selection-beard = Barbo +char_selection-hair_style = Stilo de Hairo +char_selection-hair_color = Koloro de Hairo +char_selection-eye_color = Koloro de Okuloj +char_selection-skin = Haŭto +char_selection-eyeshape = Detaloj de Okuloj +char_selection-accessories = Akcesoraĵoj +char_selection-create_info_name = Via karaktero bezonas nomon! diff --git a/assets/voxygen/i18n/eo/common.ftl b/assets/voxygen/i18n/eo/common.ftl new file mode 100644 index 0000000..9893d5a --- /dev/null +++ b/assets/voxygen/i18n/eo/common.ftl @@ -0,0 +1,75 @@ +## Texts used in multiple locations with the same formatting +common-username = salutnomo +common-singleplayer = Unu Ludanto +common-multiplayer = Multaj Ludantoj +common-servers = Serviloj +common-quit = Forlasi +common-settings = Agordoj +common-languages = Lingvoj +common-interface = Interfaco +common-gameplay = Ludado +common-controls = Regiloj +common-video = Grafiko +common-sound = Sono +common-chat = Babilado +common-resume = Rekomenci +common-characters = Karakteroj +common-close = Fermigi +common-yes = Jes +common-no = Ne +common-create = Krei +common-okay = Okej +common-add = Aldoni +common-accept = Akcepti +common-decline = Malakcepti +common-cancel = Nuligi +common-none = Neniom +common-error = Eraro +common-fatal_error = Mortigema Eraro +common-you = Vi +common-automatic = Aŭtomata +common-random = Ajna +common-empty = Malplena +common-confirm = Konfirmi +common-delete_server = Forigi Servilon + +## Settings Window title +common-interface_settings = Interfaca Agordoj +common-gameplay_settings = Gameplay Settings +common-controls_settings = Regilaj Agordoj + +common-species-human = Homo +common-species-dwarf = Nano +common-species-elf = Elfo + +common-weapons-axe = Hakilo +common-weapons-dagger = Ponardo +common-weapons-greatsword = Glavego +common-weapons-shortswords = Glavetoj +common-weapons-sword = Glavo +common-weapons-staff = Bastono de Fajro +common-weapons-bow = Arko +common-weapons-hammer = Martelo +common-weapons-general = Ĝenerala Kontraŭbatalo +common-weapons-shield = Ŝildo +common-weapons-spear = Lanco +common-weapons-hammer_simple = Simpla Martelo +common-weapons-sword_simple = Simpla Glavo +common-weapons-staff_simple = Simpla Bastono +common-weapons-axe_simple = Simpla Hakilo +common-weapons-bow_simple = Simpla Arko +common-tool-pick = Pioĉo +common-tool-mining = Minado +common-kind-lantern = Lanterno +common-hands-one = Unu Mano +common-hands-two = Du Manoj + +common-stats-combat_rating = BT + +common-material-metal = Metalo +common-material-wood = Ligno +common-material-stone = Ŝtono +common-material-cloth = Tuko +common-material-hide = Felo + +common-sprite-chest = Kesto diff --git a/assets/voxygen/i18n/eo/esc_menu.ftl b/assets/voxygen/i18n/eo/esc_menu.ftl new file mode 100644 index 0000000..9830e7d --- /dev/null +++ b/assets/voxygen/i18n/eo/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Elsaluti +esc_menu-quit_game = Foriri el Ludo diff --git a/assets/voxygen/i18n/eo/gameinput.ftl b/assets/voxygen/i18n/eo/gameinput.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/eo/hud/ability.ftl b/assets/voxygen/i18n/eo/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/eo/hud/bag.ftl b/assets/voxygen/i18n/eo/hud/bag.ftl new file mode 100644 index 0000000..0c460fd --- /dev/null +++ b/assets/voxygen/i18n/eo/hud/bag.ftl @@ -0,0 +1,38 @@ +## Inventory + +hud-bag-inventory = Inventaro de { $playername } +hud-bag-stats_title = Statistikoj de { $playername } +hud-bag-armor = Kiraso +hud-bag-stats = Statistikoj +hud-bag-head = Kapo +hud-bag-neck = Kolo +hud-bag-tabard = Mantelo +hud-bag-shoulders = Ŝultro +hud-bag-chest = Brusto +hud-bag-hands = Mano +hud-bag-lantern = Lanterno +hud-bag-glider = Glisilo +hud-bag-belt = Rimeno +hud-bag-ring = Ringo +hud-bag-back = Dorso +hud-bag-legs = Gambo +hud-bag-feet = Piedo +hud-bag-mainhand = Ĉefmano +hud-bag-offhand = Malĉefmano +hud-bag-inactive_mainhand = Neactiva Ĉefmano +hud-bag-inactive_offhand = Neactiva Malĉefmano +hud-bag-swap_equipped_weapons_title = Interŝanĝi ekipitaj armiloj +hud-bag-swap_equipped_weapons_desc = Premu { $key } +hud-bag-bag = Sako +hud-bag-health = Sano +hud-bag-energy = Energio +hud-bag-combat_rating = Bataltaksado +hud-bag-protection = Protekto +hud-bag-stun_res = Miregiga Rezistecon +hud-bag-stealth = Ŝtelo +hud-bag-combat_rating_desc = Kalkulite el via ekipaĵo kaj sano. +hud-bag-protection_desc = Redukto de damaĝo per kiraso. +hud-bag-stun_res_desc = Eltenemo kontraŭ esti miregigita de sinsekvaj sukcesoj. Regeneras kiel Energio. +hud-bag-sort_by_name = Ordigi laŭ Nomo +hud-bag-sort_by_quality = Ordigi laŭ Kvalito +hud-bag-sort_by_category = Ordigi laŭ Kategorio diff --git a/assets/voxygen/i18n/eo/hud/char_window.ftl b/assets/voxygen/i18n/eo/hud/char_window.ftl new file mode 100644 index 0000000..609234a --- /dev/null +++ b/assets/voxygen/i18n/eo/hud/char_window.ftl @@ -0,0 +1,12 @@ +character_window-character_name = Nomo de Karaktero + +## Character stats + +character_window-character_stats = + Pacienco + + Taŭgeco + + Volforto + + Protekto diff --git a/assets/voxygen/i18n/eo/hud/chat.ftl b/assets/voxygen/i18n/eo/hud/chat.ftl new file mode 100644 index 0000000..5e40768 --- /dev/null +++ b/assets/voxygen/i18n/eo/hud/chat.ftl @@ -0,0 +1,39 @@ +hud-chat-all = Ĉio +hud-chat-chat_tab_hover_tooltip = Dekstre klaku por agordoj + +## Chat outputs + +hud-chat-online_msg = { "[" }{ $name }] konektis +hud-chat-offline_msg = { "[" }{ $name }] malkonektis +hud-chat-default_death_msg = { "[" }{ $name }] mortis +hud-chat-fall_kill_msg = { "[" }{ $name }] mortis pro falo +hud-chat-suicide_msg = { "[" }{ $name }] mortigis sin +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] mortis pro = brulo pro [{ $attacker }] + .bleeding = { "[" }{ $victim }] mortis pro = sango pro [{ $attacker }] + .curse = { "[" }{ $victim }] mortis pro = malbonsorĉo pro [{ $attacker }] + .crippled = { "[" }{ $victim }] mortis pro = kriplo pro [{ $attacker }] + .frozen = { "[" }{ $victim }] mortis pro = frosto pro [{ $attacker }] +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] morgitigs [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] pafis [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] eksplodigis [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] mortigis [{ $victim }] kun magio +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] mortis pro = brulo + .bleeding = { "[" }{ $victim }] mortis pro = sango + .curse = { "[" }{ $victim }] mortis pro = malbonsorĉo + .crippled = { "[" }{ $victim }] mortis pro = kriplo + .frozen = { "[" }{ $victim }] mortis pro = frosto +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] mortis pro = brulo pro { $attacker } + .bleeding = { "[" }{ $victim }] mortis pro = sango pro { $attacker } + .curse = { "[" }{ $victim }] mortis pro = malbonsorĉo pro { $attacker } + .crippled = { "[" }{ $victim }] mortis pro = kriplo pro { $attacker } + .frozen = { "[" }{ $victim }] mortis pro = frosto pro { $attacker } +hud-chat-npc_melee_kill_msg = { $attacker } mortigis [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } pafis [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } eksplodigis [{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } mortigis [{ $victim }] kun magio +hud-chat-npc_other_kill_msg = { $attacker } mortigis [{ $victim }] +hud-chat-goodbye = Adiaŭ! +hud-chat-connection_lost = Ne povas konekti. Eliri post { $time } sekundoj. diff --git a/assets/voxygen/i18n/eo/hud/crafting.ftl b/assets/voxygen/i18n/eo/hud/crafting.ftl new file mode 100644 index 0000000..27ede43 --- /dev/null +++ b/assets/voxygen/i18n/eo/hud/crafting.ftl @@ -0,0 +1,35 @@ +hud-crafting = Kreante +hud-crafting-recipes = Receptoj +hud-crafting-ingredients = Konsistigaĵoj = +hud-crafting-craft = Krei +hud-crafting-tool_cata = Bezonas = +## Crafting Stations +hud-crafting-req_crafting_station = Bezonas = +hud-crafting-anvil = Amboso +hud-crafting-cauldron = Kaldrono +hud-crafting-cooking_pot = Kuirpoto +hud-crafting-crafting_bench = Kreilo +hud-crafting-forge = Forĝilo +hud-crafting-loom = Teksilo +hud-crafting-spinning_wheel = Turniĝanta Rado +hud-crafting-tanning_rack = Sunbriko +hud-crafting-salvaging_station = Savantilo +hud-crafting-campfire = Bivakfajro +## Tabs +hud-crafting-tabs-all = Ĉio +hud-crafting-tabs-armor = Kirasoj +hud-crafting-tabs-dismantle = Malmunti +hud-crafting-tabs-food = Manĝaĵo +hud-crafting-tabs-glider = Gliders +hud-crafting-tabs-potion = Pocioj +hud-crafting-tabs-tool = Iloj +hud-crafting-tabs-utility = Utilecoj +hud-crafting-tabs-weapon = Armiloj +hud-crafting-tabs-bag = Sakoj +hud-crafting-tabs-processed_material = Ŝtofoj +hud-crafting-dismantle_title = Malmuntanta +hud-crafting-dismantle_explanation = Ŝvebu erojn en via sako por vidi kion vi povas savi. kaj Duoble alklaku ilin por komenci malmunti. +hud-crafting-modular_desc = Trenu Item-Partojn ĉi tien por krei armilon +hud-crafting-mod_weap_prim_slot_title = Ĉefa Ingredienco de Armilo +hud-crafting-mod_comp_metal_prim_slot_title = Ingoto de Metalo +hud-crafting-mod_comp_wood_prim_slot_title = Ligno diff --git a/assets/voxygen/i18n/eo/hud/group.ftl b/assets/voxygen/i18n/eo/hud/group.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/eo/hud/map.ftl b/assets/voxygen/i18n/eo/hud/map.ftl new file mode 100644 index 0000000..2ab641b --- /dev/null +++ b/assets/voxygen/i18n/eo/hud/map.ftl @@ -0,0 +1,15 @@ +## Map and Questlog +hud-map-map_title = Mapo +hud-map-qlog_title = Serĉo +hud-map-difficulty = Malfacileco +hud-map-towns = Urboj +hud-map-castles = Kasteloj +hud-map-dungeons = Karceroj +hud-map-caves = Kavernoj +hud-map-cave = Kaverno +hud-map-peaks = Montoj +hud-map-trees = Grandegaj Arboj +hud-map-tree = Grandega Arbo +hud-map-town = Urbo +hud-map-castle = Kastelo +hud-map-dungeon = Karcero diff --git a/assets/voxygen/i18n/eo/hud/misc.ftl b/assets/voxygen/i18n/eo/hud/misc.ftl new file mode 100644 index 0000000..906fad2 --- /dev/null +++ b/assets/voxygen/i18n/eo/hud/misc.ftl @@ -0,0 +1,23 @@ +hud-quests = Serĉoj +hud-you_died = Vi Mortis +hud-waypoint_saved = Konservis Vojpunkton +hud-sp_arrow_txt = SP +hud-inventory_full = Inventaro Plenas +hud-someone_else = aliulo +hud-another_group = alia grupo +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Klavbindadoj +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Lanterno +hud-spell = Sorĉoj + +## Diary + +hud-diary = Taglibro +hud-collect = Kolekti +hud-pick_up = Kolekti +hud-open = Malfermi +hud-use = Uzi +hud-mine = Minigi +hud-talk = Paroli +hud-trade = Komerci +hud-mount = Munti +hud-sit = Sidi diff --git a/assets/voxygen/i18n/eo/hud/quest.ftl b/assets/voxygen/i18n/eo/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/eo/hud/sct.ftl b/assets/voxygen/i18n/eo/hud/sct.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/eo/hud/settings.ftl b/assets/voxygen/i18n/eo/hud/settings.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/eo/hud/skills.ftl b/assets/voxygen/i18n/eo/hud/skills.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/eo/hud/social.ftl b/assets/voxygen/i18n/eo/hud/social.ftl new file mode 100644 index 0000000..3e82429 --- /dev/null +++ b/assets/voxygen/i18n/eo/hud/social.ftl @@ -0,0 +1,7 @@ +hud-social = Aliaj Ludantoj +hud-social-online = Online: +hud-social-friends = Amikoj +hud-social-name = Nomo +hud-social-level = Nivelo +hud-social-zone = Zono +hud-social-account = Konto diff --git a/assets/voxygen/i18n/eo/hud/subtitles.ftl b/assets/voxygen/i18n/eo/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/eo/hud/trade.ftl b/assets/voxygen/i18n/eo/hud/trade.ftl new file mode 100644 index 0000000..0863911 --- /dev/null +++ b/assets/voxygen/i18n/eo/hud/trade.ftl @@ -0,0 +1,2 @@ +hud-trade-accept = Akcepti +hud-trade-decline = Malakcepti diff --git a/assets/voxygen/i18n/eo/main.ftl b/assets/voxygen/i18n/eo/main.ftl new file mode 100644 index 0000000..6d01264 --- /dev/null +++ b/assets/voxygen/i18n/eo/main.ftl @@ -0,0 +1,15 @@ +### Start Main screen section + +main-username = Salutnomo +main-server = Servilo +main-password = Pasvorto +main-connecting = Konektante +main-creating_world = Kreante mondon + +## Credits screen + +main-credits = Kreditoj +main-credits-music = Musiko +main-credits-fonts = Tiparoj +main-credits-other_art = Alia Artaĵo +main-credits-contributors = _Contributors diff --git a/assets/voxygen/i18n/eo/npc.ftl b/assets/voxygen/i18n/eo/npc.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/es-419/_manifest.ron b/assets/voxygen/i18n/es-419/_manifest.ron new file mode 100644 index 0000000..29e8ba6 --- /dev/null +++ b/assets/voxygen/i18n/es-419/_manifest.ron @@ -0,0 +1,44 @@ +/// Translation document instructions +/// +/// In order to keep localization documents readible please follow the following +/// rules: +/// - separate the string map sections using a commentary describing the purpose +/// of the next section +/// - prepend multi-line strings with a commentary +/// - append one blank lines after a multi-line strings and two after sections +/// +/// To add a new language in Veloren, just write an additional `.ron` file in +/// `assets/voxygen/i18n` and that's it! +/// +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for "latinoamericano" Latin-American +( + metadata: ( + language_name: "Español de Hispanoamérica (Spanish - Latin America)", + language_identifier: "es-419", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard_extended", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/es-419/body.ftl b/assets/voxygen/i18n/es-419/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/es-419/buff.ftl b/assets/voxygen/i18n/es-419/buff.ftl new file mode 100644 index 0000000..45b77a0 --- /dev/null +++ b/assets/voxygen/i18n/es-419/buff.ftl @@ -0,0 +1,158 @@ +## Regeneration + +buff-heal = Curación + .desc = Recupera vida con el tiempo. + .stat = Restaura { $str_total } de salud + +## Potion + +buff-potion = Poción + .desc = Bebiendo... + +## Saturation + +buff-saturation = Saturación + .desc = Recupera vida con el tiempo por consumibles. + +## Campfire + +buff-campfire_heal = Curación de fogata + .desc = Descansar en una fogata cura { $rate }% por segundo. + +## Energy Regen + +buff-energy_regen = Regeneración de energía + .desc = Regeneración mas rapida de energía + .stat = Restaura { $str_total } de energía + +## Health Increase + +buff-increase_max_health = Incrementa tu salud máxima + .desc = Aumenta tu limite de salud máxima + .stat = + Aumenta tu salud máxima + por { $strength } + +## Energy Increase + +buff-increase_max_energy = Incrementa tu energía máxima + .desc = Aumenta tu limite de energía máxima + .stat = + Aumenta tu energía máxima + por { $strength } + +## Invulnerability + +buff-invulnerability = Invulnerabilidad + .desc = No puedes ser dañado por ningún ataque. + .stat = Otorga invulnerabilidad + +## Protection Ward + +buff-protectingward = Guardián Protector + .desc = Estás protegido, un poco, de los ataques. + +## Frenzied + +buff-frenzied = Frenético + .desc = Estás imbuido con velocidad sobrenatural y puedes ignorar las heridas pequeñas. + +## Haste + +buff-hastened = Apresurado + .desc = Tus movimientos y ataques son más rápidos. + +## Bleeding + +buff-bleed = Desangrado + .desc = Inflinge daño constantemente. + +## Curse + +buff-cursed = Maldito + .desc = Has sido maldecido. + +## Burning + +buff-burn = Ardiendo + .desc = Te estás quemando vivo. + +## Crippled + +buff-crippled = Lesionado + .desc = Tu movimiento ha sido entorpecido ya que tus piernas están gravemente heridas. + +## Freeze + +buff-frozen = Congelado + .desc = Tus movimientos y ataques son mas lentos. + +## Wet + +buff-wet = Mojado + .desc = El suelo rechaza a tus pies, haciendo dificil frenar. + +## Ensnared + +buff-ensnared = Atrapado + .desc = Enredaderas se aferran a tus piernas, impidiendo moverte. + +## Fortitude + +buff-fortitude = Fortaleza + .desc = Puedes evitar tambalear. + +## Parried + +buff-parried = Interrupción + .desc = Fuiste interrumpido y ahora eres lento para recuperarte. + +## Potion sickness + +buff-potionsickness = Sobredosis de pociones + .desc = Las pociones te curan menos después de haber consumido una recientemente + .stat = + Disminuye la cantidad de curación de las + Siguientes pociones en un { $strength }%. + +## Reckless + +buff-reckless = Temerario + .desc = Tus ataques son más poderosos, pero dejas tus defensas abiertas. + +## Polymorped + +buff-polymorphed = Polimorfia + .desc = Tu cuerpo cambia de forma. + +## Util + +buff-text-over_seconds = durante { $dur_secs } segundos +buff-text-for_seconds = por { $dur_secs } segundos +buff-remove = Click para remover +# Imminent Critical +buff-imminentcritical = Crítico Inminente +# Berserk +buff-berserk = Berserker +# Bloodfeast +buff-bloodfeast = Sanguinario +buff-mysterious = Efecto misterioso +# Fury +buff-fury = Furia + .desc = Tus golpes con furia aumentan mucho más el combo +# Lifesteal +buff-lifesteal = Robo de vida +# Defiance +buff-defiance = Desafiante + .desc = Puedes soportar golpes más poderosos y generar combo siendo golpeado; sin embargo, eres ralentizado. +# Sunderer +buff-sunderer = Desgarrador + .desc = Tus ataques pueden atravesar las defensas enemigas y refrescarte con más energía. +# Flame +buff-flame = Ardiente + .desc = El fuego es tu aliado. +# Salamander's Aspect +buff-salamanderaspect = Piel de Salamandra +# Frigid +buff-frigid = Gélido + .desc = Congela a tus enemigos. diff --git a/assets/voxygen/i18n/es-419/char_selection.ftl b/assets/voxygen/i18n/es-419/char_selection.ftl new file mode 100644 index 0000000..ab46a4a --- /dev/null +++ b/assets/voxygen/i18n/es-419/char_selection.ftl @@ -0,0 +1,28 @@ +char_selection-loading_characters = Cargando personajes... +char_selection-delete_permanently = ¿Borrar este personaje permanentemente? +char_selection-change_server = Cambiar Servidor +char_selection-enter_world = Entrar al Mundo +char_selection-spectate = Espectar Mundo +char_selection-joining_character = Entrando al Mundo... +char_selection-logout = Volver +char_selection-create_new_character = Crear Nuevo Personaje +char_selection-creating_character = Creando Personaje... +char_selection-character_creation = Creación de Personaje +char_selection-human_default = Humano por defecto +char_selection-level_fmt = Nivel { $level_nb } +char_selection-uncanny_valley = Valle Misterioso +char_selection-plains_of_uncertainty = Planicies de la Incertidumbre +char_selection-beard = Barba +char_selection-hair_style = Peinado +char_selection-hair_color = Color de Pelo +char_selection-eye_color = Color de Ojos +char_selection-skin = Color de Piel +char_selection-eyeshape = Detalles de los Ojos +char_selection-accessories = Accesorios +char_selection-starting_site = Selecciona el area de inicio +char_selection-starting_site_next = Siguiente +char_selection-starting_site_prev = Anterior +char_selection-starting_site_name = { $name } +char_selection-starting_site_kind = Kind: { $kind } +char_selection-create_info_name = Tu Personaje necesita un nombre! +char_selection-version_mismatch = ¡ADVERTENCIA! Este servidor está ejecutando una versión de juego diferente, posiblemente incompatible. Actualice su juego. diff --git a/assets/voxygen/i18n/es-419/common.ftl b/assets/voxygen/i18n/es-419/common.ftl new file mode 100644 index 0000000..c362a14 --- /dev/null +++ b/assets/voxygen/i18n/es-419/common.ftl @@ -0,0 +1,109 @@ +common-username = Usuario +common-singleplayer = Un Jugador +common-multiplayer = Multijugador +common-servers = Servidores +common-quit = Salir +common-settings = Ajustes +common-languages = Idiomas +common-interface = Interfaz +common-gameplay = Jugabilidad +common-controls = Controles +common-video = Gráficos +common-sound = Sonido +common-chat = Chat +common-networking = Redes +common-resume = Continuar +common-characters = Personajes +common-close = Cerrar +common-yes = Si +common-no = No +common-back = Atrás +common-create = Crear +common-okay = Okay +common-add = Añadir +common-accept = Aceptar +common-decline = Rechazar +common-disclaimer = Disclaimer +common-cancel = Cancelar +common-none = Ninguno +common-error = Error +common-fatal_error = Error Fatal +common-you = Tú +common-automatic = Automático +common-random = Aleatorio +common-empty = Vacío +common-confirm = Confirmar +common-delete_server = Borrar Servidor +common-interface_settings = Ajustes de Interfaz +common-gameplay_settings = Ajustes de Jugabilidad +common-controls_settings = Ajustes de Controles +common-video_settings = Ajustes de Gráficos +common-sound_settings = Ajustes de Sonido +common-language_settings = Ajustes de Idioma +common-chat_settings = Ajustes del Chat +common-networking_settings = Ajustes de Red +common-connection_lost = + ¡Conexión perdida! + ¿Se reinició el servidor? + ¿Está el cliente actualizado? +common-species-orc = Orco +common-species-human = Humano +common-species-dwarf = Duende +common-species-elf = Elfo +common-species-draugr = Draugr +common-species-danari = Danari +common-weapons-axe = Hacha +common-weapons-dagger = Daga +common-weapons-greatsword = Espadón +common-weapons-shortswords = Espadas Cortas +common-weapons-sword = Espada +common-weapons-staff = Bastón de Fuego +common-weapons-bow = Arco +common-weapons-hammer = Martillo +common-weapons-general = Combate General +common-weapons-sceptre = Cetro curativo +common-weapons-shield = Escudo +common-weapons-spear = Lanza +common-weapons-hammer_simple = Martillo Simple +common-weapons-sword_simple = Espada Simple +common-weapons-staff_simple = Bastón Simple +common-weapons-axe_simple = Hacha Simple +common-weapons-bow_simple = Arco Simple +common-weapons-unique = Único +common-tool-debug = Debug +common-tool-farming = Herramienta de recolección +common-tool-pick = Pico +common-tool-mining = Minando +common-tool-instrument = Instrumento +common-kind-modular_component = Componente Modular +common-kind-modular_component_partial = Componente +common-kind-glider = Planeador +common-kind-consumable = Consumible +common-kind-throwable = Puede ser lanzado +common-kind-utility = Utilidad +common-kind-ingredient = Ingrediente +common-kind-lantern = Linterna +common-hands-one = De una mano +common-hands-two = De dos manos +common-rand_appearance = Apariencia Aleatoria +common-rand_name = Nombre Aleatorio +common-stats-combat_rating = CC +common-stats-power = Poder +common-stats-speed = Velocidad +common-stats-range = Rango +common-stats-energy_efficiency = Eficiencia de energía +common-stats-buff_strength = Fuerza de Mejora/Debilitación +common-stats-precision_mult = Multiplicador de Crítico +common-stats-armor = Armadura +common-stats-poise_res = Resistencia al aturdimiento +common-stats-energy_max = Energía Máxima +common-stats-energy_reward = Recuperación de energía +common-stats-precision_power = Poder de Crítico +common-stats-stealth = Sigilo +common-stats-slots = Espacios +common-material-metal = Metal +common-material-wood = Madera +common-material-stone = Piedra +common-material-cloth = Tela +common-material-hide = Cuero +common-sprite-chest = Cofre diff --git a/assets/voxygen/i18n/es-419/esc_menu.ftl b/assets/voxygen/i18n/es-419/esc_menu.ftl new file mode 100644 index 0000000..354cb92 --- /dev/null +++ b/assets/voxygen/i18n/es-419/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Cerrar Sesión +esc_menu-quit_game = Salir del Juego diff --git a/assets/voxygen/i18n/es-419/gameinput.ftl b/assets/voxygen/i18n/es-419/gameinput.ftl new file mode 100644 index 0000000..0d01866 --- /dev/null +++ b/assets/voxygen/i18n/es-419/gameinput.ftl @@ -0,0 +1,73 @@ +gameinput-primary = Ataque Básico +gameinput-secondary = Ataque Secundario +gameinput-block = Bloquear +gameinput-slot1 = Ranura de Inventario Rápido 1 +gameinput-slot2 = Ranura de Inventario Rápido 2 +gameinput-slot3 = Ranura de Inventario Rápido 3 +gameinput-slot4 = Ranura de Inventario Rápido 4 +gameinput-slot5 = Ranura de Inventario Rápido 5 +gameinput-slot6 = Ranura de Inventario Rápido 6 +gameinput-slot7 = Ranura de Inventario Rápido 7 +gameinput-slot8 = Ranura de Inventario Rápido 8 +gameinput-slot9 = Ranura de Inventario Rápido 9 +gameinput-slot10 = Ranura de Inventario Rápido 10 +gameinput-swaploadout = Cambiar Equipamiento +gameinput-togglecursor = Mostrar Cursor +gameinput-help = Mostrar Ventana de Ayuda +gameinput-toggleinterface = Mostrar Interfaz +gameinput-toggledebug = Mostrar FPS y la Info de Depuración +gameinput-toggle_egui_debug = Mostrar Info de Depuración de EGUI +gameinput-togglechat = Mostrar Chat +gameinput-screenshot = Tomar Captura de Pantalla +gameinput-toggleingameui = Mostrar Nombres +gameinput-fullscreen = Pantalla Completa +gameinput-moveforward = Moverse hacia Adelante +gameinput-moveleft = Moverse hacia la Izquierda +gameinput-moveright = Moverse hacia la Derecha +gameinput-moveback = Moverse hacia Atrás +gameinput-jump = Saltar +gameinput-glide = Planeador +gameinput-roll = Rodar +gameinput-climb = Trepar +gameinput-climbdown = Descender +gameinput-wallleap = Saltar a la Pared +gameinput-togglelantern = Encender Farol +gameinput-mount = Montar +gameinput-chat = Abrir Chat +gameinput-command = Insertar Comandos +gameinput-escape = Menú +gameinput-map = Mapa +gameinput-bag = Inventario +gameinput-trade = Comerciar +gameinput-social = Lista de jugadores +gameinput-sit = Sentarse +gameinput-spellbook = Hechizos +gameinput-settings = Configuración +gameinput-respawn = Reaparecer +gameinput-charge = Cargar +gameinput-togglewield = Alternar empuñadura +gameinput-interact = Interactuar +gameinput-freelook = Vista Libre +gameinput-autowalk = Caminata/Nado Automático +gameinput-cameraclamp = Cámara fija +gameinput-dance = Bailar +gameinput-select = Seleccionar Entidad +gameinput-acceptgroupinvite = Aceptar invitación al grupo +gameinput-declinegroupinvite = Rechazar invitación al grupo +gameinput-cyclecamera = Cambiar Cámara +gameinput-crafting = Craftear +gameinput-fly = Volar +gameinput-sneak = Agacharse +gameinput-swimdown = Sumergirse +gameinput-swimup = Nadar hacia arriba +gameinput-mapzoomin = Incrementar el zoom del mapa +gameinput-mapzoomout = Disminuir el zoom del mapa +gameinput-greet = Saludar +gameinput-map-locationmarkerbutton = Poner un punto de interés en el Mapa +gameinput-spectatespeedboost = Aumento de velocidad en modo espectador +gameinput-spectateviewpoint = Punto de vista en modo espectador +gameinput-mutemaster = Silencio general +gameinput-muteinactivemaster = Silencio general (ventana inactiva) +gameinput-mutemusic = Silenciar Música +gameinput-mutesfx = Silenciar Efectos Especiales +gameinput-muteambience = Silenciar Ambiente diff --git a/assets/voxygen/i18n/es-419/hud/ability.ftl b/assets/voxygen/i18n/es-419/hud/ability.ftl new file mode 100644 index 0000000..8650481 --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/ability.ftl @@ -0,0 +1,186 @@ +common-abilities-debug-possess = Flecha de Posesión + .desc = Dispara una flecha venenosa. Te permite controlar a tu objetivo. +common-abilities-bow-shotgun = Ráfaga + .desc = Lanza una ráfaga de flechas. +common-abilities-staff-fireshockwave = Anillo de Fuego + .desc = Incendia el campo con una onda de choque ardiente. +common-abilities-sceptre-wardingaura = Aura Protectora + .desc = Protege a tus aliados de los ataques enemigos. +# Sword abilities +veloren-core-pseudo_abilities-sword-heavy_stance = Postura Pesada + .desc = Los ataques en esta postura pueden hacer tambalear a los enemigos y causar más daño a los enemigos tambaleados, pero son más lentos +veloren-core-pseudo_abilities-sword-agile_stance = Postura Ágil + .desc = Los ataques son más rápidos pero más débiles en esta postura +veloren-core-pseudo_abilities-sword-defensive_stance = Postura Defensiva + .desc = Los ataques en esta postura pueden funcionar como un bloqueo débil o un parry +veloren-core-pseudo_abilities-sword-crippling_stance = Postura Debilitadora + .desc = Los ataques en esta postura crean o empeoran lesiones duraderas +veloren-core-pseudo_abilities-sword-cleaving_stance = Postura Cleave + .desc = Los ataques en esta postura pueden golpear a múltiples enemigos +veloren-core-pseudo_abilities-sword-double_slash = Doble Corte + .desc = Un combo básico de dos golpes +common-abilities-sword-basic_double_slash = Doble Corte Básico + .desc = Un combo básico de dos golpes +common-abilities-sword-heavy_double_slash = Doble Corte Pesado + .desc = Un combo de dos golpes más lento que puede tambalear a los enemigos +common-abilities-sword-agile_double_slash = Doble Corte Ágil + .desc = Un combo de dos golpes rápido con ataques más ligeros +common-abilities-sword-defensive_double_slash = Doble Corte Defensivo + .desc = Un combo de dos golpes que reduce el impacto de los ataques enemigos +common-abilities-sword-crippling_double_slash = Doble Corte Debilitante + .desc = Un combo de dos golpes que puede prolongar el sangrado de un enemigo +common-abilities-sword-cleaving_double_slash = Doble Corte Penetrante + .desc = Un combo de dos golpes que puede cortar a través de múltiples enemigos +veloren-core-pseudo_abilities-sword-secondary_ability = Habilidad Secundaria de Espada + .desc = La habilidad asignada a la tecla de ataque secundario +common-abilities-sword-basic_thrust = Embestida Básica + .desc = Cargar la embestida la hará más poderosa +common-abilities-sword-heavy_slam = Golpe Pesado + .desc = Un fuerte corte aéreo que se puede cargar para ser más aturdidor +common-abilities-sword-agile_perforate = Perforar Ágil + .desc = Una ráfaga rápida de ataques ligeros +common-abilities-sword-defensive_vital_jab = + Pinchazo Defensivo Vital + Un Pinchazo cargado rápidamente que causa más daño contra enemigos parados +common-abilities-sword-crippling_deep_rend = Herida Profunda Debilitante + .desc = Un golpe dirigido a una herida abierta, causa más daño a los enemigos que sangran +common-abilities-sword-cleaving_spiral_slash = Corte en Espiral Cleave + .desc = Gira completamente tu espada alrededor de ti para golpear a cualquier persona cercana +veloren-core-pseudo_abilities-sword-crescent_slash = Corte en Media Luna + .desc = Un corte diagonal hacia arriba se modifica según tu postura +common-abilities-sword-basic_crescent_slash = Corte en Media Luna Básico + .desc = Un corte diagonal hacia arriba básico +common-abilities-sword-heavy_crescent_slash = Corte en Media Luna Pesado + .desc = Un corte diagonal hacia arriba que puede aturdir +common-abilities-sword-agile_crescent_slash = Corte en Media Luna Ágil + .desc = Un corte diagonal hacia arriba y ligero +common-abilities-sword-defensive_crescent_slash = Corte en Media Luna Defensivo + .desc = Un corte diagonal hacia arriba que paraliza +common-abilities-sword-crippling_crescent_slash = Corte en Media Luna Debilitante + .desc = Un corte diagonal hacia arriba que puede sangrar +common-abilities-sword-cleaving_crescent_slash = Corte en Media Luna penetrante + .desc = Un corte diagonal hacia arriba que puede cortar a través de los enemigos +veloren-core-pseudo_abilities-sword-fell_strike = Golpe Mortal + .desc = Un fuerte y rápido corte se modifica según tu postura +common-abilities-sword-basic_fell_strike = Golpe Básico de Tajo Fuerte + .desc = Un tajo fuerte básico y rápido +common-abilities-sword-heavy_fell_strike = Golpe Fuerte de Tajo Fuerte + .desc = Un tajo fuerte que puede aturdir +common-abilities-sword-agile_fell_strike = Golpe de Tajo Fuerte Ágil + .desc = Un tajo fuerte muy rápido +common-abilities-sword-defensive_fell_strike = Golpe Parriente de Tajo Fuerte + .desc = Un tajo fuerte parriente y rápido +common-abilities-sword-crippling_fell_strike = Golpe de Tajo Fuerte que puede Sangrar + .desc = Un tajo fuerte rápido que puede hacer sangrar +common-abilities-sword-cleaving_fell_strike = Golpe de Tajo Fuerte penetrante + .desc = Un tajo fuerte rápido que puede cortar a través de enemigos +veloren-core-pseudo_abilities-sword-skewer = Embestida con Espada + .desc = Una estocada con la espada se modifica dependiendo de tu postura +common-abilities-sword-basic_skewer = Estocada básica + .desc = Una estocada básica y penetrante +common-abilities-sword-heavy_skewer = Estocada pesada + .desc = Una estocada penetrante que puede hacer retroceder al enemigo +common-abilities-sword-agile_skewer = Estocada ágil + .desc = Una estocada penetrante muy rápida +common-abilities-sword-defensive_skewer = Estocada defensiva + .desc = Una estocada penetrante y defensiva +common-abilities-sword-crippling_skewer = Estocada incapacitante + .desc = Una estocada penetrante que puede hacer sangrar al enemigo +common-abilities-sword-cleaving_skewer = Estocada abatidora + .desc = Una estocada penetrante que puede abrirse camino a través de los enemigos +veloren-core-pseudo_abilities-sword-cascade = Corte en cascada + .desc = Un corte por encima de la cabeza, que se modifica según tu postura +common-abilities-sword-basic_cross_cut = Corte Cruzado Básico + .desc = Un corte básico hacia la derecha y la izquierda +common-abilities-sword-heavy_cross_cut = Corte Cruzado Pesado + .desc = Un corte hacia la derecha y la izquierda que puede hacer tambalear a cada enemigo +common-abilities-sword-agile_cross_cut = Corte Cruzado Ágil + .desc = Un corte rápido hacia la derecha y la izquierda +common-abilities-sword-defensive_cross_cut = Corte Cruzado Defensivo + .desc = Un corte hacia la derecha y la izquierda que puede parar los ataques enemigos +common-abilities-sword-crippling_cross_cut = Corte Cruzado Paralizador + .desc = Un corte hacia la derecha y la izquierda que puede hacer sangrar al enemigo +common-abilities-sword-cleaving_cross_cut = Corte Cruzado penetrante + .desc = Un corte hacia la derecha y la izquierda que puede cortar a través de enemigos +veloren-core-pseudo_abilities-sword-finisher = Finalizador + .desc = + Una habilidad que consume la combinación de ataques y está destinada a acabar con un combate + El finalizador será diferente según la postura del personaje +common-abilities-sword-basic_mighty_strike = Golpe Poderoso + .desc = Un simple y poderoso corte requiere una cantidad moderada de combo para usarse +common-abilities-sword-heavy_guillotine = Guillotina + .desc = + Un fuerte corte que probablemente aturdirá lo que no mate + Requiere una cantidad moderada de combo para usarse +common-abilities-sword-agile_hundred_cuts = Cien Cortes + .desc = + Muchos cortes muy rápidos en un objetivo + Requiere una cantidad moderada de combo para usarse +common-abilities-sword-defensive_counter = Contraataque + .desc = + Un ataque lanzado rápidamente que inflige considerablemente más daño a un enemigo parado + Requiere una cantidad moderada de combo para usarse +common-abilities-sword-crippling_mutilate = Mutilar + .desc = + Mutila a tu enemigo golpeando a través de sus heridas, inflige más daño a los enemigos sangrantes + Requiere una cantidad moderada de combo para usarse +common-abilities-sword-cleaving_bladestorm = Tormenta de Espadas + .desc = + Golpea a tus enemigos con múltiples giros cíclicos de tu espada + Requiere una cantidad moderada de combo para usarse +common-abilities-sword-heavy_sweep = Barrido Pesado + .desc = Un golpe pesado y amplio que inflige más daño a un enemigo aturdido entra en la postura pesada +common-abilities-sword-heavy_pommel_strike = Golpe de Pomo Pesado + .desc = Aturde a tu enemigo con un golpe contundente en la cabeza entra en la postura pesada +common-abilities-sword-agile_quick_draw = Dibujo Rápido + .desc = Avanza rápidamente mientras sacas tu espada para un ataque rápido entra en la postura ágil +common-abilities-sword-agile_feint = Engaño + .desc = Da un paso hacia un lado y luego hacia atrás antes de atacar, entra en postura ágil +common-abilities-sword-defensive_riposte = Riposte + .desc = Parar un ataque antes de contraatacar instantáneamente, entra en postura defensiva +common-abilities-sword-defensive_disengage = Desenganche + .desc = Retrocede un paso después de atacar, entra en postura defensiva +common-abilities-sword-crippling_gouge = Arañazo + .desc = Inflige una herida duradera en tu enemigo que continuará sangrando, entra en postura incapacitante +common-abilities-sword-crippling_hamstring = Desgarrar tendones + .desc = Lesiona los tendones de tu enemigo, dejándolo menos maniobrable, entra en postura incapacitante +common-abilities-sword-cleaving_whirlwind_slice = Golpe de torbellino + .desc = Golpea a todos los enemigos cercanos con ataques circulares, entra en postura de corte +common-abilities-sword-cleaving_earth_splitter = Abertura de la tierra + .desc = Divide la tierra, si se usa mientras se cae, tendrá un impacto mucho más fuerte. Entra en postura de corte +common-abilities-sword-heavy_fortitude = Fortaleza + .desc = + Aumenta la resistencia a los golpes y a medida que recibes más daño, tus ataques serán más aturdidores. + Requiere postura pesada +common-abilities-sword-heavy_pillar_thrust = Embestida de Pilar + .desc = + Apuñala tu espada hacia abajo a través del enemigo hasta el suelo, es más poderoso si se usa mientras se está cayendo + Requiere postura pesada +common-abilities-sword-agile_dancing_edge = Filo Danzante + .desc = Mueve y ataca con más rapidez requiere postura ágil +common-abilities-sword-agile_flurry = Ráfaga + .desc = Múltiples puñaladas rápidas requiere postura ágil +common-abilities-sword-defensive_stalwart_sword = Espada Firme + .desc = + Resiste el impacto de los ataques, reduce el daño entrante + Requiere postura defensiva +common-abilities-sword-defensive_deflect = Desviar + .desc = + Un movimiento lo suficientemente rápido para bloquear golpes e incluso proyectiles + Requiere postura defensiva +common-abilities-sword-crippling_eviscerate = Gran Desgarro + .desc = + Desgarra heridas aún más, inflige más daño a los enemigos Aturdidos + Requiere postura debilitamiento +common-abilities-sword-crippling_bloody_gash = Herida Sangrienta + .desc = + Golpea cruelmente una herida que ya está sangrando, inflige más daño a enemigos sangrantes + Requiere postura de debilitamiento +common-abilities-sword-cleaving_blade_fever = Fiebre de Hoja + .desc = + Ataca de manera más temeraria, aumentando el poder de tus golpes pero dejándote vulnerable a los ataques enemigos + Requiere postura de corte +common-abilities-sword-cleaving_sky_splitter = Divisor Celestial + .desc = + Un poderoso ataque que supuestamente puede incluso dividir el cielo, pero también dividirá a los enemigos + Requiere postura de corte diff --git a/assets/voxygen/i18n/es-419/hud/bag.ftl b/assets/voxygen/i18n/es-419/hud/bag.ftl new file mode 100644 index 0000000..cfecf1a --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/bag.ftl @@ -0,0 +1,43 @@ +hud-bag-inventory = Inventario de { $playername } +hud-bag-stats_title = Estadísticas de { $playername } +hud-bag-armor = Armadura +hud-bag-stats = Estadísticas +hud-bag-head = Cabeza +hud-bag-neck = Cuello +hud-bag-tabard = Tabardo +hud-bag-shoulders = Hombros +hud-bag-chest = Torso +hud-bag-hands = Manos +hud-bag-lantern = Linterna +hud-bag-glider = Planeador +hud-bag-belt = Cinturón +hud-bag-ring = Anillo +hud-bag-back = Espalda +hud-bag-legs = Piernas +hud-bag-feet = Pies +hud-bag-mainhand = Mano Principal +hud-bag-offhand = Mano Secundaria +hud-bag-inactive_mainhand = Mano principal inactiva +hud-bag-inactive_offhand = Mano secundaria inactiva +hud-bag-swap_equipped_weapons_title = Intercambiar armas equipadas +hud-bag-swap_equipped_weapons_desc = Presiona { $key } +hud-bag-bag = Mochila +hud-bag-health = Salud +hud-bag-energy = Energía +hud-bag-combat_rating = Puntos de combate +hud-bag-protection = Protección +hud-bag-stun_res = Resistencia a aturdimiento +hud-bag-stealth = Sigilo +hud-bag-combat_rating_desc = + Calculada a base a tu + equipo y salud. +hud-bag-protection_desc = Reducción de daño por armadura +hud-bag-stun_res_desc = + Tenacidad + Resistencia contra ser aturdido por golpes consecutivos. + Regenera como Energía. +hud-bag-sort_by_name = Ordenar por nombre +hud-bag-sort_by_quality = Ordenar por calidad +hud-bag-sort_by_category = Ordenar por categoría +hud-bag-sort_by_tag = Ordenar por Etiqueta +hud-bag-sort_by_quantity = Ordenar por cantidad diff --git a/assets/voxygen/i18n/es-419/hud/char_window.ftl b/assets/voxygen/i18n/es-419/hud/char_window.ftl new file mode 100644 index 0000000..9515c96 --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Nombre de Personaje +character_window-character_stats = + Resistencia + + Estado Físico + + Valentía + + Protección diff --git a/assets/voxygen/i18n/es-419/hud/chat.ftl b/assets/voxygen/i18n/es-419/hud/chat.ftl new file mode 100644 index 0000000..91fc9da --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/chat.ftl @@ -0,0 +1,62 @@ +## Player events + +hud-chat-online_msg = { "[" }{ $name }] esta en linea +hud-chat-offline_msg = { "[" }{ $name }] se ha desconectado + +## Buff deaths + +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] ha muerto por: quemadura causado por [{ $attacker }] + .bleeding = { "[" }{ $victim }] ha muerto por: sangrado causado por [{ $attacker }] + .curse = { "[" }{ $victim }] ha muerto por: maldición causado por [{ $attacker }] + .crippled = { "[" }{ $victim }] ha muerto por: lesión causado por [{ $attacker }] + .frozen = { "[" }{ $victim }] ha muerto por: congelamiento causado por [{ $attacker }] + .mysterious = { "[" }{ $victim }] ha muerto por: secreto causado por [{ $attacker }] +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] ha muerto por: quemadura + .bleeding = { "[" }{ $victim }] ha muerto por: sangrado + .curse = { "[" }{ $victim }] ha muerto por: maldición + .crippled = { "[" }{ $victim }] ha muerto por: lesión + .frozen = { "[" }{ $victim }] ha muerto por: congelamiento + .mysterious = { "[" }{ $victim }] ha muerto por: secreto +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] ha muerto por: quemadura causado por { $attacker } + .bleeding = { "[" }{ $victim }] ha muerto por: sangrado causado por { $attacker } + .curse = { "[" }{ $victim }] ha muerto por: maldición causado por { $attacker } + .crippled = { "[" }{ $victim }] ha muerto por: lesión causado por { $attacker } + .frozen = { "[" }{ $victim }] ha muerto por: congelamiento causado por { $attacker } + .mysterious = { "[" }{ $victim }] ha muerto por: secreto causado por { $attacker } + +## PvP deaths + +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] ha derrotado a [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] disparó a [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] hizo explotar a [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] mató a [{ $victim }] con magia +hud-chat-pvp_other_kill_msg = { "[" }{ $attacker }] mató a [{ $victim }] + +## PvE deaths + +hud-chat-npc_melee_kill_msg = { $attacker } ha matado a [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } disparó a [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } hizo explotar a [{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } mató a [{ $victim }] con magia +hud-chat-npc_other_kill_msg = { $attacker } mató a [{ $victim }] + +## Other deaths + +hud-chat-fall_kill_msg = { "[" }{ $name }] murio por daño de caida +hud-chat-suicide_msg = { "[" }{ $name }] murió por heridas autoinfligidas +hud-chat-default_death_msg = { "[" }{ $name }] murió + +## Utils + +hud-chat-all = Todos +hud-chat-chat_tab_hover_tooltip = Click derecho para opciones +hud-loot-pickup-msg = + { $actor } Recogio { $amount -> + [one] { $item } + *[other] { $amount }x { $item } + } +hud-chat-goodbye = ¡Adiós! +hud-chat-connection_lost = Conexión perdida. Desconectando en { $time } segundos. diff --git a/assets/voxygen/i18n/es-419/hud/crafting.ftl b/assets/voxygen/i18n/es-419/hud/crafting.ftl new file mode 100644 index 0000000..0fd6f2c --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/crafting.ftl @@ -0,0 +1,51 @@ +hud-crafting = Crafteo +hud-crafting-recipes = Recetas +hud-crafting-ingredients = Ingredientes: +hud-crafting-craft = Fabricar +hud-crafting-craft_all = Fabricar todo +hud-crafting-repair = Reparar +hud-crafting-repair_equipped = Reparar equipo +hud-crafting-repair_all = Reparar todo +hud-crafting-tool_cata = Requisitos: +hud-crafting-req_crafting_station = Requiere: +hud-crafting-anvil = Yunque +hud-crafting-cauldron = Caldero +hud-crafting-cooking_pot = Olla de Cocina +hud-crafting-crafting_bench = Mesa de Fabricación +hud-crafting-forge = Forja +hud-crafting-loom = Telar +hud-crafting-spinning_wheel = Maquina de Hilar +hud-crafting-tanning_rack = Estación de Curtido +hud-crafting-salvaging_station = Mesa de Desmantelado +hud-crafting-repair_bench = Mesa de Reparacion +hud-crafting-campfire = Fogata +hud-crafting-tabs-all = Todos +hud-crafting-tabs-armor = Armadura +hud-crafting-tabs-dismantle = Desmantelar +hud-crafting-tabs-food = Comida +hud-crafting-tabs-glider = Planeadores +hud-crafting-tabs-potion = Pociones +hud-crafting-tabs-tool = Herramientas +hud-crafting-tabs-utility = Utilidad +hud-crafting-tabs-weapon = Armas +hud-crafting-tabs-bag = Mochilas +hud-crafting-tabs-processed_material = Materiales +hud-crafting-dismantle_title = Desmantelado +hud-crafting-dismantle_explanation = + Coloca el cursor encima de un objeto para ver + que puedes obtener. + + Haz doble click en el objeto para desmantelar. +hud-crafting-modular_desc = Arrastra componentes aquí para crear un arma +hud-crafting-mod_weap_prim_slot_title = Componente Principal de Arma +hud-crafting-mod_weap_prim_slot_desc = Coloque un componente Principal aquí (por ejemplo, una hoja, una cabeza de hacha o el cuerpo de un arco). +hud-crafting-mod_weap_sec_slot_title = Componente Secundario de Arma +hud-crafting-mod_weap_sec_slot_desc = Coloque un componente Secundario aquí (por ejemplo, la empuñadura de una espada, la cuerda de un arco o el núcleo de un bastón). +hud-crafting-mod_comp_metal_prim_slot_title = Lingote de Metal +hud-crafting-mod_comp_metal_prim_slot_desc = Coloque un lingote de metal aquí, solo ciertos metales se pueden usar para fabricar armas. +hud-crafting-mod_comp_wood_prim_slot_title = Madera +hud-crafting-mod_comp_wood_prim_slot_desc = Coloque un tipo de madera aquí, solo ciertas maderas se pueden usar para fabricar armas. +hud-crafting-mod_comp_sec_slot_title = Material de Animales +hud-crafting-mod_comp_sec_slot_desc = Opcionalmente, coloque un ingrediente de elaboración de animales, solo ciertos ingredientes se pueden usar para mejorar las armas. +hud-crafting-repair_slot_title = Objetos dañados +hud-crafting-repair_slot_desc = Coloque un objeto aquí para ver el costo de repararlo en su nivel actual de durabilidad. diff --git a/assets/voxygen/i18n/es-419/hud/group.ftl b/assets/voxygen/i18n/es-419/hud/group.ftl new file mode 100644 index 0000000..d509e77 --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Grupo +hud-group-invite_to_join = [{ $name }] Te invito a su Grupo! +hud-group-invite_to_trade = [{ $name }] quiere comerciar contigo. +hud-group-invite = Invitar +hud-group-kick = Echar +hud-group-assign_leader = Asignar Líder +hud-group-leave = Salir del Grupo +hud-group-dead = Muerto +hud-group-out_of_range = Fuera de Alcance +hud-group-add_friend = Agregar a Amigos +hud-group-link_group = Conectar Grupos +hud-group-in_menu = Eligiendo Personaje +hud-group-members = Miembros del Grupo diff --git a/assets/voxygen/i18n/es-419/hud/map.ftl b/assets/voxygen/i18n/es-419/hud/map.ftl new file mode 100644 index 0000000..e2e2543 --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/map.ftl @@ -0,0 +1,35 @@ +hud-map-map_title = Mapa +hud-map-qlog_title = Misiones +hud-map-topo_map = Topografía +hud-map-difficulty = Dificultad +hud-map-towns = Pueblos +hud-map-castles = Castillos +hud-map-dungeons = Calabozos +hud-map-caves = Cuevas +hud-map-cave = Cueva +hud-map-peaks = Montañas +hud-map-biomes = Biomas +hud-map-voxel_map = Mapa en Voxel +hud-map-trees = Arboles Gigantes +hud-map-tree = Arbol Gigante +hud-map-town = Pueblo +hud-map-castle = Castillo +hud-map-dungeon = Calabozo +hud-map-difficulty_dungeon = + Calabozo + + Difficultad: { $difficulty } +hud-map-drag = Arrastrar +hud-map-zoom = Zoom +hud-map-mid_click = Poner punto de interés +hud-map-recenter = Recentrar +hud-map-marked_location = Localización Marcada +hud-map-marked_location_remove = Click para quitar +hud-map-change_map_mode = Cambiar modo de mapa +hud-map-toggle_minimap_voxel = Alternar vista de voxel del minimapa +hud-map-zoom_minimap_explanation = + Haz zoom en el minimapa para ver + el área que te rodea con mayor detalle +hud-map-gnarling = Fortificación Gnarling +hud-map-chapel_site = Capilla del Mar +hud-map-placed_by = Colocado por { $name } diff --git a/assets/voxygen/i18n/es-419/hud/misc.ftl b/assets/voxygen/i18n/es-419/hud/misc.ftl new file mode 100644 index 0000000..df71783 --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/misc.ftl @@ -0,0 +1,60 @@ +hud-do_not_show_on_startup = No muestres esto al iniciar +hud-show_tips = Mostrar Consejos +hud-quests = Misiones +hud-you_died = Moriste +hud-waypoint_saved = Marcador Guardado +hud-sp_arrow_txt = SP +hud-inventory_full = Inventario lleno +hud-someone_else = alguien más +hud-another_group = otro grupo +hud-owned_by_for_secs = Propiedad de { $name } por { $secs } segundos +hud-press_key_to_show_keybindings_fmt = Presiona { $key } para mostrar los controles del teclado +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Linterna +hud-press_key_to_show_debug_info_fmt = Presiona { $key } para mostrar información de depuración +hud-press_key_to_toggle_keybindings_fmt = Presiona { $key } para alternar los controles del teclado +hud-press_key_to_toggle_debug_info_fmt = Presiona { $key } para alternar la información de depuración +hud-press_key_to_respawn = Presiona { $key } para reaparecer en la ultima fogata que visitaste. +hud-tutorial_btn = Tutorial +hud-tutorial_click_here = + ¡Presiona [ { $key } ] para + mover libremente el cursor y clickear este botón! +hud-tutorial_elements = Craftear +hud-temp_quest_headline = Saludos viajero! +hud-temp_quest_text = + Para comenzar tu viaje puedes empezar a buscar en esta aldea y reunir algunos provisiones. + + Puedes llevar todo lo que necesites en tu viaje! + + Mira en la parte inferior derecha de la pantalla para encontrar cosas como tu bolsa, el menú de artesanía y el mapa. + + El menú de elaboración te permite crear armaduras, armas, comida y mucho más! + + Los animales salvajes que rodean la ciudad son una gran fuente de trozos de cuero para crear alguna protección contra los peligros del mundo. + + Cuando te sientas preparado, ¡intenta conseguir un equipo aún mejor en los numerosos desafíos marcados en el mapa! +hud-spell = Hechizos +hud-diary = Diario +hud-free_look_indicator = Vista libre activa +hud-camera_clamp_indicator = Soporte vertical de la cámara activa. Presiona { $key } para desactivarla. +hud-auto_walk_indicator = Caminata automática activa +hud-zoom_lock_indicator-remind = Zoom bloqueado +hud-zoom_lock_indicator-enable = Zoom de la camara bloqueado +hud-zoom_lock_indicator-disable = Camera zoom desbloqueado +hud-collect = Recolectar +hud-pick_up = Recoger +hud-open = Abrir +hud-use = Usar +hud-mine = Picar +hud-mine-needs_pickaxe = Necesitas un pico +hud-talk = Hablar +hud-trade = Comerciar +hud-mount = Montar +hud-sit = Sentarse +hud-mine-needs_shovel = Necesitas una pala +hud-unlock-requires = Abrir con { $item } +hud-read = Leer +hud-stay = Quedarse +hud-unlock-consumes = Usar { $item } para abrir +hud-portal = Portal +hud-follow = Seguir +hud_items_lost_dur = Tus objetos equipados han perdido durabilidad. diff --git a/assets/voxygen/i18n/es-419/hud/quest.ftl b/assets/voxygen/i18n/es-419/hud/quest.ftl new file mode 100644 index 0000000..c5f798c --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/quest.ftl @@ -0,0 +1 @@ +hud-quest = Misión diff --git a/assets/voxygen/i18n/es-419/hud/sct.ftl b/assets/voxygen/i18n/es-419/hud/sct.ftl new file mode 100644 index 0000000..ff8d077 --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Exp +hud-sct-block = BLOQUEADO diff --git a/assets/voxygen/i18n/es-419/hud/settings.ftl b/assets/voxygen/i18n/es-419/hud/settings.ftl new file mode 100644 index 0000000..41ea81d --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/settings.ftl @@ -0,0 +1,153 @@ +hud-settings-general = General +hud-settings-none = Ninguno +hud-settings-press_behavior-toggle = Alternar +hud-settings-press_behavior-hold = Mantener +hud-settings-autopress_behavior-toggle = Alternar +hud-settings-autopress_behavior-auto = Auto +hud-settings-help_window = Ventana de Ayuda +hud-settings-debug_info = Información de Depuración +hud-settings-show_hitboxes = Mostrar hitboxes +hud-settings-show_chat = Mostrar Chat +hud-settings-show_hotkey_hints = Mostrar sugerencias de teclas +hud-settings-tips_on_startup = Consejos de Inicio +hud-settings-ui_scale = Escalado de la Interfaz +hud-settings-relative_scaling = Escalado Relativo +hud-settings-custom_scaling = Escalado Personalizado +hud-settings-crosshair = Mira +hud-settings-opacity = Opacidad +hud-settings-hotbar = Inventario Rápido +hud-settings-toggle_shortcuts = Alternar Atajos +hud-settings-buffs_skillbar = Mejoras en la barra de habilidades. +hud-settings-buffs_mmap = Mejoras en el minimapa +hud-settings-toggle_bar_experience = Alternar Barra de Experiencia +hud-settings-scrolling_combat_text = Información de Combate con Desplazamiento +hud-settings-damage_accumulation_duration = Duración de acumulación de daño +hud-settings-incoming_damage = Daño Recibido +hud-settings-incoming_damage_accumulation_duration = Duración de acumulación de daño recibido +hud-settings-round_damage = Redondear daño +hud-settings-speech_bubble = Burbuja de diálogo +hud-settings-speech_bubble_self = Mostrar burbujas de diálogo propias +hud-settings-speech_bubble_dark_mode = Modo oscuro de burbujas de diálogo +hud-settings-speech_bubble_icon = Icono de burbuja de diálogo +hud-settings-energybar_numbers = Numeros de la Barra de energía +hud-settings-always_show_bars = Siempre mostrar Barra de energía +hud-settings-enable_poise_bar = Mostrar Barra de Tenacidad +hud-settings-experience_numbers = Numeros de Experiencia +hud-settings-accumulate_experience = Acumular Numeros de Experiencia +hud-settings-values = Valores +hud-settings-percentages = Porcentajes +hud-settings-chat = Chat +hud-settings-background_opacity = Transparencia del fondo +hud-settings-chat_character_name = Nombres de Personajes en el chat +hud-settings-loading_tips = Consejos en Pantalla de Carga +hud-settings-reset_interface = Restablecer a predeterminado +hud-settings-pan_sensitivity = Sensibilidad de Desplazamiento de la Cámara +hud-settings-zoom_sensitivity = Sensibilidad del Zoom +hud-settings-camera_clamp_angle = Ángulo para el modo de cámara fija vertical +hud-settings-invert_scroll_zoom = Invertir Zoom +hud-settings-invert_mouse_y_axis = Invertir eje Y del Ratón +hud-settings-invert_controller_y_axis = Invertir el eje Y del Mando +hud-settings-enable_mouse_smoothing = Suavizado de Cámara +hud-settings-free_look_behavior = Modo de vista libre +hud-settings-auto_walk_behavior = Modo de caminata automática +hud-settings-camera_clamp_behavior = Comportamiento de camara fija +hud-settings-zoom_lock_behavior = Comportamiento de bloqueo de zoom de la cámara +hud-settings-player_physics_behavior = Física en jugador (experimental) +hud-settings-stop_auto_walk_on_input = Parar caminata automática +hud-settings-auto_camera = Cámara automatica +hud-settings-bow_zoom = Hacer zoom al tensar el arco +hud-settings-zoom_lock = Bloqueo de zoom de la cámara +hud-settings-reset_gameplay = Restablecer a predeterminado +hud-settings-view_distance = Distancia de Visión +hud-settings-entity_view_distance = Distancia de Entidades +hud-settings-lod_distance = Distancia de Detalles +hud-settings-sprites_view_distance = Distancia de Visión de Sprites +hud-settings-entities_detail_distance = Distancia de Detalles de Entidades +hud-settings-maximum_fps = FPS Máximos +hud-settings-background_fps = FPS de fondo +hud-settings-present_mode = Present Mode +hud-settings-present_mode-vsync_capped = VSync Limitado +hud-settings-present_mode-vsync_uncapped = VSync Ilimitado +hud-settings-present_mode-vsync_off = Sin VSync +hud-settings-fov = Campo de Visión (grados) +hud-settings-gamma = Gamma +hud-settings-exposure = Exposición +hud-settings-ambiance = Brillo Ambiental +hud-settings-antialiasing_mode = Modo de AntiAliasing +hud-settings-upscale_factor = Resolución Interna +hud-settings-cloud_rendering_mode = Modo de Renderizado de Nubes +hud-settings-fluid_rendering_mode = Modo de Renderizado del Agua +hud-settings-fluid_rendering_mode-low = Bajo +hud-settings-fluid_rendering_mode-medium = Medio +hud-settings-fluid_rendering_mode-high = Alto +hud-settings-reflection_rendering_mode = Modo de Renderizado de los Reflejos +hud-settings-reflection_rendering_mode-low = Bajo +hud-settings-reflection_rendering_mode-medium = Medio +hud-settings-reflection_rendering_mode-high = Alto +hud-settings-cloud_rendering_mode-minimal = Mínimo +hud-settings-cloud_rendering_mode-low = Bajo +hud-settings-cloud_rendering_mode-medium = Medio +hud-settings-cloud_rendering_mode-high = Alto +hud-settings-cloud_rendering_mode-ultra = Ultra +hud-settings-fullscreen = Pantalla Completa +hud-settings-fullscreen_mode = Modo de Pantalla Completa +hud-settings-fullscreen_mode-exclusive = Exclusivo +hud-settings-fullscreen_mode-borderless = Sin Bordes +hud-settings-gpu_profiler = Habilitar la sincronización de la GPU (no es compatible en cualquier PC) +hud-settings-particles = Partículas +hud-settings-lossy_terrain_compression = Compresión de terreno con pérdidas +hud-settings-weapon_trails = Rastro de Armas +hud-settings-flashing_lights = Luces Parpadeantes +hud-settings-flashing_lights_info = Desactiva todo tipo de parpadeos, por ejemplo, flashes o relámpagos +hud-settings-resolution = Resolucion +hud-settings-bit_depth = Profundidad de Bits +hud-settings-refresh_rate = Taza de Refresco +hud-settings-lighting_rendering_mode = Modo de Renderizado de Luces +hud-settings-lighting_rendering_mode-ashikhmin = Type A - Alto +hud-settings-lighting_rendering_mode-blinnphong = Type B - Medio +hud-settings-lighting_rendering_mode-lambertian = Type L - Ligero +hud-settings-shadow_rendering_mode = Modo de Renderizado de Sombras +hud-settings-shadow_rendering_mode-none = Ninguno +hud-settings-shadow_rendering_mode-cheap = Ligero +hud-settings-shadow_rendering_mode-map = Mapeado +hud-settings-shadow_rendering_mode-map-resolution = Resolución +hud-settings-rain_occlusion-resolution = Resolución de Oclusión de Lluvia +hud-settings-lod_detail = Nivel de Detalle +hud-settings-save_window_size = Guardar tamaño de Ventana +hud-settings-reset_graphics = Restablecer a predeterminado +hud-settings-minimal_graphics = Mínimo +hud-settings-low_graphics = Bajo +hud-settings-medium_graphics = Medio +hud-settings-high_graphics = Alto +hud-settings-ultra_graphics = Ultra +hud-settings-bloom = Bloom +hud-settings-point_glow = Replandor de Luces +hud-settings-master_volume = Volumen Maestro +hud-settings-inactive_master_volume_perc = Volumen en Ventana Inactiva +hud-settings-music_volume = Volumen de Música +hud-settings-sound_effect_volume = Volumen de Efectos de Sonido +hud-settings-ambience_volume = Volumen de Ambiente +hud-settings-music_spacing = Espaciado de Música +hud-settings-audio_device = Dispositivo de Audio +hud-settings-reset_sound = Restablecer a predeterminado +hud-settings-english_fallback = Mostrar inglés para las traducciones que faltan +hud-settings-awaitingkey = Presiona una tecla... +hud-settings-unbound = Ninguno +hud-settings-reset_keybinds = Restaurar Controles +hud-settings-chat_tabs = Pestañas de Chat +hud-settings-label = Etiqueta: +hud-settings-delete = Borrar +hud-settings-show_all = Mostrar todo +hud-settings-messages = Mensajes +hud-settings-activity = Actividad +hud-settings-death = Muertos +hud-settings-group = Grupo +hud-settings-faction = Facción +hud-settings-world = Mundo +hud-settings-region = Región +hud-settings-say = Decir +hud-settings-all = Todo +hud-settings-group_only = Solo Grupo +hud-settings-reset_chat = Restablecer a predeterminado +hud-settings-third_party_integrations = Integraciones de terceros +hud-settings-enable_discord_integration = Habilitar la integración de Discord diff --git a/assets/voxygen/i18n/es-419/hud/skills.ftl b/assets/voxygen/i18n/es-419/hud/skills.ftl new file mode 100644 index 0000000..2ed18f0 --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/skills.ftl @@ -0,0 +1,128 @@ +hud-skill-not_unlocked = Todavía no desbloqueado +hud-skill-req_sp = + { "\u000A" } + + Requiere { $number } PH +hud-rank_up = Nuevo punto de habilidad +hud-skill-sp_available = { $number } PH disponible/s +hud-skill-unlck_sword_title = Desbloquea Espada +hud-skill-unlck_sword = Desbloquea el árbol de la Espada{ $SP } +hud-skill-unlck_axe_title = Desbloquea Hacha +hud-skill-unlck_axe = Desbloquea el árbol de la Hacha{ $SP } +hud-skill-unlck_hammer_title = Desbloquea Martillo +hud-skill-unlck_hammer = Desbloquea el árbol del Martillo{ $SP } +hud-skill-unlck_bow_title = Desbloquea Arco +hud-skill-unlck_bow = Desbloquea el árbol del Arco{ $SP } +hud-skill-unlck_staff_title = Desbloquea Vara +hud-skill-unlck_staff = Desbloquea el árbol del Vara{ $SP } +hud-skill-unlck_sceptre_title = Desbloquea Cetro +hud-skill-unlck_sceptre = Desbloquea el árbol del Cetro{ $SP } +hud-skill-climbing_title = Escalar +hud-skill-climbing = Saltando más alto +hud-skill-climbing_cost_title = Costo de Escalar +hud-skill-climbing_cost = Escalar usa un { $boost }% menos de energía{ $SP } +hud-skill-climbing_speed_title = Velocidad de Escalamiento +hud-skill-climbing_speed = Escala un { $boost }% más rápido{ $SP } +hud-skill-swim_title = Nado +hud-skill-swim = Moverse en entornos húmedos +hud-skill-swim_speed_title = Velocidad de Nado +hud-skill-swim_speed = Nada un { $boost }% más rápido{ $SP } +hud-skill-sc_lifesteal_title = Rayo vampírico +hud-skill-sc_lifesteal = Drena la vida de tus enemigos +hud-skill-sc_lifesteal_damage_title = Daño +hud-skill-sc_lifesteal_damage = Inflige { $boost }% más de daño{ $SP } +hud-skill-sc_lifesteal_range_title = Rango +hud-skill-sc_lifesteal_range = Tu rayo llega un { $boost }% mas lejos{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Robo de vida +hud-skill-sc_lifesteal_lifesteal = Convierte un { $boost }% más de daño en vida{ $SP } +hud-skill-sc_lifesteal_regen_title = Regeneración de vida +hud-skill-sc_lifesteal_regen = Regenera un { $boost }% más tu energía{ $SP } +hud-skill-sc_heal_title = Aura Sanadora +hud-skill-sc_heal = Cura a tus aliados usando la sangre de tus enemigos, requiere un combo para activarse +hud-skill-sc_heal_heal_title = Cura +hud-skill-sc_heal_heal = Aumenta la cantidad de curación en un { $boost }% { $SP } +hud-skill-sc_heal_cost_title = Coste de energía +hud-skill-sc_heal_cost = La curación requiere { $boost }% menos de energía { $SP } +hud-skill-sc_heal_duration_title = Duración +hud-skill-sc_heal_duration = Los efectos de tu aura curativa duran un { $boost }% más{ $SP } +hud-skill-sc_heal_range_title = Radio +hud-skill-sc_heal_range = Tu aura curativa llega un { $boost }% más{ $SP } +hud-skill-sc_wardaura_unlock_title = Desbloqueo de aura protectora +hud-skill-sc_wardaura_unlock = Te permite proteger a tus aliados contra ataques enemigos.{ $SP } +hud-skill-sc_wardaura_strength_title = Fuerza +hud-skill-sc_wardaura_strength = La fuerza de tu protección aumenta en un { $boost }%{ $SP } +hud-skill-sc_wardaura_duration_title = Duración +hud-skill-sc_wardaura_duration = Los efectos de tu vara duran un { $boost }% más{ $SP } +hud-skill-sc_wardaura_range_title = Radio +hud-skill-sc_wardaura_range = Tu vara llega un { $boost }% más{ $SP } +hud-skill-sc_wardaura_cost_title = Coste de energía +hud-skill-sc_wardaura_cost = Crear el aura costa un { $boost }% menos de energía{ $SP } +hud-skill-st_shockwave_range_title = Alcance de Onda de Choque +hud-skill-st_shockwave_range = tira cosas que solían estar fuera de alcance, rango aumentado un { $boost }%{ $SP } +hud-skill-st_shockwave_cost_title = Coste de Onda de Choque +hud-skill-st_shockwave_cost = Baja el costo de energía para arrojar a los aldeanos indefensos en un { $boost }%{ $SP } +hud-skill-st_shockwave_knockback_title = Golpe de Onda de Choque +hud-skill-st_shockwave_knockback = Aumenta la potencia de lanzamiento en un { $boost }%{ $SP } +hud-skill-st_shockwave_damage_title = Daño por Onda de Choque +hud-skill-st_shockwave_damage = Aumenta el daño causado en un { $boost }%{ $SP } +hud-skill-st_shockwave_unlock_title = Desbloquea Onda de Choque +hud-skill-st_shockwave_unlock = Desbloquea la habilidad de arrojar enemigos usando fuego{ $SP } +hud-skill-st_flamethrower_title = Lanzallamas +hud-skill-st_flamethrower = Lanza fuego, cocínalos +hud-skill-st_flame_velocity_title = Velocidad de la llama +hud-skill-st_flame_velocity = Hace que el fuego llegue más rápido, { $boost }% más rápido{ $SP } +hud-skill-st_flamethrower_range_title = Alcance de Lanzallamas +hud-skill-st_flamethrower_range = Para cuando no alcanzan las llamas, aumentara el alcance un { $boost }%{ $SP } +hud-skill-st_energy_drain_title = Drenaje de energía +hud-skill-st_energy_drain = Disminuye la velocidad a la que se drena la energía en un { $boost }%{ $SP } +hud-skill-st_flamethrower_damage_title = Daño del lanzallamas +hud-skill-st_flamethrower_damage = Aumenta el daño en un { $boost }%{ $SP } +hud-skill-st_explosion_radius_title = Radio de explosión +hud-skill-st_explosion_radius = Cuanto más grande, mejor, aumenta el radio de explosión en un { $boost }%{ $SP } +hud-skill-st_energy_regen_title = Regeneración de energía +hud-skill-st_energy_regen = Aumenta la ganancia de energía en { $boost }%{ $SP } +hud-skill-st_fireball_title = Bola de fuego +hud-skill-st_fireball = Dispara una bola de fuego que explota al impactar +hud-skill-st_damage_title = Daño +hud-skill-st_damage = Aumenta el daño en un { $boost }%{ $SP } +hud-skill-bow_projectile_speed_title = Velocidad del proyectil +hud-skill-bow_projectile_speed = Le permite disparar flechas más lejos, más rápido, un { $boost }%{ $SP } +hud-skill-bow_charged_title = Disparo cargado +hud-skill-bow_charged = Porque esperaste más +hud-skill-bow_charged_damage_title = Daño cargado +hud-skill-bow_charged_damage = Aumenta el daño en un { $boost }%{ $SP } +hud-skill-bow_charged_energy_regen_title = Regeneración cargada +hud-skill-bow_charged_energy_regen = Aumenta la recuperación de energía en un { $boost }%{ $SP } +hud-skill-bow_charged_knockback_title = Golpe cargado +hud-skill-bow_charged_knockback = Derriba a los enemigos más atrás { $boost }%{ $SP } +hud-skill-bow_charged_speed_title = Velocidad de carga +hud-skill-bow_charged_speed = Aumenta la velocidad de carga en un { $boost }%{ $SP } +hud-skill-bow_charged_move_title = Velocidad de movimiento al recargar +hud-skill-bow_charged_move = Aumenta la velocidad con la que puedes desplazarte mientras recargas en un { $boost }%{ $SP } +hud-skill-bow_repeater_title = Arco Repetidor +hud-skill-bow_repeater = Dispara más rápido cuanto más tiempo disparas +hud-skill-bow_repeater_damage_title = Daño del arco repetidor +hud-skill-bow_repeater_damage = Aumenta el daño realizado en un { $boost }%{ $SP } +hud-skill-bow_repeater_cost_title = Coste del arco repetidor +hud-skill-bow_repeater_cost = Disminuye el coste de energía para convertirse en un arco repetidor de planeo en un { $boost }%{ $SP } +hud-skill-bow_repeater_speed_title = Velocidad del repetidor +hud-skill-bow_repeater_speed = Aumenta la velocidad a la que disparas flechas en un { $boost }%{ $SP } +hud-skill-bow_shotgun_unlock_title = Desbloquea la escopeta +hud-skill-bow_shotgun_unlock = Desbloquea la capacidad de disparar varias flechas a la vez{ $SP } +hud-skill-bow_shotgun_damage_title = Daño de Escopeta +hud-skill-bow_shotgun_damage = Aumenta el daño causado por { $boost }%{ $SP } +hud-skill-bow_shotgun_cost_title = Costo de la Escopeta +hud-skill-bow_shotgun_cost = Disminuye el costo de la escopeta en un { $boost }%{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Flechas de escopeta +hud-skill-bow_shotgun_arrow_count = Aumenta el número de flechas de ráfaga en { $boost }{ $SP } +hud-skill-bow_shotgun_spread_title = Flechas de escopeta +hud-skill-bow_shotgun_spread = Disminuye la propagación de las flechas en un { $boost }%{ $SP } +hud-skill-mining_title = Mineria +hud-skill-pick_strike_title = Golpe con pico +hud-skill-pick_strike = Golpea rocas con el pico para conseguir minerales, gemas y experiencia +hud-skill-pick_strike_speed_title = Velocidad de golpe de pico +hud-skill-pick_strike_speed = Mina más rápido{ $SP } +hud-skill-pick_strike_oregain_title = Rendimiento del Pico con Minerales +hud-skill-pick_strike_oregain = Posibilidad de conseguir mineral extra({ $boost }% por nivel){ $SP } +hud-skill-pick_strike_gemgain_title = Rendimiento del Pico con Gemas +hud-skill-pick_strike_gemgain = Posibilidad de conseguir gemas extras ({ $boost }% por nivel){ $SP } diff --git a/assets/voxygen/i18n/es-419/hud/social.ftl b/assets/voxygen/i18n/es-419/hud/social.ftl new file mode 100644 index 0000000..ff7620f --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = Lista de jugadores +hud-social-online = En Línea +hud-social-friends = Amigos +hud-social-not_yet_available = Aún no esta disponible +hud-social-faction = Facción +hud-social-play_online_fmt = { $nb_player } jugador(es) en línea +hud-social-name = Nombre +hud-social-level = Nivel +hud-social-zone = Zona +hud-social-account = Cuenta diff --git a/assets/voxygen/i18n/es-419/hud/subtitles.ftl b/assets/voxygen/i18n/es-419/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/es-419/hud/trade.ftl b/assets/voxygen/i18n/es-419/hud/trade.ftl new file mode 100644 index 0000000..4e5164f --- /dev/null +++ b/assets/voxygen/i18n/es-419/hud/trade.ftl @@ -0,0 +1,33 @@ +hud-trade-trade_window = Intercambio +hud-trade-phase1_description = + Arrastra los objetos que quieras comerciar + en la zona correspondiente. +hud-trade-phase2_description = + El intercambio está bloqueado para que tengas + tiempo de revisarlo. +hud-trade-phase3_description = El intercambio está siendo procesado. +hud-trade-persons_offer = Oferta de { $playername } +hud-trade-has_accepted = + { $playername } + ha aceptado +hud-trade-accept = Aceptar +hud-trade-decline = Rechazar +hud-trade-invite_sent = Solicitud de intercambio enviada a { $playername }. +hud-trade-result-completed = Intercambio completado con éxito. +hud-trade-result-declined = Intercambio rechazado. +hud-trade-result-nospace = No hay suficiente espacio para completar el intercambio. +hud-trade-buy = + Precio de compra: { $coin_num -> + [one] una moneda. + *[other] { $coin_formatted } monedas + } +hud-trade-sell = + Precio de venta: { $coin_num -> + [one] una moneda. + *[other] { $coin_formatted } monedas + } +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Tu oferta +hud-trade-their_offer = Su oferta +hud-trade-amount_input = Selecciona un objeto diff --git a/assets/voxygen/i18n/es-419/main.ftl b/assets/voxygen/i18n/es-419/main.ftl new file mode 100644 index 0000000..6089706 --- /dev/null +++ b/assets/voxygen/i18n/es-419/main.ftl @@ -0,0 +1,99 @@ +main-username = Usuario +main-server = Servidor +main-password = Contraseña +main-connecting = Conectando +main-creating_world = Creando Mundo +main-tip = Consejo: +main-unbound_key_tip = unbound +main-notice = + Bienvenido a la versión alfa de Veloren! + + Antes de que te diviertas, por favor ten en cuenta lo siguiente: + + - Esta es una alfa muy temprana, espera fallos, jugabilidad extremadamente incompleta, mecánicas sin pulir y características faltantes. + + - Si tienes críticas constructivas o reportes de fallos, puedes contactarnos por reddit, GitLab, o por el server de Discord de nuestra comunidad. + + - Veloren esta licenciado bajo la licencia GPL 3 open-source (código abierto). Eso significa que tienes la libertad de jugar, modificar, y redistribuir el Juego como + desees (siempre y cuando dicho trabajo también este licenciado como GPL 3). + + - Veloren es un proyecto en comunidad sin ánimo de lucro, y todos los que trabajan en el son voluntarios. + Si te gusta lo que ves, eres bienvenido a unirte a los equipos de desarrollo o de arte! + + Gracias por tomarte el tiempo de leer este mensaje, esperamos que disfrutes el juego! + + ~ Los Desarrolladores de Veloren +main-login_process = + Información sobre el proceso para Iniciar Sesión: + + Por favor ten en cuenta que ahora necesitas una cuenta + para jugar en servidores con autenticación activada. + + Puedes crearte una cuenta en + + https://veloren.net/account/. +main-login-server_not_found = No se encontró el servidor +main-login-authentication_error = Error de autenticación en el servidor +main-login-internal_error = Error interno en el cliente (lo más probable es que se haya eliminado el personaje del jugador) +main-login-failed_auth_server_url_invalid = Error para conectar con el servidor de autenticación +main-login-insecure_auth_scheme = El esquema de autenticación HTTP No es compatible. ¡Es inseguro! Para propósitos de desarrollo, HTTP está permitido para 'localhost' o versiones de depuración +main-login-server_full = El servidor está lleno +main-login-untrusted_auth_server = El servidor de autenticación no es confiable +main-login-outdated_client_or_server = ServerWentMad: Probablemente las versiones son incompatibles, intenta actualizar tu cliente. +main-login-timeout = Timeout: El servidor no respondió a tiempo. (Puede estar sobrecargado o tener problemas de red). +main-login-server_shut_down = El servidor se apagó +main-login-network_error = Error de red +main-login-network_wrong_version = Versión de servidor y cliente no coincidente, actualice su cliente de juego. +main-login-failed_sending_request = El pedido al servidor de autenticación fallo +main-login-invalid_character = El personaje seleccionado no es válido +main-login-client_crashed = El cliente crasheó +main-login-not_on_whitelist = No estás en la lista. Contacta al Dueño del Servidor si quieres unirte. +main-login-banned = Usted ha sido baneado por la siguiente razón +main-login-kicked = Te han echado por la siguiente razón +main-login-select_language = Elige un idioma +main-login-client_version = Versión del cliente +main-login-server_version = Versión del servidor +main-login-client_init_failed = Fallo del cliente al inicializar: { $init_fail_reason } +main-login-username_bad_characters = ¡Nombre de Usuario contiene caracteres inválidos! (Solo los alfanuméricos, '_' y '-' están permitidos) +main-login-username_too_long = ¡Nombre de usuario demasiado largo! La Longitud máxima es: { $max_len } +main-servers-select_server = Elige un servidor +main-servers-singleplayer_error = Fallo al conectar con el servidor interno: { $sp_error } +main-servers-network_error = Red de Servidor/Error de socket: { $raw_error } +main-servers-participant_error = Participante desconectado/error protocolo: { $raw_error } +main-servers-stream_error = Error de conexión del servidor principal: { $raw_error } +main-servers-database_error = Error en la base de datos del servidor: { $raw_error } +main-servers-persistence_error = Error del servidor persistente (Probablemente datos de Assets/Personajes): { $raw_error } +main-servers-other_error = Error en el servidor general: { $raw_error } +main-credits = Créditos +main-credits-created_by = Creado por +main-credits-music = Música +main-credits-fonts = Fuentes +main-credits-other_art = Más Arte +main-credits-contributors = Colaboradores +loading-tips = + .a0 = Presiona '{ $gameinput-togglelantern }' para encender tu linterna. + .a1 = Presiona '{ $gameinput-help }' para ver los controles predeterminados. + .a2 = Puedes escribir /say o /s para chatear solo con jugadores alrededor tuyo. + .a3 = Puedes escribir /region o /r para chatear solo con jugadores que están a unos cientos bloques alrededor tuyo. + .a4 = Los Administradores pueden usar el comando /build para entrar en el modo construir. + .a5 = Puedes escribir /group o /g para solo chatear con jugadores en tu grupo actual. + .a6 = Para enviar mensajes privados escribe /tell seguido de el nombre de un jugador y luego tu mensaje. + .a7 = Observa el terreno en búsqueda de comida, cofres y botines! + .a8 = ¿Inventario lleno de comida? Intenta craftear mejor comida con ella! + .a9 = ¿Te preguntas dónde debes hacerlo? ¡Las Dungeons están marcadas en el mapa! + .a10 = No te olvides de ajustar los gráficos de tu pc. Presiona '{ $gameinput-settings }' para abrir la configuración. + .a11 = Jugar con otros es divertido! Presiona '{ $gameinput-social }' para ver quien esta conectado. + .a12 = Presiona '{ $gameinput-dance }' para bailar. Fiesta! + .a13 = Presiona '{ $gameinput-glide }' para abrir tu planeador y conquistar los cielos. + .a14 = Veloren está aún en Alfa temprana. Hacemos lo mejor para mejorar día a día! + .a15 = Si te quieres unir al equipo de desarrolladores o chatear con nosotros, únete a nuestro servidor de Discord. + .a16 = Puedes elegir mostrar tu cantidad de vida en la barra de vida en ajustes. + .a17 = Siéntate cerca de una fogata (con la tecla '{ $gameinput-sit }') para recuperarse lentamente de sus heridas. + .a18 = ¿Necesitas más mochilas o una mejor armadura para continuar tu viaje? ¡Presione '{ $gameinput-crafting }' para abrir el menú de creación! + .a19 = Presiona '{ $gameinput-roll }' para rodar. Rodar puede usarse para moverse rápidamente y esquivar ataques enemigos. + .a20 = ¿Te preguntas para qué se utiliza un objeto? Busque 'input:' en el menú de creación para ver en qué recetas se usa. + .a21 = ¿Encontraste algo genial? Toma una captura de pantalla con '{ $gameinput-screenshot }'. + .a22 = Intenta saltar cuando ruedas entre criaturas. + .a23 = NPCs con el mismo nivel pueden tener una dificultad diferente. + .a24 = Un NPC con un cráneo debajo de su barra de vida es bastante más poderoso comparado contigo. + .a25 = Para ver tus estadísticas, haz click en el botón 'Estadísticas' en el inventario. diff --git a/assets/voxygen/i18n/es-419/npc.ftl b/assets/voxygen/i18n/es-419/npc.ftl new file mode 100644 index 0000000..2e04c3a --- /dev/null +++ b/assets/voxygen/i18n/es-419/npc.ftl @@ -0,0 +1,281 @@ +npc-speech-villager = + .a0 = Amo el queso. +npc-speech-villager_open = + .a0 = Me gustaria saber que piensa un Catoblepas cuando come césped. + .a1 = ¿Que crees que hace que los Restos Reslandecientes brillen? + .a2 = ¿Alguna vez has oído hablar de los feroces tiburones terrestres? Escuché que viven en los desiertos. + .a3 = Me pregunto qué hay al otro lado de las montañas. + .a4 = Dejé un poco de queso con mi hermano. Ahora no sé si existe o no. Yo lo llamo el queso de Schrödinger. + .a5 = ¿Alguna vez has atrapado una luciérnaga? + .a6 = Dicen que en las cuevas se pueden encontrar gemas brillantes de todo tipo. + .a7 = Simplemente no puedo entender de dónde siguen viniendo esos Sauroks. +npc-speech-villager_adventurous = + .a0 = Espero hacer mi propio planeador algún día. + .a1 = Me gustaría ir a explorar en una cueva cuando sea más fuerte. +npc-speech-villager_closed = + .a0 = ¿No eres de por aquí verdad? + .a1 = ¡¿No crees que nuestro pueblo es el mejor?! + .a2 = Dicen que los champiñones son buenos para la salud. Nunca los he comido. + .a3 = ¿Ser o no ser? Creo que seré agricultor. +npc-speech-villager_conscientious = + .a0 = Me mantengo ocupado, Siempre hay algo que hacer. + .a1 = Espero que llueva pronto. Sería bueno para los cultivos. +npc-speech-villager_busybody = + .a0 = La gente debería hablar menos y trabajar más. +npc-speech-villager_unconscientious = + .a0 = ¡Creo que es hora del segundo desayuno! + .a1 = Ojalá mi casa no fuera un desastre... ¡Pero entonces tendría que ordenar! ¡Ja ja! + .a2 = Ahora donde deje esa cosa... +npc-speech-villager_extroverted = + .a0 = ¡No vas a creer lo que hice este fin de semana! + .a1 = ¡Muy buenos días! + .a2 = ¿Qué opinas de este clima? + .a3 = ¡Estoy loco por el queso! + .a4 = ¡No te olvides de las galletas! + .a5 = Simplemente adoro el Queso Enano. Ojalá pudiera hacerlo. + .a6 = Anoche tuve un sueño maravilloso sobre el queso. ¿Qué significa? + .a7 = ¡Me encanta la miel! Y odio las abejas. +npc-speech-villager_sociable = + .a0 = ¿No quieres entrar? ¡Estábamos a punto de comer un poco de queso! + .a1 = ¿Te gustaría ver mi jardín? Está bien, tal vez en otro momento. +npc-speech-villager_introverted = + .a0 = Alo. + .a1 = ¿Oh yo? No soy nada especial. +npc-speech-villager_agreeable = + .a0 = ¿Cómo estás hoy? + .a1 = Sólo dime si necesitas algo. + .a2 = ¿Has visto a mi gato? +npc-speech-villager_worried = + .a0 = Ten cuidado, ¿de acuerdo? Hay tantos peligros por ahí. +npc-speech-villager_disagreeable = + .a0 = Soy realista. Si a la gente no le gusta eso, que mal. + .a1 = La gente se ofende con demasiada facilidad. +npc-speech-villager_neurotic = + .a0 = Pensar en esas mazmorras me da miedo. Espero que alguien las limpie. + .a1 = Alguien debería hacer algo con esos cultistas. Preferiblemente no yo. + .a2 = Tengo el presentimiento de que algo malo sucederá. + .a3 = Desearía que alguien mantuviera a los lobos alejados del pueblo. +npc-speech-villager_sad_loner = + .a0 = Estoy tan solo. + .a1 = { "." }.. Perdón por este incómodo silencio. No soy tan bueno con la gente. +npc-speech-villager_seeker = + .a0 = Quiero ver el mundo algún día. Tiene que haber más en la vida que este pueblo. +npc-speech-villager_stable = + .a0 = ¿No es un día hermoso? + .a1 = La vida no es tan mala. + .a2 = ¡Que precioso día para dar un paseo por el bosque! +npc-speech-villager_decline_trade = + .a0 = Lo siento, no tengo nada para cambiar. + .a1 = ¿Comercio? Como si tuviera algo que te interesara. + .a2 = Mi casa es mía, no la cambio por nada. +npc-speech-villager_busy = + .a0 = Lo siento, no puedo hablar contigo ahora. + .a1 = Hablamos más tarde, estoy ocupado. +npc-speech-merchant_advertisement = + .a0 = ¿Puedo interesarte en un intercambio? + .a1 = ¿Quieres comerciar conmigo? + .a2 = Tengo un montón de mercancía, ¿Quieres echar un vistazo? +npc-speech-merchant_busy = + .a0 = Por favor espera, solo soy uno. + .a1 = Un momento, déjame terminar. + .a2 = Estoy ocupado, vuelve más tarde. +npc-speech-merchant_busy_rude = + .a0 = Oye, espera tu turno. + .a1 = ¿Ves a la otra persona frente a ti? + .a2 = No te cueles. +npc-speech-merchant_trade_successful = + .a0 = ¡Gracias por negociar conmigo! + .a1 = ¡Gracias! +npc-speech-merchant_trade_declined = + .a0 = Tal vez en otro momento, ¡que tengas un buen día! + .a1 = ¡Lástima, tal vez la próxima vez! +npc-speech-merchant_trade_cancelled_hostile = + .a0 = Lamento interrumpirlo, ¡tenemos un problema que resolver aquí! + .a1 = Comerciaremos más tarde, ¡primero tengo que encargarme de esto! +npc-speech-ambush = + .a0 = ¡No es aconsejable viajar solo! + .a1 = ¡Como robarle dulces a un bebé! + .a2 = ¡Ya te la sabes! + .a3 = ¡Pase el bicho! + .a4 = Que horas son... ¡Pues a esa hora valiste! + .a5 = Flojito y cooperando. + .a6 = ¡¿Su mama sabe coser?! +npc-speech-villager_cultist_alarm = + .a0 = ¡Esten atentos! ¡Hay un cultista suelto! + .a1 = ¡A las armas! ¡Los cultistas están atacando! + .a2 = ¡Cómo se atreven los cultistas a atacar nuestro pueblo! + .a3 = ¡Muerte a los cultistas! + .a4 = ¡Los cultistas no serán tolerados aquí! + .a5 = ¡Cultista asesino! + .a6 = ¡Prueba el filo de mi espada, sucio cultista! + .a7 = ¡Nada puede limpiar la sangre de tus manos, cultista! + .a8 = ¡Caracoles y repampanos! ¡Un cultista entre nosotros! + .a9 = ¡Los males de este cultista están a punto de terminar! + .a10 = ¡Este cultista es mío! + .a11 = ¡Prepárate para conocer a tu creador, cultista asqueroso! + .a12 = ¡Veo a un cultista! ¡Agarrenlo! + .a13 = ¡Veo a un cultista! ¡Ataquen! + .a14 = ¡Veo a un cultista! ¡No los dejen escapar! + .a15 = ¡¿Al cultista más honorable le importaría un poco de MUERTE?! + .a16 = ¡Nunca perdones! ¡Nunca olvides! ¡Cultista, arrepientete! + .a17 = ¡Muere, cultista! + .a18 = ¡Tu reino de terror se apoderará! + .a19 = ¡Aquí está todo lo que has hecho! + .a20 = No saludamos amablemente a los de su tipo por aquí. + .a21 = ¡Deberías haberte quedado bajo tierra! + .a22 = ¡Arrepientete hijo del diablo! +npc-speech-villager_under_attack = + .a0 = ¡Ayuda, estoy bajo ataque! + .a1 = ¡Ayuda! ¡Estoy bajo ataque! + .a2 = ¡Ay! ¡Estoy bajo ataque! + .a3 = ¡Au! ¡Estoy bajo ataque! ¡Ayuda! + .a4 = ¡Ayuda! ¡Estoy bajo ataque! + .a5 = ¡Estoy bajo ataque! ¡Ayuda! + .a6 = ¡Estoy bajo ataque! ¡Ayuda! + .a7 = ¡Ayuda! + .a8 = ¡Ayuda! ¡Ayuda! + .a9 = ¡Ayuda! ¡Ayuda! ¡Ayuda! + .a10 = ¡Estoy bajo ataque! + .a11 = AAAHHH! ¡Estoy bajo ataque! + .a12 = AAAHHH! ¡Estoy bajo ataque! ¡Ayuda! + .a13 = ¡Ayuda! ¡Estamos bajo ataque! + .a14 = ¡Ayuda! ¡Asesino! + .a15 = ¡Ayuda! ¡Hay un asesino suelto! + .a16 = ¡Ayuda! ¡Están tratando de matarme! + .a17 = ¡Guardias, estoy bajo ataque! + .a18 = ¡Guardias! ¡Estoy bajo ataque! + .a19 = ¡Estoy bajo ataque! ¡Guardias! + .a20 = ¡Ayuda! ¡Guardias! ¡Estoy bajo ataque! + .a21 = ¡Y ahora quien podra salvarme! + .a22 = ¡Guardias! ¡Guardias! + .a23 = ¡Guardias! ¡Hay un villano atacándome! + .a24 = ¡Guardias, maten a este asqueroso villano! + .a25 = ¡Guardias! ¡Hay un asesino! + .a26 = ¡Guardias! ¡Ayúdenme! + .a27 = ¡No te saldrás con la tuya! ¡Guardias! + .a28 = ¡Demonio! + .a29 = ¡Ayúdame! + .a30 = ¡Ayuda! ¡Por favor! + .a31 = ¡Ay! ¡Guardias! ¡Ayuda! + .a32 = ¡Vienen por mí! + .a33 = ¡Ayuda! ¡Ayuda! ¡Estoy siendo reprimido! + .a34 = Ah, ahora vemos la violencia inherente al sistema. + .a35 = ¡Es sólo un rasguño! + .a36 = ¡Para! + .a37 = ¡¿Qué te hice?! + .a38 = ¡Por favor deja de atacarme! + .a39 = ¡Oye! ¡Mira hacia dónde apuntas esa cosa! + .a40 = ¡Miserable, vete! + .a41 = ¡Para! ¡Vete! + .a42 = ¡Ahora me estás volviendo loco! + .a43 = ¡Oye! ¡¿Quién crees que eres?! + .a44 = ¡Te arrancaré la cabeza por eso! + .a45 = ¡Detente, por favor! ¡No llevo nada de valor! + .a46 = Te enviaré a mi hermano, ¡es más grande que yo! + .a47 = ¡Nooo, le diré a mamá! + .a48 = ¡Te maldigo! + .a49 = Por favor, no hagas eso. + .a50 = ¡Eso no fue muy agradable! + .a51 = ¡Tu arma funciona, puedes guardarla ahora! + .a52 = ¡Ten piedad! + .a53 = ¡Por favor, tengo una familia! + .a54 = ¡Soy muy joven para morir! + .a55 = ¿Podemos hablar sobre esto? + .a56 = ¡La violencia nunca es la respuesta! + .a57 = Hoy está siendo un día muy malo... + .a58 = ¡Oye, eso dolió! + .a59 = ¡Eek! + .a60 = Que grosero + .a61 = ¡Detente, te lo ruego! + .a62 = ¡Hagale! + .a63 = Esto no es divertido. + .a64 = ¡¿Cómo te atreves?! + .a65 = ¡Pagarás por eso! + .a66 = ¡Sigue así y te arrepentirás! + .a67 = ¡No me hagas lastimarte! + .a68 = ¡Debe haber algún malentendido! + .a69 = ¡No necesitas hacer esto! + .a70 = ¡Que esperas! + .a71 = ¡Eso realmente dolió! + .a72 = ¿Por qué harías eso? + .a73 = ¡Por los espíritus, para! + .a74 = ¡Debes haberme confundido con alguien más! + .a75 = ¡No merezco esto! + .a76 = Por favor, no vuelvas a hacer eso. + .a77 = ¡Guardias, tiren este monstruo al lago! + .a78 = ¡Te pondré mi tarasca! + .a79 = ¿Por qué yooooo? +npc-speech-villager_enemy_killed = + .a0 = ¡He destruido a mi enemigo! + .a1 = ¡Por fin en paz! + .a2 = { "." }.. ahora, ¿qué estaba haciendo? +npc-speech-menacing = + .a0 = ¡Te estoy advirtiendo! + .a1 = ¡Acercate viejo y acercate! + .a2 = ¡No me asustas! + .a3 = ¡Vete de aquí! + .a4 = ¡Date la vuelta si quieres vivir! + .a5 = !No eres bienvenido aquí! +npc-speech-cultist_low_health_fleeing = + .a0 = ¡Retirada, por la causa! + .a1 = ¡Retirada! + .a2 = ¡Te maldigo! + .a3 = ¡Te maldeciré en el más allá! + .a4 = ¡Debo descansar! + .a5 = Ellos son demasiado fuertes! +npc-speech-prisoner = + .a0 = ¡Estos sinvergüenzas me quitaron el pico! + .a1 = Estar atrapado no es divertido. + .a2 = No se puede confiar en los cardenales. + .a3 = Estos clérigos no son buenos. + .a4 = ¡Ojalá todavía tuviera mi ganzúa! +npc-speech-moving_on = + .a0 = ¡He pasado suficiente tiempo aquí, en marcha hacia { $site }! +npc-speech-migrating = + .a0 = Ya no estoy contento viviendo aquí. Es hora de emigrar a { $site }. + .a1 = Es hora de mudarme a { $site }, estoy harto de este lugar. +npc-speech-night_time = + .a0 = Es de noche, es hora de ir a casa. + .a1 = Estoy cansado. + .a2 = ¡Mi cama me llama! +npc-speech-day_time = + .a0 = ¡Comienza un nuevo día! + .a1 = Nunca me ha gustado despertarme ... +npc-speech-start_hunting = + .a0 = ¡Hora de ir de caza! +npc-speech-guard_thought = + .a0 = Mi hermano está luchando contra ogros. ¿Qué obtengo yo? ¡Guardia! + .a1 = Solo una ronda más, luego puedo ir a casa. + .a2 = Ningún bandido va a pasar de largo. +npc-speech-merchant_sell_undirected = + .a0 = ¡Todos mis productos son de la más alta calidad! + .a1 = ¿Alguien quiere comprar mis productos? + .a2 = Tengo las mejores ofertas de la ciudad. + .a3 = ¿Buscas suministros? Yo tengo todo lo que necesitas. +npc-speech-merchant_sell_directed = + .a0 = ¡Tú! ¿Necesitas un nuevo artilugio? + .a1 = ¿Tienes hambre? Seguro que tengo queso que puedes comprar. + .a2 = ¡Pareces que podrías necesitar una armadura nueva! +npc-speech-tell_site = + .a0 = ¿Has visitado { $site }? ¡Está justo al { $dir } de aquí! + .a1 = Deberías visitar { $site } en algún momento. + .a2 = Si viajas hacia { $dir }, puedes llegar a { $site }. +npc-speech-witness_murder = + .a0 = ¡Asesino! + .a1 = ¿Cómo pudiste hacer esto? + .a2 = ¡Aaah! +npc-speech-witness_death = + .a0 = ¡No! + .a1 = ¡Esto es terrible! + .a2 = ¡Oh, Dios mío! +npc-speech-dir_north = norte +npc-speech-dir_north_east = noreste +npc-speech-dir_east = este +npc-speech-dir_south_east = sureste +npc-speech-dir_south = sur +npc-speech-dir_south_west = suroeste +npc-speech-dir_west = oeste +npc-speech-dir_north_west = noroeste +npc-speech-tell_monster = + .a0 = Dicen que hay un { $body } hacia el { $dir }, a { $dist }... + .a1 = ¿Crees que eres fuerte? Hacia el { $dir } hay un { $body }. diff --git a/assets/voxygen/i18n/es/_manifest.ron b/assets/voxygen/i18n/es/_manifest.ron new file mode 100644 index 0000000..0fd12d4 --- /dev/null +++ b/assets/voxygen/i18n/es/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Spanish (Spain) +( + metadata: ( + language_name: "Español de España (Spanish - Spain)", + language_identifier: "es", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard_extended", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/es/body.ftl b/assets/voxygen/i18n/es/body.ftl new file mode 100644 index 0000000..230aa3c --- /dev/null +++ b/assets/voxygen/i18n/es/body.ftl @@ -0,0 +1,66 @@ +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-male = un ogro +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cyclops = un cíclope +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-female = una ogresa +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-generic = una criatura +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-werewolf = un hombre lobo +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cave_troll = un trol de las cavernas +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-swamp_troll = un trol del pantano +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-blue_oni = un oni azul +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-red_oni = un oni rojo +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-dullahan = un dullahan +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mindflayer = un mindflayer +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-minotaur = un minotauro +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-yeti = un yeti +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlock = un brujo sectario +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-wendigo = un wendigo +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mountain_troll = un trol de las montañas +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mighty_saurok = un saurok poderoso +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sly_saurok = un saurok furtivo +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlord = un señor de la guerra sectario +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-adlet_elder = un anciano adlet +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sea_bishop = un pez obispo +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-haniwa_general = un general haniwa +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_demolisher = un demoledor de terracota +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_punisher = un castigador de terracota +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_pursuer = un perseguidor de terracota +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cursekeeper = un perseguidor de terracota +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-harvester = un cosechador +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-gigas_frost = un gigante de hielo +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_besieger = un asediador de terracota +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-occult_saurok = un saurok ocultista +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tidal_warrior = un guerrero del mar +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tursus = un tursus +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-husk_brute = un bruto disecado diff --git a/assets/voxygen/i18n/es/buff.ftl b/assets/voxygen/i18n/es/buff.ftl new file mode 100644 index 0000000..67db02c --- /dev/null +++ b/assets/voxygen/i18n/es/buff.ftl @@ -0,0 +1,158 @@ +## Regeneración + +buff-heal = Regeneración de salud + .desc = Restaura salud progresivamente. + .stat = Restaura { $str_total } de salud. + +## Pociones + +buff-potion = Poción + .desc = Bebiendo... + +## Saturación + +buff-saturation = Saturación + .desc = Los consumibles te hacen recuperar salud con el paso del tiempo. + +## Hogueras + +buff-campfire_heal = Descanso en hoguera + .desc = Descansar en una hoguera restaura { $rate } % de salud por segundo. + +## Regeneración de energía + +buff-energy_regen = Regeneración de energía + .desc = Aumenta la regeneración de energía. + .stat = Restaura { $str_total } de energía + +## Aumento de salud + +buff-increase_max_health = Aumento de salud + .desc = Aumenta la salud máxima + .stat = Aumenta en { $strength } puntos tu salud máxima + +## Aumento de energía + +buff-increase_max_energy = Aumento de energía + .desc = Aumenta tu energía máxima + .stat = Aumenta en { $strength } puntos tu energía máxima + +## Invulnerabilidad + +buff-invulnerability = Invulnerabilidad + .desc = Eres inmune a todo el daño. + .stat = Concede invulnerabilidad + +## Protection Ward + +buff-protectingward = Custodia + .desc = Los ataques no te hacen daño. + +## Frenesí + +buff-frenzied = Frenesí + .desc = Consigues una velocidad sobrehumana e ignoras las pequeñas heridas. + +## Prisa + +buff-hastened = Prisa + .desc = Te mueves y atacas más rápido. + +## Hemorragia + +buff-bleed = Hemorragia + .desc = Recibes daño periódico. + +## Maldición + +buff-cursed = Maldito + .desc = Sufres una maldición. + +## En llamas + +buff-burn = En llamas + .desc = Te estás quemando vivo + +## Incapacitado + +buff-crippled = Incapacitado + .desc = Te mueves con dificultad a causa de las heridas en tus piernas. + +## Congelado + +buff-frozen = Congelado + .desc = Te mueves y atacas con más lentitud. + +## Mojado + +buff-wet = Mojado + .desc = El suelo te resulta resbaladizo por lo que te mueves con dificultad. + +## Atrapado + +buff-ensnared = Atrapado + .desc = Tus piernas permanecen inmóviles debido a las lianas que las agarran. + +## Fortaleza + +buff-fortitude = Aplomo + .desc = Ningún ataque enemigo consigue aturdirte. + +## Parada + +buff-parried = Parada + .desc = Tu arma ha sido parada por lo que te cuesta recuperarte. + +## Enfermedad de poción + +buff-potionsickness = Enfermedad de poción + .desc = La pociones te van haciendo cada vez menos efecto con cada consumición a corto plazo. + .stat = + Cada poción consecutiva que consumas + te hace un { $strength } % menos de efecto. + +## Temerario + +buff-reckless = Temerario + .desc = Tus ataques se vuelven más fuertes, pero tus defensas disminuyen. + +## Polimorfismo + +buff-polymorphed = Polimorfismo + .desc = La forma de tu cuerpo ha cambiado. + +## Util + +buff-text-over_seconds = durante { $dur_secs } segundos +buff-mysterious = Efecto misterioso +buff-text-for_seconds = durante { $dur_secs } segundos +buff-remove = Haz click para eliminar +buff-imminentcritical = + .desc = Tu próximo ataque golpeará críticamente al enemigo. +buff-bloodfeast = + .desc = Restauras vida en ataques contra enemigos ensangrentados +buff-fury = Furia + .desc = Con tu furia, tus golpes generarán más combos +buff-sunderer = + .desc = Tus ataques pueden romper las defensas de tus enemigos y refrescarte con más energía. +buff-defiance = Resistencia + .desc = Puedes resistir golpes más fuertes y asombrosos y generar combos al ser golpeado, sin embargo es más lento. +buff-berserk = Berseker + .desc = Estás en modo furioso, lo que hace que tus ataques sean más potentes y rápidos, y aumenta tu velocidad. Sin embargo, tu capacidad defensiva es menor. +buff-lifesteal = Robo de vida + .desc = Drena la fuerza vital de tus enemigos. +buff-agility = Agilidad + .desc = Te mueves más rápido, pero disminuye tu ataque y tu defensa. + .stat = + Aumenta la velocidad de movimiento en un { $strength } %. + A su vez, disminuye en gran medida tu poder de ataque y defensa. +buff-heatstroke = Golpe de calor + .desc = Las altas temperaturas te han provocado un golpe de calor. Tu ganancia de energía y velocidad de movimiento se ven reducidas. Refréscate. +buff-flame = Llama + .desc = La llama es tu aliada. +buff-frigid = Gélido + .desc = Congela a tus enemigos. +buff-salamanderaspect = Aspecto de la salamandra +# Poisoned +buff-poisoned = Envenenado + .desc = Te sientes cada vez más débil... diff --git a/assets/voxygen/i18n/es/char_selection.ftl b/assets/voxygen/i18n/es/char_selection.ftl new file mode 100644 index 0000000..df8ca5f --- /dev/null +++ b/assets/voxygen/i18n/es/char_selection.ftl @@ -0,0 +1,29 @@ +char_selection-loading_characters = Cargando personajes... +char_selection-delete_permanently = ¿Quieres eliminar a este personaje para siempre? +char_selection-change_server = Cambiar de servidor +char_selection-enter_world = Entrar al mundo +char_selection-spectate = Observar mundo +char_selection-logout = Salir +char_selection-create_new_character = Crear nuevo personaje +char_selection-creating_character = Creando personaje... +char_selection-character_creation = Creación de personaje +char_selection-human_default = Humano por defecto +char_selection-level_fmt = Nivel { $level_nb } +char_selection-uncanny_valley = Naturaleza salvaje +char_selection-plains_of_uncertainty = Llanuras de la Incertidumbre +char_selection-beard = Barba +char_selection-hair_style = Peinado +char_selection-hair_color = Color de pelo +char_selection-eye_color = Color de ojos +char_selection-skin = Piel +char_selection-eyeshape = Detalle de los ojos +char_selection-accessories = Accesorios +char_selection-starting_site = Elige la zona donde comenzar +char_selection-starting_site_next = Siguiente +char_selection-starting_site_prev = Anterior +char_selection-starting_site_name = { $name } +char_selection-starting_site_kind = Tipo: { $kind } +char_selection-create_info_name = ¡Tu personaje necesita un nombre! +char_selection-version_mismatch = ¡AVISO! Este servidor se está ejecutando en una versión diferente a la de tu cliente. Por favor, actualiza el juego. +char_selection-joining_character = Entrando al mundo... +char_selection-rules = Normas diff --git a/assets/voxygen/i18n/es/common.ftl b/assets/voxygen/i18n/es/common.ftl new file mode 100644 index 0000000..d2367cd --- /dev/null +++ b/assets/voxygen/i18n/es/common.ftl @@ -0,0 +1,123 @@ +common-username = Nombre de cuenta +common-singleplayer = Un jugador +common-multiplayer = Multijugador +common-servers = Servidores +common-quit = Salir +common-settings = Opciones +common-languages = Idiomas +common-interface = Interfaz +common-gameplay = Juego +common-controls = Controles +common-video = Gráficos +common-sound = Sonido +common-chat = Chat +common-networking = Red +common-resume = Reanudar +common-characters = Personajes +common-close = Cerrar +common-yes = Sí +common-no = No +common-back = Atrás +common-create = Crear +common-okay = Vale +common-add = Añadir +common-accept = Aceptar +common-decline = Rechazar +common-disclaimer = Atención +common-cancel = Cancelar +common-none = Ninguno +common-error = Error +common-fatal_error = Error fatal +common-you = Tú +common-automatic = Auto +common-random = Aleatorio +common-empty = Vacío +common-confirm = Confirmar +common-delete_server = Eliminar servidor +common-interface_settings = Ajustes de interfaz +common-gameplay_settings = Ajustes de juego +common-controls_settings = Ajustes de controles +common-video_settings = Ajustes gráficos +common-sound_settings = Ajustes de sonido +common-language_settings = Ajustes de idioma +common-chat_settings = Ajustes de chat +common-networking_settings = Ajustes de red +common-connection_lost = + ¡Conexión perdida! + ¿Se reinició el servidor? + ¿Está el cliente actualizado? +common-species-orc = Orco +common-species-human = Humano +common-species-dwarf = Enano +common-species-elf = Elfo +common-species-draugr = No-muerto +common-species-danari = Danari +common-weapons-axe = Hacha +common-weapons-dagger = Daga +common-weapons-greatsword = Espadón +common-weapons-shortswords = Espadas cortas +common-weapons-sword = Espada +common-weapons-staff = Bastón de fuego +common-weapons-bow = Arco +common-weapons-hammer = Martillo +common-weapons-general = Combate general +common-weapons-sceptre = Cetro de sanación +common-weapons-shield = Escudo +common-weapons-spear = Lanza +common-weapons-hammer_simple = Martillo simple +common-weapons-sword_simple = Espada simple +common-weapons-staff_simple = Bastón simple +common-weapons-axe_simple = Hacha simple +common-weapons-bow_simple = Arco simple +common-weapons-unique = Único +common-tool-debug = Depuración +common-tool-farming = Herramienta agrícola +common-tool-pick = Pico +common-tool-mining = Minería +common-tool-instrument = Instrumento +common-kind-modular_component = Componente modular +common-kind-modular_component_partial = Componente +common-kind-glider = Paravela +common-kind-consumable = Consumible +common-kind-throwable = Puede ser lanzado +common-kind-utility = Utilidad +common-kind-ingredient = Ingrediente +common-kind-lantern = Linterna +common-hands-one = Una mano +common-hands-two = Dos manos +common-rand_appearance = Apariencia aleatoria +common-rand_name = Nombre aleatorio +common-stats-combat_rating = PC +common-stats-power = Poder +common-stats-speed = Velocidad +common-stats-effect-power = Potencia de estados alterados +common-stats-range = Rango +common-stats-energy_efficiency = Eficiencia de energía +common-stats-buff_strength = Potencia de estados beneficiosos +common-stats-precision_mult = Multiplicador de crítico +common-stats-armor = Armadura +common-stats-poise_res = Resistencia al aturdimiento +common-stats-energy_max = Energía máxima +common-stats-energy_reward = Ganancia de energía +common-stats-precision_power = Daño crítico +common-stats-stealth = Sigilo +common-stats-slots = Casillas +common-stats-durability = Durabilidad +common-material-metal = Metal +common-material-wood = Madera +common-material-stone = Piedra +common-material-cloth = Tela +common-material-hide = Piel +common-sprite-chest = Cofre +common-tool-shovel = Pala +common-sprite-crate = Caja +common-accessibility_settings = Opciones de accesibilidad +common-accessibility = Accesibilidad +common-sprite-chair = Silla +common-sprite-mud = Barro +common-sprite-grave = Tumba +common-sprite-signboard = Cartel +common-sprite-street_lamp = Farola +common-sprite-lantern = Linterna +common-sprite-seashell_lantern = Linterna de conchas +common-sprite-firebowl_ground = Brasero diff --git a/assets/voxygen/i18n/es/esc_menu.ftl b/assets/voxygen/i18n/es/esc_menu.ftl new file mode 100644 index 0000000..7b3dd7e --- /dev/null +++ b/assets/voxygen/i18n/es/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Volver al título +esc_menu-quit_game = Salir del juego diff --git a/assets/voxygen/i18n/es/gameinput.ftl b/assets/voxygen/i18n/es/gameinput.ftl new file mode 100644 index 0000000..d8c6682 --- /dev/null +++ b/assets/voxygen/i18n/es/gameinput.ftl @@ -0,0 +1,78 @@ +gameinput-primary = Ataque primario +gameinput-secondary = Ataque secundario +gameinput-block = Bloquear +gameinput-slot1 = Botón de acción 1 +gameinput-slot2 = Botón de acción 2 +gameinput-slot3 = Botón de acción 3 +gameinput-slot4 = Botón de acción 4 +gameinput-slot5 = Botón de acción 5 +gameinput-slot6 = Botón de acción 6 +gameinput-slot7 = Botón de acción 7 +gameinput-slot8 = Botón de acción 8 +gameinput-slot9 = Botón de acción 9 +gameinput-slot10 = Botón de acción 10 +gameinput-swaploadout = Cambiar de armas +gameinput-togglecursor = Mostrar cursor +gameinput-help = Mostrar ventana de ayuda +gameinput-toggleinterface = Ver/Ocultar interfaz +gameinput-toggledebug = Mostrar FPS e información de depuración +gameinput-toggle_egui_debug = Mostrar información de depuración EGUI +gameinput-togglechat = Ver/Ocultar chat +gameinput-screenshot = Tomar captura de pantalla +gameinput-toggleingameui = Mostrar nombres de jugadores +gameinput-fullscreen = Activar pantalla completa +gameinput-moveforward = Avanzar +gameinput-moveleft = Ir hacia la izquierda +gameinput-moveright = Ir hacia la derecha +gameinput-moveback = Retroceder +gameinput-jump = Saltar +gameinput-glide = Sacar/Guardar paravela +gameinput-roll = Esquivar +gameinput-climb = Escalar/Trepar +gameinput-climbdown = Descender/Bajar +gameinput-wallleap = Salto sobre pared +gameinput-togglelantern = Encender/Apagar linterna +gameinput-mount = Montar +gameinput-chat = Abrir chat +gameinput-command = Abrir línea de comandos +gameinput-escape = Abrir menú +gameinput-map = Abrir mapa +gameinput-bag = Abrir inventario +gameinput-trade = Comerciar +gameinput-social = Social +gameinput-sit = Sentarse +gameinput-spellbook = Abrir libro de habilidades +gameinput-settings = Opciones +gameinput-respawn = Reaparecer +gameinput-charge = Cargar +gameinput-togglewield = Sacar/Guardar armas +gameinput-interact = Interactuar +gameinput-freelook = Vista libre +gameinput-autowalk = Avance automático +gameinput-zoomlock = Fijar zoom de la cámara +gameinput-cameraclamp = Cámara fija +gameinput-dance = Bailar +gameinput-select = Seleccionar entidad +gameinput-acceptgroupinvite = Aceptar invitación de grupo +gameinput-declinegroupinvite = Rechazar invitación de grupo +gameinput-cyclecamera = Cambiar de cámara +gameinput-crafting = Fabricar +gameinput-fly = Volar +gameinput-sneak = Agacharse +gameinput-swimdown = Nadar hacia abajo +gameinput-swimup = Nadar hacia arriba +gameinput-mapzoomin = Acercar vista del mapa +gameinput-mapzoomout = Alejar vista del mapa +gameinput-greet = Saludar +gameinput-map-locationmarkerbutton = Marcar un punto en el mapa +gameinput-spectatespeedboost = Ir más rápido en modo espectador +gameinput-spectateviewpoint = Punto de vista del modo espectador +gameinput-mutemaster = Silenciar volumen principal +gameinput-muteinactivemaster = Silenciar volumen principal (juego inactivo) +gameinput-mutemusic = Silenciar música +gameinput-mutesfx = Silenciar efectos de sonido +gameinput-muteambience = Silenciar volumen ambiental +gameinput-stayfollow = Quedarse/Seguir +gameinput-togglewalk = Caminar/Correr +gameinput-zoomout = Quitar zoom de la cámara +gameinput-zoomin = Hacer zoom con la cámara diff --git a/assets/voxygen/i18n/es/hud/ability.ftl b/assets/voxygen/i18n/es/hud/ability.ftl new file mode 100644 index 0000000..1eb85cf --- /dev/null +++ b/assets/voxygen/i18n/es/hud/ability.ftl @@ -0,0 +1,516 @@ +# Habilidades de espada +# El orden de listado de las habilidades para cada posición de combate es es el siguiente: +# 1. Bufo de la posición que aparece sobre la barra de habilidades cuando cambias a esa posición. +# 2. Habilidad asignada al botón primario del ratón. +# 3. Habilidad asignada al botón secundario del ratón. +# 4. Habilidad específica para la posición de combate que requiere una cantidad moderada de combo para utilizarse. +# 5. Habilidades específicas de esa posición de combate, las mostradas en el árbol de habilidades, leídas de izquierda a derecha, de arriba a abajo + + +## Habilidades con polimorfismo, es decir, que tienen variantes para cada posición de combate. +## Estas son las habilidades mostradas en el centro del árbol de habilidades de la espada, +## excepto las dos primeras listadas. + +veloren-core-pseudo_abilities-sword-double_slash = Golpe doble + .desc = Una sucesión de dos golpes. +veloren-core-pseudo_abilities-sword-secondary_ability = Habilidad de espada secundaria + .desc = Habilidad asociada con la tecla de ataque secundaria. +veloren-core-pseudo_abilities-sword-finisher = Remate + .desc = + Golpe con la espada que busca poner fin a la batalla. + Esta habilidad cambia según la posición de combate adoptada. +veloren-core-pseudo_abilities-sword-cross_cut = Tajo cruzado + .desc = + Un tajo doble de izquierda a derecha. + Esta habilidad cambia según la posición de combate adoptada. +veloren-core-pseudo_abilities-sword-skewer = Estocada + .desc = + Golpe perforante. + Esta habilidad cambia según la posición de combate adoptada. +veloren-core-pseudo_abilities-sword-cascade = Cascada + .desc = + Golpe descendente. + Esta habilidad cambia según la posición de combate adoptada. +veloren-core-pseudo_abilities-sword-fell_strike = Tajo horizontal + .desc = + Golpe fuerte y rápido con la espada en dirección horizontal. + Esta habilidad cambia según la posición de combate adoptada. +veloren-core-pseudo_abilities-sword-crescent_slash = Tajo creciente + .desc = + Golpe ascendente con la espada en dirección vertical. + Esta habilidad cambia según la posición de combate adoptada. + +## Habilidades cuando no se ha adoptado ninguna posición de combate + +common-abilities-sword-basic_double_slash = Golpe doble + .desc = Una sucesión básica de dos golpes. +common-abilities-sword-basic_thrust = Estocada + .desc = La estocada se puede mantener en posición para aumentar su potencia. +common-abilities-sword-basic_mighty_strike = Golpe poderoso + .desc = + Golpe con un gran poder de ataque. + Requiere una cantidad moderada de combo para utilizarse. +common-abilities-sword-basic_cross_cut = Tajo cruzado + .desc = Un simple tajo doble de izquierda a derecha. +common-abilities-sword-basic_skewer = Estocada + .desc = Golpe perforante. +common-abilities-sword-basic_cascade = Cascada + .desc = Golpe descendente. +common-abilities-sword-basic_fell_strike = Tajo horizontal + .desc = Golpe fuerte y rápido con la espada en dirección horizontal. +common-abilities-sword-basic_crescent_slash = Tajo creciente + .desc = Golpe ascendente con la espada en dirección vertical. + +## Posición de hendedura + +veloren-core-pseudo_abilities-sword-cleaving_stance = Posición de hendedura + .desc = Te permite golpear a varios enemigos con ataques amplios. +common-abilities-sword-cleaving_double_slash = Golpe doble de hendedura + .desc = Una sucesión de dos golpes que pueden golpear a varios enemigos. +common-abilities-sword-cleaving_spiral_slash = Tajo circular + .desc = Golpea a los enemigos que te rodean con un ataque giratorio. +common-abilities-sword-cleaving_bladestorm = Lluvia de espadas + .desc = + Destroza a tus enemigos con varios ataques giratorios de tu espada. + Requiere una cantidad moderada de combo para utilizarse. +common-abilities-sword-cleaving_cross_cut = Tajo cruzado de hendedura + .desc = Un tajo doble de izquierda a derecha que puede golpear a varios enemigos. +common-abilities-sword-cleaving_skewer = Estocada de hendedura + .desc = Golpe perforante que puede golpear a varios enemigos. +common-abilities-sword-cleaving_cascade = Cascada de hendedura + .desc = Golpe descendente que puede golpear a varios enemigos. +common-abilities-sword-cleaving_fell_strike = Tajo horizontal de hendedura + .desc = Golpe fuerte y rápido con la espada en dirección horizontal que puede golpear a varios enemigos. +common-abilities-sword-cleaving_crescent_slash = Tajo creciente de hendedura + .desc = Golpe ascendente con la espada en dirección vertical que puede golpear a varios enemigos. +common-abilities-sword-cleaving_blade_fever = Ira del espadachín + .desc = + Golpea con la espada sin llevar nada de cuidado, lo que aumenta la potencia de tus golpes, pero disminuye tu capacidad defensiva. + Requiere estar en la posición de hendedura. +common-abilities-sword-cleaving_whirlwind_slice = Hendedura + .desc = + Golpea a todos los enemigos que te rodean. + Cambia a la posición de hendedura. +common-abilities-sword-cleaving_sky_splitter = Corte celestial + .desc = + Un tajo tan potente que se dice que puede llegar a cortar el cielo, aunque también sirve para partir en dos a tus enemigos. + Requiere estar en la posición de hendedura. +common-abilities-sword-cleaving_earth_splitter = Divisor de la tierra + .desc = + Parte el suelo. El impacto del golpe será mucho mayor si se utiliza durante una caída. + Cambia a la posición de hendedura. + +## Posición ágil + +veloren-core-pseudo_abilities-sword-agile_stance = Posición ágil + .desc = Tus ataques son más rápidos y débiles. +common-abilities-sword-agile_double_slash = Golpe doble ágil + .desc = Una sucesión rápida de dos golpes ligeros. +common-abilities-sword-agile_perforate = Perforación + .desc = Arremete con una serie veloz de estocadas ligeras. +common-abilities-sword-agile_hundred_cuts = Cien tajos + .desc = + Sucesión masiva de cortes muy rápidos sobre un objetivo. + Requiere una cantidad moderada de combo para utilizarse. +common-abilities-sword-agile_cross_cut = Tajo cruzado ágil + .desc = Un tajo rápido doble de izquierda a derecha. +common-abilities-sword-agile_skewer = Estocada ágil + .desc = Golpe perforante rápido. +common-abilities-sword-agile_cascade = Cascada ágil + .desc = Golpe descendente rápido. +common-abilities-sword-agile_fell_strike = Tajo horizontal ágil + .desc = Golpe fuerte y muy rápido con la espada en dirección horizontal. +common-abilities-sword-agile_crescent_slash = Tajo creciente ágil + .desc = Golpe ligero ascendente con la espada en dirección vertical. +common-abilities-sword-agile_dancing_edge = Baile de espadas + .desc = + Te mueves y atacas con mayor rapidez. + Requiere estar en la posición ágil. +common-abilities-sword-agile_flurry = Ráfaga de estocadas + .desc = + Arremete con una serie veloz de estocadas. + Requiere estar en la posición ágil. +common-abilities-sword-agile_quick_draw = Destello letal + .desc = + Avanza al mismo tiempo que desenvainas tu espada para realizar un golpe rápido. + Cambia a la posición ágil. +common-abilities-sword-agile_feint = Floritura + .desc = + Hace creer a tu enemigo que vas a atacar por un lado, para luego golpearle por el otro. + Cambia a la posición ágil. + +## Posición de incapacitación + +veloren-core-pseudo_abilities-sword-crippling_stance = Posición de incapacitación + .desc = Tus ataques mutilan a tus enemigos. +common-abilities-sword-crippling_double_slash = Golpe doble incapacitante + .desc = Una sucesión de dos golpes que puede prolongar el sangrado de un enemigo. +common-abilities-sword-crippling_deep_rend = Desgarre profundo + .desc = Golpe que busca empeorar las heridas abiertas del objetivo. Inflige daño adicional a enemigos que están sufriendo una hemorragia. +common-abilities-sword-crippling_mutilate = Mutilación + .desc = + Mutila a tu enemigo al cortar sus heridas. Inflige daño adicional a enemigos que están sufriendo una hemorragia. + Requiere una cantidad moderada de combo para utilizarse. +common-abilities-sword-crippling_cross_cut = Tajo cruzado incapacitante + .desc = Un tajo doble de izquierda a derecha que puede producir hemorragia. +common-abilities-sword-crippling_skewer = Estocada incapacitante + .desc = Golpe perforante que puede producir hemorragia. +common-abilities-sword-crippling_cascade = Cascada incapacitante + .desc = Golpe descendente que puede producir hemorragia. +common-abilities-sword-crippling_fell_strike = Tajo horizontal incapacitante + .desc = Golpe fuerte y rápido con la espada en dirección horizontal que puede producir hemorragia. +common-abilities-sword-crippling_crescent_slash = Tajo creciente incapacitante + .desc = Golpe ascendente con la espada en dirección vertical que puede producir hemorragia. +common-abilities-sword-crippling_gouge = Golpe profundo + .desc = + Inflige heridas mayores a tu enemigo. + Cambia a la posición de incapacitación. +common-abilities-sword-crippling_bloody_gash = Tajo sangriento + .desc = + Ataca sin piedad a enemigos que se estén desangrando para hacerles daño adicional. + Requiere estar en la posición de incapacitación. +common-abilities-sword-crippling_hamstring = Desgarre + .desc = + Golpea los tendones en las piernas de tus enemigos para reducir su movilidad. + Cambia a la posición de incapacitación. +common-abilities-sword-crippling_eviscerate = Destripamiento + .desc = + Golpe que empeora las heridas de enemigos incapacitados y les inflige daño adicional. + Requiere estar en la posición de incapacitación. + +## Posición intensa + +veloren-core-pseudo_abilities-sword-heavy_stance = Posición intensa + .desc = Tus ataques pueden aturdir a los enemigos y se vuelven más potentes y lentos. +common-abilities-sword-heavy_double_slash = Golpe doble fuerte + .desc = Una sucesión de dos golpes lentos que pueden aturdir. +common-abilities-sword-heavy_slam = Presa + .desc = Golpe potente descendiente que se puede cargar para aumentar aún más su fuerza. +common-abilities-sword-heavy_guillotine = Guillotina + .desc = + Tajo fuerte con gran probabilidad de aturdir a aquello que no consiga matar. + Requiere una cantidad moderada de combo para utilizarse. +common-abilities-sword-heavy_fortitude = Gran fortaleza + .desc = + Los ataques que recibes no te aturden. + Requiere estar en la posición intensa. +common-abilities-sword-heavy_pillar_thrust = Caída en picado + .desc = + Atraviesa a tu enemigo con la espada hasta llegar al suelo. El golpe será más potente si se utiliza durante una caída. + Requiere estar en la posición intensa. +common-abilities-sword-heavy_sweep = Golpe potente + .desc = + Golpea con fuerza y gran amplitud para infligir daño adicional a enemigos aturdidos. + Cambia a la posición intensa. +common-abilities-sword-heavy_pommel_strike = Golpe de empuñadura + .desc = + Golpea al enemigo en la cabeza con la empuñadura de la espada para tratar de aturdirlo. + Requiere estar en la posición intensa. +common-abilities-sword-heavy_cross_cut = Tajo cruzado potente + .desc = Un tajo doble de izquierda a derecha que puede aturdir. +common-abilities-sword-heavy_skewer = Estocada potente + .desc = Golpe perforante que puede aturdir. +common-abilities-sword-heavy_cascade = Cascada potente + .desc = Golpe descendente que puede aturdir. +common-abilities-sword-heavy_fell_strike = Tajo horizontal potente + .desc = Golpe fuerte y rápido con la espada en dirección horizontal que puede aturdir. +common-abilities-sword-heavy_crescent_slash = Tajo creciente potente + .desc = Golpe ascendente con la espada en dirección vertical que puede aturdir. + +## Posición defensiva + +veloren-core-pseudo_abilities-sword-defensive_stance = Posición defensiva + .desc = Los ataques con la espada también sirven para bloquear pequeños ataques y realizar paradas. +common-abilities-sword-defensive_double_slash = Golpe doble defensivo + .desc = Una sucesión de dos golpes que pueden reducir el impacto de ataques enemigos. +common-abilities-sword-defensive_vital_jab = Pinchazo crítico defensivo + .desc = Estocada rápida que inflige daño adicional a enemigos cuyos ataques se hayan parado o bloqueado. +common-abilities-sword-defensive_counter = Contraataque + .desc = + Golpe rápido que inflige mucho daño adicional a enemigos cuyos ataques se hayan parado o bloqueado. + Requiere una cantidad moderada de combo para utilizarse. +common-abilities-sword-defensive_cross_cut = Tajo cruzado defensivo + .desc = Un tajo doble de izquierda a derecha que puede proteger de ataques enemigos. +common-abilities-sword-defensive_skewer = Estocada defensiva + .desc = Golpe perforante que puede proteger de ataques enemigos. +common-abilities-sword-defensive_cascade = Cascada defensiva + .desc = Golpe descendente que puede proteger de ataques enemigos. +common-abilities-sword-defensive_fell_strike = Tajo horizontal defensivo + .desc = Golpe fuerte y rápido con la espada en dirección horizontal que puede proteger de ataques enemigos. +common-abilities-sword-defensive_crescent_slash = Tajo creciente defensivo + .desc = Golpe ascendente con la espada en dirección vertical que puede proteger de ataques enemigos. +common-abilities-sword-defensive_stalwart_sword = Espada inquebrantable + .desc = + Los ataques te hacen menos daño. + Requiere estar en la posición defensiva. +common-abilities-sword-defensive_deflect = Parada + .desc = + Realiza una maniobra tan ágil que puedes llegar a bloquear proyectiles. + Requiere estar en la posición defensiva. +common-abilities-sword-defensive_riposte = Réplica de duelo + .desc = + Repele un ataque enemigo e inmediatamente golpea de vuelta. + Cambia a la posición defensiva. +common-abilities-sword-defensive_disengage = Retirada defensiva + .desc = + Golpea a tu enemigo a la vez que retrocedes. + Cambia a la posición defensiva. +# Habilidades de arco +common-abilities-debug-possess = Flecha de posesión + .desc = Dispara una flecha que te permite controlar a tu objetivo. +common-abilities-bow-shotgun = Ráfaga + .desc = Lanza una ráfaga de flechas. +# Habilidades de bastón +common-abilities-staff-fireshockwave = Anillo de fuego + .desc = Incendia el suelo con una ardiente onda de choque. +# Habilidades de cetro +common-abilities-sceptre-wardingaura = Aura del guardián + .desc = Emana de ti un aura que te protege a ti y a tus aliados. +# Sword abilities +common-abilities-sword-agile_dual_flurry = Ráfaga de estocadas + .desc = + Arremete con una serie de estocadas usando ambas espadas. + Requiere estar en la posición ágil. +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-defensive_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crippling_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cleaving_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-basic_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-agile_stance = "" +# Debug abilities +common-abilities-debug-glide_speeder = Bbrrrum + .desc = Consigues el poder para llegar hasta dónde alcance tu mirada. +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-heavy_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-agile_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-defensive_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crippling_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cleaving_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-double_slash = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-modified_depending_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crescent_slash = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-fell_strike = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-skewer = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cascade = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-requires_moderate_combo = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-enter_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-require_stance = "" +# Sword abilities +common-abilities-sword-agile_dual_perforate = Torrente de estocadas + .desc = Arremete con una gran serie de golpes ligeros con ambas espadas. +# Sword abilities +common-abilities-sword-basic_dual_cross_cut = Tajo cruzado básico. + .desc = Golpea al mismo tiempo tanto por la izquierda como por la derecha. +# Sword abilities +common-abilities-sword-heavy_dual_cross_cut = Tajo cruzado pesado. + .desc = Un tajo doble que puede aturdir al objetivo. +# Sword abilities +common-abilities-sword-agile_dual_cross_cut = Tajo cruzado ágil + .desc = Un golpe rápido que ataca por ambos lados al mismo tiempo. +# Sword abilities +common-abilities-sword-defensive_dual_cross_cut = Tajo cruzado defensivo + .desc = Un golpe que ataca por ambos lados al mismo tiempo y puede proteger de ataques enemigos. +# Sword abilities +common-abilities-sword-crippling_dual_cross_cut = Tajo cruzado de incapacitación + .desc = Un golpe que ataca por ambos lados al mismo tiempo y puede producir hemorragia. +# Sword abilities +common-abilities-sword-cleaving_dual_cross_cut = Tajo cruzado de hendedura + .desc = Un golpe que ataca por ambos lados al mismo tiempo y puede atravesar a varios enemigos. +# Axe abilities +common-abilities-axe-berserk = Berséker + .desc = Aumenta tu poder ofensivo a cambio de disminuir tu defensa. +# Axe abilities +common-abilities-axe-rising_tide = Marea creciente + .desc = Golpe ascendente que bonifica en gran medida el combo. +# Axe abilities +common-abilities-axe-savage_sense = Sentido salvaje + .desc = Identifica un punto débil de tu objetivo para asegurarte de que el próximo ataque hará daño crítico. +# Axe abilities +common-abilities-axe-adrenaline_rush = Subidón de adrenalina + .desc = + Usa todo tu combo para recuperar energía. + Su efecto es más potente cuanto más combo se haya consumido. +# Axe abilities +common-abilities-axe-maelstrom = Torbellino + .desc = + Golpea a todo cuanto te rodee con un ataque en círculos devastador. + Esta habilidad es la evolución de "Ejecución" cuando se tiene suficiente combo. +# Axe abilities +common-abilities-axe-rake = Rastrillo + .desc = Restriega tu hacha en el objetivo, lo que provoca hemorragia. +# Axe abilities +common-abilities-axe-bloodfeast = Sed de sangre + .desc = Tu hacha sacia su sed y te sana con la sangre en los golpes a enemigos que sufren de hemorragia. +# Axe abilities +common-abilities-axe-fierce_raze = Arremetida feroz + .desc = Una serie veloz de golpes sobre el objetivo. +# Axe abilities +common-abilities-axe-furor = Frenesí + .desc = El combo que generan tus golpes aumenta conforme lo hace tu furia. +# Axe abilities +common-abilities-axe-lacerate = Laceración + .desc = + Desolla a tu objetivo para provocarles hemorragia. + Requiere 30 de combo para usarse. + Esta habilidad se convierte en "Rompeolas" si tienes al menos 50 de combo. +# Axe abilities +common-abilities-axe-riptide = Rompeolas + .desc = + Desolla a todo lo que te rodee. + Esta habilidad es la evolución de "Laceración" cuando se tiene suficiente combo. +# Axe abilities +common-abilities-axe-skull_bash = Rompecráneos + .desc = Golpe con el ojo de tu hacha que puede aturdir al objetivo. +# Axe abilities +common-abilities-axe-cleave = Corte + .desc = Un tajo hacia abajo que puede generar bastante combo. +# Axe abilities +common-abilities-axe-brutal_swing = Ataque brutal + .desc = Golpeas con un ataque giratorio a tu alrededor. +# Axe abilities +common-abilities-axe-defiance = Desafío + .desc = Mira a la muerte a la cara al mismo tiempo que aumentan tus defensas. +# Axe abilities +common-abilities-axe-capsize = Vuelco + .desc = + Llévate por delante a todo lo que tengas alrededor con un ataque devastador. + Esta habilidad es la evolución de "Rompeolas" cuando se tiene suficiente combo. +# Debug abilities +common-abilities-debug-glide_boost = Bbrrrum + .desc = Consigues suficiente fuerza para alcanzar el cielo. +# Debug abilities +common-abilities-debug-evolve = Evolucionar + .desc = Conviértete en un mejor tú. +# Sword abilities +common-abilities-sword-cleaving_dual_bladestorm = Filotormenta + .desc = + Haz papilla a tus enemigos con un sinfín de giros con ambas espadas. + Requiere una cantidad moderada de combo para utilizarse. +# Axe abilities +common-abilities-axe-execute = Ejecución + .desc = + Un golpe devastador que suele ser letal. + Requiere 30 de combo para usarse. + Esta habilidad se convierte en "Torbellino" si tienes al menos 50 de combo. +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-heavy_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cross_cut = "" +# Sword abilities +common-abilities-sword-cleaving_dual_spiral_slash = Torbellino carmesí + .desc = Gira con ambas espadas para golpear a todo cuánto te rodee. +# Sword abilities +common-abilities-sword-cleaving_dual_whirlwind_slice = Tempestad afilada + .desc = + Golpea a todos los enemigos que te rodean con ataques circulares usando ambas espadas. + Cambia a la posición de hendedura. +# Axe abilities +common-abilities-axe-triple_chop = Corte triple + .desc = Una sucesión rápida de tres golpes. +# Axe abilities +common-abilities-axe-keelhaul = Pasar por la quilla + .desc = + Agarra a tu enemigo y tráelo hacia ti. + Consume la mitad de tu combo actual. + Su efecto es más potente cuanto más combo se haya consumido. +# Axe abilities +common-abilities-axe-dual_fierce_raze = Arremetida feroz + .desc = Una serie veloz de golpes sobre el objetivo usando dos hachas. +# Axe abilities +common-abilities-axe-sunder = Desgarre + .desc = Cambias tu agarre en el hacha para atravesar las defensas de tu enemigo y restaurar energía de manera más eficiente. +# Axe abilities +common-abilities-axe-plunder = Saqueo + .desc = Avanza rápido para pillar a tus enemigos desprevenidos y hacerles perder el equilibrio. +# Axe abilities +common-abilities-axe-fracture = Rotura + .desc = + Golpea a tu enemigo para incapacitar su movimiento. + Consume la mitad de tu combo actual. + Su efecto es más potente cuanto más combo se haya consumido. +# Axe abilities +common-abilities-axe-bulkhead = Rompebarcos + .desc = + Golpe potente que incluso se dice que puede herir a titanes. + Requiere 30 de combo para usarse. + Esta habilidad se convierte en "Vuelco" si tienes al menos 50 de combo. diff --git a/assets/voxygen/i18n/es/hud/bag.ftl b/assets/voxygen/i18n/es/hud/bag.ftl new file mode 100644 index 0000000..08e290c --- /dev/null +++ b/assets/voxygen/i18n/es/hud/bag.ftl @@ -0,0 +1,41 @@ +hud-bag-inventory = Inventario de { $playername } +hud-bag-stats_title = Atributos de { $playername } +hud-bag-armor = Armadura +hud-bag-stats = Atributos +hud-bag-head = Cabeza +hud-bag-neck = Cuello +hud-bag-tabard = Tabardo +hud-bag-shoulders = Hombros +hud-bag-chest = Pecho +hud-bag-hands = Manos +hud-bag-lantern = Linterna +hud-bag-glider = Paravela +hud-bag-belt = Cinturón +hud-bag-ring = Anillo +hud-bag-back = Espalda +hud-bag-legs = Piernas +hud-bag-feet = Pies +hud-bag-mainhand = Mano principal +hud-bag-offhand = Mano secundaria +hud-bag-inactive_mainhand = Mano principal alternativa +hud-bag-inactive_offhand = Mano secundaria alternativa +hud-bag-swap_equipped_weapons_title = Intercambiar armas equipadas +hud-bag-swap_equipped_weapons_desc = Pulsa { $key } +hud-bag-bag = Bolsa +hud-bag-health = Salud +hud-bag-energy = Energía +hud-bag-combat_rating = Índice de combate +hud-bag-protection = Protección +hud-bag-stun_res = Resistencia al aturdimiento +hud-bag-stealth = Sigilo +hud-bag-combat_rating_desc = Calculado en base a tu equipamiento y salud. +hud-bag-protection_desc = Reducción de daño por armadura. +hud-bag-stun_res_desc = + Resistencia a ser aturdido por golpes consecutivos. + Se regenera del mismo modo que la energía. +hud-bag-sort_by_name = Ordenar por nombre +hud-bag-sort_by_quality = Ordenar por calidad +hud-bag-sort_by_category = Ordenar por categoría +hud-bag-sort_by_tag = Ordenar por etiqueta +hud-bag-backpack = Mochila +hud-bag-sort_by_quantity = Ordenar por cantidad diff --git a/assets/voxygen/i18n/es/hud/char_window.ftl b/assets/voxygen/i18n/es/hud/char_window.ftl new file mode 100644 index 0000000..07a7a5a --- /dev/null +++ b/assets/voxygen/i18n/es/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Nombre del personaje +character_window-character_stats = + Resistencia + + Estado físico + + Fuerza de voluntad + + Protección diff --git a/assets/voxygen/i18n/es/hud/chat.ftl b/assets/voxygen/i18n/es/hud/chat.ftl new file mode 100644 index 0000000..539442c --- /dev/null +++ b/assets/voxygen/i18n/es/hud/chat.ftl @@ -0,0 +1,84 @@ +## General + +hud-chat-online_msg = { $name } se ha conectado. +hud-chat-offline_msg = { $name } se ha desconectado. +hud-chat-connection_lost = Conexión perdida. Saliendo en { $time } segundos. +hud-chat-goodbye = ¡Adiós! +hud-chat-chat_tab_hover_tooltip = Click derecho para opciones +hud-chat-all = Global + +## Maneras de morirse + +hud-chat-default_death_msg = { $name } ha muerto +hud-chat-suicide_msg = { $name } se ha suicidado +hud-chat-fall_kill_msg = { $name } ha muerto por caer desde demasiada altura +hud-chat-died_of_buff_nonexistent_msg = + .burning = { $victim } se ha quemado hasta morir + .bleeding = { $victim } ha muerto desangrado + .curse = { $victim } ha sido víctima de una maldición + .crippled = { $victim } ha muerto por heridas graves + .frozen = { $victim } ha muerto de hipotermia + .mysterious = { $victim } ha muerto de manera misteriosa + +## PvE + +hud-chat-npc_other_kill_msg = { $attacker } ha matado a { $victim } +hud-chat-npc_melee_kill_msg = { $attacker } ha matado a { $victim } con un arma cuerpo a cuerpo +hud-chat-npc_ranged_kill_msg = { $attacker } ha matado a { $victim } con un arma de proyectil +hud-chat-npc_explosion_kill_msg = { $attacker } ha hecho explotar a { $victim } +hud-chat-npc_energy_kill_msg = { $attacker } ha matado a { $victim } con magia +hud-chat-died_of_npc_buff_msg = + .burning = { $victim } se ha quemado hasta morir a manos de { $attacker } + .bleeding = { $victim } ha muerto desangrado a manos de { $attacker } + .curse = { $victim } ha sido víctima de una maldición a manos de { $attacker } + .crippled = { $victim } ha muerto por heridas graves a manos de { $attacker } + .frozen = { $victim } ha muerto de hipotermia a manos de { $attacker } + .mysterious = { $victim } ha muerto de manera misteriosa a manos de { $attacker } + +## PvP + +hud-chat-pvp_other_kill_msg = { $attacker } ha matado a { $victim } +hud-chat-pvp_melee_kill_msg = { $attacker } ha matado a { $victim } con un arma cuerpo a cuerpo +hud-chat-pvp_ranged_kill_msg = { $attacker } ha matado a { $victim } con un arma de proyectil +hud-chat-pvp_explosion_kill_msg = { $attacker } ha hecho explotar a { $victim } +hud-chat-pvp_energy_kill_msg = { $attacker } ha matado a { $victim } con magia +hud-chat-died_of_pvp_buff_msg = + .burning = { $victim } se ha quemado hasta morir a manos de { $attacker } + .bleeding = { $victim } ha muerto desangrado a manos de { $attacker } + .curse = { $victim } ha sido víctima de una maldición a manos de { $attacker } + .crippled = { $victim } ha muerto por heridas graves a manos de { $attacker } + .frozen = { $victim } ha muerto de hipotermia a manos de { $attacker } + .mysterious = { $victim } ha muerto de manera misteriosa a manos de { $attacker } + +## Inventario + +hud-loot-pickup-msg = + { $actor -> + [You] { "\u0000" } + *[other] { $actor } ha obtenido + } { $amount -> + [1] { $item } + *[other] { $amount }x { $item } + } +# Player /tell messages, $user_gender should be available +hud-chat-tell-from = De [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-to-npc = Para [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-to = Para [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message = { "[" }{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message-with-name = { "[" }{ $alias }] { $name }: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message-in-group = ({ $group }) [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-from-npc = De [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message-in-group-with-name = ({ $group }) [{ $alias }] { $name }: { $msg } +# HUD Pickup message +hud-loot-pickup-msg-you = + { $amount -> + [1] { $item } + *[other] { $amount }x { $item } + } diff --git a/assets/voxygen/i18n/es/hud/crafting.ftl b/assets/voxygen/i18n/es/hud/crafting.ftl new file mode 100644 index 0000000..cd3f3ec --- /dev/null +++ b/assets/voxygen/i18n/es/hud/crafting.ftl @@ -0,0 +1,55 @@ +hud-crafting = Fabricación +hud-crafting-recipes = Recetas +hud-crafting-ingredients = Ingredientes: +hud-crafting-craft = Fabricar +hud-crafting-craft_all = Fabricar todo +hud-crafting-repair = Reparar +hud-crafting-repair_equipped = Reparar objetos equipados +hud-crafting-repair_all = Reparar todo +hud-crafting-tool_cata = Requisitos: +hud-crafting-req_crafting_station = Requisitos: +hud-crafting-anvil = Yunque +hud-crafting-cauldron = Caldero +hud-crafting-cooking_pot = Olla de cocina +hud-crafting-crafting_bench = Mesa de trabajo +hud-crafting-forge = Forja +hud-crafting-loom = Telar +hud-crafting-spinning_wheel = Rueca +hud-crafting-tanning_rack = Soporte para curtir pieles +hud-crafting-salvaging_station = Estación de reciclaje +hud-crafting-repair_bench = Banco de reparación +hud-crafting-campfire = Hoguera +hud-crafting-tabs-all = Todo +hud-crafting-tabs-armor = Armaduras +hud-crafting-tabs-dismantle = Reciclar +hud-crafting-tabs-food = Comida +hud-crafting-tabs-glider = Paravelas +hud-crafting-tabs-potion = Pociones +hud-crafting-tabs-tool = Herramientas +hud-crafting-tabs-utility = Miscelánea +hud-crafting-tabs-weapon = Armas +hud-crafting-tabs-bag = Bolsas +hud-crafting-tabs-processed_material = Materiales +hud-crafting-dismantle_title = Reciclaje +hud-crafting-dismantle_explanation = + Pon el cursor sobre los objetos de tu + inventario para ver qué puedes reciclar. + Haz doble-clic sobre un objeto + para reciclarlo. +hud-crafting-modular_desc = Arrastra aquí componentes de objetos para fabricar un arma +hud-crafting-mod_weap_prim_slot_title = Componente primario del arma +hud-crafting-mod_weap_prim_slot_desc = Coloca aquí el componente primario del arma. + Por ejemplo, una hoja de espada, una cabeza de hacha o palas de arco. +hud-crafting-mod_weap_sec_slot_title = Componente secundario del arma +hud-crafting-mod_weap_sec_slot_desc = Coloca aquí el componente secundario del arma. + Por ejemplo, una empuñadura de espada, una empuñadura de arco o un nucleo de bastón. +hud-crafting-mod_comp_metal_prim_slot_title = Lingote de metal +hud-crafting-mod_comp_metal_prim_slot_desc = Coloca aquí un lingote de metal. + Sólo se pueden usar ciertos metales para fabricar armas. +hud-crafting-mod_comp_wood_prim_slot_title = Madera +hud-crafting-mod_comp_wood_prim_slot_desc = Coloca aquí madera. + Sólo se pueden usar ciertos tipos de madera para fabricar armas. +hud-crafting-mod_comp_sec_slot_title = Material de origen animal +hud-crafting-mod_comp_sec_slot_desc = A modo opcional, puedes colocar como ingrediente ciertos materiales de origen animal. +hud-crafting-repair_slot_title = Objeto dañado +hud-crafting-repair_slot_desc = Coloca aquí un objeto para ver cuánto costaría repararlo con su nivel de durabilidad actual. \ No newline at end of file diff --git a/assets/voxygen/i18n/es/hud/group.ftl b/assets/voxygen/i18n/es/hud/group.ftl new file mode 100644 index 0000000..01995f8 --- /dev/null +++ b/assets/voxygen/i18n/es/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Grupo +hud-group-invite_to_join = ¡{ $name } te invitó a su grupo! +hud-group-invite_to_trade = A [{ $name }] le gustaría comerciar contigo. +hud-group-invite = Invitar +hud-group-kick = Expulsar +hud-group-assign_leader = Promover a líder +hud-group-leave = Dejar grupo +hud-group-dead = Muerto +hud-group-out_of_range = Fuera de alcance +hud-group-add_friend = Agregar a amigos +hud-group-link_group = Conectar grupos +hud-group-in_menu = En el menú +hud-group-members = Miembros del grupo diff --git a/assets/voxygen/i18n/es/hud/map.ftl b/assets/voxygen/i18n/es/hud/map.ftl new file mode 100644 index 0000000..c2dbc69 --- /dev/null +++ b/assets/voxygen/i18n/es/hud/map.ftl @@ -0,0 +1,39 @@ +hud-map-map_title = Mapa +hud-map-qlog_title = Misiones +hud-map-topo_map = Topografia +hud-map-difficulty = Dificultad +hud-map-towns = Aldeas +hud-map-castles = Castillos +hud-map-dungeons = Mazmorras +hud-map-caves = Cuevas +hud-map-cave = Cueva +hud-map-peaks = Montañas +hud-map-biomes = Biomas +hud-map-voxel_map = Mapa de voxel +hud-map-trees = Árboles gigantes +hud-map-tree = Árbol gigante +hud-map-town = Aldea +hud-map-castle = Castillo +hud-map-dungeon = Mazmorra +hud-map-difficulty_dungeon = + Dificultad de mazmorra: + { $difficulty } +hud-map-drag = Arrastrar +hud-map-zoom = Zoom +hud-map-mid_click = Poner marcador +hud-map-recenter = Centrar +hud-map-marked_location = Ubicación marcada +hud-map-marked_location_remove = Click para quitar +hud-map-change_map_mode = Cambiar modo de mapa +hud-map-toggle_minimap_voxel = Alternar vista voxel del minimapa +hud-map-zoom_minimap_explanation = + Haz zoom sobre el minimapa para ver + la zona a tu alrededor con mayor detalle +hud-map-gnarling = Fortaleza de gnarlings +hud-map-chapel_site = Capilla marina +hud-map-placed_by = Colocado por { $name } +hud-map-bridge = Puente +hud-map-df_mine = Mina +hud-map-haniwa = Catacumbas haniwa +hud-map-terracotta = Ruinas terracota +hud-map-adlet = Fortaleza adlet diff --git a/assets/voxygen/i18n/es/hud/misc.ftl b/assets/voxygen/i18n/es/hud/misc.ftl new file mode 100644 index 0000000..d86a9cd --- /dev/null +++ b/assets/voxygen/i18n/es/hud/misc.ftl @@ -0,0 +1,83 @@ +hud-do_not_show_on_startup = No mostrar en el inicio +hud-show_tips = Mostrar consejos +hud-quests = Misiones +hud-you_died = Has muerto +hud-waypoint_saved = Punto de control guardado +hud-sp_arrow_txt = PH +hud-inventory_full = Inventario lleno +hud-someone_else = alguien más +hud-another_group = otro grupo +hud-owned_by_for_secs = Este botín le pertenece a { $name } durante { $secs } segundos +hud-press_key_to_show_keybindings_fmt = Pulsa { $key } para mostrar los controles +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Linterna +hud-press_key_to_show_debug_info_fmt = Pulsa { $key } para mostrar la información de depuración +hud-press_key_to_toggle_keybindings_fmt = Pulsa { $key } para alternar atajos de teclado +hud-press_key_to_toggle_debug_info_fmt = Pulsa { $key } para alternar la información de depuración +hud_items_lost_dur = La durabilidad de tus objetos equipados se ha reducido. +hud-press_key_to_respawn = Pulsa { $key } para reaparecer en la última hoguera que hayas visitado. +hud-tutorial_btn = Tutorial +hud-tutorial_click_here = ¡Pulsa [ { $key } ] para liberar tu cursor y hacer click sobre este botón! +hud-tutorial_elements = Fabricación +hud-temp_quest_headline = ¡Saludos, viajero! +hud-temp_quest_text = + Para comenzar tu viaje puedes empezar por explorar esta aldea y recoger suministros. + + ¡Puedes llevarte todo lo que necesites para tu viaje! + + En la parte inferior derecha de la pantalla encontrarás cosas como tu bolsa, el menú de fabricación y el mapa. + + El menú de fabricación te permite crear armaduras, armas, comida, ¡y mucho más! + + Los animales salvajes que rodean la aldea son una buena fuente de pieles, que te permiten crear armaduras para defenderte de los peligros del mundo. + + Cuando te sientas preparado, ¡intenta conseguir equipamiento aún mejor dentro de las mazmorras y las cuevas marcadas en tu mapa! +hud-spell = Conjuros +hud-diary = Diario +hud-free_look_indicator = Vista libre activa. Pulsa { $key } para desactivarla. +hud-camera_clamp_indicator = Cámara fija vertical activa. Pulsa { $key } para desactivarla. +hud-auto_walk_indicator = Avance automático activo +hud-zoom_lock_indicator-remind = Zoom fijado +hud-zoom_lock_indicator-enable = Zoom de cámara fijado +hud-zoom_lock_indicator-disable = Zoom de cámara desbloqueado +hud-collect = Recolectar +hud-pick_up = Recoger +hud-open = Abrir +hud-use = Usar +hud-unlock-requires = Abrir con { $item } +hud-unlock-consumes = Utiliza { $item } para abrir +hud-mine-needs_pickaxe = Se necesita un pico +hud-mine-needs_unhandled_case = Se necesita ??? +hud-mine = Picar +hud-talk = Hablar +hud-trade = Comerciar +hud-mount = Montar +hud-sit = Sentarse +hud-activate = Activar +hud-deactivate = Desactivar +hud-init-stage-singleplayer = Iniciando servidor en modo de un jugador... +hud-init-stage-server-db-migrations = { "[" }{ -server }]: Realizando migraciones en la base de datos... +hud-init-stage-client-connection-establish = { "[" }{ -client }]: Estableciendo conexión con el servidor... +hud-init-stage-render-pipeline = Creando tubería de renderizado ({ $done }/{ $total }) +hud-init-stage-server-worldciv-civcreate = { "[" }{ -server }]: Se han creado { $generated } de { $total } civilizaciones +hud-read = Leer +hud-dig = Cavar +hud-mine-needs_shovel = Requiere una pala +hud-follow = Seguir +hud-stay = Quedarse +hud-portal = Portal +-server = Servidor +-client = Cliente +hud-init-stage-server-db-vacuum = { "[" }{ -server }]: Limpiando la base de datos... +hud-init-stage-server-worldsim-erosion = { "[" }{ -server }]: Erosión al { $percentage } % +hud-init-stage-server-worldciv-site = { "[" }{ -server }]: Generando ubicaciones... +hud-init-stage-server-economysim = { "[" }{ -server }]: Simulando la economía... +hud-init-stage-server-starting = { "[" }{ -server }]: Iniciando el servidor... +hud-init-stage-multiplayer = Iniciando el modo multijugador +hud-init-stage-client-request-server-version = { "[" }{ -client }]: Esperando a recibir la versión del servidor... +hud-init-stage-client-authentication = { "[" }{ -client }]: Iniciando sesión... +hud-init-stage-client-load-init-data = { "[" }{ -client }]: Cargando datos de inicialización desde el servidor... +hud-init-stage-client-starting-client = { "[" }{ -client }]: Preparando al cliente... +hud-steer = Conducir +hud-init-stage-server-spotgen = { "[" }{ -server }]: Generando sitios... +hud-lay = Tumbarse +hud-pet = Acariciar diff --git a/assets/voxygen/i18n/es/hud/quest.ftl b/assets/voxygen/i18n/es/hud/quest.ftl new file mode 100644 index 0000000..60828a6 --- /dev/null +++ b/assets/voxygen/i18n/es/hud/quest.ftl @@ -0,0 +1,7 @@ +hud-quest = Misión +hud-quest-intro = Bienvenido { $playername }! +hud-quest-desc-fetch = Por favor, ayúdame a encontrar: +hud-quest-desc-kill = Podrías ayudarme a matar a +hud-quest-reward = Tu recompensa será: +hud-quest-accept = Aceptar +hud-quest-decline = Rechazar diff --git a/assets/voxygen/i18n/es/hud/sct.ftl b/assets/voxygen/i18n/es/hud/sct.ftl new file mode 100644 index 0000000..d977157 --- /dev/null +++ b/assets/voxygen/i18n/es/hud/sct.ftl @@ -0,0 +1,3 @@ +# PX = Puntos de experiencia +hud-sct-experience = { $amount } PX +hud-sct-block = BLOQUEADO diff --git a/assets/voxygen/i18n/es/hud/settings.ftl b/assets/voxygen/i18n/es/hud/settings.ftl new file mode 100644 index 0000000..9764ee3 --- /dev/null +++ b/assets/voxygen/i18n/es/hud/settings.ftl @@ -0,0 +1,164 @@ +hud-settings-general = General +hud-settings-none = Ninguno +hud-settings-press_behavior-toggle = Alternar +hud-settings-press_behavior-hold = Mantener +hud-settings-autopress_behavior-toggle = Presionar +hud-settings-autopress_behavior-auto = Auto +hud-settings-help_window = Ventana de ayuda +hud-settings-debug_info = Información de depuración +hud-settings-show_hitboxes = Mostrar cajas de colisión (hitboxes) +hud-settings-show_chat = Mostrar chat +hud-settings-show_hotkey_hints = Mostrar sugerencias de atajos +hud-settings-tips_on_startup = Consejos iniciales +hud-settings-ui_scale = Escala de la interfaz +hud-settings-relative_scaling = Escala Relativa +hud-settings-custom_scaling = Escala Personalizada +hud-settings-crosshair = Punto de mira +hud-settings-opacity = Opacidad +hud-settings-hotbar = Barra de acciones +hud-settings-toggle_shortcuts = Mostrar números en barra de acciones +hud-settings-buffs_skillbar = Estados en la barra de habilidades +hud-settings-buffs_mmap = Estados en el Minimapa +hud-settings-toggle_bar_experience = Mostrar la barra de experiencia +hud-settings-scrolling_combat_text = Texto de combate deslizante +hud-settings-damage_accumulation_duration = Duración de la acumulación de daño infligido +hud-settings-incoming_damage = Daño recibido +hud-settings-incoming_damage_accumulation_duration = Duración de la acumulación de daño recibido +hud-settings-round_damage = Redondear números de daño +hud-settings-speech_bubble = Burbujas de diálogo +hud-settings-speech_bubble_self = Mostrar mis propias burbujas de diálogo +hud-settings-speech_bubble_dark_mode = Tema de color oscuro para burbujas de diálogo +hud-settings-speech_bubble_icon = Mostrar icono de burbuja de diálogo +hud-settings-energybar_numbers = Números en la barra de energía +hud-settings-always_show_bars = Mostrar siempre la barra de energía +hud-settings-experience_numbers = Puntos de experiencia +hud-settings-accumulate_experience = Mostrar puntos de experiencia acumulados +hud-settings-values = Valores +hud-settings-percentages = Porcentajes +hud-settings-chat = Chat +hud-settings-background_opacity = Opacidad de fondo +hud-settings-chat_character_name = Nombres de los personajes en el chat +hud-settings-loading_tips = Consejos en la pantalla de carga +hud-settings-reset_interface = Valores por defecto +hud-settings-pan_sensitivity = Sensibilidad de panorámica +hud-settings-zoom_sensitivity = Sensibilidad de zoom +hud-settings-camera_clamp_angle = Ángulo para el modo fijo de la cámara vertical +hud-settings-invert_scroll_zoom = Invertir deslizamiento del zoom +hud-settings-invert_mouse_y_axis = Invertir eje Y del ratón +hud-settings-invert_controller_y_axis = Invertir eje Y del mando +hud-settings-enable_mouse_smoothing = Suavizado de cámara +hud-settings-free_look_behavior = Comportamiento de la vista libre +hud-settings-auto_walk_behavior = Comportamiento de avance automático +hud-settings-camera_clamp_behavior = Comportamiento de la cámara fija +hud-settings-zoom_lock_behavior = Comportamiento al fijar el zoom de la cámara +hud-settings-player_physics_behavior = Físicas del jugador (experimental) +hud-settings-stop_auto_walk_on_input = Detener autoandar en movimiento +hud-settings-auto_camera = Cámara automática +hud-settings-bow_zoom = Hacer zoom al tensar el arco +hud-settings-zoom_lock = Fijar el zoom de la cámara +hud-settings-reset_gameplay = Valores por defecto +hud-settings-view_distance = Distancia de visión +hud-settings-entity_view_distance = Distancia visión entidades +hud-settings-lod_distance = Distancia nivel de detalle +hud-settings-sprites_view_distance = Distancia visión Sprites +hud-settings-entities_detail_distance = Distancia de detalles de entidades +hud-settings-maximum_fps = Límite de FPS +hud-settings-background_fps = FPS (juego inactivo) +hud-settings-present_mode = Modo de sincronización vertical +hud-settings-present_mode-vsync_capped = VSync activado +hud-settings-present_mode-vsync_uncapped = Vsync desactivado +hud-settings-present_mode-vsync_off = Vsync desactivado +hud-settings-fov = Campo de visión (en grados) +hud-settings-gamma = Gamma +hud-settings-exposure = Exposición +hud-settings-ambiance = Brillo ambiental +hud-settings-antialiasing_mode = Anti-Aliasing +hud-settings-upscale_factor = Resolución interna +hud-settings-cloud_rendering_mode = Renderizado de nubes +hud-settings-fluid_rendering_mode = Renderizado de fluidos +hud-settings-cloud_rendering_mode-minimal = Mínimo +hud-settings-cloud_rendering_mode-low = Bajo +hud-settings-cloud_rendering_mode-medium = Medio +hud-settings-cloud_rendering_mode-high = Alto +hud-settings-cloud_rendering_mode-ultra = Ultra +hud-settings-fullscreen = Pantalla completa +hud-settings-fullscreen_mode = Modo de pantalla completa +hud-settings-fullscreen_mode-exclusive = Completo +hud-settings-fullscreen_mode-borderless = Sin bordes +hud-settings-gpu_profiler = Habilitar sincronización de GPU (no soportado en todos los sistemas) +hud-settings-particles = Partículas +hud-settings-lossy_terrain_compression = Comprensión del terreno +hud-settings-weapon_trails = Rastros de armas +hud-settings-flashing_lights = Luces brillantes +hud-settings-flashing_lights_info = Ilumina con más luces, como la de parpadeos y relámpagos +hud-settings-resolution = Resolución +hud-settings-bit_depth = Profundidad de bits +hud-settings-refresh_rate = Tasa de refresco +hud-settings-lighting_rendering_mode = Renderizado de luz +hud-settings-lighting_rendering_mode-ashikhmin = Tipo A - Alto +hud-settings-lighting_rendering_mode-blinnphong = Tipo B - Medio +hud-settings-lighting_rendering_mode-lambertian = Tipo L - Rápido +hud-settings-shadow_rendering_mode = Renderizado de sombras +hud-settings-shadow_rendering_mode-none = Ninguno +hud-settings-shadow_rendering_mode-cheap = Rápido +hud-settings-shadow_rendering_mode-map = Mapeado +hud-settings-shadow_rendering_mode-map-resolution = Resolución +hud-settings-rain_occlusion-resolution = Resolución de oclusión por lluvia +hud-settings-lod_detail = Nivel de detalle +hud-settings-save_window_size = Guardar tamaño de ventana +hud-settings-reset_graphics = Valores por defecto +hud-settings-bloom = Efecto de cámara +hud-settings-point_glow = Brillo puntual +hud-settings-master_volume = Volumen principal +hud-settings-inactive_master_volume_perc = Volumen principal (juego inactivo) +hud-settings-music_volume = Volumen de música +hud-settings-sound_effect_volume = Volumen de efectos de sonido +hud-settings-ambience_volume = Volumen ambiental +hud-settings-music_spacing = Espaciado de música +hud-settings-audio_device = Dispositivo de audio +hud-settings-reset_sound = Valores por defecto +hud-settings-english_fallback = Mostrar inglés para texto sin traducir +hud-settings-awaitingkey = Pulsa una tecla... +hud-settings-unbound = Ninguno +hud-settings-reset_keybinds = Valores por defecto +hud-settings-chat_tabs = Pestañas del chat +hud-settings-label = Etiqueta: +hud-settings-delete = Borrar +hud-settings-show_all = Mostrar todo +hud-settings-messages = Mensajes +hud-settings-activity = Actividad +hud-settings-death = Muerte +hud-settings-group = Grupo +hud-settings-faction = Facción +hud-settings-world = Mundo +hud-settings-region = Región +hud-settings-say = Decir +hud-settings-all = Todo +hud-settings-group_only = Solo a grupo +hud-settings-reset_chat = Valores por defecto +hud-settings-third_party_integrations = Integración con herramientas de terceros +hud-settings-enable_discord_integration = Habilitar integración con Discord +hud-settings-enable_poise_bar = Mostrar barra de aplomo +hud-settings-fluid_rendering_mode-low = Bajo +hud-settings-fluid_rendering_mode-medium = Medio +hud-settings-fluid_rendering_mode-high = Alto +hud-settings-reflection_rendering_mode = Renderizado de reflejos +hud-settings-reflection_rendering_mode-low = Bajo +hud-settings-reflection_rendering_mode-medium = Medio +hud-settings-reflection_rendering_mode-high = Alto +hud-settings-minimal_graphics = Mínimo +hud-settings-low_graphics = Bajo +hud-settings-medium_graphics = Medio +hud-settings-high_graphics = Alto +hud-settings-ultra_graphics = Ultra +hud-settings-combat_music = Música de combate +hud-settings-aim_offset_x = Compensación horizontal al apuntar +hud-settings-slots = Casillas +hud-settings-aim_offset_y = Compensación vertical al apuntar +hud-settings-present_mode-vsync_adaptive = Sincronización vertical adaptativa +hud-settings-language_send_to_server = Enviar el idioma seleccionado al servidor (para traducir sus normas y mensajes del día) +hud-settings-subtitles = Subtítulos +hud-settings-use_prefixes = Usar prefijos del SI para cantidades +hud-settings-walking_speed = Velocidad al caminar +hud-settings-prefix_switch_point = Límite de dígitos para prefijos del SI +hud-settings-walking_speed_behavior = Comportamiento de la velocidad al caminar diff --git a/assets/voxygen/i18n/es/hud/skills.ftl b/assets/voxygen/i18n/es/hud/skills.ftl new file mode 100644 index 0000000..d2057f6 --- /dev/null +++ b/assets/voxygen/i18n/es/hud/skills.ftl @@ -0,0 +1,207 @@ +## General - Todos los árboles de habilidades + +hud-rank_up = Nuevo punto de habilidad adquirido +hud-skill-sp_available = + { $number -> + [0] Sin puntos de habilidad disponibles + [one] { $number } punto de habilidad disponible + *[other] { $number } puntos de habilidad disponibles + } +hud-skill-not_unlocked = Bloqueado +hud-skill-req_sp = + { "\u000A" } Requiere { $number -> + [one] { $number } punto de habilidad + *[other] { $number } puntos de habilidad + } +hud-skill-set_as_exp_bar = Mostrar progreso en barra de experiencia + +# Combate general - Árbol de habilidades + + +## Salud + + +## Energía + + +## Competencia con armas + +hud-skill-unlck_sword_title = Competencia con espadas +hud-skill-unlck_sword = Desbloquea el árbol de habilidades de la espada.{ $SP } +hud-skill-unlck_axe_title = Competencia con hachas +hud-skill-unlck_axe = Desbloquea el árbol de habilidades del hacha.{ $SP } +hud-skill-unlck_hammer_title = Competencia con martillos +hud-skill-unlck_hammer = Desbloquea el árbol de habilidades del martillo.{ $SP } +hud-skill-unlck_bow_title = Competencia con arcos +hud-skill-unlck_bow = Desbloquea el árbol de habilidades del arco.{ $SP } +hud-skill-unlck_staff_title = Competencia con bastones +hud-skill-unlck_staff = Desbloquea el árbol de habilidades del bastón.{ $SP } +hud-skill-unlck_sceptre_title = Competencia con cetros +hud-skill-unlck_sceptre = Desbloquea el árbol de habilidades del cetro.{ $SP } + +## Esquiva + + +## Escalada + +hud-skill-climbing_title = Escalar +hud-skill-climbing = Subir pendientes y trepar a grandes alturas. +hud-skill-climbing_cost_title = Coste de energía para escalar +hud-skill-climbing_cost = Escalar consume un { $boost } % menos de energía.{ $SP } +hud-skill-climbing_speed_title = Velocidad de escalada +hud-skill-climbing_speed = Escalas un { $boost } % más rápido.{ $SP } + +## Nado + +hud-skill-swim_title = Nadar +hud-skill-swim = Movimiento acuático. +hud-skill-swim_speed_title = Velocidad al nadar +hud-skill-swim_speed = Nadas un { $boost } % más rápido.{ $SP } + +# Cetro - Árbol de habilidades + + +## Drenar vida + +hud-skill-sc_lifesteal_title = Drenar vida +hud-skill-sc_lifesteal = Lanza un rayo que absorbe la esencia vital de los enemigos. +hud-skill-sc_lifesteal_damage_title = Daño +hud-skill-sc_lifesteal_damage = El rayo hace un { $boost } % más de daño.{ $SP } +hud-skill-sc_lifesteal_regen_title = Regeneración de energía +hud-skill-sc_lifesteal_regen = Recupera un { $boost } % de energía adicional.{ $SP } +hud-skill-sc_lifesteal_range_title = Alcance +hud-skill-sc_lifesteal_range = El rayo llega un { $boost } % más lejos.{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Robo de vida +hud-skill-sc_lifesteal_lifesteal = Convierte un { $boost } % adicional del daño infligido en salud.{ $SP } + +## Campo de vida + +hud-skill-sc_heal_title = Campo vital +hud-skill-sc_heal = Emana de ti un aura curativa que usa la esencia vital absorbida. +hud-skill-sc_heal_heal_title = Potencia de {{ hud-skill-sc_heal_title }} +hud-skill-sc_heal_heal = Aumenta la curación que haces en un { $boost } %.{ $SP } +hud-skill-sc_heal_cost_title = Coste de {{ hud-skill-sc_heal_title }} +hud-skill-sc_heal_cost = Curar consume un { $boost } % menos de energía.{ $SP } +hud-skill-sc_heal_duration_title = Duración de {{ hud-skill-sc_heal_title }} +hud-skill-sc_heal_duration = Los efectos del aura duran un { $boost } % más.{ $SP } +hud-skill-sc_heal_range_title = Alcance de {{ hud-skill-sc_heal_title }} +hud-skill-sc_heal_range = El aura llega un { $boost } % más lejos.{ $SP } + +## Aura de protección + +-hud-skill-sc_wardaura_title = Aura del guardián +hud-skill-sc_wardaura_unlock_title = Desbloquear {{ -hud-skill-sc_wardaura_title }} +hud-skill-sc_wardaura_unlock = Emana de ti un aura que te protege a ti y a tus aliados.{ $SP } +hud-skill-sc_wardaura_strength_title = Potencia de {{ -hud-skill-sc_wardaura_title }} +hud-skill-sc_wardaura_strength = La potencia de la protección aumenta en un { $boost } %.{ $SP } +hud-skill-sc_wardaura_duration_title = Duración de {{ -hud-skill-sc_wardaura_title }} +hud-skill-sc_wardaura_duration = Los efectos de la protección duran un { $boost } % más.{ $SP } +hud-skill-sc_wardaura_range_title = Alcance de {{ -hud-skill-sc_wardaura_title }} +hud-skill-sc_wardaura_range = El aura llega un { $boost } % más lejos.{ $SP } +hud-skill-sc_wardaura_cost_title = Coste de energía de {{ -hud-skill-sc_wardaura_title }} +hud-skill-sc_wardaura_cost = El aura requiere un { $boost } % menos de energía.{ $SP } + +# Árco - Árbol de habilidades + + +## Tiro de arco + +hud-skill-bow_charged_title = Tiro de arco +hud-skill-bow_charged = Tensa tu arco para disparar una flecha. +hud-skill-bow_charged_damage_title = Daño de {{ hud-skill-bow_charged_title }} +hud-skill-bow_charged_damage = Aumenta el daño infligido en un { $boost } %.{ $SP } +hud-skill-bow_charged_speed_title = Velocidad de {{ hud-skill-bow_charged_title }} +hud-skill-bow_charged_speed = Aumenta la velocidad a la que tensas el arco en un { $boost } %.{ $SP } +hud-skill-bow_charged_knockback_title = Retroceso de {{ hud-skill-bow_charged_title }} +hud-skill-bow_charged_knockback = Las flechas hacen retroceder a los enemigos un { $boost } % más.{ $SP } + +## Metralleta + +hud-skill-bow_repeater_title = Metralleta +hud-skill-bow_repeater = Dispara una serie de flechas que van aumentando de velocidad. +hud-skill-bow_repeater_damage_title = Daño de {{ hud-skill-bow_repeater_title }} +hud-skill-bow_repeater_damage = Aumenta el daño infligido en un { $boost } %.{ $SP } +hud-skill-bow_repeater_cost_title = Coste de {{ hud-skill-bow_repeater_title }} +hud-skill-bow_repeater_cost = Reduce el coste de energía al empezar una ráfaga en un { $boost } %.{ $SP } +hud-skill-bow_repeater_speed_title = Velocidad de {{ hud-skill-bow_repeater_title }} +hud-skill-bow_repeater_speed = Aumenta la velocidad a la que se disparan flechas en un { $boost } %.{ $SP } + +## Escopeta + +-hud-skill-bow_shotgun_title = Escopeta +hud-skill-bow_shotgun_unlock_title = Desbloquear Escopeta +hud-skill-bow_shotgun_unlock = Desbloquea la capacidad de disparar una multitud de flechas al mismo tiempo.{ $SP } +hud-skill-bow_shotgun_damage_title = Daño de {{ -hud-skill-bow_shotgun_title }} +hud-skill-bow_shotgun_damage = Aumenta el daño infligido en un { $boost } %.{ $SP } +hud-skill-bow_shotgun_spread_title = Dispersión de {{ -hud-skill-bow_shotgun_title }} +hud-skill-bow_shotgun_spread = Reduce la dispersión de las flechas en un { $boost } %.{ $SP } +hud-skill-bow_shotgun_cost_title = Coste de {{ -hud-skill-bow_shotgun_title }} +hud-skill-bow_shotgun_cost = Reduce el coste de escopeta en un { $boost } %.{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Flechas de {{ -hud-skill-bow_shotgun_title }} +hud-skill-bow_shotgun_arrow_count = Aumenta el número de flechas por disparo en { $boost }.{ $SP } + +## Velocidad de proyectil + +hud-skill-bow_projectile_speed_title = Velocidad de proyectil +hud-skill-bow_projectile_speed = Las flechas llegan más lejos al viajar un { $boost } % más rápido.{ $SP } + +# Bastón de fuego - Árbol de habilidades + + +## Bola de fuego + +hud-skill-st_fireball_title = Bola de Fuego +hud-skill-st_fireball = Dispara una bola de fuego que explota al impactar. +hud-skill-st_damage_title = Daño de {{ hud-skill-st_fireball_title }} +hud-skill-st_damage = Aumenta el daño infligido en un { $boost } %.{ $SP } +hud-skill-st_explosion_radius_title = Radio de explosión de {{ hud-skill-st_fireball_title }} +hud-skill-st_explosion_radius = Aumenta el alcance de la explosión en un { $boost } %.{ $SP } +hud-skill-st_energy_regen_title = Ganancia de energía de {{ hud-skill-st_fireball_title }} +hud-skill-st_energy_regen = Aumenta la ganancia de energía en un { $boost } %.{ $SP } + +## Lanzallamas + +hud-skill-st_flamethrower_title = Lanzallamas +hud-skill-st_flamethrower = Lanza fuego, fríelos a todos. +hud-skill-st_flamethrower_damage_title = Daño de {{ hud-skill-st_flamethrower_title }} +hud-skill-st_flamethrower_damage = Aumenta el daño infligido en un { $boost } %.{ $SP } +hud-skill-st_flame_velocity_title = Velocidad de {{ hud-skill-st_flamethrower_title }} +hud-skill-st_flame_velocity = El fuego viaja un { $boost } % más rápido.{ $SP } +hud-skill-st_energy_drain_title = Consumo de energía de {{ hud-skill-st_flamethrower_title }} +hud-skill-st_energy_drain = La energía se reduce un { $boost } % más lenta.{ $SP } +hud-skill-st_flamethrower_range_title = Alcance de {{ hud-skill-st_flamethrower_title }} +hud-skill-st_flamethrower_range = Las llamas llegan un { $boost } % más lejos.{ $SP } + +## Onda de choque + +-hud-skill-st_shockwave_title = Onda de choque +hud-skill-st_shockwave_unlock_title = Desbloquear {{ -hud-skill-st_shockwave_title }} +hud-skill-st_shockwave_unlock = Desbloquea la habilidad de lanzar por los aires a los enemigos usando fuego.{ $SP } +hud-skill-st_shockwave_damage_title = Daño de {{ -hud-skill-st_shockwave_title }} +hud-skill-st_shockwave_damage = Aumenta el daño infligido en un { $boost } %.{ $SP } +hud-skill-st_shockwave_range_title = Alcance de {{ -hud-skill-st_shockwave_title }} +hud-skill-st_shockwave_range = Aumenta el alcance de la onda en un { $boost } %.{ $SP } +hud-skill-st_shockwave_knockback_title = Retroceso de {{ -hud-skill-st_shockwave_title }} +hud-skill-st_shockwave_knockback = Aumenta la potencia de lanzamiento en un { $boost } %.{ $SP } +hud-skill-st_shockwave_cost_title = Coste de {{ -hud-skill-st_shockwave_title }} +hud-skill-st_shockwave_cost = Reduce el coste de energía en un { $boost } %.{ $SP } + +# Minería - Árbol de habilidades + +hud-skill-mining_title = Minería +hud-skill-pick_strike_title = Picar +hud-skill-pick_strike = Usa el pico para extraer minerales y gemas de rocas y conseguir puntos de experiencia. +hud-skill-pick_strike_speed_title = Velocidad de {{ hud-skill-pick_strike_title }} +hud-skill-pick_strike_speed = Pica rocas más rápido.{ $SP } +hud-skill-pick_strike_oregain_title = Producción de minerales de {{ hud-skill-pick_strike_title }} +hud-skill-pick_strike_oregain = Concede un { $boost } % de probabilidad de conseguir minerales adicionales.{ $SP } +hud-skill-pick_strike_gemgain_title = Producción de gemas de {{ hud-skill-pick_strike_title }} +hud-skill-pick_strike_gemgain = Concede un { $boost } % de probabilidad de conseguir gemas adicionales.{ $SP } +# Skill tree UI +hud-skill-bow_charged_move_title = Velocidad de movimiento mejorada +# Skill tree UI +hud-skill-bow_charged_energy_regen = Aumenta la regeneración de energía en un { $boost } %.{ $SP } +# Skill tree UI +hud-skill-bow_charged_move = Aumenta la velocidad de movimiento en un { $boost } % mientras cargas un ataque.{ $SP } +# Skill tree UI +hud-skill-bow_charged_energy_regen_title = Regeneración mejorada diff --git a/assets/voxygen/i18n/es/hud/social.ftl b/assets/voxygen/i18n/es/hud/social.ftl new file mode 100644 index 0000000..97abb03 --- /dev/null +++ b/assets/voxygen/i18n/es/hud/social.ftl @@ -0,0 +1,14 @@ +hud-social = Otros jugadores +hud-social-online = Conectados: +hud-social-friends = Amigos +hud-social-not_yet_available = No disponible todavía +hud-social-faction = Facción +hud-social-play_online_fmt = + { $nb_player -> + [1] { $nb_player } jugador conectado + *[other] { $nb_player } jugadores conectados + } +hud-social-name = Nombre +hud-social-level = Nivel +hud-social-zone = Zona +hud-social-account = Cuenta diff --git a/assets/voxygen/i18n/es/hud/subtitles.ftl b/assets/voxygen/i18n/es/hud/subtitles.ftl new file mode 100644 index 0000000..9403636 --- /dev/null +++ b/assets/voxygen/i18n/es/hud/subtitles.ftl @@ -0,0 +1,146 @@ +subtitle-lightning = Trueno +subtitle-bird_call = Pájaros cantando +subtitle-owl = Búho ululando +subtitle-portal-activated = Portal activado +subtitle-running_water = Agua burbujeando +subtitle-bees = Abejas zumbando +subtitle-glider_open = Paravela equipada +subtitle-portal-teleported = Teletransportado a través del portal +subtitle-footsteps_grass = Caminando sobre césped +subtitle-glider_close = Paravela guardada +subtitle-footsteps_snow = Caminando sobre nieve +subtitle-footsteps_earth = Caminando sobre tierra +subtitle-pickup_item = Objeto recogido +subtitle-footsteps_rock = Caminando sobre piedras +subtitle-glide = Planeando +subtitle-swim = Nadando +subtitle-roll = Rodando +subtitle-death = Muerte +subtitle-unwield_bow = Arco guardado +subtitle-wield_bow = Arco equipado +subtitle-damage = Daño +subtitle-climb = Escalando +subtitle-pickup_bow = Arco recogido +subtitle-campfire = Crepitar de una hoguera +subtitle-lavapool = Charco de lava +subtitle-pickup_failed = No se pudo recoger +subtitle-wield_sword = Espada equipada +subtitle-pickup_sword = Espada recogida +subtitle-wield_axe = Hacha equipada +subtitle-sword_attack = Ataque con espada +subtitle-pickup_axe = Hacha recogida +subtitle-unwield_hammer = Martillo guardado +subtitle-pickup_hammer = Martillo recogido +subtitle-wield_staff = Bastón equipado +subtitle-unwield_staff = Bastón guardado +subtitle-fire_shot = Lanzamiento con bastón +subtitle-staff_attack = Ataque con bastón +subtitle-pickup_staff = Bastón recogido +subtitle-wield_sceptre = Cetro equipado +subtitle-sceptre_heal = Campo vital del cetro +subtitle-pickup_sceptre = Cetro recogido +subtitle-wield_dagger = Daga equipada +subtitle-uwield_dagger = Daga guardada +subtitle-dagger_attack = Ataque con daga +subtitle-axe_attack = Ataque con hacha +subtitle-hammer_attack = Ataque con martillo +subtitle-pickup_dagger = Daga recogida +subtitle-wield_shield = Escudo equipado +subtitle-unwield_shield = Escudo guardado +subtitle-pickup_shield = Escudo recogido +subtitle-pickup_pick = Pico recogido +subtitle-pickup_gemstone = Gema recogida +subtitle-instrument_organ = Órgano tocando música +subtitle-wield_instrument = Instrumento musical equipado +subtitle-unwield_instrument = Instrumento musical guardado +subtitle-instrument_flute = Flauta tocando música +subtitle-instrument_glass_flute = Flauta de cristal tocando música +subtitle-instrument_lyre = Lira tocando música +subtitle-instrument_icy_talharpa = Talharpa helada tocando música +subtitle-instrument_kalimba = Kalimba tocando música +subtitle-instrument_melodica = Melódica tocando música +subtitle-instrument_lute = Laúd tocando música +subtitle-instrument_sitar = Sitar tocando música +subtitle-instrument_dark_guitar = Guitarra oscura tocando música +subtitle-instrument_washboard = Tabla de lavar tocando música +subtitle-instrument_wildskin_drum = Tambor salvaje tocando música +subtitle-pickup_instrument = Recoger instrumento +subtitle-explosion = Explosión +subtitle-arrow_shot = Flecha disparada +subtitle-arrow_hit = Disparo de flecha acertado +subtitle-skill_point = Nuevo punto de habilidad adquirido +subtitle-sceptre_beam = Rayo del cetro +subtitle-flame_thrower = Lanzallamas +subtitle-break_block = Bloque destruido +subtitle-attack_blocked = Ataque bloqueado +subtitle-parry = Parada +subtitle-interrupted = Interrumpido +subtitle-stunned = Aturdido +subtitle-dazed = Atontado +subtitle-attack-ground_slam = Golpe al suelo +subtitle-attack-laser_beam = Rayo láser +subtitle-attack-cyclops_charge = Embestida de cíclope +subtitle-deep_laugh = Carcajada +subtitle-attack-shovel = Pala cavando +subtitle-consume_potion = Bebiendo poción +subtitle-consume_apple = Comiendo manzana +subtitle-consume_cheese = Comiendo queso +subtitle-consume_food = Comiendo +subtitle-consume_liquid = Bebiendo +subtitle-utterance-alligator-angry = Caimán silbando +subtitle-utterance-antelope-angry = Antílope rugiendo +subtitle-utterance-adlet-angry = Adlet ladrando +subtitle-utterance-pig-angry = Cerdo gruñendo +subtitle-utterance-reptile-angry = Reptil silbando +subtitle-utterance-saurok-angry = Saurok silbando +subtitle-utterance-cat-calm = Gato maullando +subtitle-utterance-cow-calm = Vaca mugiendo +subtitle-utterance-goat-calm = Cabra balando +subtitle-utterance-pig-calm = Cerdo gruñendo +subtitle-utterance-sheep-calm = Oveja balando +subtitle-utterance-adlet-hurt = Adlet quejándose +subtitle-utterance-antelope-hurt = Antílope llorando +subtitle-utterance-lion-hurt = León rugiendo +subtitle-utterance-mindflayer-hurt = Mindflayer herido +subtitle-utterance-asp-angry = Áspid silbando +subtitle-utterance-wendigo-calm = Wendigo murmullando +subtitle-shield_attack = Ataque con escudo +subtitle-instrument_shamisen = Shamisen tocando música +subtitle-giga_roar = Rugido de gigante de hielo +subtitle-wield_hammer = Martillo equipado +subtitle-arrow_miss = Disparo de flecha fallado +subtitle-utterance-human-greeting = Saludo +subtitle-utterance-human-hurt = Humano sufriendo dolor +subtitle-unwield_axe = Hacha guardada +subtitle-instrument_steeldrum = Tambor metálico de lengüetas tocando música +subtitle-knocked_down = Derribado +subtitle-utterance-wendigo-angry = Wendigo gritando +subtitle-unwield_sword = Espada guardada +subtitle-unwield_sceptre = Cetro guardado +subtitle-instrument_double_bass = Contrabajo tocando música +subtitle-instrument_guitar = Guitarra tocando música +subtitle-utterance-bird-angry = Pájaro chirriando +subtitle-utterance-truffler-calm = Cerdo trufero gruñendo +subtitle-attack-ice_crack = Rotura de hielo +subtitle-attack-steam = Vapor +subtitle-attack-from-the-ashes = Sonido de curación +subtitle-attack-flash_freeze = Congelación súbita +subtitle-utterance-fungome-calm = Fungituga chillando +subtitle-utterance-sea_crocodile-angry = cocodrilo marino silbando +subtitle-utterance-biped_large-hurt = Dolor intenso +subtitle-utterance-maneater-hurt = Devorahombres eructando +subtitle-utterance-marlin-hurt = Marlin herido +subtitle-utterance-dagon-hurt = Dagón herido +subtitle-utterance-asp-calm = Áspid gruñendo +subtitle-utterance-wolf-hurt = Lobo gimiendo +subtitle-utterance-wyvern-hurt = Wyvern herido +subtitle-utterance-phoenix-angry = Fénix gritando +subtitle-utterance-phoenix-hurt = Fénix herido +subtitle-utterance-biped_large-angry = Gruñido intenso +subtitle-utterance-wolf-angry = Lobo gruñiendo +subtitle-utterance-mandroga-hurt = Mandroga gritando +subtitle-attack-fuse_charge = Sonido de mecha +subtitle-attack-icy_spikes = Carámbanos de hielo +subtitle-utterance-wyvern-angry = Wyvern rugiendo +subtitle-utterance-asp-hurt = Áspid herido +subtitle-surprise_egg = Sonido divino diff --git a/assets/voxygen/i18n/es/hud/trade.ftl b/assets/voxygen/i18n/es/hud/trade.ftl new file mode 100644 index 0000000..de05574 --- /dev/null +++ b/assets/voxygen/i18n/es/hud/trade.ftl @@ -0,0 +1,34 @@ +hud-trade-trade_window = Comercio +hud-trade-phase1_description = + Arrastra los objetos que quieras comerciar + al área correspondiente. +hud-trade-phase2_description = + La transacción se ha bloqueado para + que tengas tiempo a revisarla. +hud-trade-phase3_description = La transacción está siendo procesada. +hud-trade-persons_offer = Oferta de { $playername } +hud-trade-has_accepted = + { $playername } + ha aceptado +hud-trade-accept = Aceptar +hud-trade-decline = Rechazar +hud-trade-invite_sent = Solicitud de comercio enviada a { $playername }. +hud-trade-result-completed = Trato hecho con éxito. +hud-trade-result-declined = Trato rechazado. +hud-trade-result-nospace = No hay suficiente espacio para completar la transacción. +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Tu oferta +hud-trade-their_offer = Su oferta +hud-trade-amount_input = Selecciona un objeto +hud-trade-buy = + Precio de compra: { $coin_num -> + [one] 1 moneda + *[other] { $coin_formatted } monedas + } +hud-trade-sell = + Precio de venta: { $coin_num -> + [one] 1 moneda + *[other] { $coin_formatted } monedas + } +hud-confirm-trade-for-nothing = ¿Seguro que quieres regalar estos objetos a cambio de nada? diff --git a/assets/voxygen/i18n/es/item/admin.ftl b/assets/voxygen/i18n/es/item/admin.ftl new file mode 100644 index 0000000..359da26 --- /dev/null +++ b/assets/voxygen/i18n/es/item/admin.ftl @@ -0,0 +1,40 @@ +armor-velorite-belt = Cinturón de velorita + .desc = { "" } +weapon-bow-velorite-debug = Arco de velorita de administrador + .desc = Mejorado con esencia de velorita. +armor-velorite-hands = Guantes de velorita + .desc = { "" } +armor-velorite-boots = Botas de velorita + .desc = { "" } +object-item_cheese = Queso dorado + .desc = Se dice que los dioses lo comen para conseguir la juventud eterna. +weapon-sword-frost-admin_sword = Espadón de administrador + .desc = ¿No debería ser este arma un martillo? +armor-tabard_admin = Tabardo de administrador + .desc = Un gran poder conlleva una gran responsabilidad. +armor-misc-back-admin = Capa de administrador + .desc = + Un gran poder conlleva + una gran responsabilidad. +armor-tabard-admin_tabard = Tabardo de administrador + .desc = + Un gran poder conlleva + una gran responsabilidad. +armor-misc-back-admin_back = Capa de administrador + .desc = + Un gran poder conlleva + una gran responsabilidad. +armor-misc-bag-admin_black_hole = Agujero negro de administrador + .desc = Se dice que cualquier cosa cabe dentro. +armor-velorite-back = Capa de administrador de velorita + .desc = ¿Dónde he dejado el mazo del administrador? +armor-velorite-chest = Cofre de velorita + .desc = { "" } +armor-velorite-legs = Falda de velorita + .desc = { "" } +armor-velorite-shoulder = Manto de velorita + .desc = { "" } +weapon-tool-broom_belzeshrub_purple = Belzeshrub, el dios de la escoba + .desc = Puedes escuchar su risa cuando aterrizas de mala manera... +other-glider-vroom-debug = Paravela frenética + .desc = ¡Brrrum, brrrum! diff --git a/assets/voxygen/i18n/es/item/armor/armor.ftl b/assets/voxygen/i18n/es/item/armor/armor.ftl new file mode 100644 index 0000000..bda9080 --- /dev/null +++ b/assets/voxygen/i18n/es/item/armor/armor.ftl @@ -0,0 +1,566 @@ +armor-hide-carapace-back = Capa de caparazón + .desc = Hecha del caparazón que una vez protegió a una bestia. +armor-hide-carapace-belt = Cinturón de caparazón + .desc = Hecho del caparazón que una vez protegió a una bestia. +armor-hide-carapace-chest = Armadura de caparazón + .desc = Hecha del caparazón que una vez protegió a una bestia. +armor-brinestone-back = Capa de piedrasalmuera + .desc = No es nada débil. +armor-brinestone-belt = Cinturón de piedrasalmuera + .desc = Lo une todo. +armor-brinestone-crown = Corona de piedrasalmuera + .desc = Te hace parecer ser más alto. +armor-brinestone-foot = Botas de piedrasalmuera + .desc = Poco cómodas. +armor-hide-carapace-pants = Leotardos de caparazón + .desc = Hechos con la concha que solía proteger a una bestia. +armor-hide-carapace-hand = Mandiletes de caparazón + .desc = Hechos con la concha que solía proteger a una bestia. +armor-hide-carapace-foot = Botines de caparazón + .desc = Hechos con la concha que solía proteger a una bestia. +armor-hide-carapace-shoulder = Hombreras de caparazón + .desc = Hechos con la concha que solía proteger a una bestia. +armor-hide-primal-back = Capa primigenia + .desc = Forjada con pellejo más duro que el acero. +armor-hide-primal-belt = Fajín primigenio + .desc = Forjado con pellejo más duro que el acero. +armor-hide-primal-chest = Loriga primigenia + .desc = Forjada con pellejo más duro que el acero. +armor-hide-primal-hand = Guantaletes primigenios + .desc = Forjados con pellejo más duro que el acero. +armor-hide-primal-pants = Piernas primigenias + .desc = Forjadas con pellejo más duro que el acero. +armor-hide-leather-back = Capa de cuero + .desc = Ligera como el viento. +armor-hide-leather-belt = Cinturón de cuero + .desc = Ligero como el viento. +armor-hide-leather-chest = Pechera de cuero + .desc = Ligera como el viento. +armor-hide-leather-foot = Botas de cuero + .desc = Ligeras como el viento. +armor-hide-leather-hand = Guantes de cuero + .desc = Ligeros como el viento. +armor-hide-leather-pants = Pantalones de cuero + .desc = Ligeros como el viento. +armor-hide-leather-shoulder = Hombreras de cuero + .desc = Ligeras como el viento. +armor-hide-rawhide-belt = Cinturón de pellejo crudo + .desc = Trozos de cuero apretados juntos. ¡Ligero y robusto! +armor-hide-rawhide-chest = Pechera de pellejo crudo + .desc = Trozos de cuero apretados juntos. ¡Ligera y robusta! +armor-hide-rawhide-foot = Zapatos de pellejo crudo + .desc = Trozos de cuero apretados juntos. ¡Ligeros y robustos! +armor-hide-rawhide-pants = Pantalones de pellejo crudo + .desc = Trozos de cuero apretados juntos. ¡Ligeros y robustos! +armor-hide-rawhide-shoulder = Hombreras de pellejo crudo + .desc = Trozos de cuero apretados juntos. ¡Ligeras y robustas! +armor-hide-scale-belt = Faja de escamas + .desc = Cada una de sus escamas incrustadas aporta protección adicional. +armor-hide-scale-chest = Pechera de escamas + .desc = Cada una de sus escamas incrustadas aporta protección adicional. +armor-hide-scale-foot = Escarpes de escamas + .desc = Cada una de sus escamas incrustadas aporta protección adicional. +armor-hide-scale-pants = Leotardos de escamas + .desc = Cada una de sus escamas incrustadas aporta protección adicional. +armor-hide-scale-shoulder = Guardahombros de escamas + .desc = Cada una de sus escamas incrustadas aporta protección adicional. +armor-hide-dragonscale-belt = Fajín de dragontina + .desc = Fabricado con las escamas de una criatura legendaria. En su interior se puede sentir su poder. +armor-hide-dragonscale-foot = Espuelas de dragontina + .desc = Fabricadas con las escamas de una criatura legendaria. En su interior se puede sentir su poder. +armor-hide-dragonscale-hand = Guantes de dragontina + .desc = Fabricados con las escamas de una criatura legendaria. En su interior se puede sentir su poder. +armor-hide-dragonscale-pants = Leotardos de dragontina + .desc = Fabricados con las escamas de una criatura legendaria. En su interior se puede sentir su poder. +armor-hide-dragonscale-shoulder = Manto de dragontina + .desc = Fabricado con las escamas de una criatura legendaria. En su interior se puede sentir su poder. +armor-cloth_blue-chest = Peto de lino azul + .desc = Un sobreveste azul elegante de tela áspera. +armor-cloth_blue-foot = Botas de lino azules + .desc = Botas azules hechas de tela áspera. +armor-cloth_blue-hand = Muñequeras de lino azules + .desc = Unas muñequeras azules de tela áspera, que dan un toque elegante. +armor-cloth_blue-shoulder_0 = Abrigo de lino azul + .desc = Un abrigo azul de tela áspera. +armor-cloth_blue-shoulder_1 = Hombreras de tela azules + .desc = Una hombreras sencillas hechas de tela azul. +armor-hide-primal-foot = Botas primigenias + .desc = Forjadas con pellejo más duro que el acero. +armor-misc-head-leather-0 = Gorro de cuero + .desc = Ligero como el viento. +armor-hide-scale-hand = Puños de escamas + .desc = Cada una de sus escamas incrustadas aporta protección adicional. +armor-hide-primal-shoulder = Sobrehombros primigenios + .desc = Forjados con pellejo más duro que el acero. +armor-hide-rawhide-back = Capa de pellejo crudo + .desc = Trozos de cuero apretados juntos. ¡Ligera y robusta! +armor-hide-rawhide-hand = Brazales de pellejo crudo + .desc = Trozos de cuero apretados juntos. ¡Ligeros y robustos! +armor-hide-dragonscale-back = Capa de dragontina + .desc = Fabricado con las escamas de una criatura legendaria. En su interior se puede sentir su poder. +armor-hide-dragonscale-chest = Peto de dragontina + .desc = Fabricado con las escamas de una criatura legendaria. En su interior se puede sentir su poder. +armor-cloth_blue-belt = Cinturón de lino azul + .desc = Un cinturón azul elegante de tela áspera con estilo. +armor-hide-scale-back = Capa de escamas + .desc = Cada una de sus escamas incrustadas aporta protección adicional. +armor-cloth_blue-pants = Falda de lino azul + .desc = Una falda azul elegante de tela áspera. +armor-boreal-back = Capa boreal + .desc = Se siente fría a pesar de su grosor. +armor-boreal-belt = Cinturón boreal + .desc = Se siente frío. +armor-boreal-chest = Peto boreal + .desc = El frío de este peto es tan profundo que lo llegas a sentir en tu corazón. +armor-boreal-foot = Envolturas boreales + .desc = El frío feroz hace difícil moverse. +armor-boreal-hand = Guantaletes boreales + .desc = Más fríos que el toque de la muerte. +armor-boreal-pants = Túnica boreal + .desc = Más fría que el clima del que te protege. +armor-boreal-shoulder = Bufas boreales + .desc = Igual de frías que si la muerte te abrazase. +armor-brinestone-chest = Peto de piedrasalmuera + .desc = Resistente ante la perforación. +armor-brinestone-hand = Guantaletes de piedrasalmuera + .desc = Tan duros como una piedra. +armor-brinestone-pants = Pantalones de piedrasalmuera + .desc = Ten cuidado de no caerte. +armor-misc-neck-abyssal_gorget = Gorjal abisal + .desc = Vigor fortalecido por las corrientes. +armor-misc-neck-amethyst = Collar de amatista + .desc = Un collar fino con amatistas alineadas. +armor-misc-neck-ankh_of_life = Cruz de la vida + .desc = Un collar único de origen desconocido... Puedes sentir el poder en su interior. +armor-brinestone-shoulder = Hombreras de piedrasalmuera + .desc = Apenas soportan lo que pesan. +armor-misc-foot-cloth_sandal = Sandalias desgastadas + .desc = Compañeras leales, aunque parece que no van a durar mucho más. +armor-misc-neck-diamond = Collar de diamantes + .desc = Un collar de oro decorado con diamantes preciosos y con un elevado precio. +armor-misc-neck-emerald = Collar de esmeraldas + .desc = Un collar de cobalto decorado con preciosas esmeraldas. +armor-misc-neck-resilience_gem = Gema de resistencia + .desc = Un brillo mágico envuelve a esta gema. +armor-misc-neck-gold = Collar de oro + .desc = Un collar de oro caro... Parece robado. +armor-misc-neck-haniwa_talisman = Talismán haniwa + .desc = Un talismán que muestra una figura de origen desconocido. +armor-misc-neck-pendant_of_protection = Colgante de protección + .desc = Sientes como que una presencia te mantiene a salvo... +armor-misc-neck-ruby = Collar de rubí + .desc = Un collar de plata decorado con preciosos rubíes. +armor-misc-neck-sapphire = Collar de zafiro + .desc = Un collar de oro resistente adornado con joyas de zafiros pulidas. +armor-misc-neck-shell = Collar de conchas + .desc = Contiene el aura guardián del océano. +armor-misc-neck-topaz = Collar de topacio + .desc = Un collar de cobre adornado con topacios en el centro. +armor-misc-head-bamboo_twig = Rama de bambú + .desc = Un pequeño brote que salió del tallo de una planta de bambú más grande. +armor-misc-head-boreal_warhelm = Casco de batalla boreal + .desc = Me pregunto a dónde está apuntando... +armor-misc-head-crown = Corona + .desc = Una corona apta para la realeza. +armor-misc-head-facegourd = Casco de calabaza + .desc = Cabeza vacía de una calabaza. +armor-misc-head-gnarling_mask = Máscara del jefe + .desc = Huele a madera quemada. +armor-misc-head-hood = Caperuza + .desc = Conviértete en uno con las copas de los árboles. +armor-misc-head-hood_dark = Caperuza oscura + .desc = Es un poquitín más gruesa. +armor-misc-head-howl_cowl = Caperuza aulladora + .desc = Este disfraz de un lobo aterrador es adecuado para cazadores igual de temibles. +armor-misc-head-mitre = Mitra + .desc = Los cielos te conceden su fuerza. +armor-misc-head-straw = Sombrero de paja + .desc = Los aldeanos lo llevan puesto a menudo. ¡Es elegante y sencillo! +armor-misc-head-winged_coronet = Nimbo alado + .desc = Te sientes más conectado con la naturaleza. +armor-misc-head-bandana-red = Pañuelo rojo + .desc = Sigiloso, pero también de un color rojo brillante. +armor-misc-head-bandana-thief = Pañuelo de ladrón + .desc = Máscara de bandido común. +armor-misc-pants-grayscale = Pantalones de caza + .desc = Hechos con cuero suave y flexible. +armor-misc-shoulder-leather_iron_0 = Bufas de hierro y cuero + .desc = Estos sobrehombros de cuero están decorados con ganchos de hierro pesados para proteger a su portador. +armor-misc-pants-worker_brown = Pantalones de trabajador cómodos + .desc = Resistentes y de confianza. +armor-misc-pants-worker_blue = Pantalones de trabajador azules + .desc = Resistentes y de confianza. +armor-misc-shoulder-iron_spikes = Espaldares de hierro con pinchos + .desc = La placa pesada de hierro tiene pinchos entrelazados en el centro para disuadir a los atacantes. +armor-misc-shoulder-leather_strip = Tiras de cuero + .desc = Tiras de pellejo de animal curtido. +armor-misc-chest-worker_green = Camisa de trabajador verde + .desc = Hasta hace poco la usaba un granjero. +armor-misc-chest-shirt_white = Camisa de trabajador blanca + .desc = Hasta hace poco la usaba un granjero. +armor-misc-chest-worker_orange_0 = Camisa de trabajador naranja + .desc = Hasta hace poco la usaba un granjero. +armor-misc-chest-worker_orange_1 = Camisa de trabajador naranja + .desc = Hasta hace poco la usaba un granjero. +armor-misc-chest-worker_purple_0 = Camisa de trabajador violeta + .desc = Resistente y de confianza. +armor-misc-chest-worker_purple_1 = Camisa de trabajador violeta + .desc = Hasta hace poco la usaba un granjero. +armor-misc-chest-worker_purp_brown = Camisa de trabajador violeta + .desc = Resistente y de confianza. +armor-misc-chest-worker_red_0 = Camisa de trabajador roja + .desc = Hasta hace poco la usaba un granjero. +armor-misc-chest-worker_red_1 = Camisa de trabajador roja + .desc = Hasta hace poco la usaba un granjero. +armor-misc-chest-worker_yellow_0 = Camisa de trabajador amarilla + .desc = Hasta hace poco la usaba un granjero. +armor-misc-chest-worker_yellow_1 = Camisa de trabajador amarilla + .desc = Hasta hace poco la usaba un granjero. +armor-misc-ring-amethyst = Anillo de amatista + .desc = Un anillo delgado con la joya de una amatista. +armor-misc-ring-diamond = Anillo de diamantes + .desc = Un anillo de oro con un diamante caro. +armor-misc-ring-emerald = Anillo de esmeralda + .desc = Un anillo de cobalto con una joya de esmeralda. +armor-misc-ring-gold = Anillo de oro + .desc = Un anillo de tan sólo oro... como que le falta una joya. +armor-misc-ring-ruby = Anillo de rubí + .desc = Un anillo de plata con un rubí. +armor-misc-ring-sapphire = Anillo de zafiros + .desc = Un anillo de hierro con zafiros. +armor-misc-ring-scratched = Anillo rayado + .desc = Apenas te cabe en el dedo. +armor-misc-ring-topaz = Anillo de topacio + .desc = Un anillo de cobre con topacio. +armor-misc-back-backpack-traveler = Mochila del viajero + .desc = Cómoda y con suficiente capacidad en su interior. La mochila es la mejor amiga del acaparador. +armor-misc-back-dungeon_purple = Capa de sectario violeta + .desc = Huele a magia oscura y a velas. +armor-misc-back-short-0 = Capa de cuero corta + .desc = Probablemente esté hecha del mejor cuero. +armor-misc-back-short-1 = Manta verde + .desc = Mantiene tus hombros calientes. +armor-savage-back = Capa del salvaje + .desc = Libera la furia de los bárbaros. +armor-savage-belt = Cinturón salvaje + .desc = Libera la furia de los bárbaros. +armor-savage-chest = Loriga salvaje + .desc = Libera la furia de los bárbaros. +armor-savage-foot = Botas salvajes + .desc = Libera la furia de los bárbaros. +armor-savage-hand = Guantaletes salvajes + .desc = Libera la furia de los bárbaros. +armor-savage-pants = Calzas salvajes + .desc = Libera la furia de los bárbaros. +armor-savage-shoulder = Hombreras salvajes + .desc = Libera la furia de los bárbaros. +armor-witch-hat = Sombrero de bruja + .desc = Las artes oscuras te conceden su poder. +armor-twigsleaves-belt = Cinturón frondoso + .desc = Las hojas secas que cubren este cinturón le dan una textura algo distinta. +armor-pirate-hat = Sombrero pirata + .desc = Por lo visto, algún loro ha tenido que haberse posado sobre el sombrero en alguna ocasión. +armor-twigsleaves-foot = Botas frondosas + .desc = Las ramas entrelazadas con magia están cubiertas de hojas que ofrecen una protección básica contra los elementos. +armor-twigsleaves-hand = Cubremuñecas frondosas + .desc = Las hojas ayudan a esconder las ramas entrelazadas con magia y ofrecen una protección básica contra los elementos. +armor-leather_plate-foot = Botas de placas de cuero + .desc = Cuero ornamentado con acero para ofrecer una mejor protección. +armor-leather_plate-hand = Guantes de placas de cuero + .desc = Cuero ornamentado con acero para ofrecer una mejor protección. +armor-leather_plate-pants = Calzas de placas de cuero + .desc = Cuero ornamentado con acero para ofrecer una mejor protección. +armor-mail-bloodsteel-back = Capa de acerosangre + .desc = Forjada a partir de una vida para proteger otra. +armor-twigsleaves-shoulder = Sobrehombros frondosos + .desc = Las hojas cubren las ramas para ofrecer una mejor protección contra los elementos. +armor-twigsflowers-foot = Botas floridas + .desc = Estas botas mágicas ofrecen protección y paz a su portador. +armor-twigsleaves-pants = Pantalones frondosos + .desc = Las hojas cubren la cota de malla mágica y ofrecen protección contra los elementos. +armor-twigsflowers-belt = Cinturón florido + .desc = El tallo de una flor sostiene a este cinturón y a sus ramas mágicas. +armor-twigsflowers-chest = Camisa florida + .desc = Las ramas mágicas están decoradas con flores para hacer saber al mundo tus intenciones de paz y amor. +armor-twigsflowers-hand = Cubremuñecas floridos + .desc = Las ramas y flores ofrecen protección y paz a su portador. +armor-twigsflowers-pants = Pantalones floridos + .desc = Estas ramas con flores tejidas en forma de malla ofrecen protección y paz. +armor-twigsflowers-shoulder = Sobrehombros floridos + .desc = Las flores unen a las ramas para ofrecer protección y paz a su portador. +armor-mail-cobalt-belt = Faja de cobalto. + .desc = Elegante e impenetrable. El metal le confiere un brillo eterno. +armor-mail-cobalt-chest = Pechera de cobalto + .desc = Elegante e impenetrable. El metal le confiere un brillo eterno. +armor-mail-cobalt-hand = Guantaletes de cobalto + .desc = Elegante e impenetrable. El metal le confiere un brillo eterno. +armor-mail-cobalt-pants = Leotardos de cobalto + .desc = Elegante e impenetrable. El metal le confiere un brillo eterno. +armor-mail-cobalt-shoulder = Guardahombros de cobalto + .desc = Elegante e impenetrable. El metal le confiere un brillo eterno. +armor-mail-bronze-belt = Faja de bronce + .desc = Pesada y sin brillo, pero bastante resistente. +armor-mail-bronze-chest = Coselete de bronce + .desc = Pesado y sin brillo, pero bastante resistente. +armor-mail-bronze-pants = Pantalones de bronce + .desc = Pesados y sin brillo, pero bastante resistentes. +armor-mail-bronze-shoulder = Guardahombros de bronce + .desc = Pesados y sin brillo, pero bastante resistentes. +armor-mail-orichalcum-2 = Cinturón de oricalco + .desc = Aleación de tiempos antiguos. En algunos mitos se dice que los héroes usaban este metal. +armor-mail-orichalcum-3 = Botas de batalla de oricalco + .desc = Aleación de tiempos antiguos. En algunos mitos se dice que los héroes usaban este metal. +armor-mail-orichalcum-4 = Guantes de oricalco + .desc = Aleación de tiempos antiguos. En algunos mitos se dice que los héroes usaban este metal. +armor-mail-orichalcum-1 = Quijotes de oricalco + .desc = Aleación de tiempos antiguos. En algunos mitos se dice que los héroes usaban este metal. +armor-mail-steel-chest = Loriga de acero + .desc = La aleación de metal ofrece una loriga más ligera y resistente. +armor-mail-steel-foot = Botas de acero + .desc = Estas botas están hechas de una aleación de metal que ofrece mejor confort y durabilidad. +armor-mail-steel-pants = Calzas de acero + .desc = La aleación de metal mejora su encaje, durabilidad y ligereza. +armor-mail-steel-shoulder = Sobrehombros de acero + .desc = La aleación de metal mejora la protección y el confort. +armor-mail-iron-belt = Cinturón de hierro + .desc = Hecho de un metal que ha demostrado ser duro y tenaz en tiempos de guerra. +armor-mail-iron-chest = Coselete de hierro + .desc = Hecho de un metal que ha demostrado ser duro y tenaz en tiempos de guerra. +armor-mail-iron-foot = Guardapiés de hierro + .desc = Hecho de un metal que ha demostrado ser duro y tenaz en tiempos de guerra. +armor-mail-iron-pants = Pantalones de hierro + .desc = Hechos de un metal que ha demostrado ser duro y tenaz en tiempos de guerra. +armor-mail-iron-shoulder = Hombreras de hierro + .desc = Hechas de un metal que ha demostrado ser duro y tenaz en tiempos de guerra. +armor-cloth_purple-chest = Peto de lino violeta + .desc = Un sobreveste violeta elegante de tela áspera. +armor-cloth_purple-foot = Botas de lino violetas + .desc = Unas botas violetas hechas de tela áspera. +armor-cloth_purple-pants = Falda de lino violeta + .desc = Una falda violeta elegante de tela áspera. +armor-cloth_purple-shoulder = Abrigo de lino violeta + .desc = Un abrigo violeta de tela áspera. +armor-rugged-chest = Camisa basta + .desc = Huele a aventura. +armor-rugged-pants = Pantalones de plebeyo bastos + .desc = Te recuerdan los viejos tiempos. +armor-cloth_green-chest = Peto de lino verde + .desc = Un sobreveste verde elegante de tela áspera. +armor-cloth_green-foot = Botas de lino verdes + .desc = Botas verdes hechas de tela áspera. +armor-cloth_green-hand = Muñequeras de lino verdes + .desc = Unas muñequeras verdes de tela áspera, que dan un toque elegante. +armor-cloth_green-shoulder = Abrigo de lino verde + .desc = Un abrigo verde de tela áspera. +armor-merchant-turban = Turbante impresionante + .desc = Turbante muy ligero y lujoso, al igual que caro. +armor-tarasque-chest = Loriga de tarasca + .desc = Esta resistente concha de tarasca está adaptada para que la usen humanoides. +armor-tarasque-foot = Botas de tarasca + .desc = La parte exterior de estas botas están formadas por las garras de una tarasca para proteger los pies de su portador. +armor-tarasque-shoulder = Hombreras de tarasca + .desc = Hechas con fragmentos de la concha con pinchos de una tarasca. +armor-twigs-chest = Camisa de ramas + .desc = Unos pequeñas ramas unidas con magia para formar una camisa. +armor-twigs-foot = Botas de ramas + .desc = Unas ramillas mágicas se unen para ofrecer una protección básica. +armor-twigs-hand = Cubremuñecas de ramas + .desc = Ramas unidas con magia para formar unos cubremuñecas sencillos. +armor-twigs-shoulder = Sobrehombros de ramas + .desc = Hechos a base de ramas juntadas con fuerza. +armor-cultist-bandana = Pañuelo de sectario + .desc = Atuendo ceremonial. +armor-cultist-belt = Cinturón de sectario + .desc = Atuendo ceremonial. +armor-cultist-chest = Peto de sectario + .desc = Atuendo ceremonial. +armor-cultist-foot = Botas de sectario + .desc = Atuendo ceremonial. +armor-cultist-necklace = Amuleto de sectario + .desc = Aún puedes sentir la presencia de un mindflayer en su interior... +armor-cultist-pants = Falda de sectario + .desc = Atuendo ceremonial. +armor-cultist-ring = Sello de sectario + .desc = Una vez le perteneció a un sectario. +armor-cloth-linen-belt = Fajín de lino + .desc = Cosido de mala manera, pero se le puede seguir dando un uso. +armor-cloth-linen-back = Chal de lino + .desc = Cosido de mala manera, pero se le puede seguir dando un uso. +armor-cloth-linen-chest = Jubón de lino + .desc = Cosido de mala manera, pero se le puede seguir dando un uso. +armor-cloth-linen-pants = Pantalones de lino + .desc = Cosidos de mala manera, pero se les puede seguir dando un uso. +armor-cloth-linen-shoulder = Sobrehombros de lino + .desc = Cosidos de mala manera, pero se le puede seguir dando un uso. +armor-cloth-sunsilk-chest = Túnica de tela solar + .desc = Emite el poder del sol y su elegancia. +armor-cloth-sunsilk-belt = Fajín de tela solar + .desc = Emite el poder del sol y su elegancia. +armor-cloth-sunsilk-foot = Borceguíes de tela solar + .desc = Emite el poder del sol y su elegancia. +armor-cloth-sunsilk-pants = Falda de tela solar + .desc = Emite el poder del sol y su elegancia. +armor-cloth-sunsilk-shoulder = Jinetas de tela solar + .desc = Emiten el poder del sol y su elegancia. +armor-cloth-woolen-foot = Botas de lana + .desc = Botas de gran espesor preparadas para la nieve. +armor-cloth-woolen-back = Capa de lana + .desc = Capa de gran espesor preparada para la nieve. +armor-cloth-woolen-belt = Cinturón de lana + .desc = Cinturón de gran espesor preparado para la nieve. +armor-cloth-woolen-hand = Mitones de lana + .desc = Mitones de gran espesor preparados para la nieve. +armor-cloth-woolen-shoulder = Sobrehombros de lana + .desc = Sobrehombros de gran espesor preparados para la nieve. +armor-cloth-silken-back = Capa de seda + .desc = Tejida con cariño por un sastre diestro. +armor-cloth-silken-belt = Fajín de seda + .desc = Tejido con cariño por un sastre diestro. +armor-cloth-silken-foot = Zapatos de seda + .desc = Tejidos con cariño por un sastre diestro. +armor-cloth-silken-hand = Cubremuñecas de seda + .desc = Tejidas con cariño por un sastre diestro. +armor-cloth-silken-pants = Falda de seda + .desc = Tejida con cariño por un sastre diestro. +armor-cloth-druid-back = Capa de druida + .desc = Esta capa muy ligera cuenta con la esencia de la naturaleza. +armor-cloth-druid-belt = Fajín de druida + .desc = Este fajín muy ligero cuenta con la esencia de la naturaleza. +armor-cloth-druid-foot = Chanclos de druida + .desc = Estos chanclos muy ligeros cuentan con la esencia de la naturaleza. +armor-cloth-druid-hand = Manijas de druida + .desc = Estas manijas muy ligeras cuentan con la esencia de la naturaleza. +armor-cloth-druid-pants = Leotardos de druida + .desc = Estos leotardos muy ligeros cuentan con la esencia de la naturaleza. +armor-misc-head-woolly_wintercap = Almete de invierno lanudo + .desc = Sencillo, alegre y con estilo. +armor-misc-head-helmet = Casco + .desc = { "" } +armor-misc-neck-fang = Collar de colmillos + .desc = Solo los seres más salvajes son capaces de usar el poder de este collar... +armor-misc-neck-honeycomb_pendant = Colgante de panal + .desc = A este collar siempre le está saliendo miel... +armor-misc-neck-scratched = Collar rayado + .desc = Un collar de mala calidad cuyo hilo está a punto de romperse... +armor-misc-head-bear_bonnet = Sombrero de oso + .desc = Este disfraz te otorga la furia de un oso feroz. +armor-misc-head-hog_hood = Caperuza de porcino + .desc = Honra el sacrificio de un gran puerco con este disfraz. +armor-misc-head-spikeguard = Corona con pinchos + .desc = Tiene un cierto parecido a otra corona del mismo estilo. +armor-misc-head-wanderers_hat = Sombrero del errante + .desc = El sombrero perfecto para aquellos cuyo hogar está en las carreteras y caminos de Veloren. +armor-twigsleaves-chest = Camisa frondosa + .desc = Esta camisa mágica está cubierta de hojas que le dan una apariencia más natural. +armor-misc-shoulder-leather_iron_2 = Bufas de hierro y cuero + .desc = Estos sobrehombros de cuero tienen bandas de hierro pesadas para proteger a su portador. +armor-leather_plate-shoulder = Hombreras de placas de cuero + .desc = Cuero ornamentado con acero para ofrecer una mejor protección. +armor-mail-bloodsteel-belt = Faja de acerosangre + .desc = Forjada a partir de una vida para proteger otra. +armor-mail-bloodsteel-pants = Piernas de acerosangre + .desc = Forjadas a partir de una vida para proteger otra. +armor-cloth_green-belt = Cinturón de lino verde + .desc = Un cinturón verde elegante de tela áspera con estilo. +armor-twigs-pants = Pantalones de ramas + .desc = Unas ramas se han unido con magia para formar algo parecido a una cota de malla. +armor-cloth-linen-foot = Zapatos de lino + .desc = Cosidos de mala manera, pero se les puede seguir dando un uso. +armor-cloth-sunsilk-back = Capa de tela solar + .desc = Emite el poder del sol y su elegancia. +armor-misc-neck-carcanet_of_wrath = Bejuquillo de cólera + .desc = Un collar que otorga un inmenso poder incluso a los seres más débiles. +armor-mail-bronze-foot = Zapatos de bronce + .desc = Pesados y sin brillo, pero bastante resistentes. +armor-mail-steel-back = Capa de acero + .desc = Las placas de metal están unidas y hechas de una aleación para mejorar la protección. +armor-mail-iron-hand = Puños de hierro + .desc = Hechos de un metal que ha demostrado ser duro y tenaz en tiempos de guerra. +armor-cloth_purple-belt = Cinturón de lino violeta + .desc = Un cinturón violeta elegante de tela áspera. +armor-cloth_purple-hand = Muñequeras de lino violetas + .desc = Unas muñequeras violetas de tela áspera, que dan un toque elegante. +armor-tarasque-hand = Guantaletes de tarasca + .desc = Unos guantaletes resistentes gracias a estar hechos con fragmentos de la concha de una tarasca. +armor-mail-bloodsteel-shoulder = Espaldares de acerosangre + .desc = Forjados a partir de una vida para proteger otra. +armor-mail-cobalt-back = Capa de cobalto + .desc = Elegante e impenetrable. El metal le confiere un brillo eterno. +armor-mail-bronze-hand = Guantaletes de bronce + .desc = Pesados y sin brillo, pero bastante resistentes. +armor-mail-orichalcum = Coselete de oricalco + .desc = Aleación de tiempos antiguos. En algunos mitos se dice que los héroes usaban este metal. +armor-mail-orichalcum-5 = Manto de oricalco + .desc = Aleación de tiempos antiguos. En algunos mitos se dice que los héroes usaban este metal. +armor-mail-iron-back = Capa de hierro + .desc = Hecha de un metal que ha demostrado ser duro y tenaz en tiempos de guerra. +armor-tarasque-belt = Cinturón de tarasca + .desc = Un cinturón resistente gracias a estar hecho de la concha desmenuzada de una tarasca. +armor-misc-shoulder-leather_iron_1 = Bufas de hierro y cuero + .desc = Estos sobrehombros de cuero tienen pinchos de hierro pesados para proteger a su portador. +armor-misc-shoulder-leather_iron_3 = Bufas de hierro y cuero + .desc = Estos sobrehombros de cuero tienen fragmentos de hierro pesados para proteger a su portador. +armor-leather_plate-belt = Cinturón de placas de cuero + .desc = Cuero ornamentado con acero para ofrecer una mejor protección. +armor-leather_plate-chest = Peto de placas de cuero + .desc = Cuero ornamentado con acero para ofrecer una mejor protección. +armor-mail-bloodsteel-chest = Peto de acerosangre + .desc = Forjado a partir de una vida para proteger otra. +armor-mail-bloodsteel-foot = Escarpes de acerosangre + .desc = Forjados a partir de una vida para proteger otra. +armor-mail-cobalt-foot = Guardapiés de cobalto + .desc = Elegante e impenetrable. El metal le confiere un brillo eterno. +armor-mail-bronze-back = Capa de bronce + .desc = Pesada y sin brillo, pero bastante resistente. +armor-mail-orichalcum-6 = Capa de oricalco + .desc = Aleación de tiempos antiguos. En algunos mitos se dice que los héroes usaban este metal. +armor-mail-steel-belt = Cinturón de acero + .desc = Las placas de metal están unidas y hechas de una aleación para mejorar la protección. +armor-mail-steel-hand = Guantaletes de acero + .desc = La aleación de metal ofrece una mejor protección y hace que estos guantaletes sean más ligeros y cómodos de usar. +armor-cloth_green-pants = Falda de lino verde + .desc = Una falda verde elegante de tela áspera. +armor-tarasque-pants = Calzas de tarasca + .desc = Los fragmentos de la concha de una tarasca se unen en esta calzas para ofrecer protección. +armor-cloth-moonweave-back = Capa de tela lunar + .desc = La tela baila en silencio, como la luz de la luna. +armor-cloth-moonweave-belt = Cinturón de tela lunar + .desc = La tela baila en silencio, como la luz de la luna. +armor-cloth-moonweave-foot = Botas de tela lunar + .desc = La tela baila en silencio, como la luz de la luna. +armor-cloth-moonweave-hand = Guantes de tela lunar + .desc = La tela baila en silencio, como la luz de la luna. +armor-cloth-moonweave-pants = Piernas de tela lunar + .desc = La tela baila en silencio, como la luz de la luna. +armor-cloth-sunsilk-hand = Manijas de tela solar + .desc = Emite el poder del sol y su elegancia. +armor-mail-bloodsteel-hand = Guantaletes de acerosangre + .desc = Forjados a partir de una vida para proteger otra. +armor-twigs-belt = Cinturón de ramas + .desc = Unos pedacitos de naturaleza unidos con magia para formar un cinturón. +armor-cultist-hand = Guantes de sectario + .desc = Atuendo ceremonial. +armor-cloth-moonweave-shoulder = Sobrehombros de tela lunar + .desc = La tela baila en silencio, como la luz de la luna. +armor-cloth-druid-chest = Coselete de druida + .desc = Este coselete muy ligero cuenta con la esencia de la naturaleza. +armor-cultist-shoulder = Manto de sectario + .desc = Atuendo ceremonial. +armor-cloth-linen-hand = Manijas de lino + .desc = Cosidas de mala manera, pero se les puede seguir dando un uso. +armor-cloth-moonweave-chest = Jubón de tela lunar + .desc = La tela baila en silencio, como la luz de la luna. +armor-cloth-woolen-chest = Parka de lana + .desc = Parka de gran espesor preparada para la nieve. +armor-cloth-woolen-pants = Pantalones de lana + .desc = Pantalones de gran espesor preparados para la nieve. +armor-cloth-silken-chest = Toga de seda + .desc = Tejida con cariño por un sastre diestro. +armor-cloth-silken-shoulder = Sobrehombros + .desc = Tejidos con cariño por un sastre diestro. +armor-cloth-druid-shoulder = Hombreras de druida + .desc = Estas hombreras muy ligeras cuentan con la esencia de la naturaleza. +armor-misc-head-hare_hat = Sombrero de liebre + .desc = Un sombrero especial de la Pascua +armor-misc-head-cat_capuche = Capucha de gato + .desc = Una capucha especial del Día de los Inocentes diff --git a/assets/voxygen/i18n/es/item/armor/other.ftl b/assets/voxygen/i18n/es/item/armor/other.ftl new file mode 100644 index 0000000..b96ba03 --- /dev/null +++ b/assets/voxygen/i18n/es/item/armor/other.ftl @@ -0,0 +1,78 @@ +lantern-black = Linterna negra + .desc = ¡Una elección popular entre aventureros novatos! +lantern-geode_purp = Geoda morada + .desc = Emite un brillo calmante que te ayuda a relajarte. +lantern-red = Linterna roja + .desc = Precaución: su contenido quema. +glider-basic_white = Paravela de tela + .desc = Simple, pero con estilo. +glider-cloverleaf = Trévol + .desc = Da buena suerte a su dueño. Ligera y fácil de fabricar, ¡y muy mona! +glider-leaves = Paravela vegetal + .desc = Planea por los árboles. +lantern-blue = Linterna azúl fría + .desc = Esta linterna desprende un frío inusual al encenderse. +lantern-magic_lantern = Linterna mágica + .desc = Ilumina incluso la mazmorra más oscura. Se consiguió tras matar a un gran monstruo. +glider-basic_red = Paravela de tela roja + .desc = Una paravela sencilla con un color rojo llamativo. +lantern-polaris = Polaris + .desc = Linterna de Navidad. +lantern-pumpkin = Calabaza macabra + .desc = ¿¡Acaba de parpadear!? +glider-blue = Halcón azul + .desc = Del mismo color que el cielo. +glider-moonrise = Noche acuática + .desc = Las estrellas se ven preciosas esta noche. +glider-butterfly-orange_monarch = Mariposa monarca + .desc = Sus delicadas alas aletean un poco. +glider-butterfly-blue_morpho = Mariposa morfo azul + .desc = Sus delicadas alas aletean un poco. +glider-moth = Mariposa luna + .desc = Sus delicadas alas aletean un poco. +glider-sunset = Horizonte + .desc = Aún no es mediodía. +glider-winter_wings = Alas de invierno + .desc = Su intenso brillo permanece frío incluso bajo el sol. +armor-misc-bag-tiny_leather_pouch = Faltriquera de cuero pequeña + .desc = Una pequeña faltriquera de cuero fiable. +armor-misc-bag-woven_red_bag = Bolsa tejida de rojo + .desc = Una bolsa roja de tamaño mediano. Aún así, se siente pequeña de más. +glider-butterfly-moonlit_love = Amor lunar + .desc = Se respira amor en el ambiente. +glider-cultists = Skullgrin + .desc = Muerte que cae del cielo. +armor-misc-bag-tiny_red_pouch = Faltriquera roja pequeña + .desc = Hecha con varios parches de tela teñidos. +glider-sandraptor = Alas de raptor del desierto + .desc = Echa a volar con las alas de un depredador árido. +glider-woodraptor = Alas de raptor del bosque + .desc = Echa a volar con las alas de un depredador sigiloso. +armor-misc-back-backpack = Mochila reforzada + .desc = Almacena tus cosas. +armor-misc-bag-heavy_seabag = Bolsa de marinero pesada + .desc = Los marineros la usan a menudo. +armor-misc-bag-liana_kit = Kit de lianas + .desc = Tejido con lianas secas. +armor-misc-bag-reliable_backpack = Mochila de confianza + .desc = Jamás te dejará tirado. +armor-misc-bag-reliable_leather_pack = Bolsa de cuero de confianza + .desc = Jamás te dejará tirado. +armor-misc-bag-soulkeeper_pure = Guardián de almas purificado + .desc = WIP. +armor-misc-bag-sturdy_red_backpack = Alforjas rojas robustas + .desc = Bolsa con gran resistencia y bordada con amatistas y cuero grueso. +lantern-green = Linterna verde lima + .desc = Tiene un orificio por el que le cabría un anillo... +glider-snowraptor = Alas de raptor de la tundra + .desc = Echa a volar con las alas de un depredador que tiene la sangre fría. +armor-misc-bag-mindflayer_spellbag = Bolsa mágica de mindflayer + .desc = + Casi se puede sentir la malvada presencia de + un mindflayer en su interior. +armor-misc-bag-troll_hide_pack = Bolsa de piel de troll + .desc = Para la fabricación de esta bolsa sufrió algún que otro trol. +armor-misc-bag-soulkeeper_cursed = Guardián de almas maldito + .desc = WIP. +armor-misc-bag-knitted_red_pouch = Faltriquera roja tricotada + .desc = Bolsa de lana de un tamaño considerable y con dos bolsillos. diff --git a/assets/voxygen/i18n/es/item/items/crafting.ftl b/assets/voxygen/i18n/es/item/items/crafting.ftl new file mode 100644 index 0000000..9cf92e7 --- /dev/null +++ b/assets/voxygen/i18n/es/item/items/crafting.ftl @@ -0,0 +1,238 @@ +sprite-grass-grass_long_5 = Hierba Alta + .desc = Más verde que el hocico de un orco. +sprite-wood-item-bamboo = Bambú + .desc = Planta grande de tallo leñoso. Se puede utilizar para fabricar armas de madera. +sprite-wood-item-ironwood = Tronco de madera dura + .desc = Una madera especialmente resistente. Se puede utilizar para fabricar armas de madera. +sprite-crafting_ing-bowl = Cuenco + .desc = Un cuenco para cocinar. +sprite-cacti-flat_cactus_med = Cactus + .desc = Crece en lugares áridos y secos. ¡El cactus está lleno de pinchos! +sprite-wood-item-wood = Tronco de madera + .desc = Troncos resistentes de madera normal. Se puede utilizar para fabricar armas de madera. +sprite-crafting_ing-coral_branch = Rama coral + .desc = Tesoro del fondo del océano. +sprite-crafting_ing-abyssal_heart = Corazón abisal + .desc = Fuente del poder de Dagon. +sprite-crafting_ing-cotton_boll = Bola de algodón + .desc = Recolectada de una planta de algodón. +sprite-crafting_ing-living_embers = Brasal viviente + .desc = Los restos ardientes de una criatura feroz. +sprite-crafting_ing-pearl = Perla + .desc = Se podría hacer una buena lámpara con ella. +sprite-crafting_ing-resin = Resina + .desc = Se utiliza en carpintería. +sprite-rocks-rock-0 = Piedras + .desc = Piedrecitas recogidas del suelo, sin nada especial que destacar. +sprite-twigs-twigs-0 = Ramas + .desc = Se encuentro cerca de los árboles. Una ardilla debe de haberlas tirado al suelo. +sprite-crafting_ing-hide-animal_hide = Pellejo de animal + .desc = Una piel habitual de la mayoría de animales. Se puede convertir en cuero. +sprite-crafting_ing-hide-dragon_scale = Escama de dragón + .desc = Resistente escama de una criatura legendaria. Caliente al tacto. +sprite-crafting_ing-hide-troll_hide = Pellejo de troll + .desc = Obtenido de un trol de las cavernas. +sprite-crafting_ing-hide-plate = Placa + .desc = Placa duradera de un animal acorazado. +sprite-crafting_ing-hide-scale = Escama + .desc = Un animal dejó estas escamas brillantes. +sprite-crafting_ing-hide-tough_hide = Pellejo duro + .desc = Una piel relativamente dura. Se puede convertir en cuero. +sprite-crafting_ing-animal_misc-fur = Pelaje suave + .desc = Pelaje suave de un animal. +sprite-crafting_ing-animal_misc-grim_eyeball = Ojo lúgubre + .desc = Su mirada te dejará la piel fría como la piedra. +sprite-crafting_ing-animal_misc-lively_vine = Vid animada + .desc = Creo que la acabo de ver moverse... +sprite-crafting_ing-animal_misc-phoenix_feather = Pluma de fénix + .desc = Se dice que tiene propiedades mágicas. +sprite-crafting_ing-animal_misc-large_horn = Cuerno grande + .desc = + Cuerno de gran tamaño de una criatura temible. + + La potencia de los efectos de las habilidades de las armas con la que se fabrican. +sprite-crafting_ing-sticky_thread = Hilo de seda + .desc = Un material pringoso que producen las arañas. Un sastre podría darle uso. +sprite-crafting_ing-hide-carapace = Caparazón duro + .desc = Caparazón recio de gran dureza que sirve de escudo a varias criaturas. +sprite-crafting_ing-animal_misc-sharp_fang = Colmillo afilado + .desc = + Diente muy afilado de un animal feroz. + + Este material mejora las habilidades de las armas con la que se fabrican. +sprite-crafting_ing-hide-rugged_hide = Pellejo basto + .desc = Piel duradera de criaturas feroces, de valor para curtidores. +sprite-crafting_ing-animal_misc-claw = Garra de depredador + .desc = + Garra de un depredador feroz. + + Se puede utilizar para fabricar armas ágiles y veloces. +object-v-coin = Monedas + .desc = Estas valiosas monedas se pueden intercambiar por productos y servicios. +object-collar = Collar + .desc = Domestica a animales salvajes en un radio de 5 bloques. +sprite-crafting_ing-cloth-cloth_strips = Tiras de tela + .desc = Pequeñas y suaves, al igual que útiles. +sprite-mineral-ore-cobalt = Mena de cobalto + .desc = Mineral de color azul brillante. +sprite-crafting_ing-plant_fiber = Fibra vegeral + .desc = Una tira de material vegetal sin procesar. +object-training_dummy = Muñeco de entrenamiento + .desc = Se llama William. Dale con todo lo que tengas. +object-strong_pincer = Pinza fuerte + .desc = + Pinza procedente de una criatura con caparazón. + + Se puede utilizar para fabricar armas con mayor potencia. +sprite-crafting_ing-cloth-silk = Seda + .desc = Fibra fina y fuerte que producen las arañas. +object-glacial_crystal = Cristal glacial + .desc = Hielo en su forma más pura, tan frío que puede enfriar la lava. +sprite-mineral-ingot-steel = Lingote de acero + .desc = + Aleación de hierro y carbón que acaba siendo más dura. + + Se puede utilizar para fabricar armas de metal. +object-glowing_remains = Restos resplandecientes + .desc = + Botín de un ser malvado. + + Seguro que si se trabaja algo más podrá + recuperar su esplendor... +sprite-mineral-ore-copper = Mena de cobre + .desc = Metal de color marrón. Ingrediente clave para fabricar cobre. +sprite-wood-item-frostwood = Troncos de madera de escarcha + .desc = Madera fría procediente de biomas fríos. Fría al tacto. Se puede utilizar para fabricar armas de madera. +sprite-wood-item-hardwood = Troncos de madera dura + .desc = Troncos de una madera más gruesa y robusta. Se puede utilizar para fabricar armas de madera. +sprite-crafting_ing-brinestone = Piedrasalmuera + .desc = Se utiliza para fabricar armaduras. +sprite-crafting_ing-oil = Aceite + .desc = Una medida de aceite espeso y viscoso. +sprite-seashells-shell-0 = Conchas + .desc = Conchas de una criatura marina. +sprite-crafting_ing-sentient_seed = Semilla sintiente + .desc = La semilla subdesarrollada de una planta sintiente. +sprite-crafting_ing-animal_misc-venom_sac = Saco de veneno + .desc = Un saco de veneno de una criatura venenosa. +sprite-crafting_ing-animal_misc-viscous_ooze = Moco viscoso + .desc = Una medida del moco viscoso de una criatura gelatinosa. +sprite-crafting_ing-leather-leather_strips = Tiras de cuero + .desc = Simples y versátiles. +sprite-crafting_ing-leather-rigid_leather = Cuero rígido + .desc = Ligero, pero fabricado con capas, perfectas para otorgar protección. +sprite-crafting_ing-leather-simple_leather = Cuero sencillo + .desc = Ligero y flexible. +sprite-crafting_ing-leather-thick_leather = Cuero grueso + .desc = Fuerte y duradero. +sprite-crafting_ing-cloth-cotton = Algodón + .desc = Fácil de trabajar y multifunción. +sprite-crafting_ing-cloth-linen = Lino + .desc = Material textil hecho a base de fibras de lino. +sprite-crafting_ing-cloth-linen_red = Lino rojo + .desc = Material textil de color rojo, teñido para llamar la atención. +sprite-crafting_ing-cloth-moonweave = Tela lunar + .desc = Material textil ligero pero resistente. +sprite-crafting_ing-cloth-sunsilk = Tela solar + .desc = Material textil con una resistencia sobrenatural. +sprite-crafting_ing-cloth-wool = Lana suave + .desc = Lana suave de un animal. +sprite-flowers-moonbell = Campaluna + .desc = Reluce con intensidad bajo la luz de la luna. +sprite-flowers-flower_red-4 = Flor roja + .desc = Se puede utilizar como ingrediente para tintes. +sprite-flowers-sunflower_1 = Girasol + .desc = Huele a verano. +sprite-flowers-flax = Lino silvestre + .desc = Se puede usar para fabricar tela. +sprite-flowers-yellow = Flor amarilla + .desc = Brilla como el sol. +object-mortar_pestle = Mortero y majadero + .desc = Aplasta y combina cosas en un polvo fino o pasta. Se necesita para fabricar varios objetos. +object-sewing_set = Costurero + .desc = Se utiliza para fabricar varios objetos. +object-potion_empty = Vial vacío + .desc = Este vial de cristal se utiliza para almacenar fluidos. +object-honey = Miel + .desc = Esta miel se ha robado de un panal. ¡A las abejas no les va a gustar esto nada! +object-elegant_crest = Copete elegante + .desc = + Plumaje brillante de una criatura colorida. + + Se puede utilizar para fabricar armas veloces y con un consumo eficiente de energía. +object-ice_shard = Fragmento helado + .desc = Obtenido de una criatura de las nieves. +object-long_tusk = Colmillo largo + .desc = + Colmillo con una longitud increíble. + + Se puede utilizar para fabricar armas de largo alcance eficientes. +object-raptor_feather = Pluma de raptor + .desc = Pluma colorida de gran tamaño. +sprite-mineral-ore-bloodstone = Mena de sangrita + .desc = Mineral con un color rojo oscuro parecido al de la sangre. +sprite-mineral-ore-coal = Carbón + .desc = Fuente de energía inflamable de color oscuro. +sprite-mineral-ore-gold = Mena de oro + .desc = Metal precioso de color amarillo. +sprite-mineral-ore-iron = Mena de hierro + .desc = Metal tan increíblemente común como versátil. +sprite-mineral-ore-silver = Mena de plata + .desc = Metal precioso que brilla con un color blanco grisáceo. +sprite-mineral-ore-tin = Mena de hojalata + .desc = Metal plateado. Componente para fabricar bronce. +sprite-velorite-velorite_ore = Velorita + .desc = Mineral que emite un brillo inusual y extraño. Su origen es un misterio. +sprite-velorite-velorite = Fragmento de velorita + .desc = Sobre su superficie se reflejan unas pequeñas runas cuyo significado desconoces. +sprite-mineral-ingot-bloodsteel = Lingote de acerosangre + .desc = + Una aleación de acerosangre y hierro, con un color rojo oscuro. + + Se puede utilizar para fabricar armas de metal. +sprite-mineral-ingot-bronze = Lingote de bronce + .desc = + Una aleación resistente de cobre y hojalata. + + Se puede utilizar para fabricar armas de metal. +sprite-mineral-ingot-cobalt = Lingote de cobalto + .desc = + Lingote de un color azul vivo. + + Se puede utilizar para fabricar armas de metal. +sprite-mineral-ingot-copper = Lingote de cobre + .desc = Un lingote con un color marrón único. +sprite-mineral-ingot-gold = Lingote de oro + .desc = Un lingote hecho de oro metálico refinado. +sprite-mineral-ingot-iron = Lingote de hierro + .desc = + Metal increíblemente común. + + Se puede utilizar para fabricar armas de metal. +sprite-mineral-ingot-orichalcum = Lingote de oricalco + .desc = + Lingote hecho de oricalco refinado. + + Se puede utilizar para fabricar armas de metal. +sprite-mineral-ingot-silver = Lingote de plata + .desc = Lingote hecho de plata metálica refinada. +sprite-mineral-ingot-tin = Lingote de hojalata + .desc = Un lingote que se utiliza para fabricar bronce. +sprite-mineral-gem-amethystgem = Amatista + .desc = Gema preciosa de color violeta. +sprite-mineral-gem-diamondgem = Diamante. + .desc = Gema brillante de color plateado. +sprite-mineral-gem-emeraldgem = Esmeralda + .desc = Gema brillante de color verde esmeralda. +sprite-mineral-gem-rubygem = Rubí + .desc = Gema magnífica de color escarlata. +sprite-mineral-gem-sapphiregem = Zafiro + .desc = Gema colorida de color azul cobalto. +sprite-mineral-gem-topazgem = Topacio + .desc = Gema excepcional de color naranja. +sprite-wood-item-eldwood = Troncos de madera ancestral + .desc = Troncos arcaicos que emiten magica. Se pueden utilizar para fabricar armas de madera. +sprite-flowers-pyrebloom = Piroflor + .desc = Cálida al tacto, incluso pasado un tiempo tras haberla recolectado. +sprite-crafting_ing-cloth-lifecloth = Tela vital + .desc = Un tejido infundido con la gracia de la naturaleza. diff --git a/assets/voxygen/i18n/es/item/items/food.ftl b/assets/voxygen/i18n/es/item/items/food.ftl new file mode 100644 index 0000000..d0fbdd4 --- /dev/null +++ b/assets/voxygen/i18n/es/item/items/food.ftl @@ -0,0 +1,63 @@ +sprite-carrot-carrot = Zanahoria + .desc = Una raíz vegetal naranja. ¡Dicen que mejora la visión! +sprite-cabbage-cabbage = Lechuga + .desc = Verdura de color verde brillante. ¡Con la lechuga se hacen ensaladas! +sprite-food-salad_plain = Ensalada sencilla + .desc = Esta ensalada es tan solo lechuga cortada a trozos. ¿En serio esto se considera una ensalada? +sprite-tomato-tomato = Tomate + .desc = Fruta de color rojo. ¡Resulta que no es una verdura! +sprite-food-meat-beast_large_cooked = Carne cocinada + .desc = Poco hecha. +sprite-food-meat-bird_large_raw = Muslo enorme crudo + .desc = Magnífico. +sprite-food-meat-bird_raw = Carne de ave cruda + .desc = Un muslo de gran tamaño. +sprite-food-meat-bird_cooked = Carne de ave cocinada + .desc = Se disfruta mejor con un trozo en cada mano. +sprite-food-meat-bird_large_cooked = Muslo enorme cocinado + .desc = Sirve como un sustento de leyenda. +sprite-food-meat-beast_small_raw = Trozo de carne cruda + .desc = Pequeño pedazo de carne de animal salvaje, a consumir preferiblemente una vez cocinada. +sprite-food-meat-beast_large_raw = Carne cruda + .desc = Pedazo de carne de animal salvaje, a consumir preferiblemente una vez cocinada. +sprite-food-meat-fish_cooked = Pescado cocinado + .desc = Un filete de pescado cocinado. +sprite-food-meat-fish_raw = Pescado crudo + .desc = Filete de pescado, a consumir preferiblemente una vez cocinado. +object-apple_half = Manzana + .desc = Roja y jugosa. +object-mushroom_curry = Curry de champiñones + .desc = ¿Quién podría rechazar este plato? +object-apple_stick = Pincho de manzana + .desc = ¡El palillo facilita su transporte! +object-blue_cheese = Queso azul + .desc = Sustancioso y de sabor fuerte. +object-cactus_drink = Cactus Colada + .desc = Para darte ese pinchazillo especial. +object-cheese = Queso enano + .desc = Hecho a base de leche de cabra de la mejor producción enana. ¡Aromático y nutritivo! +object-coconut_half = Coco + .desc = Buena fuente de agua y de grasa. +object-honeycorn = Palomitas con miel + .desc = Dulzura pura. +object-mushroom_stick = Pincho de champiñón + .desc = Estos champiñones asados están unidos por un palillo que facilita su transporte. +sprite-spore-corruption_spore = Espora de corrupción + .desc = + Una fuerza malvada vibra desde su interior. + + No sería buena idea tenerla a mano durante demasiado tiempo... +sprite-mushrooms-mushroom-10 = Champiñón + .desc = Con suerte, este champiñón no es venenoso. +sprite-food-salad_tomato = Ensalada de tomate + .desc = Ensalada con lechuga y unos jugosos tomates. +sprite-food-meat-tough_cooked = Carne dura cocinada + .desc = Tiene un sabor exótico. +sprite-food-meat-tough_raw = Carne dura cruda + .desc = Trozo de carne peculiar, a consumir preferiblemente una vez cocinado. +object-pumpkin_spice_brew = Bebida de calabaza + .desc = Hecha a base de calabazas mohosas. +object-sunflower_ice_tea = Té helado de girasol + .desc = Hecho a base de semillas de girasol recién peladas. +sprite-food-meat-beast_small_cooked = Trozo de carne cocinada + .desc = Poco hecha. diff --git a/assets/voxygen/i18n/es/item/items/key.ftl b/assets/voxygen/i18n/es/item/items/key.ftl new file mode 100644 index 0000000..d2c21d5 --- /dev/null +++ b/assets/voxygen/i18n/es/item/items/key.ftl @@ -0,0 +1,28 @@ +object-lockpick = Ganzúa común + .desc = Se utiliza para abrir candados normales. Se rompe tras su uso. +object-key-bone = Llave de hueso + .desc = Se utiliza para abrir candados de hueso. Se rompe tras su uso. +object-key-glass = Llave de cristal + .desc = Se utiliza para abrir barreras de cristal. Se rompe tras su uso. +object-key-rusty = Llave de torre oxidada + .desc = Huele a magia con algo como... ¿queso? +object-key-quarry-ancient = Llave ancestral + .desc = Si tienes suerte, funcionará una vez más antes de romperse. +object-key-quarry-overseer = Llave del supervisor + .desc = Si tienes suerte, funcionará una vez más antes de romperse. +object-key-cyclops_eyeball = Ojo de cíclope + .desc = Parece ser que podría abrir un mecanismo antiguo. +object-key-terracotta_door = Llave de puerta terracota + .desc = Se utiliza para abrir puertas. Se rompe tras su uso. +object-key-quarry-backdoor = Llave de puerta trasera + .desc = Si tienes suerte, funcionará una vez más antes de romperse. +object-key-terracotta_chest = Llave de cofre terracota + .desc = Se utiliza para abrir cofres. Se rompe tras su uso. +object-key-quarry-smelting = Llave de la sala de fundición + .desc = Tendrías suerte si la llave se pudiese usar una vez más antes de romperse. +object-key-haniwa = Piedra angular haniwa + .desc = Se utiliza para abrir puertas. Se rompe tras su uso. +object-key-quarry-keeper_goggle_right = Cristal de gafas derecho + .desc = Parece poder usarse para abrir una puerta... +object-key-quarry-keeper_goggle_left = Cristal de gafas izquierdo + .desc = Parece poder usarse para abrir una puerta... diff --git a/assets/voxygen/i18n/es/item/items/potion.ftl b/assets/voxygen/i18n/es/item/items/potion.ftl new file mode 100644 index 0000000..854664a --- /dev/null +++ b/assets/voxygen/i18n/es/item/items/potion.ftl @@ -0,0 +1,20 @@ +object-potion_agility = Poción de agilidad + .desc = ¡Volad, insensatos! +object-potion_red = Poción potente + .desc = Una poción de sanación potente. +object-curious_potion = Poción curiosa + .desc = Me pregunto qué hace esta poción... +object-potion_combustion = Poción de combustión + .desc = Envuelve a quien la bebe en llamas. +object-potion_big = Poción grande + .desc = Medicina de gran valor que otorga la mejor sanación hasta la fecha. +object-potion_med = Poción mediana + .desc = Esta poción fue inventada por un apotecario y resulta mejor que sus precursoras. +object-potion_minor = Poción pequeña + .desc = Una pequeña poción preparada a base de manzanas y miel. +object-burning_charm = Talismán ígneo + .desc = El fuego es tu amigo, utilízalo para quemar a tus enemigos. +object-frozen_charm = Talismán congelante + .desc = Haz que tus enemigos sientan el abrazo gélido de la escarcha con la que los detienes. +object-lifesteal_charm = Talismán de succión + .desc = Drena la fuerza vital de tu objetivo para tu propio beneficio. diff --git a/assets/voxygen/i18n/es/item/weapon/modular.ftl b/assets/voxygen/i18n/es/item/weapon/modular.ftl new file mode 100644 index 0000000..7fd10bc --- /dev/null +++ b/assets/voxygen/i18n/es/item/weapon/modular.ftl @@ -0,0 +1,660 @@ +weapon-sword-katana-iron-2h = Catana de hierro + .desc = { "" } +weapon-sword-sawblade-iron-2h = Hoja de sierra de hierro + .desc = { "" } +weapon-sword-sawblade-iron-1h = Machete de hierro + .desc = { "" } +weapon-sword-sabre-iron-2h = Sable de hierro + .desc = { "" } +weapon-sword-sabre-iron-1h = Cimitarra de hierro + .desc = { "" } +weapon-sword-ornate-iron-2h = Espada ornamentada de hierro + .desc = { "" } +weapon-sword-ornate-iron-1h = Estoque de hierro + .desc = { "" } +weapon-sword-longsword-iron-1h = Espada corta de hierro + .desc = { "" } +weapon-sword-zweihander-iron-2h = Mandoble de hierro + .desc = { "" } +weapon-bow-shortbow-wood = Arco corto de madera + .desc = { "" } +weapon-bow-longbow-wood = Arco largo de madera + .desc = { "" } +weapon-bow-ornate-wood = Arco de madera ornamentado + .desc = { "" } +weapon-bow-composite-wood = Arco compuesto de madera + .desc = { "" } +weapon-bow-bow-wood = Arco de madera + .desc = { "" } +weapon-bow-warbow-wood = Arco de guerra de madera + .desc = { "" } +weapon-hammer-maul-bronze-2h = Gran maza de bronce + .desc = { "" } +weapon-hammer-hammer-bronze-2h = Martillo de bronce + .desc = { "" } +weapon-hammer-greatmace-bronze-2h = Gran maza de bronce + .desc = { "" } +weapon-hammer-spikedmace-bronze-2h = Maza con pinchos de bronce + .desc = { "" } +weapon-hammer-spikedmace-bronze-1h = Maza de bronce + .desc = { "" } +weapon-hammer-greathammer-bronze-2h = Gran martillo de bronce + .desc = { "" } +weapon-hammer-warhammer-bronze-1h = Marra de bronce + .desc = { "" } +weapon-hammer-ornate-bronze-2h = Martillo de bronce ornamentado + .desc = { "" } +weapon-hammer-maul-bloodsteel-2h = Gran maza de acerosangre + .desc = { "" } +weapon-hammer-greathammer-bloodsteel-2h = Gran martillo de acerosangre + .desc = { "" } +weapon-hammer-ornate-bloodsteel-1h = Cayada de acerosangre + .desc = { "" } +weapon-hammer-hammer-bloodsteel-2h = Martillo de acerosangre + .desc = { "" } +weapon-hammer-hammer-bloodsteel-1h = Garrote de acerosangre + .desc = { "" } +weapon-hammer-spikedmace-bloodsteel-2h = Maza con pinchos de acerosangre + .desc = { "" } +weapon-hammer-spikedmace-bloodsteel-1h = Maza de acerosangre + .desc = { "" } +weapon-hammer-greatmace-bloodsteel-2h = Gran maza de acerosangre + .desc = { "" } +weapon-hammer-warhammer-bloodsteel-1h = Marra de acerosangre + .desc = { "" } +weapon-sceptre-ornate-frostwood = Cetro de madera de escarcha ornamentado + .desc = { "" } +weapon-sceptre-sceptre-frostwood = Cetro de madera de escarcha + .desc = { "" } +weapon-sceptre-crook-frostwood = Cayado de madera de escarcha + .desc = { "" } +weapon-sceptre-cane-frostwood = Bastón de madera de escarcha + .desc = { "" } +weapon-sceptre-crozier-frostwood = Báculo pastoral de madera de escarcha + .desc = { "" } +weapon-sceptre-arbor-frostwood = Mandril de madera de escarcha + .desc = { "" } +weapon-bow-bow-eldwood = Arco de madera ancestral + .desc = { "" } +weapon-bow-greatbow-eldwood = Gran arco de madera ancestral + .desc = { "" } +weapon-bow-ornate-eldwood = Arco de madera ancestral ornamentado + .desc = { "" } +weapon-bow-longbow-eldwood = Arco largo de madera ancestral + .desc = { "" } +weapon-bow-composite-eldwood = Arco compuesto de madera ancestral + .desc = { "" } +weapon-axe-axe-bloodsteel-2h = Hacha de acerosangre + .desc = { "" } +weapon-axe-axe-bloodsteel-1h = Hachuela de acerosangre + .desc = { "" } +weapon-axe-ornate-bloodsteel-2h = Hacha de acerosangre ornamentada + .desc = { "" } +weapon-axe-ornate-bloodsteel-1h = Kasuyu de acerosangre + .desc = { "" } +weapon-axe-jagged-bloodsteel-1h = Tomahawk de acerosangre + .desc = { "" } +weapon-axe-battleaxe-bloodsteel-1h = Cuchilla de acerosangre + .desc = { "" } +weapon-axe-greataxe-bloodsteel-2h = Gran hacha de acerosangre + .desc = { "" } +weapon-axe-labrys-bloodsteel-2h = Labris de acerosangre + .desc = { "" } +weapon-axe-poleaxe-cobalt-2h = Arma de asta de cobalto + .desc = { "" } +weapon-axe-jagged-cobalt-2h = Hacha dentada de cobalto + .desc = { "" } +weapon-axe-jagged-cobalt-1h = Tomahawk de cobalto + .desc = { "" } +weapon-axe-labrys-cobalt-2h = Labris de cobalto + .desc = { "" } +weapon-axe-axe-cobalt-2h = Hacha de cobalto + .desc = { "" } +weapon-axe-ornate-cobalt-2h = Hacha de cobalto ornamentada + .desc = { "" } +weapon-axe-ornate-cobalt-1h = Kasuyu de cobalto + .desc = { "" } +weapon-axe-greataxe-cobalt-2h = Gran hacha de cobalto + .desc = { "" } +weapon-axe-battleaxe-cobalt-2h = Hacha de batalla de cobalto + .desc = { "" } +weapon-axe-battleaxe-cobalt-1h = Cuchilla de cobalto + .desc = { "" } +weapon-hammer-ornate-iron-2h = Martillo de hierro ornamentado + .desc = { "" } +weapon-hammer-ornate-iron-1h = Cayada de hierro + .desc = { "" } +weapon-hammer-spikedmace-iron-2h = Maza con pinchos de hierro + .desc = { "" } +weapon-hammer-spikedmace-iron-1h = Maza de hierro + .desc = { "" } +weapon-hammer-hammer-iron-2h = Martillo de hierro + .desc = { "" } +weapon-hammer-warhammer-iron-2h = Martillo de batalla de hierro + .desc = { "" } +weapon-hammer-warhammer-iron-1h = Marra de hierro + .desc = { "" } +weapon-hammer-greathammer-iron-2h = Gran martillo de hierro + .desc = { "" } +weapon-hammer-greatmace-iron-2h = Gran maza de hierro + .desc = { "" } +weapon-sword-zweihander-steel-2h = Mandoble de acero + .desc = { "" } +weapon-sword-longsword-steel-1h = Espada corta de acero + .desc = { "" } +weapon-sword-katana-steel-2h = Catana de acero + .desc = { "" } +weapon-sword-katana-steel-1h = Espada presta de acero + .desc = { "" } +weapon-sword-greatsword-steel-2h = Espadón de acero + .desc = { "" } +weapon-sword-ornate-steel-2h = Espada de acero ornamentada + .desc = { "" } +weapon-sword-sawblade-steel-2h = Hoja de sierra de acero + .desc = { "" } +weapon-sword-sawblade-steel-1h = Machete de acero + .desc = { "" } +weapon-sword-sabre-steel-2h = Sable de acero + .desc = { "" } +weapon-sword-sabre-steel-1h = Cimitarra de acero + .desc = { "" } +weapon-staff-grandstaff-hardwood = Gran bastón de madera dura + .desc = { "" } +weapon-staff-staff-hardwood = Bastón de madera dura + .desc = { "" } +weapon-staff-ornate-hardwood = Bastón de madera dura ornamentado + .desc = { "" } +weapon-axe-ornate-orichalcum-2h = Hacha de oricalco ornamentada + .desc = { "" } +weapon-axe-ornate-orichalcum-1h = Kasuyu de oricalco + .desc = { "" } +weapon-axe-jagged-orichalcum-2h = Hacha dentada de oricalco + .desc = { "" } +weapon-axe-jagged-orichalcum-1h = Tomahawk de oricalco + .desc = { "" } +weapon-axe-axe-orichalcum-2h = Hacha de oricalco + .desc = { "" } +weapon-axe-battleaxe-orichalcum-2h = Hacha de batalla de oricalco + .desc = { "" } +weapon-axe-battleaxe-orichalcum-1h = Cuchilla de oricalco + .desc = { "" } +weapon-axe-greataxe-orichalcum-2h = Gran hacha de oricalco + .desc = { "" } +weapon-axe-poleaxe-orichalcum-2h = Arma de asta de oricalco + .desc = { "" } +weapon-axe-labrys-orichalcum-2h = Labris de oricalco + .desc = { "" } +weapon-bow-longbow-bamboo = Arco largo de bambú + .desc = { "" } +weapon-bow-composite-bamboo = Arco compuesto de bambú + .desc = { "" } +weapon-bow-ornate-bamboo = Arco de bambú ornamentado + .desc = { "" } +weapon-bow-shortbow-bamboo = Arco corto de bambú + .desc = { "" } +weapon-bow-bow-bamboo = Arco de bambú + .desc = { "" } +weapon-bow-ornate-frostwood = Arco de madera de escarcha ornamentado + .desc = { "" } +weapon-bow-composite-frostwood = Arco compuesto de madera de escarcha + .desc = { "" } +weapon-bow-warbow-frostwood = Arco de guerra de madera de escarcha + .desc = { "" } +weapon-bow-longbow-frostwood = Arco largo de madera de escarcha + .desc = { "" } +weapon-bow-bow-frostwood = Arco de madera de escarcha + .desc = { "" } +weapon-bow-greatbow-frostwood = Gran arco de madera de escarcha + .desc = { "" } +weapon-staff-ornate-frostwood = Bastón de madera de escarcha ornamentado + .desc = { "" } +weapon-staff-grandstaff-frostwood = Gran bastón de madera de escarcha + .desc = { "" } +weapon-staff-rod-frostwood = Vara de madera de escarcha + .desc = { "" } +weapon-staff-staff-frostwood = Bastón de madera de escarcha + .desc = { "" } +weapon-bow-greatbow-hardwood = Gran arco de madera dura + .desc = { "" } +weapon-bow-warbow-hardwood = Arco de guerra de madera dura + .desc = { "" } +weapon-bow-bow-hardwood = Arco de madera dura + .desc = { "" } +weapon-bow-composite-hardwood = Arco compuesto de madera dura + .desc = { "" } +weapon-bow-ornate-hardwood = Arco de madera dura ornamentado + .desc = { "" } +weapon-bow-longbow-hardwood = Arco largo de madera dura + .desc = { "" } +weapon-sceptre-ornate-ironwood = Cetro de maderaférrea ornamentado + .desc = { "" } +weapon-sceptre-grandsceptre-ironwood = Gran cetro de maderaférrea + .desc = { "" } +weapon-sceptre-arbor-ironwood = Mandril de maderaférrea + .desc = { "" } +weapon-sceptre-crozier-ironwood = Báculo pastoral de maderaférrea + .desc = { "" } +weapon-sceptre-sceptre-ironwood = Cetro de maderaférrea + .desc = { "" } +weapon-axe-greataxe-iron-2h = Gran hacha de hierro + .desc = { "" } +weapon-axe-jagged-iron-2h = Hacha dentada de hierro + .desc = { "" } +weapon-axe-jagged-iron-1h = Tomahawk de hierro + .desc = { "" } +weapon-axe-battleaxe-iron-2h = Hacha de batalla de hierro + .desc = { "" } +weapon-axe-labrys-iron-2h = Labris de hierro + .desc = { "" } +weapon-axe-axe-iron-2h = Hacha de hierro + .desc = { "" } +weapon-axe-ornate-iron-2h = Hacha de hierro ornamentada + .desc = { "" } +weapon-axe-ornate-iron-1h = Kasuyu de hierro + .desc = { "" } +weapon-axe-poleaxe-iron-2h = Arma de asta de hierro + .desc = { "" } +weapon-axe-greataxe-steel-2h = Gran hacha de acero + .desc = { "" } +weapon-staff-brand-frostwood = Enseña de madera de escarcha + .desc = { "" } +weapon-axe-jagged-steel-2h = Hacha dentada de acero + .desc = { "" } +weapon-axe-jagged-steel-1h = Tomahawk de acero + .desc = { "" } +weapon-axe-battleaxe-steel-2h = Hacha de batalla de acero + .desc = { "" } +weapon-axe-battleaxe-steel-1h = Cuchilla de acero + .desc = { "" } +weapon-axe-poleaxe-steel-2h = Arma de asta de acero + .desc = { "" } +weapon-axe-axe-steel-2h = Hacha de acero + .desc = { "" } +weapon-axe-axe-steel-1h = Hachuela de acero + .desc = { "" } +weapon-sword-longsword-bronze-2h = Espada larga de bronce + .desc = { "" } +weapon-sword-longsword-bronze-1h = Espada corta de bronce + .desc = { "" } +weapon-sword-zweihander-bronze-2h = Mandoble de bronce + .desc = { "" } +weapon-sword-katana-bronze-2h = Catana de bronce + .desc = { "" } +weapon-sword-katana-bronze-1h = Hoja presta de bronce + .desc = { "" } +weapon-sword-sabre-bronze-2h = Sable de bronce + .desc = { "" } +weapon-sword-sabre-bronze-1h = Cimitarra de bronce + .desc = { "" } +weapon-sword-ornate-bronze-2h = Espada de bronce ornamentada + .desc = { "" } +weapon-sword-sawblade-bronze-2h = Hoja de sierra de bronce + .desc = { "" } +weapon-sword-sawblade-bronze-1h = Machete de bronce + .desc = { "" } +weapon-sceptre-crozier-wood = Báculo pastoral de madera + .desc = { "" } +weapon-sceptre-sceptre-wood = Cetro de madera + .desc = { "" } +weapon-sceptre-cane-wood = Bastón de madera + .desc = { "" } +weapon-sceptre-arbor-wood = Mandril de madera + .desc = { "" } +weapon-sceptre-crook-wood = Cayado de madera + .desc = { "" } +weapon-sceptre-grandsceptre-wood = Gran cetro de madera + .desc = { "" } +weapon-staff-grandstaff-bamboo = Gran bastón de bambú + .desc = { "" } +weapon-staff-pole-bamboo = Palo de bambú + .desc = { "" } +weapon-staff-rod-bamboo = Vara de bambú + .desc = { "" } +weapon-staff-longpole-bamboo = Palo largo de bambú + .desc = { "" } +weapon-staff-ornate-bamboo = Bastón de bambú ornamentado + .desc = { "" } +weapon-hammer-warhammer-orichalcum-2h = Martillo de batalla de oricalco + .desc = { "" } +weapon-hammer-greathammer-orichalcum-2h = Gran martillo de oricalco + .desc = { "" } +weapon-hammer-greatmace-orichalcum-2h = Gran maza de oricalco + .desc = { "" } +weapon-staff-brand-bamboo = Enseña de bambú + .desc = { "" } +weapon-hammer-hammer-orichalcum-1h = Garrote de oricalco + .desc = { "" } +weapon-hammer-spikedmace-orichalcum-1h = Maza de oricalco + .desc = { "" } +weapon-hammer-ornate-orichalcum-2h = Martillo de oricalco ornamentado + .desc = { "" } +weapon-hammer-ornate-orichalcum-1h = Cayada de oricalco + .desc = { "" } +weapon-hammer-maul-orichalcum-2h = Gran maza de oricalco + .desc = { "" } +weapon-bow-shortbow-ironwood = Arco corto de maderaférrea + .desc = { "" } +weapon-bow-greatbow-ironwood = Gran arco de maderaférrea + .desc = { "" } +weapon-bow-longbow-ironwood = Arco largo de maderaférrea + .desc = { "" } +weapon-bow-warbow-ironwood = Arco de guerra de maderaférrea + .desc = { "" } +weapon-bow-composite-ironwood = Arco compuesto de maderaférrea + .desc = { "" } +weapon-bow-bow-ironwood = Arco de maderaférrea + .desc = { "" } +weapon-hammer-ornate-cobalt-1h = Cayada de cobalto + .desc = { "" } +weapon-hammer-hammer-cobalt-2h = Martillo de cobalto + .desc = { "" } +weapon-hammer-hammer-cobalt-1h = Garrote de cobalto + .desc = { "" } +weapon-hammer-greatmace-cobalt-2h = Gran maza de cobalto + .desc = { "" } +weapon-hammer-spikedmace-cobalt-1h = Maza de cobalto + .desc = { "" } +weapon-hammer-greathammer-cobalt-2h = Gran martillo de cobalto + .desc = { "" } +weapon-hammer-maul-cobalt-2h = Gran maza de cobalto + .desc = { "" } +weapon-hammer-warhammer-cobalt-2h = Martillo de batalla de cobalto + .desc = { "" } +weapon-hammer-warhammer-cobalt-1h = Marra de cobalto + .desc = { "" } +weapon-staff-ornate-wood = Bastón de madera ornamentado + .desc = { "" } +weapon-staff-rod-wood = Vara de madera + .desc = { "" } +weapon-staff-grandstaff-wood = Gran bastón de madera + .desc = { "" } +weapon-staff-staff-wood = Bastón de madera + .desc = { "" } +weapon-staff-longpole-wood = Palo largo de madera + .desc = { "" } +weapon-staff-brand-wood = Enseña de madera + .desc = { "" } +weapon-hammer-ornate-steel-1h = Cayada de acero + .desc = { "" } +weapon-hammer-hammer-steel-1h = Garrote de acero + .desc = { "" } +weapon-hammer-greathammer-steel-2h = Gran martillo de acero + .desc = { "" } +weapon-hammer-spikedmace-steel-2h = Maza con pinchos de acero + .desc = { "" } +weapon-hammer-spikedmace-steel-1h = Maza de acero + .desc = { "" } +weapon-hammer-maul-steel-2h = Gran maza de acero + .desc = { "" } +weapon-hammer-warhammer-steel-2h = Martillo de batalla + .desc = { "" } +weapon-hammer-warhammer-steel-1h = Marra de acero + .desc = { "" } +weapon-sceptre-grandsceptre-bamboo = Gran cetro de bambú + .desc = { "" } +weapon-sceptre-cane-bamboo = Bastón de bambú + .desc = { "" } +weapon-sceptre-crozier-bamboo = Báculo pastoral de bambú + .desc = { "" } +weapon-sceptre-sceptre-bamboo = Cetro de bambú + .desc = { "" } +weapon-sceptre-arbor-bamboo = Mandril de bambú + .desc = { "" } +weapon-sceptre-ornate-bamboo = Cetro de bambú ornamentado + .desc = { "" } +weapon-staff-grandstaff-ironwood = Gran bastón de maderaférrea + .desc = { "" } +weapon-staff-longpole-ironwood = Palo largo de maderaférrea + .desc = { "" } +weapon-staff-staff-ironwood = Bastón de maderaférrea + .desc = { "" } +weapon-staff-pole-ironwood = Palo de maderaférrea + .desc = { "" } +weapon-staff-ornate-ironwood = Bastón de maderaférrea ornamentado + .desc = { "" } +weapon-staff-longpole-eldwood = Palo largo de madera ancestral + .desc = { "" } +weapon-staff-rod-eldwood = Vara de madera ancestral + .desc = { "" } +weapon-staff-pole-eldwood = Palo de madera ancestral + .desc = { "" } +weapon-staff-staff-eldwood = Bastón de madera ancestral + .desc = { "" } +weapon-staff-grandstaff-eldwood = Gran bastón de madera ancestral + .desc = { "" } +weapon-sceptre-crook-eldwood = Cayado de madera ancestral + .desc = { "" } +weapon-sceptre-crozier-eldwood = Báculo pastoral de madera ancestral + .desc = { "" } +weapon-sceptre-cane-eldwood = Bastón de madera ancestral + .desc = { "" } +weapon-sceptre-ornate-eldwood = Cetro de madera ancestral ornamentado + .desc = { "" } +weapon-sceptre-sceptre-eldwood = Cetro de madera ancestral + .desc = { "" } +weapon-sword-sabre-bloodsteel-2h = Sable de acerosangre + .desc = { "" } +weapon-staff-brand-ironwood = Enseña de maderaférrea + .desc = { "" } +weapon-staff-brand-eldwood = Enseña de madera ancestral + .desc = { "" } +weapon-sword-zweihander-bloodsteel-2h = Mandoble de acerosangre + .desc = { "" } +weapon-sword-greatsword-bloodsteel-2h = Espadón de acerosangre + .desc = { "" } +weapon-sword-katana-bloodsteel-2h = Catana de acerosangre + .desc = { "" } +weapon-sword-longsword-bloodsteel-2h = Espada larga de acerosangre + .desc = { "" } +weapon-sword-longsword-bloodsteel-1h = Espada corta de acerosangre + .desc = { "" } +weapon-sword-ornate-bloodsteel-2h = Espada de acerosangre ornamentada + .desc = { "" } +weapon-sword-ornate-bloodsteel-1h = Estoque de acerosangre + .desc = { "" } +weapon-sword-sawblade-bloodsteel-1h = Machete de acerosangre + .desc = { "" } +weapon-sword-sabre-orichalcum-2h = Sable de oricalco + .desc = { "" } +weapon-sword-sabre-orichalcum-1h = Cimitarra de oricalco + .desc = { "" } +weapon-sword-greatsword-orichalcum-2h = Espadón de oricalco + .desc = { "" } +weapon-sword-sawblade-orichalcum-2h = Hoja de sierra de oricalco + .desc = { "" } +weapon-sword-longsword-orichalcum-2h = Espada larga de oricalco + .desc = { "" } +weapon-sword-longsword-orichalcum-1h = Espada corta de oricalco + .desc = { "" } +weapon-sword-katana-orichalcum-2h = Catana de oricalco + .desc = { "" } +weapon-sword-katana-orichalcum-1h = Hoja presta de oricalco + .desc = { "" } +weapon-sword-zweihander-orichalcum-2h = Mandoble de oricalco + .desc = { "" } +weapon-sword-ornate-orichalcum-1h = Estoque de oricalco + .desc = { "" } +weapon-axe-poleaxe-bronze-2h = Arma de asta de bronce + .desc = { "" } +weapon-axe-ornate-bronze-2h = Hacha de bronce ornamentada + .desc = { "" } +weapon-axe-ornate-bronze-1h = Kasuyu de bronce + .desc = { "" } +weapon-axe-labrys-bronze-2h = Labris de bronce + .desc = { "" } +weapon-axe-battleaxe-bronze-1h = Cuchilla de bronce + .desc = { "" } +weapon-axe-axe-bronze-2h = Hacha de bronce + .desc = { "" } +weapon-axe-axe-bronze-1h = Hachuela de bronce + .desc = { "" } +weapon-axe-jagged-bronze-2h = Hacha dentada de bronce + .desc = { "" } +weapon-axe-jagged-bronze-1h = Tomahawk de bronce + .desc = { "" } +weapon-axe-greataxe-bronze-2h = Gran hacha de bronce + .desc = { "" } +weapon-sceptre-cane-hardwood = Bastón de madera dura + .desc = { "" } +weapon-sceptre-arbor-hardwood = Mandril de madera dura + .desc = { "" } +weapon-sceptre-crozier-hardwood = Báculo pastoral de madera dura + .desc = { "" } +weapon-sceptre-crook-hardwood = Cayado de madera dura + .desc = { "" } +weapon-sceptre-grandsceptre-hardwood = Gran cetro de madera dura + .desc = { "" } +weapon-sword-longsword-cobalt-2h = Espada larga de cobalto + .desc = { "" } +weapon-sword-sawblade-cobalt-2h = Hoja de sierra de cobalto + .desc = { "" } +weapon-sword-sawblade-cobalt-1h = Machete de cobalto + .desc = { "" } +weapon-sword-greatsword-cobalt-2h = Espadón de cobalto + .desc = { "" } +weapon-sword-katana-cobalt-2h = Catana de cobalto + .desc = { "" } +weapon-sword-katana-cobalt-1h = Hoja presta de cobalto + .desc = { "" } +weapon-sword-zweihander-cobalt-2h = Mandoble de cobalto + .desc = { "" } +weapon-sword-ornate-cobalt-1h = Estoque de cobalto + .desc = { "" } +weapon-sword-sabre-cobalt-2h = Sable de cobalto + .desc = { "" } +weapon-sword-sabre-cobalt-1h = Cimitarra de cobalto + .desc = { "" } +weapon-hammer-spikedmace-orichalcum-2h = Maza con pinchos de oricalco + .desc = { "" } +weapon-hammer-warhammer-bronze-2h = Martillo de guerra de bronce + .desc = { "" } +weapon-hammer-ornate-bloodsteel-2h = Martillo de acerosangre ornamentado + .desc = { "" } +weapon-axe-jagged-bloodsteel-2h = Hacha dentada de acerosangre + .desc = { "" } +weapon-axe-battleaxe-bloodsteel-2h = Hacha de batalla de acerosangre + .desc = { "" } +weapon-sword-longsword-steel-2h = Espada larga de acero + .desc = { "" } +weapon-bow-shortbow-hardwood = Arco corto de madera dura + .desc = { "" } +weapon-sceptre-cane-ironwood = Bastón de maderaférrea + .desc = { "" } +weapon-axe-ornate-steel-1h = Kasuyu de acero + .desc = { "" } +weapon-hammer-ornate-steel-2h = Martillo de acero ornamentado + .desc = { "" } +weapon-sword-greatsword-iron-2h = Espadón de hierro + .desc = { "" } +weapon-sword-katana-iron-1h = Hoja presta de hierro + .desc = { "" } +weapon-sword-longsword-iron-2h = Espada larga de hierro + .desc = { "" } +weapon-bow-warbow-eldwood = Arco de batalla de madera ancestral + .desc = { "" } +weapon-axe-axe-cobalt-1h = Hachuela de cobalto + .desc = { "" } +weapon-staff-rod-hardwood = Vara de madera dura + .desc = { "" } +weapon-axe-axe-iron-1h = Hachuela de hierro + .desc = { "" } +weapon-sceptre-crook-ironwood = Cayado de maderaférrea + .desc = { "" } +weapon-axe-ornate-steel-2h = Hacha de acero ornamentada + .desc = { "" } +weapon-sword-ornate-bronze-1h = Estoque de bronce + .desc = { "" } +weapon-bow-greatbow-wood = Gran arco de madera + .desc = { "" } +weapon-hammer-hammer-bronze-1h = Garrote de bronce + .desc = { "" } +weapon-hammer-warhammer-bloodsteel-2h = Martillo de guerra de acerosangre + .desc = { "" } +weapon-bow-shortbow-eldwood = Arco corto de madera ancestral + .desc = { "" } +weapon-axe-poleaxe-bloodsteel-2h = Arma de asta de acerosangre + .desc = { "" } +weapon-hammer-hammer-iron-1h = Garrote de hierro + .desc = { "" } +weapon-sword-ornate-steel-1h = Estoque de acero + .desc = { "" } +weapon-staff-longpole-hardwood = Palo largo de madera dura + .desc = { "" } +weapon-staff-pole-hardwood = Palo de madera dura + .desc = { "" } +weapon-axe-axe-orichalcum-1h = Hachuela de oricalco + .desc = { "" } +weapon-hammer-ornate-bronze-1h = Cayada de bronce + .desc = { "" } +weapon-sceptre-grandsceptre-frostwood = Gran cetro de madera de escarcha + .desc = { "" } +weapon-hammer-maul-iron-2h = Gran maza de hierro + .desc = { "" } +weapon-bow-greatbow-bamboo = Gran arco de bambú + .desc = { "" } +weapon-bow-warbow-bamboo = Arco de guerra de bambú + .desc = { "" } +weapon-staff-pole-frostwood = Palo de madera de escarcha + .desc = { "" } +weapon-staff-longpole-frostwood = Palo largo de madera de escarcha + .desc = { "" } +weapon-axe-battleaxe-iron-1h = Cuchilla de hierro + .desc = { "" } +weapon-axe-labrys-steel-2h = Labris de acero + .desc = { "" } +weapon-hammer-hammer-steel-2h = Martillo de acero + .desc = { "" } +weapon-hammer-greatmace-steel-2h = Gran maza de acero + .desc = { "" } +weapon-sword-ornate-cobalt-2h = Espada de cobalto ornamentada + .desc = { "" } +weapon-bow-shortbow-frostwood = Arco corto de madera de escarcha + .desc = { "" } +weapon-sword-greatsword-bronze-2h = Espadón de bronce + .desc = { "" } +weapon-sceptre-ornate-wood = Cetro de madera ornamentado + .desc = { "" } +weapon-staff-staff-bamboo = Bastón de bambú + .desc = { "" } +weapon-hammer-hammer-orichalcum-2h = Martillo de oricalco + .desc = { "" } +weapon-bow-ornate-ironwood = Arco de maderaférrea ornamentado + .desc = { "" } +weapon-hammer-ornate-cobalt-2h = Martillo de cobalto ornamentado + .desc = { "" } +weapon-hammer-spikedmace-cobalt-2h = Maza con pinchos de cobalto + .desc = { "" } +weapon-sceptre-crook-bamboo = Cayado de bambú + .desc = { "" } +weapon-staff-ornate-eldwood = Bastón de madera ancestral ornamentado + .desc = { "" } +weapon-sword-sawblade-orichalcum-1h = Machete de oricalco + .desc = { "" } +weapon-sword-ornate-orichalcum-2h = Espada de oricalco ornamentada + .desc = { "" } +weapon-sword-longsword-cobalt-1h = Espada corta de cobalto + .desc = { "" } +weapon-hammer-warhammer-orichalcum-1h = Marra de oricalco + .desc = { "" } +weapon-staff-pole-wood = Palo de madera + .desc = { "" } +weapon-staff-rod-ironwood = Vara de maderaférrea + .desc = { "" } +weapon-sword-sabre-bloodsteel-1h = Cimitarra de acerosangre + .desc = { "" } +weapon-sword-sawblade-bloodsteel-2h = Hoja de sierra de acerosangre + .desc = { "" } +weapon-axe-battleaxe-bronze-2h = Hacha de batalla de bronce + .desc = { "" } +weapon-sceptre-sceptre-hardwood = Cetro de madera dura + .desc = { "" } +weapon-sceptre-ornate-hardwood = Cetro de madera dura ornamentado + .desc = { "" } +weapon-sceptre-arbor-eldwood = Mandril de madera ancestral + .desc = { "" } +weapon-sceptre-grandsceptre-eldwood = Gran cetro de madera ancestral + .desc = { "" } +weapon-sword-katana-bloodsteel-1h = Hoja presta de acerosangre + .desc = { "" } +weapon-staff-brand-hardwood = Enseña de madera dura + .desc = { "" } diff --git a/assets/voxygen/i18n/es/item/weapon/musical_instrument.ftl b/assets/voxygen/i18n/es/item/weapon/musical_instrument.ftl new file mode 100644 index 0000000..96e7cfc --- /dev/null +++ b/assets/voxygen/i18n/es/item/weapon/musical_instrument.ftl @@ -0,0 +1,30 @@ +weapon-tool-wooden_bass = Contrabajo + .desc = Hecho de madera. +weapon-tool-wooden_flute = Flauta + .desc = Hecha de madera. +weapon-tool-glass_flute = Flauta de cristal + .desc = ¿Qué va a hacer el cardenal con esta flauta? +weapon-tool-wooden_guitar = Guitarra + .desc = Hecha de madera. +weapon-tool-wooden_kalimba = Kalimba + .desc = Kalimba hecha de madera. +weapon-tool-wooden_lute = Laúd + .desc = Laúd hecho de madera. +weapon-tool-wooden_lyre = Lira + .desc = Lira hecha de madera. +weapon-tool-melodica = Melódica + .desc = Melódica hecha de madera. +weapon-tool-wooden_sitar = Sitar + .desc = Sitar hecho de madera. +weapon-tool-washboard = Tabla de lavar + .desc = Tabla de lavar. +weapon-tool-shamisen = Shamisen + .desc = Shamisen. +weapon-tool-black_velvet_guitar = Guitarra oscura + .desc = Suena como a música alternativa. +weapon-tool-icy_talharpa = Talharpa helada + .desc = Talharpa helada. +weapon-tool-steeltonguedrum = Tambor metálico de lengüetas + .desc = Tambor metálico de lengüetas. +weapon-tool-wildskin_drum = Tambor salvaje + .desc = Uno, dos, ¡ya sabes qué hacer! diff --git a/assets/voxygen/i18n/es/item/weapon/primary_component.ftl b/assets/voxygen/i18n/es/item/weapon/primary_component.ftl new file mode 100644 index 0000000..f75abee --- /dev/null +++ b/assets/voxygen/i18n/es/item/weapon/primary_component.ftl @@ -0,0 +1,504 @@ +weapon-component-sword-katana-iron = Hoja de catana de hierro + .desc = { "" } +weapon-component-sword-sabre-iron = Hoja de sable de hierro + .desc = { "" } +weapon-component-sword-ornate-iron = Hoja de espada de hierro ornamentada + .desc = { "" } +weapon-component-sword-longsword-iron = Hoja de espada larga de hierro + .desc = { "" } +weapon-component-bow-shortbow-wood = Extremidades de arco corto de madera + .desc = { "" } +weapon-component-bow-longbow-wood = Extremidades de arco largo de madera + .desc = { "" } +weapon-component-bow-ornate-wood = Extremidades de arco de madera ornamentado + .desc = { "" } +weapon-component-bow-greatbow-wood = Extremidades de gran arco de madera + .desc = { "" } +weapon-component-bow-bow-wood = Extremidades de arco de madera + .desc = { "" } +weapon-component-bow-warbow-wood = Extremidades de arco de guerra de madera + .desc = { "" } +weapon-component-hammer-maul-bronze = Cabeza de gran maza de bronce + .desc = { "" } +weapon-component-hammer-hammer-bronze = Cabeza de martillo de bronce + .desc = { "" } +weapon-component-hammer-spikedmace-bronze = Cabeza de maza con pinchos de bronce + .desc = { "" } +weapon-component-hammer-greathammer-bronze = Cabeza de gran martillo de bronce + .desc = { "" } +weapon-component-hammer-warhammer-bronze = Cabeza de martillo de batalla de bronce + .desc = { "" } +weapon-component-hammer-ornate-bronze = Cabeza de martillo de bronce ornamentado + .desc = { "" } +weapon-component-hammer-greathammer-bloodsteel = Cabeza de gran martillo de acerosangre + .desc = { "" } +weapon-component-hammer-ornate-bloodsteel = Cabeza de martillo de acerosangre ornamentado + .desc = { "" } +weapon-component-hammer-hammer-bloodsteel = Cabeza de martillo de acerosangre + .desc = { "" } +weapon-component-hammer-spikedmace-bloodsteel = Cabeza de maza con pinchos de acerosangre + .desc = { "" } +weapon-component-hammer-warhammer-bloodsteel = Cabeza de martillo de batalla de acerosangre + .desc = { "" } +weapon-component-sceptre-ornate-frostwood = Asta de cetro de madera de escarcha ornamentado + .desc = { "" } +weapon-component-sceptre-sceptre-frostwood = Asta de centro de madera de escarcha + .desc = { "" } +weapon-component-sceptre-crook-frostwood = Asta de cayado de madera de escarcha + .desc = { "" } +weapon-component-sceptre-cane-frostwood = Asta de bastón de madera de escarcha + .desc = { "" } +weapon-component-sceptre-crozier-frostwood = Asta de báculo pastoral de madera de escarcha + .desc = { "" } +weapon-component-sceptre-arbor-frostwood = Asta de mandril de madera de escarcha + .desc = { "" } +weapon-component-bow-bow-eldwood = Extremidades de arco de madera ancestral + .desc = { "" } +weapon-component-bow-greatbow-eldwood = Extremidades de gran arco de madera ancestral + .desc = { "" } +weapon-component-bow-ornate-eldwood = Extremidades de arco de madera ancestral ornamentado + .desc = { "" } +weapon-component-bow-composite-eldwood = Extremidades de arco compuesto de madera ancestral + .desc = { "" } +weapon-component-bow-shortbow-eldwood = Extremidades de arco corto de madera ancestral + .desc = { "" } +weapon-component-axe-axe-bloodsteel = Cabeza de hacha de acerosangre + .desc = { "" } +weapon-component-axe-jagged-bloodsteel = Cabeza de hacha dentada de acerosangre + .desc = { "" } +weapon-component-axe-battleaxe-bloodsteel = Cabeza de hacha de batalla de acerosangre + .desc = { "" } +weapon-component-axe-greataxe-bloodsteel = Cabeza de gran hacha de acerosangre + .desc = { "" } +weapon-component-axe-labrys-bloodsteel = Cabeza de labris de acerosangre + .desc = { "" } +weapon-component-axe-poleaxe-cobalt = Cabeza de alabarda de cobalto + .desc = { "" } +weapon-component-axe-jagged-cobalt = Cabeza de hacha dentada de cobalto + .desc = { "" } +weapon-component-axe-labrys-cobalt = Cabeza de labris de cobalto + .desc = { "" } +weapon-component-axe-axe-cobalt = Cabeza de hacha de cobalto + .desc = { "" } +weapon-component-axe-greataxe-cobalt = Cabeza de gran hacha de cobalto + .desc = { "" } +weapon-component-axe-battleaxe-cobalt = Cabeza de hacha de batalla de cobalto + .desc = { "" } +weapon-component-hammer-maul-iron = Cabeza de gran maza de hierro + .desc = { "" } +weapon-component-hammer-ornate-iron = Cabeza de martillo de hierro ornamentado + .desc = { "" } +weapon-component-hammer-hammer-iron = Cabeza de martillo de hierro + .desc = { "" } +weapon-component-hammer-warhammer-iron = Cabeza de martillo de batalla de hierro + .desc = { "" } +weapon-component-hammer-greathammer-iron = Cabeza de gran martillo de hierro + .desc = { "" } +weapon-component-hammer-greatmace-iron = Cabeza de gran maza de hierro + .desc = { "" } +weapon-component-sword-longsword-steel = Hoja de espada larga de acero + .desc = { "" } +weapon-component-sword-katana-steel = Hoja de catana de acero + .desc = { "" } +weapon-component-sword-sawblade-steel = Hoja de sierra de acero + .desc = { "" } +weapon-component-sword-sabre-steel = Hoja de sable de acero + .desc = { "" } +weapon-component-staff-grandstaff-hardwood = Asta de gran bastón de madera dura + .desc = { "" } +weapon-component-staff-rod-hardwood = Asta de vara de madera dura + .desc = { "" } +weapon-component-staff-staff-hardwood = Asta de bastón de madera dura + .desc = { "" } +weapon-component-staff-ornate-hardwood = Asta de bastón de madera dura ornamentado + .desc = { "" } +weapon-component-staff-pole-hardwood = Asta de palo de madera dura + .desc = { "" } +weapon-component-axe-ornate-orichalcum = Cabeza de hacha de oricalco ornamentado + .desc = { "" } +weapon-component-staff-brand-hardwood = Asta de enseña de madera dura + .desc = { "" } +weapon-component-axe-battleaxe-orichalcum = Cabeza de hacha de batalla de oricalco + .desc = { "" } +weapon-component-axe-greataxe-orichalcum = Cabeza de gran hacha de oricalco + .desc = { "" } +weapon-component-axe-poleaxe-orichalcum = Cabeza de alabarda de oricalco + .desc = { "" } +weapon-component-bow-greatbow-bamboo = Extremidades de gran arco de bambú + .desc = { "" } +weapon-component-bow-longbow-bamboo = Extremidades de arco largo de bambú + .desc = { "" } +weapon-component-bow-composite-bamboo = Extremidades de arco compuesto de bambú + .desc = { "" } +weapon-component-bow-ornate-bamboo = Extremidades de arco de bambú ornamentado + .desc = { "" } +weapon-component-bow-bow-bamboo = Extremidades de arco de bambú + .desc = { "" } +weapon-component-bow-warbow-bamboo = Extremidades de arco de guerra de bambú + .desc = { "" } +weapon-component-bow-ornate-frostwood = Extremidades de arco de madera de escarcha ornamentado + .desc = { "" } +weapon-component-bow-warbow-frostwood = Extremidades de arco de guerra de madera de escarcha + .desc = { "" } +weapon-component-bow-shortbow-frostwood = Extremidades de arco corto de madera de escarcha + .desc = { "" } +weapon-component-bow-greatbow-frostwood = Extremidades de gran arco de madera de escarcha + .desc = { "" } +weapon-component-staff-ornate-frostwood = Asta de bastón de madera de escarcha ornamentado + .desc = { "" } +weapon-component-staff-pole-frostwood = Asta de palo de madera de escarcha + .desc = { "" } +weapon-component-staff-longpole-frostwood = Asta de palo largo de madera de escarcha + .desc = { "" } +weapon-component-staff-rod-frostwood = Asta de vara de madera de escarcha + .desc = { "" } +weapon-component-staff-staff-frostwood = Asta de bastón de madera de escarcha + .desc = { "" } +weapon-component-bow-greatbow-hardwood = Extremidades de gran arco de madera dura + .desc = { "" } +weapon-component-bow-shortbow-hardwood = Extremidades de arco corto de madera dura + .desc = { "" } +weapon-component-bow-bow-hardwood = Extremidades de arco de madera dura + .desc = { "" } +weapon-component-bow-composite-hardwood = Extremidades de arco compuesto de madera dura + .desc = { "" } +weapon-component-bow-ornate-hardwood = Extremidades de arco de madera dura ornamentado + .desc = { "" } +weapon-component-sceptre-cane-ironwood = Asta de bastón de maderaférrea + .desc = { "" } +weapon-component-sceptre-ornate-ironwood = Asta de cetro de maderaférrea ornamentado + .desc = { "" } +weapon-component-sceptre-grandsceptre-ironwood = Asta de gran cetro de maderaférrea + .desc = { "" } +weapon-component-sceptre-arbor-ironwood = Asta de mandril de maderaférrea + .desc = { "" } +weapon-component-sceptre-crook-ironwood = Asta de cayado de maderaférrea + .desc = { "" } +weapon-component-sceptre-sceptre-ironwood = Asta de cetro de maderaférrea + .desc = { "" } +weapon-component-axe-greataxe-iron = Cabeza de gran hacha de hierro + .desc = { "" } +weapon-component-axe-jagged-iron = Cabeza de hacha dentada de hierro + .desc = { "" } +weapon-component-axe-labrys-iron = Cabeza de labris de hierro + .desc = { "" } +weapon-component-axe-axe-iron = Cabeza de hacha de hierro + .desc = { "" } +weapon-component-axe-ornate-iron = Cabeza de hacha de hierro ornamentada + .desc = { "" } +weapon-component-axe-poleaxe-iron = Cabeza de alabarda de hierro + .desc = { "" } +weapon-component-axe-greataxe-steel = Cabeza de gran hacha de acero + .desc = { "" } +weapon-component-axe-jagged-steel = Cabeza de hacha dentada de acero + .desc = { "" } +weapon-component-axe-battleaxe-steel = Cabeza de hacha de batalla de acero + .desc = { "" } +weapon-component-axe-poleaxe-steel = Cabeza de alabarda de acero + .desc = { "" } +weapon-component-axe-labrys-steel = Cabeza de labris de acero + .desc = { "" } +weapon-component-staff-brand-frostwood = Asta de enseña de madera de escarcha + .desc = { "" } +weapon-component-sword-zweihander-bronze = Hoja de mandoble de bronce + .desc = { "" } +weapon-component-sword-greatsword-bronze = Hoja de espadón de bronce + .desc = { "" } +weapon-component-sword-katana-bronze = Hoja de catana de bronce + .desc = { "" } +weapon-component-sword-ornate-bronze = Hoja de espada de bronce ornamentada + .desc = { "" } +weapon-component-sword-sawblade-bronze = Hoja de sierra de bronce + .desc = { "" } +weapon-component-sceptre-crozier-wood = Asta de báculo pastoral de madera + .desc = { "" } +weapon-component-sceptre-sceptre-wood = Asta de cetro de madera + .desc = { "" } +weapon-component-sceptre-cane-wood = Asta de bastón de madera + .desc = { "" } +weapon-component-sceptre-arbor-wood = Asta de mandril de madera + .desc = { "" } +weapon-component-sceptre-crook-wood = Asta de cayado de madera + .desc = { "" } +weapon-component-sceptre-grandsceptre-wood = Asta de gran cetro de madera + .desc = { "" } +weapon-component-staff-grandstaff-bamboo = Asta de gran bastón de bambú + .desc = { "" } +weapon-component-staff-staff-bamboo = Asta de bastón de bambú + .desc = { "" } +weapon-component-staff-rod-bamboo = Asta de vara de bambú + .desc = { "" } +weapon-component-staff-longpole-bamboo = Asta de palo largo de bambú + .desc = { "" } +weapon-component-staff-ornate-bamboo = Asta de bastón de bambú ornamentado + .desc = { "" } +weapon-component-hammer-greathammer-orichalcum = Cabeza de gran martillo de oricalco + .desc = { "" } +weapon-component-hammer-greatmace-orichalcum = Cabeza de gran maza de oricalco + .desc = { "" } +weapon-component-hammer-hammer-orichalcum = Cabeza de martillo de oricalco + .desc = { "" } +weapon-component-staff-brand-bamboo = Asta de enseña de bambú + .desc = { "" } +weapon-component-hammer-maul-orichalcum = Cabeza de gran maza de oricalco + .desc = { "" } +weapon-component-bow-shortbow-ironwood = Extremidades de arco corto de maderaférrea + .desc = { "" } +weapon-component-bow-greatbow-ironwood = Extremidades de gran arco de maderaférrea + .desc = { "" } +weapon-component-bow-ornate-ironwood = Extremidades de arco de maderaférrea ornamentado + .desc = { "" } +weapon-component-bow-warbow-ironwood = Extremidades de arco de guerra de maderaférrea + .desc = { "" } +weapon-component-bow-composite-ironwood = Extremidades de arco compuesto de maderaférrea + .desc = { "" } +weapon-component-bow-bow-ironwood = Extremidades de arco de maderaférrea + .desc = { "" } +weapon-component-hammer-hammer-cobalt = Cabeza de martillo de cobalto + .desc = { "" } +weapon-component-hammer-greatmace-cobalt = Cabeza de gran maza de cobalto + .desc = { "" } +weapon-component-hammer-spikedmace-cobalt = Cabeza de maza con pinchos de cobalto + .desc = { "" } +weapon-component-hammer-greathammer-cobalt = Cabeza de gran martillo de cobalto + .desc = { "" } +weapon-component-hammer-warhammer-cobalt = Cabeza de martillo de batalla de cobalto + .desc = { "" } +weapon-component-staff-ornate-wood = Asta de bastón de madera ornamentado + .desc = { "" } +weapon-component-staff-pole-wood = Asta de palo de madera + .desc = { "" } +weapon-component-staff-rod-wood = Asta de vara de madera + .desc = { "" } +weapon-component-staff-staff-wood = Asta de bastón de madera + .desc = { "" } +weapon-component-staff-longpole-wood = Asta de palo largo de madera + .desc = { "" } +weapon-component-hammer-ornate-steel = Cabeza de martillo de acero ornamentado + .desc = { "" } +weapon-component-hammer-hammer-steel = Cabeza de martillo de acero + .desc = { "" } +weapon-component-hammer-spikedmace-steel = Cabeza de maza con pinchos de acero + .desc = { "" } +weapon-component-hammer-greatmace-steel = Cabeza de gran maza de acero + .desc = { "" } +weapon-component-hammer-maul-steel = Cabeza de gran maza de acero + .desc = { "" } +weapon-component-hammer-warhammer-steel = Cabeza de martillo de batalla de acero + .desc = { "" } +weapon-component-sceptre-cane-bamboo = Asta de bastón de bambú + .desc = { "" } +weapon-component-sceptre-crozier-bamboo = Asta de báculo pastoral de bambú + .desc = { "" } +weapon-component-sceptre-crook-bamboo = Asta de cayado de bambú + .desc = { "" } +weapon-component-sceptre-sceptre-bamboo = Asta de cetro de bambú + .desc = { "" } +weapon-component-sceptre-arbor-bamboo = Asta de mandril de bambú + .desc = { "" } +weapon-component-staff-brand-wood = Asta de enseña de madera + .desc = { "" } +weapon-component-staff-rod-ironwood = Asta de vara de maderaférrea + .desc = { "" } +weapon-component-staff-longpole-ironwood = Asta de palo largo de maderaférrea + .desc = { "" } +weapon-component-staff-pole-ironwood = Asta de palo de maderaférrea + .desc = { "" } +weapon-component-staff-ornate-ironwood = Asta de bastón de maderaférrea ornamentado + .desc = { "" } +weapon-component-staff-ornate-eldwood = Asta de bastón de madera ancestral ornamentado + .desc = { "" } +weapon-component-staff-longpole-eldwood = Asta de palo largo de madera ancestral + .desc = { "" } +weapon-component-staff-pole-eldwood = Asta de palo de madera ancestral + .desc = { "" } +weapon-component-staff-staff-eldwood = Asta de bastón de madera ancestral + .desc = { "" } +weapon-component-staff-grandstaff-eldwood = Asta de gran bastón de madera ancestral + .desc = { "" } +weapon-component-sceptre-crook-eldwood = Asta de cayado de madera ancestral + .desc = { "" } +weapon-component-sceptre-crozier-eldwood = Asta de báculo pastoral de madera ancestral + .desc = { "" } +weapon-component-sceptre-cane-eldwood = Asta de bastón de madera ancestral + .desc = { "" } +weapon-component-sceptre-grandsceptre-eldwood = Asta de gran cetro de madera ancestral + .desc = { "" } +weapon-component-sceptre-sceptre-eldwood = Asta de cetro de madera ancestral + .desc = { "" } +weapon-component-sword-sabre-bloodsteel = Hoja de sable de acerosangre + .desc = { "" } +weapon-component-sword-zweihander-bloodsteel = Hoja de mandoble de acerosangre + .desc = { "" } +weapon-component-sword-greatsword-bloodsteel = Hoja de espadón de acerosangre + .desc = { "" } +weapon-component-sword-longsword-bloodsteel = Hoja de espada larga de acerosangre + .desc = { "" } +weapon-component-sword-ornate-bloodsteel = Hoja de espada de acerosangre ornamentada + .desc = { "" } +weapon-component-sword-sawblade-bloodsteel = Hoja de sierra de acerosangre + .desc = { "" } +weapon-component-sword-sabre-orichalcum = Hoja de sable de oricalco + .desc = { "" } +weapon-component-sword-greatsword-orichalcum = Hoja de espadón de oricalco + .desc = { "" } +weapon-component-sword-longsword-orichalcum = Hoja de espada larga de oricalco + .desc = { "" } +weapon-component-sword-katana-orichalcum = Hoja de catana de oricalco + .desc = { "" } +weapon-component-sword-zweihander-orichalcum = Hoja de mandoble de oricalco + .desc = { "" } +weapon-component-sword-ornate-orichalcum = Hoja de espada de oricalco ornamentada + .desc = { "" } +weapon-component-staff-brand-eldwood = Asta de enseña de madera ancestral + .desc = { "" } +weapon-component-axe-ornate-bronze = Cabeza de hacha de bronce ornamentada + .desc = { "" } +weapon-component-axe-labrys-bronze = Cabeza de labris de bronce + .desc = { "" } +weapon-component-axe-axe-bronze = Cabeza de hacha de bronce + .desc = { "" } +weapon-component-axe-jagged-bronze = Cabeza de hacha dentada de bronce + .desc = { "" } +weapon-component-axe-greataxe-bronze = Cabeza de gran hacha de bronce + .desc = { "" } +weapon-component-sceptre-sceptre-hardwood = Asta de cetro de madera dura + .desc = { "" } +weapon-component-sceptre-arbor-hardwood = Asta de mandril de madera dura + .desc = { "" } +weapon-component-sceptre-crozier-hardwood = Asta de báculo pastoral de madera dura + .desc = { "" } +weapon-component-sceptre-ornate-hardwood = Asta de cetro de madera dura ornamentado + .desc = { "" } +weapon-component-sceptre-crook-hardwood = Asta de cayado de madera dura + .desc = { "" } +weapon-component-sword-longsword-cobalt = Hoja de espada larga de cobalto + .desc = { "" } +weapon-component-sword-sawblade-cobalt = Hoja de sierra de cobalto + .desc = { "" } +weapon-component-sword-greatsword-cobalt = Hoja de espadón de cobalto + .desc = { "" } +weapon-component-sword-katana-cobalt = Hoja de catana de cobalto + .desc = { "" } +weapon-component-sword-zweihander-cobalt = Hoja de mandoble de cobalto + .desc = { "" } +weapon-component-sword-sabre-cobalt = Hoja de sable de cobalto + .desc = { "" } +weapon-component-sword-greatsword-iron = Hoja de espadón de hierro + .desc = { "" } +weapon-component-sword-sawblade-iron = Hoja de sierra de hierro + .desc = { "" } +weapon-component-hammer-greatmace-bronze = Cabeza de gran maza de bronce + .desc = { "" } +weapon-component-hammer-maul-bloodsteel = Cabeza de gran maza de acerosangre + .desc = { "" } +weapon-component-hammer-greatmace-bloodsteel = Cabeza de gran maza de acerosangre + .desc = { "" } +weapon-component-staff-longpole-hardwood = Asta de palo largo de madera dura + .desc = { "" } +weapon-component-bow-warbow-hardwood = Extremidades de arco de guerra de madera dura + .desc = { "" } +weapon-component-hammer-spikedmace-orichalcum = Cabeza de maza con pinchos de oricalco + .desc = { "" } +weapon-component-hammer-maul-cobalt = Cabeza de gran maza de cobalto + .desc = { "" } +weapon-component-sceptre-grandsceptre-frostwood = Asta de gran cetro de madera de escarcha + .desc = { "" } +weapon-component-bow-longbow-eldwood = Extremidades de arco largo de madera ancestral + .desc = { "" } +weapon-component-axe-ornate-bloodsteel = Cabeza de hacha de acerosangre ornamentada + .desc = { "" } +weapon-component-axe-poleaxe-bloodsteel = Cabeza de alabarda de acerosangre + .desc = { "" } +weapon-component-hammer-spikedmace-iron = Cabeza de maza con pinchos de hierro + .desc = { "" } +weapon-component-sword-greatsword-steel = Hoja de espadón de acero + .desc = { "" } +weapon-component-sword-ornate-steel = Hoja de espada de acero ornamentada + .desc = { "" } +weapon-component-axe-jagged-orichalcum = Cabeza de hacha dentada de oricalco + .desc = { "" } +weapon-component-bow-bow-frostwood = Extremidades de arco de madera de escarcha + .desc = { "" } +weapon-component-bow-longbow-hardwood = Extremidades de arco largo de madera dura + .desc = { "" } +weapon-component-axe-axe-steel = Cabeza de hacha de acero + .desc = { "" } +weapon-component-sword-sabre-bronze = Hoja de sable de bronce + .desc = { "" } +weapon-component-staff-pole-bamboo = Asta de palo de bambú + .desc = { "" } +weapon-component-hammer-ornate-orichalcum = Cabeza de martillo de oricalco ornamentado + .desc = { "" } +weapon-component-hammer-greathammer-steel = Cabeza de gran martillo de acero + .desc = { "" } +weapon-component-sceptre-grandsceptre-bamboo = Asta de gran cetro de bambú + .desc = { "" } +weapon-component-staff-staff-ironwood = Asta de bastón de maderaférrea + .desc = { "" } +weapon-component-staff-rod-eldwood = Asta de vara de madera ancestral + .desc = { "" } +weapon-component-sceptre-arbor-eldwood = Asta de mandril de madera ancestral + .desc = { "" } +weapon-component-sceptre-cane-hardwood = Asta de bastón de madera dura + .desc = { "" } +weapon-component-sceptre-grandsceptre-hardwood = Asta de gran cetro de madera dura + .desc = { "" } +weapon-component-sword-ornate-cobalt = Hoja de espada de cobalto ornamentada + .desc = { "" } +weapon-component-sword-zweihander-iron = Hoja de mandoble de hierro + .desc = { "" } +weapon-component-bow-composite-wood = Extremidades de arco compuesto de madera + .desc = { "" } +weapon-component-bow-warbow-eldwood = Extremidades de arco de guerra de madera ancestral + .desc = { "" } +weapon-component-axe-ornate-cobalt = Cabeza de hacha de cobalto ornamentada + .desc = { "" } +weapon-component-sword-zweihander-steel = Hoja de mandoble de acero + .desc = { "" } +weapon-component-axe-axe-orichalcum = Cabeza de hacha de oricalco + .desc = { "" } +weapon-component-axe-labrys-orichalcum = Cabeza de labris de oricalco + .desc = { "" } +weapon-component-bow-shortbow-bamboo = Extremidades de arco corto de bambú + .desc = { "" } +weapon-component-bow-composite-frostwood = Extremidades de arco compuesto de madera de escarcha + .desc = { "" } +weapon-component-bow-longbow-frostwood = Extremidades de arco largo de madera de escarcha + .desc = { "" } +weapon-component-staff-grandstaff-frostwood = Asta de gran bastón de madera de escarcha + .desc = { "" } +weapon-component-sceptre-crozier-ironwood = Asta de báculo pastoral de maderaférrea + .desc = { "" } +weapon-component-axe-battleaxe-iron = Cabeza de hacha de batalla de hierro + .desc = { "" } +weapon-component-axe-ornate-steel = Cabeza de hacha de acero ornamentada + .desc = { "" } +weapon-component-sword-longsword-bronze = Hoja de espada larga de bronce + .desc = { "" } +weapon-component-sceptre-ornate-wood = Asta de cetro de madera ornamentado + .desc = { "" } +weapon-component-hammer-warhammer-orichalcum = Cabeza de martillo de batalla de oricalco + .desc = { "" } +weapon-component-bow-longbow-ironwood = Extremidades de arco largo de maderaférrea + .desc = { "" } +weapon-component-hammer-ornate-cobalt = Cabeza de martillo de cobalto ornamentado + .desc = { "" } +weapon-component-staff-grandstaff-wood = Asta de gran bastón de madera + .desc = { "" } +weapon-component-sceptre-ornate-bamboo = Asta de cetro de bambú ornamentado + .desc = { "" } +weapon-component-staff-grandstaff-ironwood = Asta de gran bastón de maderaférrea + .desc = { "" } +weapon-component-sceptre-ornate-eldwood = Asta de cetro de madera ancestral ornamentado + .desc = { "" } +weapon-component-sword-katana-bloodsteel = Hoja de catana de acerosangre + .desc = { "" } +weapon-component-axe-battleaxe-bronze = Cabeza de hacha de batalla de bronce + .desc = { "" } +weapon-component-sword-sawblade-orichalcum = Hoja de sierra de oricalco + .desc = { "" } +weapon-component-axe-poleaxe-bronze = Cabeza de alabarda de bronce + .desc = { "" } +weapon-component-staff-brand-ironwood = Asta de enseña de maderaférrea + .desc = { "" } diff --git a/assets/voxygen/i18n/es/item/weapon/projectile.ftl b/assets/voxygen/i18n/es/item/weapon/projectile.ftl new file mode 100644 index 0000000..1d3197c --- /dev/null +++ b/assets/voxygen/i18n/es/item/weapon/projectile.ftl @@ -0,0 +1,16 @@ +object-bomb = Bomba + .desc = Dispositivo muy explosivo. ¡A los demoledores les encanta! +weapon-projectile-fireworks_blue = Fuegos artificiales azules + .desc = Distancia de seguridad recomendada: 42 chonks. +weapon-projectile-fireworks_green = Fuegos artificiales verdes + .desc = Cuidado con los árboles. +weapon-projectile-fireworks_purple = Fuegos artificiales morados + .desc = Un favorito de los sectarios. +weapon-projectile-fireworks_red = Fuegos artificiales rojos + .desc = Los humanos a veces los utilizan como bengalas en situaciones de necesidad. +weapon-projectile-fireworks_white = Fuegos artificiales blancos + .desc = Brillan como las estrellas. +weapon-projectile-fireworks_yellow = Fuegos artificiales amarillos + .desc = La Gran Doctora falleció tras probar artilujio en espacio interior. +object-surprise_egg = Huevo sorpresa + .desc = Explosiva sorpresa de Pascua. diff --git a/assets/voxygen/i18n/es/item/weapon/secondary_component.ftl b/assets/voxygen/i18n/es/item/weapon/secondary_component.ftl new file mode 100644 index 0000000..ba71f74 --- /dev/null +++ b/assets/voxygen/i18n/es/item/weapon/secondary_component.ftl @@ -0,0 +1,36 @@ +weapon-component-bow-grip-medium = Empuñadura de arco mediano + .desc = { "" } +weapon-component-bow-grip-short = Empuñadura de arco corto + .desc = { "" } +weapon-component-axe-haft-medium = Mango de hacha mediano + .desc = { "" } +weapon-component-axe-haft-short = Mango de hacha corto + .desc = { "" } +weapon-component-staff-core-heavy = Pironúcleo pesado + .desc = { "" } +weapon-component-staff-core-light = Pironúcleo ligero + .desc = { "" } +weapon-component-staff-core-medium = Pironúcleo + .desc = { "" } +weapon-component-sword-hilt-medium = Empuñadura de espada mediana + .desc = { "" } +weapon-component-sword-hilt-short = Empuñadura de espada corta + .desc = { "" } +weapon-component-sceptre-core-heavy = Bionúcleo pesado + .desc = { "" } +weapon-component-sceptre-core-light = Bionúcleo ligero + .desc = { "" } +weapon-component-sceptre-core-medium = Bionúcleo + .desc = { "" } +weapon-component-hammer-shaft-medium = Mango de martillo mediano + .desc = { "" } +weapon-component-hammer-shaft-short = Mango de martillo corto + .desc = { "" } +weapon-component-axe-haft-long = Mango de hacha largo + .desc = { "" } +weapon-component-sword-hilt-long = Empuñadura de espada larga + .desc = { "" } +weapon-component-hammer-shaft-long = Mango de martillo largo + .desc = { "" } +weapon-component-bow-grip-long = Empuñadura de arco largo + .desc = { "" } diff --git a/assets/voxygen/i18n/es/item/weapon/tool.ftl b/assets/voxygen/i18n/es/item/weapon/tool.ftl new file mode 100644 index 0000000..bd9a8d3 --- /dev/null +++ b/assets/voxygen/i18n/es/item/weapon/tool.ftl @@ -0,0 +1,22 @@ +weapon-tool-broom = Escoba + .desc = Ha empezado a romperse. +weapon-tool-golf_club = Palo de golf + .desc = Matapobres. Antiurbanista por completo. ¿Crisis climática? ¿Qué crisis climática? +weapon-tool-hoe_green = Azada + .desc = Está manchada de tierra. +weapon-tool-shovel_green = Pala + .desc = La pala está cubierta de estiércol. +weapon-tool-shovel_gold = Pala + .desc = Se ha limpiado hace poco. +weapon-tool-pickaxe_green = Pico + .desc = Tiene el pico desgastado. +weapon-tool-pickaxe_steel = Pico de acero + .desc = Permite excavar con rápidez cualquier mineral a la vista. +weapon-tool-fishing_rod_blue = Caña de pescar + .desc = Huele a pescado. +weapon-tool-pitchfork = Horca + .desc = Uno de los dientes está roto. +weapon-tool-pickaxe_stone = Pico de piedra + .desc = ¡Golpera la tierra! +weapon-tool-rake = Rastrillo + .desc = Ensamblado con cordel. diff --git a/assets/voxygen/i18n/es/item/weapon/weapon.ftl b/assets/voxygen/i18n/es/item/weapon/weapon.ftl new file mode 100644 index 0000000..d165eac --- /dev/null +++ b/assets/voxygen/i18n/es/item/weapon/weapon.ftl @@ -0,0 +1,66 @@ +weapon-dagger-dagger_basic-0 = Abrecartas sospechoso + .desc = Permite abrir cartas con rapidez. +weapon-dagger-dagger_rusty = Daga oxidada + .desc = Se puede ocultar con facilidad. +weapon-bow-sagitta = Sagitta + .desc = Arco conocido por matar a un dragón con una sola flecha. +weapon-dagger-dagger_cult-0 = Daga mágica de sectario + .desc = Esta daga perteneció a un malvado líder sectario. +weapon-bow-velorite = Arco de velorita + .desc = Mejorado con esencia de velorita. +weapon-sword-starter_1h = Gladius dañado + .desc = Esta espada ha tenido mejores días, pero aún sirve. +weapon-axe-parashu = Parashu + .desc = Hacha conocida por ser capaz de dividir los cielos. +weapon-axe-2haxe_rusty = Hacha oxidada + .desc = Cada melladura cuenta la historia de un árbol talado. +weapon-staff-laevateinn = Laevateinn + .desc = Puede romper la puerta de la muerte. +weapon-sword-caladbolg = Caladbolg + .desc = Sientes como que una presencia de otro mundo te observa. +weapon-sword-cultist = Espadón mágico de sectario + .desc = Este espadón perteneció a un malvado líder sectario. +weapon-sword-frost-0 = Cuchillo de carnicero gélido + .desc = Irradia una aura congelante. +weapon-sword-frost-1 = Sierra gélida + .desc = Forjada a partir de un trozo de hielo eterno. +weapon-sceptre-root_evil = Raíz del mal + .desc = 'Todo tiene un precio...' +weapon-hammer-burnt_drumstick = Baqueta quemada + .desc = Puede que haga falta más práctica... +weapon-hammer-2hhammer_flimsy = Martillo endeble + .desc = La cabeza de este martillo está que se sale. +weapon-hammer-2hhammer_rusty = Mazo bruto + .desc = Rompe huesos igual de fácil que palos y piedras. +weapon-hammer-2hhammer_mjolnir = Mjolnir + .desc = Desprende electricidad. +weapon-hammer-craftsman = Martillo de artesano + .desc = Se utiliza para fabricar varios objetos. +weapon-bow-starter = Arco irregular + .desc = Alguien ha inscrito sus iniciales sobre este arco. +weapon-sword-starter = Espadón dañado + .desc = La hoja podría romperse en cualquier momento, aunque esperas que aguante futuros combates. +weapon-hammer-cult_purp-0 = Martillo de batalla mágico de sectario + .desc = Este martillo perteneció a un malvado líder sectario. +weapon-hammer-2hhammer_starter = Martillo resistente viejo + .desc = "Propiedad de..." El mensaje está incompleto. +weapon-staff-firestaff_cultist = Bastón de sectario + .desc = Su fuego no emite nada de calor. +weapon-shield-starter = Escudo de madera + .desc = Vulnerable al fuego. +weapon-axe-2haxe_malachite-0 = Hacha de malaquita + .desc = Este hacha tiene propiedes mágicas gracias a la malaquita incrustada en su cabeza. +weapon-sceptre-caduceus = Caduceus + .desc = Las serpientes parecen estar vivas. +weapon-sceptre-ore-nature = Cetro de velorita + .desc = Su mística aura de velorita sana a tus aliados. +weapon-sceptre-amethyst = Bastón de amatista + .desc = Su piedra casi alcanza la perfección. +weapon-staff-firestaff_starter = Vara retorcida + .desc = Huele a resina y a magia. +weapon-shield-wood-0 = Tarja andrajosa + .desc = Con suerte, podrá bloquear unos pocos golpes más... +weapon-staff-firestaff_humble_stick = Palo humilde + .desc = Palo para caminar con uno de sus extremos afilado. +weapon-sceptre-wood-simple = Palo de caminar de naturalista + .desc = Sana a tus aliados con el poder de la naturaleza. diff --git a/assets/voxygen/i18n/es/main.ftl b/assets/voxygen/i18n/es/main.ftl new file mode 100644 index 0000000..44b88ce --- /dev/null +++ b/assets/voxygen/i18n/es/main.ftl @@ -0,0 +1,112 @@ +main-username = Usuario +main-server = Servidor +main-password = Contraseña +main-connecting = Conectando +main-creating_world = Creando mundo +main-tip = Consejo: +main-unbound_key_tip = sin definir +main-notice = + ¡Bienvenido a la versión alfa de Veloren! + + Antes de que te adentres en el juego, por favor ten en cuenta un par de cosas: + + - Esto es una alfa muy temprana. Espera errores, mecánicas de juego inacabadas, mecánicas sin pulir, y cosas que simplemente faltan. + + - Si tienes críticas constructivas o reportes de errores, puedes contactar con nosotros en GitLab, o en nuestro servidor de Discord o de Matrix. + + - Veloren es un juego de código abierto. Esto quiere decir que eres libre de jugar, modificar y redistribuir el juego en acuerdo con los términos y condiciones de la versión 3 de la licencia "GNU General Public License". + + - Veloren es un proyecto comunitario sin ánimo de lucro, y todo aquel que trabaja en él es un voluntario. + Si te gusta lo que ves, ¡eres bienvenido a unirte a nuestros grupos de trabajo! + + Gracias por dedicar tu tiempo para leer esta noticia, ¡esperamos que disfrutes del juego! + + ~ El equipo de desarrollo +main-login_process = + Información sobre el modo multijugador: + + Por favor, ten en cuenta que necesitas una cuenta para jugar en servidores con autenticación activada. + + Puedes crear una cuenta en: + https://veloren.net/account/ +main-login-server_not_found = Servidor no encontrado. +main-login-authentication_error = Error de autenticación al servidor. +main-login-internal_error = Error interno en el cliente. Consejo: puede ser que el personaje esté borrado. +main-login-failed_auth_server_url_invalid = Fallo al conectar con el servidor de autenticación. +main-login-insecure_auth_scheme = El esquema de autenticación mediante HTTP no está soportado. ¡Es inseguro! Solo se permite para asuntos de desarrollo, para 'localhost' o en versiones de depuración. +main-login-server_full = El servidor está lleno. +main-login-untrusted_auth_server = El servidor de autenticación no es de confianza. +main-login-outdated_client_or_server = ServerEnloquecido: Probablemente las versiones son incompatibles, revisa si hay actualizaciones. +main-login-timeout = Timeout: El servidor no respondió a tiempo. Consejo: el servidor podría estar sobrecargado en este momento o el problema podría ser con la red. +main-login-server_shut_down = Servidor apagado. +main-login-network_error = Error de red. +main-login-network_wrong_version = El servidor está ejecutando una versión del juego diferente a la tuya. Consejo: puede que necesites actualizar la versión de tu cliente del juego. +main-login-failed_sending_request = Petición al servidor de autenticación fallida. +main-login-invalid_character = El personaje seleccionado no es válido. +main-login-client_crashed = El cliente se cerró inesperadamente. +main-login-not_on_whitelist = No estás en la lista blanca del servidor al que has intentado unirte. +main-login-banned = Has sido baneado por la siguiente razón: +main-login-kicked = Has sido expulsado por la siguiente razón: +main-login-select_language = Selecciona un idioma +main-login-client_version = Versión del cliente +main-login-server_version = Versión del servidor +main-login-client_init_failed = Fallo del cliente al inicializar: { $init_fail_reason } +main-login-username_bad_characters = ¡El nombre de usuario contiene caracteres inválidos! (Solo alfanuméricos, '_' y '-' están permitidos). +main-login-username_too_long = ¡El nombre de usuario es demasiado largo! La máxima longitud es: { $max_len } +main-servers-select_server = Selecciona un servidor +main-servers-singleplayer_error = Fallo al conectar con el servidor interno: { $sp_error } +main-servers-network_error = Red de servidor/Error de socket: { $raw_error } +main-servers-participant_error = Desconexión de participante/error protocolo: { $raw_error } +main-servers-stream_error = Conexión de cliente/compression/error (de)serialización: { $raw_error } +main-servers-database_error = Error en la base de datos del servidor: { $raw_error } +main-servers-persistence_error = Error de persistencia del servidor (Probablemente datos de Asset/Personaje): { $raw_error } +main-servers-other_error = Error general del servidor : { $raw_error } +main-credits = Créditos +main-credits-created_by = creado por +main-credits-music = Música +main-credits-fonts = Fuentes +main-credits-other_art = Otros artistas +main-credits-contributors = Colaboradores +loading-tips = + .a0 = Pulsa '{ $gameinput-togglelantern }' para encender tu linterna. + .a1 = Pulsa '{ $gameinput-help }' para ver todos los atajos de teclado. + .a2 = Puedes emplear el comando /say o /s para chatear con jugadores que se encuentren justo a tu lado. + .a3 = Puedes emplear el comando /region o /r para chatear con jugadores que se encuentren a menos de 200 bloques de tu alrededor. + .a4 = Los administradores pueden usar el comando /build para entrar en el modo de construcción. + .a5 = Puedes escribir /group o /g para chatear con jugadores de tu grupo. + .a6 = Para enviar mensajes privados escribe /tell seguido del nombre del jugador y tu mensaje. + .a7 = ¡Estate atento a la comida, cofres y otros botines esparcidos por el mundo! + .a8 = ¿Inventario lleno de comida? ¡Intenta procesarla para conseguir mejores alimentos! + .a9 = ¿Aburrido? ¡Intenta completar una de las mazmorras marcadas en el mapa! + .a10 = No te olvides de ajustar los gráficos. Pulsa '{ $gameinput-settings }' para abrir la configuración. + .a11 = ¡Jugar con otros jugadores es divertido! Pulsa '{ $gameinput-social }' para ver quien esta en línea. + .a12 = Pulsa '{ $gameinput-dance }' para bailar. ¡Fiesta! + .a13 = Pulsa '{ $gameinput-glide }' para utilizar tu paravela y conquistar los cielos. + .a14 = Veloren se encuentra todavia en pre-alfa. ¡Hacemos todo lo posible para mejorar la experiencia de juego día a día! + .a15 = Si quieres unirte al equipo de desarrollo o conversar con nosotros, únete a nuestro servidor de Discord. + .a16 = Puedes mostrar u ocultar tu total de salud de la barra de salud en los ajustes. + .a17 = Siéntate cerca de una hoguera (con la tecla '{ $gameinput-sit }') para recuperarte de tus heridas. + .a18 = ¿Necesitas más bolsas de almacenamiento o mejores armaduras para continuar tu viaje? Pulsa '{ $gameinput-crafting }' para abrir el menú de fabricación. + .a19 = Pulsa '{ $gameinput-roll }' para rodar por el suelo. Rodar te sirve para esquivar los ataques enemigos y para moverte más rápido. + .a20 = ¿Para qué sirve este objeto? Busca 'input:' en fabricación para ver en qué recetas se usa. + .a21 = ¡Eh, mira eso! Toma un pantallazo pulsando '{ $gameinput-screenshot }'. +main-singleplayer-regenerate = Recrear +main-singleplayer-create_custom = Personalizado +main-singleplayer-invalid_name = Error: nombre no válido +main-singleplayer-seed = Semilla +main-singleplayer-random_seed = Aleatoria +main-singleplayer-new = Nuevo +main-server-rules-seen-before = Las normas del servidor han cambiado desde la última vez que las aceptaste. +main-singleplayer-delete = Borrar +main-server-rules = Este servidor requiere aceptar sus normas. +main-singleplayer-play = Jugar +main-singleplayer-day_length = Duración del día +main-singleplayer-size_lg = Escala logarítmica +main-singleplayer-map_large_warning = Aviso: Los mundos de gran tamaño tardan más tiempo en arrancar por primera vez. +main-singleplayer-world_name = Nombre del mundo +main-singleplayer-map_scale = Escala vertical +main-singleplayer-map_erosion_quality = Calidad de erosión +main-singleplayer-map_shape = Forma +main-singleplayer-generate_and_play = Crear y jugar +menu-singleplayer-confirm_regenerate = ¿Seguro que quieres recrear el mundo "{ $world_name }"? +menu-singleplayer-confirm_delete = ¿Seguro que quieres borrar el mundo "{ $world_name }"? diff --git a/assets/voxygen/i18n/es/npc.ftl b/assets/voxygen/i18n/es/npc.ftl new file mode 100644 index 0000000..abe74a4 --- /dev/null +++ b/assets/voxygen/i18n/es/npc.ftl @@ -0,0 +1,314 @@ +npc-speech-villager = + .a0 = Me encanta el queso. +npc-speech-villager_decline_trade = + .a0 = Lo siento, no tengo nada para comerciar. + .a1 = ¿Comerciar contigo? Como si tuviera algo que pudiera interesarte. + .a2 = ¡Mi casa es mía y no la cambiaré por nada! Aunque si tienes queso... +npc-speech-merchant_advertisement = + .a0 = ¿Te interesaría comerciar conmigo? + .a1 = ¿Querrías comerciar conmigo? + .a2 = Tengo un montón de artículos. ¿Te gustaría echarles un ojo? +npc-speech-merchant_busy = + .a0 = Ten paciencia, solo soy una persona. + .a1 = Un momento, déjame acabar. + .a2 = Estoy ocupado, vuelve más tarde. +npc-speech-merchant_trade_successful = + .a0 = ¡Gracias por comerciar conmigo! + .a1 = ¡Gracias! +npc-speech-merchant_trade_declined = + .a0 = Quizás en otra ocasión, ¡ten un buen día! + .a1 = Vaya, ¡supongo que en otra ocasión! +npc-speech-villager_cultist_alarm = + .a0 = ¡Cuidado! ¡Hay sectarios sueltos! + .a1 = ¡A las armas! ¡Los sectarios nos atacan! + .a2 = ¡¿Cómo se atreven los sectarios a atacar esta aldea?! + .a3 = ¡Muerte a los sectarios! + .a4 = ¡Aquí no toleramos a los sectarios! + .a5 = ¡Sectario asesino! + .a6 = ¡Prueba el filo de mi espada, sucio sectario! + .a7 = ¡Nada podrá limpiar la sangre de tus manos, sectario! + .a8 = ¡Por las barbas del Minotauro! ¡Un sectario entre nosotros! + .a9 = ¡Esos malvados sectarios serán aniquilados! + .a10 = ¡Este sectario es mío! + .a11 = ¡Prepárate para conocer a tu creador, sucio sectario! + .a12 = ¡Veo un sectario! ¡Atrapadlo! + .a13 = ¡Veo un sectario! ¡Atacadlo! + .a14 = ¡Veo un sectario! ¡No dejéis que escape! + .a15 = ¿Le gustaría al más honorable de los sectarios un poco de MUERTE? + .a16 = ¡Nunca perdonamos! ¡Nunca olvidamos! ¡Muere, sectario! + .a17 = ¡Muere, sectario! + .a18 = ¡Tu reinado de terror llegará a su fin! + .a19 = ¡Pagarás por todo lo que has hecho! + .a20 = Por aquí no tratamos con amabilidad a los de tu especie. + .a21 = ¡Deberías de haberte quedado bajo tierra! +npc-speech-villager_under_attack = + .a0 = Ayuda, ¡me atacan! + .a1 = ¡Ayuda! ¡Me atacan! + .a2 = ¡Aaah! ¡Me atacan! + .a3 = ¡Aaah! ¡Me atacan! ¡Ayuda! + .a4 = ¡Ayúdame! ¡Me atacan! + .a5 = ¡Me atacan! ¡Ayuda! + .a6 = ¡Me atacan! ¡Ayúdame! + .a7 = ¡Ayuda! + .a8 = ¡Ayuda! ¡Ayuda! + .a9 = ¡Ayuda! ¡Ayuda! ¡Ayuda! + .a10 = ¡Me atacan! + .a11 = ¡AAAHHH! ¡Me atacan! + .a12 = ¡AAAHHH! ¡Me atacan! ¡Ayuda! + .a13 = ¡Ayuda! ¡Nos están atacando! + .a14 = ¡Ayuda! ¡Asesino! + .a15 = ¡Ayuda! ¡Hay un asesino suelto! + .a16 = ¡Ayuda! ¡Me están intentando matar! + .a17 = Guardias, ¡me están atacando! + .a18 = Guardias, ¡me están atacando! + .a19 = ¡Me están atacando! ¡Guardias! + .a20 = ¡Ayuda! ¡Guardias! ¡Me están atacando! + .a21 = ¡Guardias! ¡Venid rápido! + .a22 = ¡Guardias! ¡Guardias! + .a23 = ¡Guardias! ¡Un villano me ataca! + .a24 = Guardias, ¡acabad con este infame villano! + .a25 = ¡Guardias! ¡Hay un asesino! + .a26 = ¡Guardias! ¡Ayudadme! + .a27 = ¡No te saldrás con la tuya! ¡Guardias! + .a28 = ¡Desalmado! + .a29 = ¡Ayúdame! + .a30 = ¡Ayuda! ¡Por favor! + .a31 = ¡Aaah! ¡Guardias! ¡Ayuda! + .a32 = ¡Vienen a por mí! + .a33 = ¡Ayuda! ¡Ayuda! ¡Me están agrediendo! + .a34 = Ah, aquí tenemos la violencia, inherente al sistema... + .a35 = ¡Esto, bah, un rasguño! + .a36 = ¡Deja de hacer eso! + .a37 = ¡¿Qué te he hecho?! + .a38 = ¡Por favor, deja de atacarme! + .a39 = ¡Eh! ¡Mira a dónde apuntas esa cosa! + .a40 = ¡Desgraciado, vete de aqui! + .a41 = ¡Para ya! ¡Vete! + .a42 = ¡Me estas haciendo enfadar! + .a43 = ¡Oye! ¡¿Quién te crees que eres?! + .a44 = ¡Te pienso arrancar la cabeza por eso! + .a45 = ¡Para, por favor! ¡No llevo nada de valor! + .a46 = ¡Cuando se entere mi hermano seguro que no eres tan valiente! + .a47 = ¡Nooo, se lo voy a decir a mamá! + .a48 = ¡Maldito seas! + .a49 = Por favor, no hagas eso. + .a50 = ¡Eso no fue muy agradable! + .a51 = ¡Tu arma funciona, ahora aléjala! + .a52 = ¡Perdóname! + .a53 = ¡Por favor, tengo familia! + .a54 = ¡Soy demasiado joven y atractivo como para morir! + .a55 = ¿Podemos hablar de esto? + .a56 = ¡La violencia nunca es la respuesta! + .a57 = Hoy se está torciendo el día... + .a58 = ¡Eh, eso duele! + .a59 = ¡Ayy! + .a60 = ¡Qué grosero! + .a61 = ¡Para, te lo ruego! + .a62 = ¡Ojalá te enfermes! + .a63 = Esto no es divertido... + .a64 = ¡¿Cómo te atreves?! + .a65 = ¡Pagarás por eso! + .a66 = ¡Sigue así y te arrepentirás! + .a67 = ¡No hagas que te pegue! + .a68 = ¡Debe haber algún malentendido! + .a69 = ¡No hay necesidad de hacer esto! + .a70 = ¡Vete, demonio! + .a71 = ¡Eso sí que duele! + .a72 = ¿Por qué harías eso? + .a73 = Por los espíritus, ¡basta! + .a74 = ¡Debes haberme confundido con otra persona! + .a75 = ¡No me merezco esto! + .a76 = Por favor, no vuelvas a hacer eso. + .a77 = ¡Guardias, arrojad a este monstruo al lago! + .a78 = ¡Enviaré a mi tarasca a por ti! + .a79 = ¿Por qué yoooooo? +npc-speech-villager_enemy_killed = + .a0 = ¡He destruído a mi enemigo! + .a1 = ¡Por fin, paz! + .a2 = { "." }.. ahora, ¿qué estaba haciendo? +npc-speech-menacing = + .a0 = ¡Te lo advertí! + .a1 = ¡Si te acercas te atacaré! + .a2 = ¡No me das miedo! + .a3 = ¡Vete de aquí! + .a4 = ¡Da la vuelta y vete si quieres vivir! + .a5 = ¡No eres bienvenido aquí! +npc-speech-cultist_low_health_fleeing = + .a0 = ¡Volveré a por ti cuando muera! + .a1 = ¡Retirada! + .a2 = ¡Maldito Seas! + .a3 = ¡Te maldeciré en el más allá! + .a4 = ¡Tengo que descansar! + .a5 = ¡Son demasiado fuertes! +npc-speech-villager_open = + .a0 = Me pregunto en qué piensa un catoblepas cuando come hierba. + .a1 = ¿Qué crees que es lo que hace brillar a los restos brillantes? + .a2 = ¿Has oído alguna vez hablar de los feroces tiburones terrestres? Tengo entendido que habitan en el desierto. + .a3 = Me pregunto qué hay al otro lado de las montañas. + .a4 = Le he dejado algo de queso a mi hermano. Ahora no sé si de verdad existe. Yo lo llamo el queso de Schrödinger. + .a5 = ¿Has atrapado alguna vez una luciérnaga? + .a6 = Se dice que puedes encontrar gemas de todo tipo dentro de cuevas. + .a7 = No consigo entender de dónde siguen viniendo los sauroks. +npc-speech-villager_adventurous = + .a0 = Espero que algún día pueda fabricar mi propia paravela. + .a1 = Me gustaría ir a explorar una cueva cuando me haya hecho más fuerte. +npc-speech-villager_closed = + .a0 = No eres de por aquí, ¿verdad? + .a2 = Dicen que las setas son beneficiosas para tu salud. Yo nunca me las como. + .a3 = ¿Qué ser o no ser? Creo que me voy a hacer granjero. +npc-speech-villager_conscientious = + .a0 = Hay siempre algo que hacer y que me mantiene ocupado. + .a1 = Ojalá empiece a llover pronto. El agua ayuda a la cosecha. +npc-speech-villager_busybody = + .a0 = La gente debería trabajar más y hablar menos. +npc-speech-villager_unconscientious = + .a0 = ¡Ahora me parece un buen momento para tomarme el segundo desayuno! + .a1 = Me gustaría que mi casa no estuviese hecha una cuadra, ¡pero es que entonces me tocaría limpiarla! Ja, ja, ja. + .a2 = A saber dónde he dejado aquella cosa... +npc-speech-villager_extroverted = + .a0 = ¡No te creerás lo que hice el fin de semana! + .a1 = ¡Buenos días! + .a2 = ¿Qué te parece el tiempo? + .a3 = ¡Sólo me gustan las galletas de queso! + .a4 = ¡No te olvides de las galletas! + .a5 = Me encanta el queso enano. Ojalá supiera cómo hacerlo. + .a6 = Anoche tuve un sueño maravilloso sobre quesos. ¿Cuál podría ser su significado? + .a7 = ¡Me encanta la miel! Aunque les tengo repelús a las abejas. +npc-speech-villager_sociable = + .a0 = ¿No quieres entrar? ¡Estábamos a punto de comer queso! + .a1 = ¿Te gustaría ver mi jardín?... Bueno, quizás mejor en otro momento. +npc-speech-villager_introverted = + .a0 = Hola. + .a1 = ¿Qué soy yo? Un don nadie. +npc-speech-villager_agreeable = + .a0 = ¿Cómo te encuentras hoy? + .a1 = Avísame si necesitas algo. + .a2 = ¿Has visto a mi gato? +npc-speech-villager_worried = + .a0 = Lleva cuidado, ¿de acuerdo? Es arriesgado salir fuera. +npc-speech-villager_disagreeable = + .a0 = Yo digo las cosas tal y como son. Si a la gente no le gusta eso de mí, pues mal por ellos. + .a1 = Hoy día la gente se ofende con demasiada facilidad. +npc-speech-villager_neurotic = + .a0 = Me da miedo solo pensar en las mazmorras. Espero que algún aventurero se haga cargo de ellas. + .a1 = Alguien debería hacer algo con respecto a los sectarios. Y a poder ser, que no sea yo. + .a2 = Tengo la corazonada de que va a ocurrir algo terrible. + .a3 = Ojalá alguien pudiese mantener alejados a los lobos de la aldea. +npc-speech-villager_sad_loner = + .a0 = Me siento tan solo. + .a1 = Te pido disculpas por este silencio raro. No se me da bien tratar con la gente. +npc-speech-villager_seeker = + .a0 = Algún día quisiera recorrer el mundo. Hay más cosas que vivir en este aldea. +npc-speech-villager_stable = + .a0 = ¿No hace un día precioso? + .a1 = La vida no me va nada mal. + .a2 = ¡Hoy hace un día precioso para pasear por el bosque! +npc-speech-villager_busy = + .a0 = Ahora mismo no te puedo atender, lo siento. + .a1 = Estoy ocupado, podemos hablar más tarde. +npc-speech-merchant_busy_rude = + .a0 = Eh, tú, espera tu turno. + .a1 = ¿Acaso no ves a la otra persona que está delante tuyo? + .a2 = Aquí nadie se salta la cola. +npc-speech-merchant_trade_cancelled_hostile = + .a0 = Lamento interrumpirte, ¡pero es que nos acaba de surgir un problema! + .a1 = Luego hacemos el trato, ¡antes me tengo que ocupar de esto! +npc-speech-ambush = + .a0 = ¡No es buena idea viajar solo! + .a1 = ¡Tan fácil como robarle un caramelo a un niño! +npc-speech-prisoner = + .a0 = ¡Esos rufianes me han robado mi pico! + .a1 = Quedarte atrapado no es para nada divertido. + .a2 = Uno no se puede fiar de ese cardenal. + .a3 = Los clérigos se traen algo malo entre manos. +npc-speech-moving_on = + .a0 = Ya he pasado demasiado tiempo por aquí, ¡me voy a { $site }! +npc-speech-migrating = + .a0 = Vivir aquí ya no me hace feliz. Es el momento de emigrar a { $site }. + .a1 = Este lugar me tiene harto, es momento de emigrar a { $site }. +npc-speech-night_time = + .a0 = Ha anochecido, va siendo hora de volver a casa. + .a1 = Estoy cansado. + .a2 = ¡Mi cama me está esperando! +npc-speech-day_time = + .a0 = ¡Empieza un nuevo día! + .a1 = Le tengo poco apego a levantarme de la cama... +npc-speech-start_hunting = + .a0 = ¡Ha llegado el momento de ir de caza! +npc-speech-guard_thought = + .a0 = Mi hermano está ahí fuera luchando contra ogros, ¿y a mí que me han asignado? De guardia... + .a1 = Me queda por hacer una última patrulla antes que pueda volver a casa. + .a2 = No se me va a escapar ningún bandido. +npc-speech-merchant_sell_undirected = + .a0 = ¡Mis mercancías son de la mejor calidad! + .a1 = ¿Quiere alguien comprarme algo? + .a2 = Tengo las mejores ofertas de la aldea. + .a3 = ¿Buscas algo que comprar? Lo tengo aquí para ti. +npc-speech-merchant_sell_directed = + .a0 = ¡Eh, tú! ¿Necesitas algún chisme nuevo? + .a1 = ¿Tienes hambre? Aquí tengo algo de queso que puedes comprar. + .a2 = ¡Tienes pinta de necesitar una nueva armadura! +npc-speech-tell_site = + .a0 = { $site } está hacia el { $dir }. ¿Lo has visitado alguna vez? + .a1 = Te recomiendo que alguna vez visites { $site }. + .a2 = Si te diriges hacia el { $dir } de aquí, puedes llegar a { $site }. + .a3 = Hacia el { $dir } te encontrarás con { $site }. +npc-speech-witness_murder = + .a0 = ¡Asesino! + .a1 = ¿Cómo pudiste? + .a2 = ¡Aaaah! +npc-speech-witness_enemy_murder = + .a0 = ¡Mi héroe! + .a1 = ¡Alguien lo hizo por fin! + .a2 = ¡Siií! +npc-speech-witness_death = + .a0 = ¡No! + .a1 = ¡Esto es horrible! + .a2 = ¡Oh, dios mío! +npc-speech-dir_north = norte +npc-speech-dir_north_east = noreste +npc-speech-dir_east = este +npc-speech-dir_south_east = sureste +npc-speech-dir_south = sur +npc-speech-dir_south_west = suroeste +npc-speech-dir_west = oeste +npc-speech-dir_north_west = noroeste +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_very_far = muy lejos +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_far = lejos +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_ahead = algo lejos +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_near = por aquí cerca +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_near_to = muy cerca +# NPC proposals +npc-speech-arena = ¡Vamos a sentarnos allí! +# NPC reactions +npc-speech-welcome-aboard = + .a0 = ¡Bienvenido a bordo! + .a1 = Puedo ver tu ticket... ¡era broma! Es gratis. + .a2 = ¡Que tenga un buen viaje! +# NPC monster hints +# Available variables: +# - $dir references npc-speech-dir-* variables below +# - $dist references npc-speech-dist-* variables below +# - $body references body-npc-speech-* variables in `body` component +npc-speech-tell_monster = + .a0 = Dicen que hay { $body } hacia el { $dir }, { $dist }... + .a1 = ¿Te crees una persona dura de pelar? Hay { $body } hacia el { $dir }. +# NPC site hints +# Available variables: +# - $dir references npc-speech-dir-* variables below +# - $dist references npc-speech-dist-* variables below +# - $site represents hard-coded site in the world +npc-speech-site = + .a0 = ¿No te parece que nuestra aldea es la mejor? + .a1 = ¡Bienvenido a { $site }! + .a2 = { $site } es una buena aldea en la que vivir. +# NPC reactions +npc-speech-night = + .a0 = ¡Las linternas son útiles para viajar cuando es de noche! + .a1 = Espero que estemos solos en esta oscuridad... + .a2 = ¡Bu! diff --git a/assets/voxygen/i18n/eu/_manifest.ron b/assets/voxygen/i18n/eu/_manifest.ron new file mode 100644 index 0000000..95d116f --- /dev/null +++ b/assets/voxygen/i18n/eu/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for "global" Euskara +( + metadata: ( + language_name: "Euskara (Basque)", + language_identifier: "eu", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/eu/body.ftl b/assets/voxygen/i18n/eu/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/eu/buff.ftl b/assets/voxygen/i18n/eu/buff.ftl new file mode 100644 index 0000000..af27fed --- /dev/null +++ b/assets/voxygen/i18n/eu/buff.ftl @@ -0,0 +1,39 @@ +buff-remove = Egin klik kentzeko +buff-heal = Sendatu + .desc = Berreskuratu osasuna pixkanaka + .stat = { $str_total } osasun puntu ematen ditu +buff-potion = Edabea + .desc = Edaten... +buff-saturation = Asetasuna + .desc = Denborak aurrera egin ahala, osasuna berreskuratu kontsumigarriei esker. +buff-campfire_heal = Sutondoan sendatzea + .desc = Sutondoan atseden hartuta osasunaren %{ $rate } berreskuratuko duzu segundoro. +buff-invulnerability = Erasoezina + .desc = Zauriezina zara edozein erasoren aurrean. + .stat = Hilezkortasuna ematen du +buff-protectingward = Babes eremua + .desc = Erasoengandik babestuta zaude nolabait. +buff-frenzied = Frenetikoa + .desc = Naturaz gaindiko abiadura daramazu, eta zauri arinak ez dituzu sentitzen. +buff-hastened = Grinatsu + .desc = Zure mugimenduak eta erasoak azkarragoak dira. +buff-bleed = Odoletan + .desc = Pixkanaka osasuna galduko duzu. +buff-cursed = Sorginduta + .desc = Sorgindu zaituzte. +buff-burn = Sutan + .desc = Erretzen ari zara +buff-crippled = Larriki zaurituta + .desc = Mugitzea kostatzen zaizu hanketako zauriak direla eta. +buff-frozen = Izoztuta + .desc = Zure mugimendu eta erasoak moteldu dira. +buff-wet = Bustita + .desc = Kontuz ibili beharko zara ez irristatzeko. +buff-ensnared = Harrapatuta + .desc = Landareek zure oinak harrapatu dituzte, mugitzea oztopatuz. +buff-increase_max_energy = + .stat = Gehieneko energia { $strength } puntu igotzen du +buff-increase_max_health = + .stat = Gehieneko osasuna { $strength } puntu igotzen du +buff-text-over_seconds = { $dur_secs } segundotan +buff-text-for_seconds = { $dur_secs } segundoz diff --git a/assets/voxygen/i18n/eu/char_selection.ftl b/assets/voxygen/i18n/eu/char_selection.ftl new file mode 100644 index 0000000..fa08b36 --- /dev/null +++ b/assets/voxygen/i18n/eu/char_selection.ftl @@ -0,0 +1,22 @@ +char_selection-loading_characters = Pertsonaiak kargatzen... +char_selection-delete_permanently = Pertsonaia hau betiko ezabatu nahi duzu? +char_selection-change_server = Aldatu zerbitzaria +char_selection-enter_world = Sartu munduan +char_selection-spectate = Ikuskatu mundua +char_selection-logout = Itxi saioa +char_selection-create_new_character = Sortu pertsonaia berria +char_selection-creating_character = Pertsonaia sortzen... +char_selection-character_creation = Pertsonaia sortzea +char_selection-human_default = Gizakia lehenetsita +char_selection-level_fmt = { $level_nb }. maila +char_selection-uncanny_valley = Lurralde basatia +char_selection-plains_of_uncertainty = Ziurgabetasunaren lautada +char_selection-beard = Bizarra +char_selection-hair_style = Ilearen itxura +char_selection-hair_color = Ilearen kolorea +char_selection-eye_color = Begien kolorea +char_selection-skin = Azala +char_selection-eyeshape = Begien itxura +char_selection-accessories = Osagarriak +char_selection-create_info_name = Pertsonaiak izena behar du! +char_selection-version_mismatch = ADI! Zerbitzariaren bertsioa ez dator bat instalatuta duzunarekin. Baliteke bertsioak bateragarriak ez izatea. Jokoa eguneratu beharko zenuke. diff --git a/assets/voxygen/i18n/eu/common.ftl b/assets/voxygen/i18n/eu/common.ftl new file mode 100644 index 0000000..42d160c --- /dev/null +++ b/assets/voxygen/i18n/eu/common.ftl @@ -0,0 +1,109 @@ +common-username = erabiltzaile izena +common-singleplayer = Jokalari bakarra +common-multiplayer = Multijokalaria +common-servers = Zerbitzariak +common-quit = Irten +common-settings = Ezarpenak +common-languages = Hizkuntzak +common-interface = Interfazea +common-gameplay = Gameplay +common-controls = Kontrolak +common-video = Grafikoak +common-sound = Soinua +common-chat = Txata +common-networking = Sarea +common-resume = Jarraitu +common-characters = Pertsonaiak +common-close = Itxi +common-yes = Bai +common-no = Ez +common-back = Atzera +common-create = Sortu +common-okay = Ados +common-add = Gehitu +common-accept = Onartu +common-decline = Utzi +common-disclaimer = Adi +common-cancel = Ezeztatu +common-none = Bat ere ez +common-error = Errorea +common-fatal_error = Errore larria +common-you = Zu +common-automatic = Automatikoa +common-random = Ausazkoa +common-empty = Hutsik +common-confirm = Berretsi +common-delete_server = Ezabatu +common-interface_settings = Interfazearen ezarpenak +common-gameplay_settings = Gameplay ezarpenak +common-controls_settings = Kontrolen ezarpenak +common-video_settings = Grafikoen ezarpenak +common-sound_settings = Soinuaren ezarpenak +common-language_settings = Hizkuntzaren ezarpenak +common-chat_settings = Txataren ezarpenak +common-networking_settings = Sarearen ezarpenak +common-connection_lost = + Konexioa galdu duzu! + Zerbitzaria berrabiarazi da? + Jokoa eguneratuta duzu? +common-species-orc = Orkoa +common-species-human = Gizakia +common-species-dwarf = Dwarf +common-species-elf = Elfoa +common-species-draugr = Ez-hila +common-species-danari = Danari +common-weapons-axe = Aizkora +common-weapons-dagger = Daga +common-weapons-greatsword = Ezpatatzarra +common-weapons-shortswords = Ezpata motzak +common-weapons-sword = Ezpata +common-weapons-staff = Suzko makila +common-weapons-bow = Arkua +common-weapons-hammer = Mailua +common-weapons-general = Borroka orokorra +common-weapons-sceptre = Sanazio zetroa +common-weapons-shield = Ezkutua +common-weapons-spear = Lantza +common-weapons-hammer_simple = Oinarrizko mailua +common-weapons-sword_simple = Oinarrizko ezpata +common-weapons-staff_simple = Oinarrizko tramankulua +common-weapons-axe_simple = Oinarrizko aizkora +common-weapons-bow_simple = Oinarrizko arkua +common-weapons-unique = Esklusiboa +common-tool-debug = Arazketa +common-tool-farming = Nekazaritzako tresna +common-tool-pick = Pikotxa +common-tool-mining = Meatzaritza +common-tool-instrument = Instrumentua +common-kind-modular_component = Pieza modularra +common-kind-modular_component_partial = Pieza +common-kind-glider = Planeagailua +common-kind-consumable = Kontsumigarria +common-kind-throwable = Jaurtigarria +common-kind-utility = Tresna +common-kind-ingredient = Osagaia +common-kind-lantern = Argiontzia +common-hands-one = Esku bakarra +common-hands-two = Bi esku +common-rand_appearance = Ausazko itxura +common-rand_name = Ausazko izena +common-stats-combat_rating = BP +common-stats-power = Ahalmena +common-stats-speed = Abiadura +common-stats-range = Maila +common-stats-energy_efficiency = Energia eraginkortasuna +common-stats-buff_strength = Buff/Debuff indarra +common-stats-precision_mult = Kritiko biderkatzailea +common-stats-armor = Armadura +common-stats-poise_res = Orekarako gaitasuna +common-stats-energy_max = Gehienezko energia +common-stats-energy_reward = Energia saria +common-stats-precision_power = Kritiko indarra +common-stats-stealth = Isilpea +common-stats-slots = Sarbide lasterrak +common-material-metal = Metala +common-material-wood = Egurra +common-material-stone = Harria +common-material-cloth = Oihala +common-material-hide = Larrua +common-sprite-chest = Kutxa diff --git a/assets/voxygen/i18n/eu/esc_menu.ftl b/assets/voxygen/i18n/eu/esc_menu.ftl new file mode 100644 index 0000000..b0ccc21 --- /dev/null +++ b/assets/voxygen/i18n/eu/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Itxi saioa +esc_menu-quit_game = Itxi jokoa \ No newline at end of file diff --git a/assets/voxygen/i18n/eu/gameinput.ftl b/assets/voxygen/i18n/eu/gameinput.ftl new file mode 100644 index 0000000..263ce1b --- /dev/null +++ b/assets/voxygen/i18n/eu/gameinput.ftl @@ -0,0 +1,68 @@ +gameinput-primary = Eraso nagusia +gameinput-secondary = Bigarren erasoa +gameinput-swaploadout = Aldatu arma +gameinput-togglecursor = Erakutsi/ezkutatu kurtsorea +gameinput-help= Erakutsi/ezkutatu laguntza +gameinput-toggleinterface = Erakutsi/ezkutatu interfazea +gameinput-toggledebug = Erakutsi/ezkutatu FPS eta arazketa informazioa +gameinput-toggle_egui_debug = Erakutsi/ezkutatu EGUI arazketa informazioa +gameinput-togglechat = Erakutsi/ezkutatu txata +gameinput-screenshot = Atera pantaila argazkia +gameinput-toggleingameui = Erakutsi/ezkutatu jokalarien izenak +gameinput-fullscreen = Sartu/irten pantaila osotik +gameinput-block = Blokeatu +gameinput-slot1 = Sarbide azkarra 1 +gameinput-slot2 = Sarbide azkarra 2 +gameinput-slot3 = Sarbide azkarra 3 +gameinput-slot4 = Sarbide azkarra 4 +gameinput-slot5 = Sarbide azkarra 5 +gameinput-slot6 = Sarbide azkarra 6 +gameinput-slot7 = Sarbide azkarra 7 +gameinput-slot8 = Sarbide azkarra 8 +gameinput-slot9 = Sarbide azkarra 9 +gameinput-slot10 = Sarbide azkarra 10 +gameinput-moveforward = Mugitu aurrera +gameinput-moveleft = Mugitu ezkerretara +gameinput-moveright = Mugitu eskuinetara +gameinput-moveback = Mugitu atzera +gameinput-jump = Salto +gameinput-glide = Planeagailua +gameinput-roll = Itzulipurdia +gameinput-climb = Eskalatu +gameinput-climbdown = Jaitsi +gameinput-wallleap = Pareta saltoa +gameinput-togglelantern = Argiontzia +gameinput-mount = Igo +gameinput-chat = Txata +gameinput-command = Agindua +gameinput-escape = Ihes egin +gameinput-map = Mapa +gameinput-bag = Zorroa +gameinput-trade = Trukaketa +gameinput-social = Soziala +gameinput-sit = Eseri +gameinput-spellbook = Sorginkeria liburua +gameinput-settings = Ezarpenak +gameinput-respawn = Birsortu +gameinput-charge = Kargatu +gameinput-togglewield = Arma +gameinput-interact = Elkarreragin +gameinput-freelook = Ikuspegi librea +gameinput-autowalk = Automatikoki oinez ibili/igeri egin +gameinput-cameraclamp = Camera Clamp +gameinput-dance = Dantzatu +gameinput-select = Aukeratu entitatea +gameinput-acceptgroupinvite = Onartu talde gonbidapena +gameinput-declinegroupinvite = Ukatu talde gonbidapena +gameinput-cyclecamera = Aldatu kamera +gameinput-crafting = Sortzen +gameinput-fly = Hegan egin +gameinput-sneak = Makurtu +gameinput-swimdown = Igeri egin beherantz +gameinput-swimup = Igeri egin gorantz +gameinput-mapzoomin = Handiagotu mapa +gameinput-mapzoomout = Txikiagotu mapa +gameinput-greet = Agurtu +gameinput-map-locationmarkerbutton = Ezarri puntu bat mapan +gameinput-spectatespeedboost = Mugitu azkarrago ikusle moduan +gameinput-spectateviewpoint = Ikusle moduaren ikuspegia diff --git a/assets/voxygen/i18n/eu/hud/ability.ftl b/assets/voxygen/i18n/eu/hud/ability.ftl new file mode 100644 index 0000000..f35c943 --- /dev/null +++ b/assets/voxygen/i18n/eu/hud/ability.ftl @@ -0,0 +1,8 @@ +common-abilities-debug-possess = Gezi kontrolatzailea + .desc = Gezi pozoitsua jaurtitzen du. Zure helburua kontrolatzea ahalbidetzen dizu. +common-abilities-bow-shotgun = Tiro sorta + .desc = Gezi tiro sorta jaurtitzen du. +common-abilities-staff-fireshockwave = Suzko eraztuna + .desc = Su ematen dio lurrari, talka uhin sutsu batekin. +common-abilities-sceptre-wardingaura = Babes aura + .desc = Babestu zure aliatuak etsaien erasoetatik. diff --git a/assets/voxygen/i18n/eu/hud/bag.ftl b/assets/voxygen/i18n/eu/hud/bag.ftl new file mode 100644 index 0000000..d2d7d30 --- /dev/null +++ b/assets/voxygen/i18n/eu/hud/bag.ftl @@ -0,0 +1,36 @@ +hud-bag-inventory = { $playername }(r)en inbentarioa +hud-bag-stats_title = { $playername }(r)en estatistikak +hud-bag-armor = Armadura +hud-bag-stats = Estatistikak +hud-bag-head = Burua +hud-bag-neck = Lepoa +hud-bag-tabard = Tabarda +hud-bag-shoulders = Sorbaldak +hud-bag-chest = Bularra +hud-bag-hands = Eskuak +hud-bag-lantern = Argiontzia +hud-bag-glider = Planeagailua +hud-bag-belt = Gerrikoa +hud-bag-ring = Eraztuna +hud-bag-back = Bizkarra +hud-bag-legs = Hankak +hud-bag-feet = Oinak +hud-bag-mainhand = Esku nagusia +hud-bag-offhand = Bigarren eskua +hud-bag-inactive_mainhand = Esku nagusia inaktibo +hud-bag-inactive_offhand = Bigarren eskua inaktibo +hud-bag-swap_equipped_weapons_title = Aldatu aukeratutako arma +hud-bag-swap_equipped_weapons_desc = Sakatu { $key } +hud-bag-bag = Zorroa +hud-bag-health = Osasuna +hud-bag-energy = Energia +hud-bag-combat_rating = Borroka maila +hud-bag-protection = Babesa +hud-bag-stun_res = Kolpeen aurkako indarra +hud-bag-stealth = Isilpea +hud-bag-combat_rating_desc = Ekipamendua eta osasunaren arabera kalkulatua +hud-bag-protection_desc = Armaduraren babesa. +hud-bag-stun_res_desc = Bata bestearen atzetik jasotako kolpeei aurre egiteko indarra. Energia bezala berreskuratzen da. +hud-bag-sort_by_name = Ordenatu izenaren arabera +hud-bag-sort_by_quality = Ordenatu kalitatearen arabera +hud-bag-sort_by_category = Ordenatu kategoriaren arabera diff --git a/assets/voxygen/i18n/eu/hud/char_window.ftl b/assets/voxygen/i18n/eu/hud/char_window.ftl new file mode 100644 index 0000000..6b536b7 --- /dev/null +++ b/assets/voxygen/i18n/eu/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Pertsonaiaren izena +character_window-character_stats = + Erresistentzia + + Sasoia + + Borondatea + + Babesa diff --git a/assets/voxygen/i18n/eu/hud/chat.ftl b/assets/voxygen/i18n/eu/hud/chat.ftl new file mode 100644 index 0000000..e3f3e76 --- /dev/null +++ b/assets/voxygen/i18n/eu/hud/chat.ftl @@ -0,0 +1,36 @@ +hud-chat-all = Denak +hud-chat-chat_tab_hover_tooltip = Egin klik eskuineko botoiarekin ezarpenak irekitzeko. +hud-chat-online_msg = { "[" }{ $name }] sartu da +hud-chat-offline_msg = { "[" }{ $name }] irten da +hud-chat-default_death_msg = { "[" }{ $name }] hil da +hud-chat-fall_kill_msg = { "[" }{ $name }] altuera garaitik erorita hil da +hud-chat-suicide_msg = { "[" }{ $name }]-(e)k bere buruaz beste egin du +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] kiskalita hil da [{ $attacker }]-(e)ren erruz + .bleeding = { "[" }{ $victim }] odolustuta hil da [{ $attacker }]-(e)ren erruz + .curse = { "[" }{ $victim }] sorginduta hil da [{ $attacker }]-(e)ren erruz + .crippled = { "[" }{ $victim }] larriki zaurituta hil da [{ $attacker }]-(e)ren erruz + .frozen = { "[" }{ $victim }] izoztuta hil da [{ $attacker }]-(e)ren erruz +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }](e)k [{ $victim }] garaitu du +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }](e)k [{ $victim }] tiroz hil du +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }](e)k [{ $victim }] leherrarazi du +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }](e)k [{ $victim }] magiaz hil du +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] kiskalita hil da + .bleeding = { "[" }{ $victim }] odolustuta hil da + .curse = { "[" }{ $victim }] sorginduta hil da + .crippled = { "[" }{ $victim }] larriki zaurituta hil da + .frozen = { "[" }{ $victim }] izoztuta hil da +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }], { $attacker }(e)k eragindako kiskalita hil da(e)n erruz hil da + .bleeding = { "[" }{ $victim }], { $attacker }(e)k eragindako odolustuta hil da(e)n erruz hil da + .curse = { "[" }{ $victim }], { $attacker }(e)k eragindako sorginduta hil da(e)n erruz hil da + .crippled = { "[" }{ $victim }], { $attacker }(e)k eragindako larriki zaurituta hil da(e)n erruz hil da + .frozen = { "[" }{ $victim }], { $attacker }(e)k eragindako izoztuta hil da(e)n erruz hil da +hud-chat-npc_melee_kill_msg = { $attacker }-(e)k [{ $victim }] hil du +hud-chat-npc_ranged_kill_msg = { $attacker }-(e)k [{ $victim }] tiroz hil du +hud-chat-npc_explosion_kill_msg = { $attacker }-(e)k [{ $victim }] leherrarazi du +hud-chat-npc_energy_kill_msg = { $attacker }-(e)k [{ $victim }] magiaz hil du +hud-chat-npc_other_kill_msg = { $attacker }-(e)k [{ $victim }] hil du +hud-chat-goodbye = Agur! +hud-chat-connection_lost = Konexioa galdu duzu. { $time } segundo barru kanporatua izango zara. diff --git a/assets/voxygen/i18n/eu/hud/crafting.ftl b/assets/voxygen/i18n/eu/hud/crafting.ftl new file mode 100644 index 0000000..4e1a2ed --- /dev/null +++ b/assets/voxygen/i18n/eu/hud/crafting.ftl @@ -0,0 +1,45 @@ +hud-crafting = Artisautza +hud-crafting-recipes = Errezetak +hud-crafting-ingredients = Osagaiak: +hud-crafting-craft = Sortu +hud-crafting-craft_all = Sortu denak +hud-crafting-salvaging_station = Desmuntatzeko mahaia +hud-crafting-campfire = Sua +hud-crafting-tool_cata = Beharrezko tresneria: +hud-crafting-req_crafting_station = Beharrezko tresneria: +hud-crafting-anvil = Ingudea +hud-crafting-cauldron = Pertza +hud-crafting-cooking_pot = Kozinatzeko lapikoa +hud-crafting-crafting_bench = Lan mahaia +hud-crafting-forge = Burdinola +hud-crafting-loom = Ehungailua +hud-crafting-spinning_wheel = Gorua +hud-crafting-tanning_rack = Larrua lantzeko tresna +hud-crafting-tabs-all = Denak +hud-crafting-tabs-armor = Armadura +hud-crafting-dismantle_title = Desmuntatu +hud-crafting-dismantle_explanation = + Aukeratu zure zorroko itemak + zer desmunta dezakezun ikusteko. + + Egin klik-bikoitza desmuntatzen hasteko. +hud-crafting-tabs-dismantle = Desegin +hud-crafting-tabs-food = Janaria +hud-crafting-tabs-glider = Planeagailuak +hud-crafting-tabs-potion = Edabeak +hud-crafting-tabs-tool = Tresnak +hud-crafting-tabs-utility = Utilitateak +hud-crafting-tabs-weapon = Armak +hud-crafting-tabs-bag = Zorroak +hud-crafting-tabs-processed_material = Materialak +hud-crafting-modular_desc = Askatu piezak hemen armak eraikitzeko +hud-crafting-mod_weap_prim_slot_title = Armaren pieza nagusia +hud-crafting-mod_weap_prim_slot_desc = Kokatu armaren pieza nagusia hemen (adb. ezpataren xafla, arkuaren haria, edo aizkoraren burua). +hud-crafting-mod_weap_sec_slot_title = Armaren pieza laguntzailea +hud-crafting-mod_weap_sec_slot_desc = Kokatu armaren bigarren pieza hemen (adb. ezpataren, arkuaren edo aizkoraren heldulekua). +hud-crafting-mod_comp_metal_prim_slot_title = Metalezko lingotea +hud-crafting-mod_comp_metal_prim_slot_desc = Kontuan izan metal jakin batzuk bakarrik erabili daitezkeela armak sortzeko. +hud-crafting-mod_comp_wood_prim_slot_title = Egurra +hud-crafting-mod_comp_wood_prim_slot_desc = Kontuan izan egur mota jakin batzuk bakarrik erabil daitezkeela armak sortzeko. +hud-crafting-mod_comp_sec_slot_title = Animalia jatorrikoa +hud-crafting-mod_comp_sec_slot_desc = Hautazkoa. Animaliengandik lortutako zenbait lehengai armak hobetzeko erabil daitezke. diff --git a/assets/voxygen/i18n/eu/hud/group.ftl b/assets/voxygen/i18n/eu/hud/group.ftl new file mode 100644 index 0000000..0a3ade5 --- /dev/null +++ b/assets/voxygen/i18n/eu/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Taldea +hud-group-invite_to_join = [{ $name }](e)k taldera gonbidatu zaitu! +hud-group-invite_to_trade = [{ $name }](e)k zurekin zerbait trukatu nahi du!. +hud-group-invite = Gonbidatu +hud-group-kick = Kanporatu +hud-group-assign_leader = Aukeratu liderra +hud-group-leave = Utzi taldea +hud-group-dead = Hilda +hud-group-out_of_range = Irismen eremutik kanpo +hud-group-add_friend = Gehitu lagunen zerrendara +hud-group-link_group = Lotu taldeak +hud-group-in_menu = Menuan +hud-group-members = Taldeko kideak \ No newline at end of file diff --git a/assets/voxygen/i18n/eu/hud/map.ftl b/assets/voxygen/i18n/eu/hud/map.ftl new file mode 100644 index 0000000..6f597f5 --- /dev/null +++ b/assets/voxygen/i18n/eu/hud/map.ftl @@ -0,0 +1,35 @@ +hud-map-map_title = Mapa +hud-map-qlog_title = Erronkak +hud-map-topo_map = Topografikoa +hud-map-difficulty = Zailtasuna +hud-map-towns = Herriak +hud-map-castles = Gazteluak +hud-map-dungeons = Ziegak +hud-map-caves = Kobak +hud-map-cave = Koba +hud-map-peaks = Mendiak +hud-map-biomes = Biomak +hud-map-voxel_map = Voxel mapa +hud-map-trees = Zuhaitz erraldoiak +hud-map-tree = Zuhaitz erraldoia +hud-map-town = Herria +hud-map-castle = Gaztelua +hud-map-dungeon = Ziega +hud-map-difficulty_dungeon = + Ziega + + Zailtasuna: { $difficulty } +hud-map-drag = Arrastatu +hud-map-zoom = Zoom +hud-map-mid_click = Jarri markatzailea +hud-map-recenter = Zentratu +hud-map-marked_location = Markatutako kokalekua +hud-map-marked_location_remove = Egin klik kentzeko +hud-map-change_map_mode = Aldatu mapa mota +hud-map-toggle_minimap_voxel = Erakutsi edo ezkutatu minimapa +hud-map-zoom_minimap_explanation = + Handiagotu minimapa zure ingurua + hobeto ikusteko +hud-map-chapel_site = Itsasoko Kapera +hud-map-placed_by = { $name }(e)k jarria + diff --git a/assets/voxygen/i18n/eu/hud/misc.ftl b/assets/voxygen/i18n/eu/hud/misc.ftl new file mode 100644 index 0000000..aafc1db --- /dev/null +++ b/assets/voxygen/i18n/eu/hud/misc.ftl @@ -0,0 +1,46 @@ +hud-do_not_show_on_startup = Ez erakutsi hau jokoa hastean +hud-show_tips = Erakutsi aholkuak +hud-quests = Misioak +hud-you_died = Hil zara +hud-waypoint_saved = Kontrol puntua gorde da +hud-sp_arrow_txt = SP +hud-inventory_full = Inbentarioa beteta +hud-someone_else = beste norbait +hud-another_group = beste talde bat +hud-owned_by_for_secs = { $name }(r)ena { $secs } segundoz +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] kontrolak +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] argiontzia +hud-press_key_to_show_debug_info_fmt = Sakatu { $key } arazketa informazioa ikusteko +hud-press_key_to_toggle_keybindings_fmt = Sakatu { $key } laster teklak erakutsi edo ezkutatzeko +hud-press_key_to_toggle_debug_info_fmt = Sakatu { $key } arazketa informazioa erakutsi edo ezkutatzeko +hud-press_key_to_respawn = Sakatu { $key } azken gordetze puntura itzultzeko. +hud-tutorial_btn = Tutoriala +hud-tutorial_click_here = Sakatu [ { $key } ] kurtsorea askatzeko, eta egin klik botoi honetan! +hud-tutorial_elements = Artisautza +hud-temp_quest_headline = Ongi etorri bidaiari! +hud-temp_quest_text = + Zure bidaiari ekiteko, miatu herrixka eta bildu hornigai batzuk. + + Ez izan beldurrik behar duzun guztia hartzeko! + + Begiratu pantailaren beheko eskuineko aldera, eta, besteak beste, zorroa, elaborazio-menua eta mapa aurkituko dituzu. + + Elaborazio estazioek armadurak, armak, janaria eta askoz gehiago sortzeko aukera ematen dizute! + + Hiri inguruan animali basatien larrua lor dezakezu, munduko arriskuetatik babestuko zaituen armadura egiteko. + + Prest zaudenean, ekin mapan markatutako ziegak eta haitzuloak ikertzeari! +hud-spell = Sorginkeriak +hud-diary = Egunerokoa +hud-free_look_indicator = Ikuspegi librea aktibo. Sakatu { $key } desaktibatzeko. +hud-camera_clamp_indicator = Kamera finko bertikala aktibo. Sakatu { $key } desaktibatzeko. +hud-auto_walk_indicator = Autoibiltzea aktibo. +hud-collect = Jaso +hud-pick_up = Hartu +hud-open = Ireki +hud-use = Erabili +hud-mine = Meatzatu +hud-talk = Hitz egin +hud-trade = Trukatu +hud-mount = Igo +hud-sit = Eseri diff --git a/assets/voxygen/i18n/eu/hud/quest.ftl b/assets/voxygen/i18n/eu/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/eu/hud/sct.ftl b/assets/voxygen/i18n/eu/hud/sct.ftl new file mode 100644 index 0000000..adc481a --- /dev/null +++ b/assets/voxygen/i18n/eu/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Esp +hud-sct-block = BLOKEATUTA diff --git a/assets/voxygen/i18n/eu/hud/settings.ftl b/assets/voxygen/i18n/eu/hud/settings.ftl new file mode 100644 index 0000000..0b7eb12 --- /dev/null +++ b/assets/voxygen/i18n/eu/hud/settings.ftl @@ -0,0 +1,136 @@ +hud-settings-general = Orokorra +hud-settings-none = Bat ere ez +hud-settings-press_behavior-toggle = Aukeratu +hud-settings-press_behavior-hold = Mantendu +hud-settings-help_window = Laguntza leihoa +hud-settings-debug_info = Arazketa informazioa +hud-settings-show_hitboxes = Erakutsi kolpe kutxak +hud-settings-show_chat = Erakutsi txata +hud-settings-show_hotkey_hints = Erakutsi laster tekla aholkuak +hud-settings-tips_on_startup = Aholkuak hasieran +hud-settings-ui_scale = UI eskala +hud-settings-relative_scaling = Eskalatze erlatiboa +hud-settings-custom_scaling = Eskalatze pertsonalizatua +hud-settings-crosshair = Mira +hud-settings-opacity = Opakotasuna +hud-settings-hotbar = Sarbide azkarren barra +hud-settings-toggle_shortcuts = Aldatu laster teklak +hud-settings-buffs_skillbar = Egoerak abilezia barran +hud-settings-buffs_mmap = Egoerak minimapan +hud-settings-toggle_bar_experience = Erakutsi/ezkutatu esperientzia barra +hud-settings-scrolling_combat_text = Borroka testu irristagarria +hud-settings-incoming_damage = Jasotako kaltea +hud-settings-damage_accumulation_duration = Kaltearen pilaketaren iraupena +hud-settings-incoming_damage_accumulation_duration = Jasotako kaltearen pilaketaren iraupena +hud-settings-round_damage = Borobildu kaltea +hud-settings-speech_bubble = Hizketa burbuila +hud-settings-speech_bubble_self = Erakutsi norberaren hizketa burbuilak +hud-settings-speech_bubble_dark_mode = Hizketa burbuilak modu ilunean +hud-settings-speech_bubble_icon = Hizketa burbuilen ikonoa +hud-settings-energybar_numbers = Zenbakiak energia barran +hud-settings-always_show_bars = Erakutsi beti energia barra +hud-settings-experience_numbers = Esperientzia zenbakiak +hud-settings-accumulate_experience = Pilatutako esperientzia zenbakiak +hud-settings-values = Balioak +hud-settings-percentages = Egunekoak +hud-settings-chat = Txata +hud-settings-background_opacity = Atzeko planoaren opakotasuna +hud-settings-chat_character_name = Jokalarien izenak txatean +hud-settings-loading_tips = Kargatze pantailan aholkuak erakutsi +hud-settings-reset_interface = Berrezarri lehenetsiak +hud-settings-pan_sensitivity = Mugimendu panoramikoaren sentikortasuna +hud-settings-zoom_sensitivity = Zoomaren sentikortasuna +hud-settings-camera_clamp_angle = Kamera bertikalaren modu finkorako angelua +hud-settings-invert_scroll_zoom = Alderantzikatu zoomaren korritzea +hud-settings-invert_mouse_y_axis = Alderantzikatu xaguaren Y ardatza +hud-settings-invert_controller_y_axis = Alderantzikatu agintearen Y ardatza +hud-settings-enable_mouse_smoothing = Kameraren leuntzea +hud-settings-free_look_behavior = Ikuspegi librearen portaera +hud-settings-auto_walk_behavior = Autoibiltzearen portaera +hud-settings-camera_clamp_behavior = Kamera finkoaren portaera +hud-settings-stop_auto_walk_on_input = Geratu autoibiltzea mugitzean +hud-settings-player_physics_behavior = Jokalariaren fisikak (esperimentala) +hud-settings-auto_camera = Kamera automatikoa +hud-settings-bow_zoom = Zoom maila arkua erabiltzean +hud-settings-reset_gameplay = Berrezarri lehenetsiak +hud-settings-view_distance = Errenderizazio distantzia +hud-settings-entity_view_distance = Entitateen errenderizazio distantzia +hud-settings-lod_distance = Xehetasun distantzia +hud-settings-sprites_view_distance = Sprite-en errenderizazio distantzia +hud-settings-entities_detail_distance = Entitateen xehetasun distantzia +hud-settings-maximum_fps = Gehienezko FPSak +hud-settings-background_fps = Atzealdeko FPSak +hud-settings-present_mode = Aurkezpen modua +hud-settings-present_mode-vsync_capped = Vsync mugatua +hud-settings-present_mode-vsync_uncapped = Vsync mugagabea +hud-settings-present_mode-vsync_off = Vsync itzalita +hud-settings-fov = Ikuspegi eremua (gradutan) +hud-settings-gamma = Gamma +hud-settings-exposure = Esposizioa +hud-settings-ambiance = Ingurugiroaren distira +hud-settings-antialiasing_mode = AntiAliasing modua +hud-settings-upscale_factor = Barneko bereizmena +hud-settings-cloud_rendering_mode = Hodeiak errenderizatzeko modua +hud-settings-fluid_rendering_mode = Fluidoak errenderizatzeko modua +hud-settings-cloud_rendering_mode-minimal = Gutxienekoa +hud-settings-cloud_rendering_mode-low = Baxua +hud-settings-cloud_rendering_mode-medium = Ertaina +hud-settings-cloud_rendering_mode-high = Altua +hud-settings-cloud_rendering_mode-ultra = Ultra +hud-settings-fullscreen = Pantaila osoa +hud-settings-fullscreen_mode = Pantaila osoko modua +hud-settings-fullscreen_mode-exclusive = Esklusiboa +hud-settings-fullscreen_mode-borderless = Ertzik gabea +hud-settings-gpu_profiler = Aktibatu GPU timing-a (ez da bateragarria sistema guztiekin) +hud-settings-particles = Partikulak +hud-settings-lossy_terrain_compression = Lurraren konpresioa +hud-settings-weapon_trails = Armen arrastoa +hud-settings-flashing_lights = Argi dirdira azkarrak +hud-settings-flashing_lights_info = Mota guztietako argi dirdirak desaktibattzen ditu, adibidez tximisten eztanda argia. +hud-settings-resolution = Bereizmena +hud-settings-rain_occlusion-resolution = Euriaren oklusio bereizmena +hud-settings-bit_depth = Bit sakonera +hud-settings-refresh_rate = Freskatze maiztasuna +hud-settings-lighting_rendering_mode = Argia errenderizatzeko modua +hud-settings-lighting_rendering_mode-ashikhmin = A motakoa - Altua +hud-settings-lighting_rendering_mode-blinnphong = B motakoa - Ertaina +hud-settings-lighting_rendering_mode-lambertian = L motakoa - Arina +hud-settings-shadow_rendering_mode = Itzalak errenderizatzeko modua +hud-settings-shadow_rendering_mode-none = Bat ere ez +hud-settings-shadow_rendering_mode-cheap = Arina +hud-settings-shadow_rendering_mode-map = Mapa +hud-settings-shadow_rendering_mode-map-resolution = Bereizmena +hud-settings-lod_detail = LoD xehetasunak +hud-settings-save_window_size = Gorde leihoaren tamaina +hud-settings-reset_graphics = Berreskuratu lehenetsiak +hud-settings-bloom = Kameraren efektua +hud-settings-point_glow = Puntu disdira +hud-settings-master_volume = Bolumen nagusia +hud-settings-inactive_master_volume_perc = Leiho inaktiboaren bolumena +hud-settings-music_volume = Musikaren bolumena +hud-settings-sound_effect_volume = Soinu efektuen bolumena +hud-settings-ambience_volume = Giroko musikaren bolumena +hud-settings-music_spacing = Musikaren tartekatzea +hud-settings-audio_device = Audio gailuak +hud-settings-reset_sound = Berrezarri lehenetsiak +hud-settings-english_fallback = Erakutsi ingelesez falta diren itzulpenak +hud-settings-awaitingkey = Sakatu tekla bat... +hud-settings-unbound = Bat ere ez +hud-settings-reset_keybinds = Berrezarri lehenetsiak +hud-settings-chat_tabs = Txataren fitxak +hud-settings-label = Etiketa: +hud-settings-delete = Ezabatu +hud-settings-show_all = Erakutsi denak +hud-settings-messages = Mezuak +hud-settings-activity = Ekintzak +hud-settings-death = Heriotza +hud-settings-group = Taldea +hud-settings-faction = Fakzioa +hud-settings-world = Mundua +hud-settings-region = Eremua +hud-settings-say = Esan +hud-settings-all = Denak +hud-settings-group_only = Taldean bakarrik +hud-settings-reset_chat = Berrezarri lehenetsiak +hud-settings-third_party_integrations = Hirugarrengoekin integrazioa +hud-settings-enable_discord_integration = Aktibatu Discord-ekin integrazioa diff --git a/assets/voxygen/i18n/eu/hud/skills.ftl b/assets/voxygen/i18n/eu/hud/skills.ftl new file mode 100644 index 0000000..43bded4 --- /dev/null +++ b/assets/voxygen/i18n/eu/hud/skills.ftl @@ -0,0 +1,128 @@ +hud-rank_up = Abilezia puntu berria +hud-skill-sp_available = { $number } AP-a erabilgarri +hud-skill-not_unlocked = Desblokeatu gabe +hud-skill-req_sp = + { "\u000A" } + + Kostua: { $number } AP +hud-skill-unlck_sword_title = Ezpata desblokeatu +hud-skill-unlck_sword = Ezpataren abilezia zuhaitza desblokeatzen du{ $SP } +hud-skill-unlck_axe_title = Aizkora desblokeatu +hud-skill-unlck_axe = Aizkoraren abilezia zuhaitza desblokeatzen du{ $SP } +hud-skill-unlck_hammer_title = Mailua desblokeatu +hud-skill-unlck_hammer = Mailuaren abilezia zuhaitza desblokeatzen du{ $SP } +hud-skill-unlck_bow_title = Arkua desblokeatu +hud-skill-unlck_bow = Arkuaren abilezia zuhaitza desblokeatzen du{ $SP } +hud-skill-unlck_staff_title = Makila desblokeatu +hud-skill-unlck_staff = Makilaren abilezia zuhaitza desblokeatzen du{ $SP } +hud-skill-unlck_sceptre_title = Zetroa desblokeatu +hud-skill-unlck_sceptre = Zetroaren abilezia zuhaitza desblokeatzen du{ $SP } +hud-skill-climbing_title = Eskalada +hud-skill-climbing = Gorago jauzi egin +hud-skill-climbing_cost_title = Eskalatzearen balioa +hud-skill-climbing_cost = Eskalatzeak %{ $boost } energia gutxiago erabiltzen du{ $SP } +hud-skill-climbing_speed_title = Eskalatzearen abiadura +hud-skill-climbing_speed = Eskalatu %{ $boost } azkarrago { $SP } +hud-skill-swim_title = Igeriketa +hud-skill-swim = Ingurune bustietan mugitu +hud-skill-swim_speed_title = Igeriketaren abiadura +hud-skill-swim_speed = Igeri egin %{ $boost } azkarrago{ $SP } +hud-skill-sc_lifesteal_title = Izpi bizi xurgatzailea +hud-skill-sc_lifesteal = Etsaiei osasuna xurgatu +hud-skill-sc_lifesteal_damage_title = Mina +hud-skill-sc_lifesteal_damage = Eragin %{ $boost } min gehiago{ $SP } +hud-skill-sc_lifesteal_range_title = Irismena +hud-skill-sc_lifesteal_range = Zure izpia %{ $boost } urrunago iristen da{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Bizi xurgatzailea +hud-skill-sc_lifesteal_lifesteal = Bihurtu minaren %{ $boost } gehigarria osasunean{ $SP } +hud-skill-sc_lifesteal_regen_title = Energia leheneratzea +hud-skill-sc_lifesteal_regen = Leheneratu energia %{ $boost } gehigarrian{ $SP } +hud-skill-sc_heal_title = Aura sendalaria +hud-skill-sc_heal = Senda itzazu aliatuak arerioen odola erabilita; konboa beharrezkoa da aktibatzeko +hud-skill-sc_heal_heal_title = Sendatu +hud-skill-sc_heal_heal = Sendatzen zaren kopurua %{ $boost } areagotzen da{ $SP } +hud-skill-sc_heal_cost_title = Energia balioa +hud-skill-sc_heal_cost = Sendatzeak %{ $boost } energia gutxiago erabiltzen du { $SP } +hud-skill-sc_heal_duration_title = Iraupena +hud-skill-sc_heal_duration = Zure Aura Sendalariaren efektuak %{ $boost } gehiago irauten du{ $SP } +hud-skill-sc_heal_range_title = Erradioa +hud-skill-sc_heal_range = Zure Aura Sendalaria %{ $boost } urrunago iristen da{ $SP } +hud-skill-sc_wardaura_unlock_title = Aura babesgarria desblokeatu +hud-skill-sc_wardaura_unlock = Aliatuak arerioen erasoengandik babestea ahalbidetzen dizu{ $SP } +hud-skill-sc_wardaura_strength_title = Indarra +hud-skill-sc_wardaura_strength = Zure babesaren indarra %{ $boost }areagotzen da{ $SP } +hud-skill-sc_wardaura_duration_title = Iraupena +hud-skill-sc_wardaura_duration = Zure babesaren iraupena %{ $boost } areagotzen da{ $SP } +hud-skill-sc_wardaura_range_title = Erradioa +hud-skill-sc_wardaura_range = Zure babesa %{ $boost }urrunago iristen da{ $SP } +hud-skill-sc_wardaura_cost_title = Energia balioa +hud-skill-sc_wardaura_cost = Babesa sortzeak %{ $boost } energia gutxiago eskatzen du{ $SP } +hud-skill-st_shockwave_range_title = Uhin sismikoaren irismena +hud-skill-st_shockwave_range = irismenetik kanpo egon ohi ziren gauzak jaurti; irismena areagotuta { $boost }%{ $SP } +hud-skill-st_shockwave_cost_title = Uhin sismikoaren balioa +hud-skill-st_shockwave_cost = Herritar babesgabeak jaurtitzeko beharrezko energia murriztu %{ $boost }-n{ $SP } +hud-skill-st_shockwave_knockback_title = Uhin sismikoaren indarra +hud-skill-st_shockwave_knockback = Jaurtitze indarra areagotu %{ $boost }-n { $SP } +hud-skill-st_shockwave_damage_title = Uhin sismikoaren mina +hud-skill-st_shockwave_damage = Eragindako mina %{ $boost } areagotzen da { $SP } +hud-skill-st_shockwave_unlock_title = Uhin sismikoa desblokeatu +hud-skill-st_shockwave_unlock = Arerioak sua erabilita jaurtitzeko ahalmena desblokeatzen du{ $SP } +hud-skill-st_flamethrower_title = Su jaurtigailua +hud-skill-st_flamethrower = Sua jaurti, friji itzazu guztiak +hud-skill-st_flame_velocity_title = Garraren abiadura +hud-skill-st_flame_velocity = Sua bizkorrago jaurtitzen du, %{ $boost } bizkorrago{ $SP } +hud-skill-st_flamethrower_range_title = Su jaurtigailuaren irismena +hud-skill-st_flamethrower_range = Garrak iristen ez direnetarako, % { $boost } urrunago heltzen dira{ $SP } +hud-skill-st_energy_drain_title = Energia drainatzea +hud-skill-st_energy_drain = Energia drainatzen den abiadura %{ $boost } murrizten da{ $SP } +hud-skill-st_flamethrower_damage_title = Su jaurtigaluaren mina +hud-skill-st_flamethrower_damage = Mina %{ $boost } areagotzen du{ $SP } +hud-skill-st_explosion_radius_title = Eztandaren erradioa +hud-skill-st_explosion_radius = Geroz eta handiagoa, hobeto, eztandaren erradioa % { $boost } areagotzen du{ $SP } +hud-skill-st_energy_regen_title = Energia berreskuratzea +hud-skill-st_energy_regen = Energia berreskuratzea % { $boost } areagotzen du{ $SP } +hud-skill-st_fireball_title = Suzko bola +hud-skill-st_fireball = Inpaktatzerakoan eztanda egiten duen suzko bola jaurtitzen du +hud-skill-st_damage_title = Mina +hud-skill-st_damage = Mina % { $boost }areagotzen du{ $SP } +hud-skill-bow_projectile_speed_title = Jaurtigaiaren abiadura +hud-skill-bow_projectile_speed = Geziak %{ $boost } urrunago eta azkarrago jaurtitzea ahalbidetzen du { $SP } +hud-skill-bow_charged_title = Kargatutako tiroa +hud-skill-bow_charged = Gehiegi itxaron duzulako +hud-skill-bow_charged_damage_title = Kargatutako mina +hud-skill-bow_charged_damage = Mina % { $boost } areagotzen du{ $SP } +hud-skill-bow_charged_energy_regen_title = Kargatutako berreskuratzea +hud-skill-bow_charged_energy_regen = Energia berreskuratzea % { $boost } areagotzen du{ $SP } +hud-skill-bow_charged_knockback_title = Kargatutako indarra +hud-skill-bow_charged_knockback = Jaurti arerioak % { $boost }urrunago { $SP } +hud-skill-bow_charged_speed_title = Kargatutako abiadura +hud-skill-bow_charged_speed = Erasoa kargatzeko abiadura %{ $boost } areagotzen du{ $SP } +hud-skill-bow_charged_move_title = Kargatutako mugimendu abiadura +hud-skill-bow_charged_move = Erasoa kargatu bitartean, zure abiadura % { $boost }areagotzen du{ $SP } +hud-skill-bow_repeater_title = Errepikagailua +hud-skill-bow_repeater = Azkarrago tirokatzen duzu tiro egiten denbora gehiago eman ahala +hud-skill-bow_repeater_damage_title = Errepikagailuaren mina +hud-skill-bow_repeater_damage = Eragindako mina % { $boost } areagotzen du{ $SP } +hud-skill-bow_repeater_cost_title = Errepikagailuaren balioa +hud-skill-bow_repeater_cost = Errepikagailuan bilakatzeko beharrezko energia balioa % { $boost } murrizten du{ $SP } +hud-skill-bow_repeater_speed_title = Errepigailuaren abiadura +hud-skill-bow_repeater_speed = Geziak tirokatzeko abiadura % { $boost } areagotzen du{ $SP } +hud-skill-bow_shotgun_unlock_title = Eskopeta desblokeatu +hud-skill-bow_shotgun_unlock = Tiro bakarrarekin hainbat gezi tirokatzeko abilezia desblokeatzen du{ $SP } +hud-skill-bow_shotgun_damage_title = Eskopetaren mina +hud-skill-bow_shotgun_damage = Eragindako mina % { $boost } areagotzen du{ $SP } +hud-skill-bow_shotgun_cost_title = Eskopetaren balioa +hud-skill-bow_shotgun_cost = Eskopetaren balioa % { $boost } murrizten du{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Eskopeta geziak +hud-skill-bow_shotgun_arrow_count = Tiro bakoitzean jaurtitako geziak { $boost } areagotzen ditu{ $SP } +hud-skill-bow_shotgun_spread_title = Eskopetaren zabaltzea +hud-skill-bow_shotgun_spread = Gezien zabaltzea % { $boost } murrizten du{ $SP } +hud-skill-mining_title = Meatzaritza +hud-skill-pick_strike_title = Pika erasoa +hud-skill-pick_strike = Jo itzazu arrokak pikaren mea, harribitxiak eta esperientzia lortzeko +hud-skill-pick_strike_speed_title = Pika erasoaren abiadura +hud-skill-pick_strike_speed = Minatu arrokak azkarrago{ $SP } +hud-skill-pick_strike_oregain_title = Pika erasoaren mea ustiapena +hud-skill-pick_strike_oregain = Mea gehiago eskuratzeko aukera irabazi (%{ $boost } mailako){ $SP } +hud-skill-pick_strike_gemgain_title = Pika erasoaren harribitxi ustiapena +hud-skill-pick_strike_gemgain = Harribitxi gehiago eskuratzeko aukera irabazi (%{ $boost } mailako){ $SP } diff --git a/assets/voxygen/i18n/eu/hud/social.ftl b/assets/voxygen/i18n/eu/hud/social.ftl new file mode 100644 index 0000000..257ba29 --- /dev/null +++ b/assets/voxygen/i18n/eu/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = Jokalari gehiago +hud-social-online = Online: +hud-social-friends = Lagunak +hud-social-not_yet_available = Oraindik ez dago erabilgarri +hud-social-faction = Taldea +hud-social-play_online_fmt = { $nb_player } jokalari daude online +hud-social-name = Izena +hud-social-level = Maila +hud-social-zone = Ingurua +hud-social-account = Kontua diff --git a/assets/voxygen/i18n/eu/hud/subtitles.ftl b/assets/voxygen/i18n/eu/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/eu/hud/trade.ftl b/assets/voxygen/i18n/eu/hud/trade.ftl new file mode 100644 index 0000000..7c18626 --- /dev/null +++ b/assets/voxygen/i18n/eu/hud/trade.ftl @@ -0,0 +1,31 @@ +hud-trade-trade_window = Trukaketa +hud-trade-phase1_description = Arrastatu trukatu nahi dituzun objektuak. +hud-trade-phase2_description = + Trukaketa blokeatu da dena ondo dagoela + ziurtatzeko denbora izan dezazun. +hud-trade-phase3_description = Trukatzen. +hud-trade-persons_offer = { $playername }(r)en eskaintza +hud-trade-has_accepted = + { $playername }(e)k + onartu du +hud-trade-accept = Onartu +hud-trade-decline = Ukatu +hud-trade-invite_sent = Trukaketa eskaera bidali diozu { $playername }(r)i. +hud-trade-result-completed = Trukaketa burutu da. +hud-trade-result-declined = Trukaketa bertan behera geratu da. +hud-trade-result-nospace = Ez daukazu nahikoa lekurik trukaketa egiteko. +hud-trade-buy = + Erosketa prezioa : { $coin_num -> + [one] txanpon bat + *[other] { $coin_formatted } txanpon + } +hud-trade-sell = + Salmenta prezioa: { $coin_num -> + [one] txanpon bat. + *[other] { $coin_formatted } txanpon + } +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Zure eskaintza +hud-trade-their_offer = Haren eskaintza +hud-trade-amount_input = Aukeratu itema diff --git a/assets/voxygen/i18n/eu/main.ftl b/assets/voxygen/i18n/eu/main.ftl new file mode 100644 index 0000000..e84485a --- /dev/null +++ b/assets/voxygen/i18n/eu/main.ftl @@ -0,0 +1,91 @@ +main-username = Erabiltzaile izena +main-server = Zerbitzaria +main-password = Pasahitza +main-connecting = Konektatzen +main-creating_world = Mundua sortzen +main-tip = Aholkua: +main-unbound_key_tip = lotu gabe +main-notice = + Ongi etorri Velorenen alpha bertsiora! + + Jokatzen hasi aurretik, kontuan izan honako ohar hauek: + + - Alpha bertsio hau oso goiztiarra da. Beraz, baliteke akatsak, findu gabeko mekanikak eta bukatu gabeko ezaugarriak aurkitzea. + + - Zure iritzia adierazi edo akats baten berri eman nahi baduzu, Reddit, Gitlab, Discord eta Matrixen aurkituko gaituzu. + + - Veloren GPL-3 lizentzia librean banatzen da. Horrek esan nahi du libre zarela jokatu, aldatu eta nahi bezala banatzeko (betiere GPL-3 lizentziaren baldintzak betetzen badituzu) + + - Veloren irabazi asmorik gabeko proiektua da, eta guztiok bertan modu boluntarioan egiten dugu lan. + Zuk ere parte hartu nahi baduzu, ongi etorria izango zara garatzaile zein arte taldeetan! + + Eskerrik asko ohar hau irakurtzeko denbora hartzeagatik. Espero dugu jokoa zure gustukoa izatea! + + ~ Velorenen garatzaile taldea +main-login_process = + Saioa hasteko jarraibideak: + + Kontu bat beharko duzu autentikazioa + erabiltzen duten zerbitzarietan jokatzeko. + + Helbide honetan sortu dezakezu: + https://veloren.net/account/. +main-login-server_not_found = Ezin izan da zerbitzaria aurkitu +main-login-authentication_error = Autentikazio errorea zerbitzarian +main-login-internal_error = Barneko errorea bezeroan (baliteke jokalaria ezabatu izana) +main-login-failed_auth_server_url_invalid = Ezin izan da autentikazio zerbitzarira konektatu +main-login-insecure_auth_scheme = HTTP eskema ez da onartzen autenfikaziorako. Ez da segurua! Jokoa garatzeko bakarrik erabili dezakezu HTTP, betiere 'localhost' bidez. +main-login-server_full = Zerbitzaria beteta dago +main-login-untrusted_auth_server = Autentikazio zerbitzaria ez da fidagarria +main-login-outdated_client_or_server = ZerbitzariaErotuDa: ziurrenik bertsioak ez dira bateragarrik, ziurtatu jokoa eguneratuta duzula. +main-login-timeout = Iraungi da: zerbitziak ez du garaiz erantzun. Zerbitzaria gainkargatuta dago edo sare arazoak ditu/dituzu. +main-login-server_shut_down = Zerbitzaria itzalita dago +main-login-network_error = Sare errorea +main-login-network_wrong_version = Zerbitzariaren eta bezeroaren bertsioak ez datoz bat; jokoa eguneratu behar duzu. +main-login-failed_sending_request = Zerbitzarira autentifikazio eskaerak huts egin du. +main-login-invalid_character = Aukeratutako pertsonaia ez da baliozkoa. +main-login-client_crashed = Bezeroak huts egin du. +main-login-not_on_whitelist = Baimenduen zerrendan egon behar duzu sartzeko. +main-login-banned = Zerbizarira sarrera debekatu zaizu ondorengo arrazoia dela eta: +main-login-kicked = Zerbitzaritik kanporatua izan zara ondorengo arrazoia dela eta: +main-login-select_language = Aukeratu hizkuntza +main-login-client_version = Bezeroaren bertsioa +main-login-server_version = Zerbitzariaren bertsioa +main-login-client_init_failed = Ezin izan da bezeroa hasieratu: { $init_fail_reason } +main-login-username_bad_characters = Erabiltzaile izenak karaktere baliogabeak ditu! (Karaktere alfanumerikoak, '_' eta '-' bakarrik onartzen dira) +main-login-username_too_long = Erabiltzaile izena luzeegia da! Gehienezko luzera { $max_len } da +main-servers-select_server = Aukeratu zerbitzaria +main-servers-singleplayer_error = Akatsa barne zerbitzarira konektatzean: { $sp_error } +main-servers-network_error = Server network/socket error: { $raw_error } +main-servers-participant_error = Jokalaria deskonektatu da/protokolo errorea: { $raw_error } +main-servers-stream_error = Client connection/compression/(de)serialization error: { $raw_error } +main-servers-database_error = Server database error: { $raw_error } +main-servers-persistence_error = Server persistence error (Probably Asset/Character Data related): { $raw_error } +main-servers-other_error = Server general error: { $raw_error } +main-credits = Kredituak +main-credits-created_by = egileak +main-credits-music = Musika +main-credits-fonts = Letra-tipoak +main-credits-other_art = Artea +main-credits-contributors = Kolaboratzaileak +loading-tips = + .a0 = Sakatu 'G' argiontzia pizteko edo itzaltzeko. + .a1 = Sakatu 'F1' kontrolen zerrenda ikusteko. + .a2 = Zure inguruko jokalariekin bakarrik hitz egiteko /say edo /s aginduak erabil ditzakezu. + .a3 = Zure eremuko (berrehun bloke inguru) erabiltzaileekin hitz egiteko /region edo /r erabil dezakezu. + .a4 = Administratzaileek /build agindua erabil dezakete mundua aldatzeko. + .a5 = Txat bidez zure taldekideekin bakarrik hitz egiteko /group edo /g aginduak erabil ditzakezu + .a6 = Mezu pribatuak bidaltzeko idatzi /tell + .a7 = Adi ibili janaririk gabe ez geratzeko! + .a8 = Inbentarioa janariz bete duzu? Saiatu janari landuagoak kozinatzen! + .a9 = Ez dakizula zer egin? Bisitatu mapan markatutako ziegak! + .a10 = Ez ahaztu ezarpen grafikoak zure sistemara egokitzea. Sakatu 'N' ezarpenak irekitzeko. + .a11 = Jokalari gehiagorekin jokatzea oso dibertigarria da! Sakatu 'O' nor dagoen online ikusteko. + .a12 = Sakatu 'J' dantza egiteko. + .a13 = Sakatu 'Ezkerreko-Shift' planeatzailea ireki eta zerua konkistatzeko. + .a14 = Veloren oraindik Pre-Alpha bertsioan dago. Ahalegin handia egiten dugu egunero hobetzeko! + .a15 = Garatzaile taldean parte hartu edo besterik gabe gurekin hitz egin nahi baduzu, sartu gure Discord zerbitzarian! + .a16 = Ezarpenetan osasun barratik kopuru zehatza erakutsi edo ezkutatu dezakezu. + .a17 = Eseri sutondoan ('K' tekla sakatuta) pixkanaka osasuna berreskuratzeko. + .a18 = Zorro gehiago edo armadura hobea behar dituzu? Sakatu 'C' artisautza menua irekitzeko! + .a19 = Saiatu aldi berean salto eta itzulipurdi egiten etsaien aurka borrokan ari zarenean. diff --git a/assets/voxygen/i18n/eu/npc.ftl b/assets/voxygen/i18n/eu/npc.ftl new file mode 100644 index 0000000..9805b3b --- /dev/null +++ b/assets/voxygen/i18n/eu/npc.ftl @@ -0,0 +1,199 @@ +npc-speech-villager = + .a0 = Ez al da egun zoragarria gaurkoa? +npc-speech-villager_open = + .a0 = Zer pentsatuko dute Catoblepasek belarra jaten dutenean? + .a1 = Zer dela eta egiten dute distira hondar distiratsuek? + .a2 = Entzun al duzu inoiz lurreko marrazoei buruz? Entzun dut desertuetan bizi direla. + .a3 = Jakin nahi nuke zer dagoen mendi horien beste aldean. + .a4 = Seme-alabak utzi ditut gazta zaintzen. Orain ez dakit baden edo ez den. Schrödingeren gazta deitzen diot. + .a5 = Inoiz harrapatu duzu ipurtargirik? + .a6 = Diotenez askotariko gema baliotsuak aurkitu daitezke kobetan. + .a7 = Oraindik ez dut ulertzen nondik ateratzen den horrenbeste giza musker. +npc-speech-villager_adventurous = + .a0 = Planeagailu bat eraiki nahiko nuke. + .a1 = Kobak esploratzea gustatuko litzaidake, baina ez daukat nahikoa indarrik. +npc-speech-villager_closed = + .a0 = Ez zara hemengoa, ezta? + .a1 = Ez al duzu uste gure herria dela munduan onena? + .a2 = Diotenez onddoak onak dira osasunarentzat. Nik ez ditut inoiz jan. + .a3 = Izan edo ez izan? Bada, nik baserritarra izan nahi dut! +npc-speech-villager_conscientious = + .a0 = Lanpetuta bizi naiz. Beti dago zerbait egiteko. + .a1 = Espero dut laster euria egitea, lurrak behar du eta. +npc-speech-villager_busybody = + .a0 = Hitz gutxiago eta lan gehiago. +npc-speech-villager_unconscientious = + .a0 = Bigarren gosarirako garaia dela uste dut! + .a1 = Gure etxea desastre hutsa ez izatea nahiko nuke. Baina horretarako garbitu eta txukundu egin beharko nuke... kar kar kar + .a2 = Ez dakit non utzi dudan zera hori... +npc-speech-villager_extroverted = + .a0 = Ez duzu sinistuko zer egin dudan asteburu honetan! + .a1 = Egun on on! + .a2 = Eguraldi aparta, ezta? + .a3 = Maite dut maite gazta! + .a4 = Ez ahaztu gazta gailetak! + .a5 = Dwarvengo gazta bikaina da. Egiten ikasi nahiko nuke. + .a6 = Gaztarekin egin dut amets gaur. Zer esan nahiko ote du? + .a7 = Maite dut eztia, baina erleak gorroto ditut. +npc-speech-villager_sociable = + .a0 = Barrura sartu nahi? Gazta pixka bat jatera gindoazen! + .a1 = Ikusi nahi duzu nire lorategia? Beno, beharbada hurrengo batean. +npc-speech-villager_introverted = + .a0 = Kaixo! + .a1 = Nirekin ari zara? +npc-speech-villager_agreeable = + .a0 = Nola zaude gaur? + .a1 = Zerbait behar baduzu esatea besterik ez duzu. + .a2 = Ikusi al duzu nire katua? +npc-speech-villager_worried = + .a0 = Kontuz ibili, ados? Arrisku asko daude hor kanpoan. +npc-speech-villager_disagreeable = + .a0 = Gauzak diren bezala esaten ditut. Jendeak ez baditu gustuko, ez da nire arazoa. + .a1 = Jendea errazegi asaldatzen da. +npc-speech-villager_neurotic = + .a0 = Koba horietan pentsatze hutsak dardarka jartzen nau. Ondo legoke norbaitek garbituko balitu. + .a1 = Norbaitek zerbait egin beharko luke bidelapur horiekin. + .a2 = Sentsazioa daukat zerbait txarra gertatzear dagoela. + .a3 = Norbaitek otsoak herritik uxatu beharko lituzke. +npc-speech-villager_sad_loner = + .a0 = Bakarrik sentitzen naiz. + .a1 = { "." }.. sentitzen dut isiltasuna. Ez daukat jendearekin hitz egiteko ohiturarik. +npc-speech-villager_seeker = + .a0 = Mundua ez da gure herrian bukatzen. Noizbait hor kanpoan dagoena ikusi nahiko nuke. +npc-speech-villager_stable = + .a0 = Ez al da egun zoragarria? + .a1 = Ez gara horren gaizki bizi. + .a2 = Egun bikaina basoan paseotxo bat emateko! +npc-speech-villager_busy = + .a0 = Barkatu, orain ezin dut zurekin hitz egin. + .a1 = Gero hitz egingo dugu, lanpetuta nago orain. +npc-speech-villager_decline_trade = + .a0 = Sentitzen dut, ez daukat trukatzeko ezer ere ez. + .a1 = Trukatu? Ez daukat interesatuko zaizun ezer. + .a2 = Nirea nirea da, ez dut zurekin ezer trukatuko. +npc-speech-merchant_advertisement = + .a0 = Ziur nago badudala zure gustuko zerbait, trukaketarik nahi? + .a1 = Zerbait trukatu nahi? + .a2 = Trukatzeko gauza asko ditut, ikusi nahi? +npc-speech-merchant_busy = + .a0 = Itxaron mesedez, laster naiz zurekin. + .a1 = Momentutxo bat, berehala bukatuko dut aurrekoarekin. + .a2 = Sentitzen dut, baina oso lanpetuta nago. +npc-speech-merchant_busy_rude = + .a0 = Aizu, itxaron zure txanda. + .a1 = Itxaron mesedez, bi esku bakarrik ditut. + .a2 = Ez al duzu zure parean dagoen beste pertsona ikusi? + .a3 = Itxaron, utzi aurrekoarekin bukatzen. + .a4 = Errespetatu ilara, mesedez. + .a5 = Lanpetuta nago, etorri geroago. +npc-speech-merchant_trade_successful = + .a0 = Eskerrik asko! + .a1 = Mila esker! +npc-speech-merchant_trade_declined = + .a0 = Beharbada beste batean, egun ona izan! + .a1 = Hau pena! Beharbada hurrengo batean! +npc-speech-merchant_trade_cancelled_hostile = + .a0 = Sentitzen dut moztea, baina arazotxo bat dugu! + .a1 = Geroago trukatuko dugu, zerbait egin behar dut lehenengo! +npc-speech-ambush = + .a0 = Bakarrik bidaiatzea ez da zentzuzkoa. + .a1 = Haur bati goxokia lapurtzea bezala! +npc-speech-villager_under_attack = + .a0 = Laguntza, erasotzen ari zaizkit! + .a1 = Lagundu! erasotzen ari zaizkit! + .a2 = Ene bada! Laguntza behar dut! + .a3 = Ez da posible! Lagundu! + .a4 = Lagundu! Erasoa! + .a5 = Laguntza behar dut! + .a6 = Lagundu! + .a7 = Lagundu! Lagundu, mesedez! + .a8 = Laguntza! Lagundu! Lagundu! + .a9 = Hil egin nahi naute! + .a10 = Lagundu, mesedez!! + .a11 = Nire bila datoz! + .a12 = Lagundu! Hil egin nahi naute! + .a13 = Ez daukazu horretarako eskubiderik + .a14 = Geldi! + .a15 = Nola ausartu zara! + .a16 = Mesedez, ez nazazu gehiago jo! + .a17 = Aizu, kontuz horrekin! + .a18 = Ospa! + .a19 = Geldi! Alde! + .a20 = Haserretzen hasita nago! + .a21 = Aizu! Nor uste duzu zarela?! + .a22 = Damutuko zara! + .a23 = Gelditu, mesedez. Ez daukat baliozko ezer! + .a24 = Anaiari esango diot, ni eta zu baino askoz indartsuagoa da! + .a25 = Eezz, amari esango diot! + .a26 = Madarikatua zu! + .a27 = Mesedez, ez egin hori. + .a28 = Hori ez da oso polita izan! + .a29 = Zure arma badabilela ikusi duzu, orain gorde! + .a30 = Utzi bakean! + .a31 = Mesedez, familia daukat! + .a32 = Gazteegia naiz hiltzeko! + .a33 = Azalpen bat zor didazu + .a34 = Indarkeria inoiz ez da erantzuna + .a35 = A ze eguna gaurkoa... + .a36 = Ei, horrek min egin dit! + .a37 = Aizu! + .a38 = Hori bai zakarra! + .a39 = Geldi, erregutzen dizut! + .a40 = Ez dauka graziarik. + .a41 = Nola ausartu zara?! + .a42 = Benetan damutuko zara egindakoaz! + .a43 = Jarraitu eta damutuko zara! + .a44 = Ez dizut minik egin nahi! + .a45 = Gaizki ulerturen bat izan behar du + .a46 = Ez daukazu hau egin beharrik! + .a47 = Ez izan gaiztoa! + .a48 = Horrek min egin dit! + .a49 = Zergatik egin duzu hori?! + .a50 = Jainkoaren izenean, geldi! + .a51 = Beste norbaitekin nahastuko ninduzun! + .a52 = Ez dut hau merezi + .a53 = Mesedez, ez egin hori berriro + .a54 = Guardiak, jaurti munstro hau errekara! + .a55 = Ez, mesedez! + .a56 = Zergatik niii? +npc-speech-villager_enemy_killed = + .a0 = Garaitu dut etsaia! + .a1 = Azkenean bakea! + .a2 = { "." }.. zertan ari nintzen? +npc-speech-menacing = + .a0 = Alde! Ez dizut berriro esango! + .a1 = Gerturatu gehiago eta eraso egingo dizut! + .a2 = Ez nauzu beldurtzen! + .a3 = Alde hemendik! + .a4 = Alde hil nahi ez baduzu! + .a5 = Hemen ez zara ongi etorria! +npc-speech-cultist_low_health_fleeing = + .a0 = Egin atzera! + .a1 = Erretiratzeko ordua heldu da! + .a2 = Madarikatua zu! + .a3 = Gureak egin du! + .a4 = Atsedena behar dut! + .a5 = Indartsuegiak dira! +npc-speech-villager_cultist_alarm = + .a0 = Kontuz! Kultistak dabiltza hemendik! + .a1 = Armetara! Kultistak erasora jo dute! + .a2 = Nola ausartzen dira kultistak herrixka hau erasotzera? + .a3 = Heriotza kultistei! + .a4 = Hemen ez dugu kultistarik nahi! + .a5 = Kultista, hiltzailea! + .a6 = Dasta ezazu nire ezpataren ahoa, kultista zikin hori! + .a7 = Ezingo duzu inoiz zure eskuetan duzun odola garbitu, kultista! + .a8 = Minotauroaren bizarrengatik! Kultista bat gure artean! + .a9 = Kultista zital horiek suntsituak izango dira! + .a10 = Kultista hori nirea da! + .a11 = Presta zaitez zure sortzailea ezagutzeko, kultista zikina! + .a12 = Kultista bat ikusten dut! Harrapa ezazue! + .a13 = Kultista bat ikusten dut! Eraso! + .a14 = Kultista bat ikusten dut! Ez utzi ihes egiten! + .a15 = Kultistarik ohoragarrienari HERIOTZA pixkat gustatuko litzaioke? + .a16 = Ez dugu barkatzen! Ez dugu ahazten! Hil zaitez, kultista! + .a17 = Hil zaitez, kultista! + .a18 = Zuen beldur aroa amaitzear da! + .a19 = Egindakoengatik ordainduko duzu! + .a20 = Hemendik ez ditugu zure espeziekoak adeitasunez hartzen. + .a21 = Lurrazpian geratu behar zinen! diff --git a/assets/voxygen/i18n/fr/_manifest.ron b/assets/voxygen/i18n/fr/_manifest.ron new file mode 100644 index 0000000..08ab9d2 --- /dev/null +++ b/assets/voxygen/i18n/fr/_manifest.ron @@ -0,0 +1,30 @@ +/// Localization for French (France locale) +( + metadata: ( + language_name: "Français (French)", + language_identifier: "fr", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/fr/body.ftl b/assets/voxygen/i18n/fr/body.ftl new file mode 100644 index 0000000..d26bbf8 --- /dev/null +++ b/assets/voxygen/i18n/fr/body.ftl @@ -0,0 +1,62 @@ +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cave_troll = Un troll des caverne +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mountain_troll = Un troll des montagnes +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-swamp_troll = Un troll des marais +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-blue_oni = Un oni bleu +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-red_oni = Un oni rouge +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tursus = Un tursus +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-dullahan = Un dullahan +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-occult_saurok = Un saurok occulte +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mighty_saurok = Un saurok puissant +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sly_saurok = Un saurok sournois +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mindflayer = Un écorcheur d'esprit +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tidal_warrior = Un guerrier des mers +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-yeti = Un yeti +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-harvester = Un récolteur +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlord = Un seigneur de guerre cultiste +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlock = Un sorcier cultiste +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-adlet_elder = Un adlet ancien +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sea_bishop = Un évêque des mers +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-haniwa_general = Un générale haniwa +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_demolisher = Un démolisseur en terre cuite +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_punisher = Un punisseur en terre cuite +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_pursuer = Un poursuiveur en terre cuite +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cursekeeper = Un poursuiveur en terre cuite +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-minotaur = Un minautor +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-generic = une créature +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-male = un ogre +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-female = une ogre +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cyclops = un cyclope +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-wendigo = un wendigo +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-werewolf = un loup-garou +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-gigas_frost = un géant de givre diff --git a/assets/voxygen/i18n/fr/buff.ftl b/assets/voxygen/i18n/fr/buff.ftl new file mode 100644 index 0000000..afd5bba --- /dev/null +++ b/assets/voxygen/i18n/fr/buff.ftl @@ -0,0 +1,169 @@ +## Régénération + +buff-heal = Soin + .desc = Régénère progressivement des points de vie. + .stat = Restaure { $str_total } points de vie. + +## Potion + +buff-potion = Potion + .desc = En train de boire... + +## Saturation + +buff-saturation = Saturation + .desc = Régénère progressivement des points de vie grâce à la nourriture. + +## Feu de camp + +buff-campfire_heal = Soin autour d'un feu de camp + .desc = Se reposer à côté d'un feu de camp restaure { $rate }% de santé chaque seconde. + +## Régen d'Endurance + +buff-energy_regen = Régénération d'Endurance + .desc = Régénération de l'Endurance plus rapide. + .stat = Restaure { $str_total } d'Endurance. + +## Augmentation de Santé + +buff-increase_max_health = Augmentation de Santé + .desc = Vos point de vie maximum sont augmentés. + .stat = + Augmente les points de vie max + de { $strength }. + +## Augmentation d'Endurance + +buff-increase_max_energy = Augmentation d'Endurance + .desc = Votre énergie maximale est augmentée. + .stat = + Augmente les points d'endurance max + de { $strength }. + +## Invulnérabilité + +buff-invulnerability = Invulnérabilité + .desc = Vous ne pouvez pas être blessé par une attaque. + .stat = Rend invincible. + +## Aura de Protection + +buff-protectingward = Aura de Protection + .desc = Vous êtes protégé, d'une quelconque façon, des attaques ennemies. + +## Frénésie + +buff-frenzied = Frénétique + .desc = Vous bénéficiez d'une vitesse surnaturelle et ignorez les blessures superficielles. + +## Hâte + +buff-hastened = Hâte + .desc = Vos mouvements et vos attaques sont plus rapides. + +## Saignement + +buff-bleed = Saignement + .desc = Inflige régulièrement des dommages. + +## Malédiction + +buff-cursed = Maudit + .desc = Vous êtes maudit. + +## Brûlure + +buff-burn = En feu + .desc = Vous êtes en train de brûler vivant. + +## Estropié + +buff-crippled = Estropie + .desc = Vos mouvements sont ralentis suite à de graves blessures aux jambes. + +## Gelé + +buff-frozen = Glacé(e) + .desc = Vos mouvements et attaques sont ralentis. + +## Trempé + +buff-wet = Trempé(e) + .desc = Le sol rejette vos pieds, rendant le fait de s'arrêter difficile. + +## Enchaîné + +buff-ensnared = Piégé(e) + .desc = Des plantes grimpantes s'attachent à vos jambes, restreignant vos mouvements. + +## Fortitude + +buff-fortitude = Courage + .desc = Vous pouvez résister aux étourdissements, et plus vous prenez de dégâts, plus vous étourdissez les autres facilement. + +## Paré + +buff-parried = Paré + .desc = Tu as été paré et tu es maintenant lent à récupérer. + +## Util + +buff-text-over_seconds = pendant { $dur_secs } secondes +buff-text-for_seconds = pour { $dur_secs } secondes +buff-remove = Cliquer pour retirer +# Reckless +buff-reckless = Imprudent + .desc = Vos attaques sont plus puissantes mais vous laissez vos défenses ouvertes. +# Potion sickness +buff-potionsickness = Mal des potions + .desc = Les potions vous guérissent moins après en avoir consommé. + .stat = + Réduit la quantité de vie regagnée par + les potions suivantes de { $strength }%. +# Lifesteal +buff-lifesteal = Voleur de vie + .desc = Siphonne la vie de vos ennemis. +# Polymorped +buff-polymorphed = Polymorphe + .desc = Votre corps change de forme. +# Salamander's Aspect +buff-salamanderaspect = Allure des salamandres + .desc = Vous ne pouvez pas brûler et avancez vite dans la lave. +# Frigid +buff-frigid = Glacé + .desc = Gèle vos ennemis. +# Flame +buff-flame = Enflammé + .desc = Les flammes sont vos alliés. +# Imminent Critical +buff-imminentcritical = Coup critique imminent + .desc = Votre prochaine attaque frappera votre ennemie de manière critique. +# Bloodfeast +buff-bloodfeast = Fête du sang + .desc = Vous regagnez de la vie lors des attaques contre les ennemis qui saignent. +# Fury +buff-fury = Fureur + .desc = Avec votre fureur, vos coups génèrent plus de combo. +# Sunderer +buff-sunderer = Fragmentation + .desc = Vos attaques peuvent transpercer les défenses de vos ennemis et vous redonner plus d'énergie. +# Berserk +buff-berserk = Fou furieux + .desc = Vous êtes dans une rage furieuse, ce qui rend vos attaques plus puissantes et plus rapides. Cependant, cela rend moindre votre capacité défensive. +buff-mysterious = Effet mystérieux +# Defiance +buff-defiance = Bravoure + .desc = Vous pouvez résister à des coups plus puissants et étourdissants et générer des combos en étant frappé mais vous êtes plus lent. +# Agility +buff-agility = Agilité + .desc = Vos mouvements sont plus rapides, mais vous infligez moins de dégâts, et prenez plus de dégâts. + .stat = + Augmente votre vitesse de déplacement de { $strength }%. + En contrepartie, votre puissance d'attaque et votre défense diminuent considérablement. +# Heatstroke +buff-heatstroke = Coup de chaleur + .desc = Vous avez été exposé à la chaleur et vous avez pris un coup de chaud. Votre récupération d'énergie et vitesse de mouvement sont réduits. Détendez vous. +# Poisoned +buff-poisoned = Empoisonné(e) + .desc = Vous sentez votre vitalité vous échapper… diff --git a/assets/voxygen/i18n/fr/char_selection.ftl b/assets/voxygen/i18n/fr/char_selection.ftl new file mode 100644 index 0000000..ce5cf0a --- /dev/null +++ b/assets/voxygen/i18n/fr/char_selection.ftl @@ -0,0 +1,29 @@ +char_selection-loading_characters = Chargement des personnages... +char_selection-delete_permanently = Supprimer définitivement ce personnage ? +char_selection-change_server = Changer de serveur +char_selection-enter_world = Rejoindre +char_selection-spectate = Spectateur +char_selection-joining_character = Entrée dans le monde... +char_selection-logout = Déconnexion +char_selection-create_new_character = Créer un nouveau personnage +char_selection-creating_character = Création du personnage... +char_selection-character_creation = Création de personnage +char_selection-human_default = Humain par défaut +char_selection-level_fmt = Niveau { $level_nb } +char_selection-uncanny_valley = Région sauvage +char_selection-plains_of_uncertainty = Plaines de l'Incertitude +char_selection-beard = Barbe +char_selection-hair_style = Coupe de cheveux +char_selection-hair_color = Couleur des cheveux +char_selection-eye_color = Couleur des yeux +char_selection-skin = Couleur de la peau +char_selection-eyeshape = Forme des yeux +char_selection-accessories = Accessoires +char_selection-starting_site = Selectionné la zone de départ +char_selection-starting_site_next = Suivant +char_selection-starting_site_prev = Précédent +char_selection-starting_site_name = { $name } +char_selection-starting_site_kind = Type : { $kind } +char_selection-create_info_name = Votre personnage doit avoir un nom ! +char_selection-version_mismatch = ATTENTION ! Ce serveur fonctionne sur une version différente et est possiblement incompatible avec celle de votre jeu. Veuillez mettre à jour votre jeu s'il vous plaît. +char_selection-rules = Règles diff --git a/assets/voxygen/i18n/fr/common.ftl b/assets/voxygen/i18n/fr/common.ftl new file mode 100644 index 0000000..447ed5b --- /dev/null +++ b/assets/voxygen/i18n/fr/common.ftl @@ -0,0 +1,123 @@ +common-username = Nom d'utilisateur +common-singleplayer = Solo +common-multiplayer = Multijoueur +common-servers = Serveurs +common-quit = Quitter +common-settings = Paramètres +common-languages = Langues +common-interface = Interface +common-gameplay = Gameplay +common-controls = Contrôles +common-video = Vidéo +common-sound = Audio +common-chat = Chat +common-networking = Réseau +common-accessibility = Accessibilité +common-resume = Reprendre +common-characters = Personnages +common-close = Fermer +common-yes = Oui +common-no = Non +common-back = Retour +common-create = Créer +common-okay = Compris +common-add = Ajouter +common-accept = Accepter +common-decline = Refuser +common-disclaimer = Avertissement +common-cancel = Annuler +common-none = Aucun +common-error = Erreur +common-fatal_error = Erreur Fatale +common-you = Toi +common-automatic = Auto +common-random = Aléatoire +common-empty = Vide +common-confirm = Confirmer +common-delete_server = Supprimer Serveur +common-interface_settings = Options de l'Interface +common-gameplay_settings = Options de Gameplay +common-controls_settings = Réglages des Contrôles +common-video_settings = Options Vidéo +common-sound_settings = Options Audio +common-language_settings = Langage +common-chat_settings = Réglages Chat +common-accessibility_settings = Paramètres d'accessibilité +common-networking_settings = Options Réseau +common-connection_lost = + Connexion perdue ! + Le serveur a-t-il redémarré ? + Le client est-il à jour ? +common-species-orc = Orque +common-species-human = Humain +common-species-dwarf = Nain +common-species-elf = Elfe +common-species-draugr = Mort-vivant +common-species-danari = Danari +common-weapons-axe = Hache +common-weapons-dagger = Dague +common-weapons-greatsword = Épée longue +common-weapons-shortswords = Épée courte +common-weapons-sword = Épée +common-weapons-staff = Bâton +common-weapons-bow = Arc +common-weapons-hammer = Marteau +common-weapons-general = Combat Général +common-weapons-sceptre = Sceptre +common-weapons-shield = Bouclier +common-weapons-spear = Lance +common-weapons-hammer_simple = Marteau Simple +common-weapons-sword_simple = Épée Simple +common-weapons-staff_simple = Bâton Simple +common-weapons-axe_simple = Hache Simple +common-weapons-bow_simple = Arc Simple +common-weapons-unique = Unique +common-tool-debug = Debug +common-tool-farming = Outil agricole +common-tool-pick = Pioche +common-tool-mining = Minage +common-tool-instrument = Instrument +common-kind-modular_component = Composant Modulaire +common-kind-modular_component_partial = Composant +common-kind-glider = Planeur +common-kind-consumable = Consommable +common-kind-throwable = Peut être lancé +common-kind-utility = Utilitaire +common-kind-ingredient = Ingrédient +common-kind-lantern = Lanterne +common-hands-one = Une main +common-hands-two = Deux mains +common-rand_appearance = Apparence aléatoire +common-rand_name = Nom aléatoire +common-stats-combat_rating = CR +common-stats-power = Puissance +common-stats-speed = Vitesse +common-stats-range = Portée +common-stats-energy_efficiency = Efficacité du coût d'Endurance +common-stats-buff_strength = Montant de l'augmentation +common-stats-precision_mult = Multiplicateur de Crit +common-stats-armor = Armure +common-stats-poise_res = Résistance à l'étourdissement +common-stats-energy_max = Énergie Max +common-stats-energy_reward = Regain d'Énergie +common-stats-precision_power = Dégâts Crit +common-stats-stealth = Furtivité +common-stats-slots = Emplacements +common-material-metal = Métal +common-material-wood = Bois +common-material-stone = Pierre +common-material-cloth = Tissu +common-material-hide = Peau +common-sprite-chest = Coffre +common-sprite-chair = Chaise +common-sprite-mud = Boue +common-sprite-grave = Tombe +common-sprite-crate = Boite +common-stats-durability = Durabilité +common-tool-shovel = Pelle +common-stats-effect-power = Puissance d'effet +common-sprite-signboard = Panneau d'affichage +common-sprite-street_lamp = Lampes de rue +common-sprite-lantern = Lanterne +common-sprite-seashell_lantern = Lanterne coquillage +common-sprite-firebowl_ground = Bol à feu diff --git a/assets/voxygen/i18n/fr/esc_menu.ftl b/assets/voxygen/i18n/fr/esc_menu.ftl new file mode 100644 index 0000000..f32975b --- /dev/null +++ b/assets/voxygen/i18n/fr/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Déconnexion +esc_menu-quit_game = Quitter le jeu \ No newline at end of file diff --git a/assets/voxygen/i18n/fr/gameinput.ftl b/assets/voxygen/i18n/fr/gameinput.ftl new file mode 100644 index 0000000..1a29028 --- /dev/null +++ b/assets/voxygen/i18n/fr/gameinput.ftl @@ -0,0 +1,78 @@ +gameinput-primary = Attaque Basique +gameinput-secondary = Attaque Secondaire/Bloquer/Viser +gameinput-block = Parer +gameinput-slot1 = Emplacement rapide 1 +gameinput-slot2 = Emplacement rapide 2 +gameinput-slot3 = Emplacement rapide 3 +gameinput-slot4 = Emplacement rapide 4 +gameinput-slot5 = Emplacement rapide 5 +gameinput-slot6 = Emplacement rapide 6 +gameinput-slot7 = Emplacement rapide 7 +gameinput-slot8 = Emplacement rapide 8 +gameinput-slot9 = Emplacement rapide 9 +gameinput-slot10 = Emplacement rapide 10 +gameinput-swaploadout = Échanger l'équipement +gameinput-togglecursor = Activer/Desactiver Curseur +gameinput-help = Activer/Desactiver Fenêtre d'aide +gameinput-toggleinterface = Activer/Desactiver Interface +gameinput-toggledebug = Activer/Désactiver FPS et Infos Débogage +gameinput-toggle_egui_debug = Activer EGUI Info Debogage +gameinput-togglechat = Activer Chat +gameinput-screenshot = Prendre une capture d'écran +gameinput-toggleingameui = Activer/Désactiver Noms de joueurs +gameinput-fullscreen = Activer/Désactiver Plein Écran +gameinput-moveforward = Avancer +gameinput-moveleft = Aller à Gauche +gameinput-moveright = Aller à Droite +gameinput-moveback = Reculer +gameinput-jump = Sauter +gameinput-glide = Planeur +gameinput-roll = Rouler +gameinput-climb = Grimper +gameinput-climbdown = Descendre +gameinput-wallleap = Saut Mural +gameinput-togglelantern = Activer/Désactiver Lanterne +gameinput-mount = Chevaucher +gameinput-stayfollow = Rester/Suivre +gameinput-chat = Tchat +gameinput-command = Commande +gameinput-escape = Menu principal/Fermer menu +gameinput-map = Carte +gameinput-bag = Sac +gameinput-trade = Échanger +gameinput-social = Social +gameinput-sit = S'asseoir +gameinput-spellbook = Sorts +gameinput-settings = Paramètres +gameinput-respawn = Réapparaître +gameinput-charge = Charger +gameinput-togglewield = Ranger Arme +gameinput-interact = Interagir +gameinput-freelook = Vue Libre +gameinput-autowalk = Marche Automatique +gameinput-cameraclamp = Verrouillage vertical de la caméra +gameinput-dance = Danser +gameinput-select = Sélectionner une Entité +gameinput-acceptgroupinvite = Accepter l'invitation de groupe +gameinput-declinegroupinvite = Décliner l'invitation de groupe +gameinput-cyclecamera = Changer la Caméra +gameinput-crafting = Artisanat +gameinput-fly = Voler +gameinput-sneak = S'accroupir +gameinput-swimdown = Nager vers le bas +gameinput-swimup = Nager vers le haut +gameinput-mapzoomin = Augmenter le zoom de la Carte +gameinput-mapzoomout = Réduire le zoom de la Carte +gameinput-greet = Saluer +gameinput-map-locationmarkerbutton = Ajouter un marqueur sur la Carte +gameinput-spectatespeedboost = Boost la vitesse en spectateur +gameinput-spectateviewpoint = Point de vue spectateur +gameinput-mutemaster = Désactiver le son global +gameinput-muteinactivemaster = Désactiver le son global (Fenêtre inactive) +gameinput-mutemusic = Désactiver le son de la musique +gameinput-mutesfx = Désactiver le son des effets +gameinput-muteambience = Désactiver le son d'ambiance +gameinput-zoomlock = Verrouillage du zoom de la caméra +gameinput-zoomin = Zoom avant de la caméra +gameinput-zoomout = Zoom arrière de la caméra +gameinput-togglewalk = Basculement marche diff --git a/assets/voxygen/i18n/fr/hud/ability.ftl b/assets/voxygen/i18n/fr/hud/ability.ftl new file mode 100644 index 0000000..ba71a2e --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/ability.ftl @@ -0,0 +1,228 @@ +common-abilities-debug-possess = Flèche de contrôle + .desc = Tire une flèche empoisonnée. Vous permet de contrôler votre cible. +common-abilities-bow-shotgun = Rafale + .desc = Lance une rafale de flèches +common-abilities-staff-fireshockwave = Anneau de feu + .desc = Enflamme le sol avec une onde de choc ardente. +common-abilities-sceptre-wardingaura = Aura de protection + .desc = Protège vos alliés contre les attaques ennemies. +common-abilities-sword-crippling_gouge = Gouge + .desc = + Inflige à votre ennemi une blessure profonde qui continue de saigner. + Entre en position de paralysie. +common-abilities-sword-heavy_fortitude = Force d'âme + .desc = + Augmente la résistance à l'étourdissement et plus vous subissez de dégâts, plus vos attaques sont étourdissantes. + Nécessite une position lourde. +veloren-core-pseudo_abilities-sword-cleaving_stance = Position fendante + .desc = Les attaques dans cette position peuvent toucher de multiples ennemis. +veloren-core-pseudo_abilities-sword-crippling_stance = Position paralysante + .desc = Les attaques dans cette position créent ou aggravent les dernières blessures. +veloren-core-pseudo_abilities-sword-agile_stance = Position agile + .desc = Les attaques dans cette position sont plus rapides mais affaiblies. +# Sword abilities +veloren-core-pseudo_abilities-sword-heavy_stance = Position lourde + .desc = Les attaques dans cette position peuvent étourdir les ennemis et infliger plus de dégâts aux ennemis étourdis mais elles sont plus lentes. +veloren-core-pseudo_abilities-sword-defensive_stance = Position défensive + .desc = Les attaques dans cette position peuvent se comporter comme des parades ou des blocages. +common-abilities-sword-basic_thrust = Frappe basique + .desc = Charger le coup le rendra plus puissant. +common-abilities-sword-cleaving_double_slash = Double coup fendeur + .desc = Une combo en deux coups qui peut fendre plusieurs ennemis. +common-abilities-sword-agile_dual_perforate = Perforation + .desc = Une rapide bourrasque d'attaques légères avec les deux épées. +common-abilities-sword-cleaving_crescent_slash = Coup fendeur en forme de croissant + .desc = Un coup diagonal vers le haut qui peut fendre les ennemis. +common-abilities-sword-defensive_vital_jab = Petit coup vital + .desc = Un petit coup rapidement chargé qui fait plus de dégâts aux ennemies parés. +common-abilities-sword-agile_double_slash = Double coup agile + .desc = Une combo rapide en deux coups avec des frappes plus légères. +common-abilities-sword-agile_perforate = Perforation + .desc = Une rapide bourrasque d'attaques légères. +common-abilities-sword-agile_crescent_slash = Coup agile en forme de croissant + .desc = Un léger coup diagonal vers le haut. +common-abilities-sword-defensive_crescent_slash = Coup défensif en forme de croissant + .desc = Un coup parant en diagonale vers le haut. +common-abilities-sword-heavy_slam = Frappe lourde + .desc = Une forte entaille venant d'en haut qui peut être chargée pour être plus étourdissante. +common-abilities-sword-crippling_double_slash = Double coup paralysant + .desc = Une combo en deux coups qui peut prolonger un saignement ennemi. +common-abilities-sword-heavy_double_slash = Double coup lourd + .desc = Une combo plus lente en deux coups qui peut étourdir. +veloren-core-pseudo_abilities-sword-double_slash = Double entaille + .desc = Une combo en deux coups. +common-abilities-sword-cleaving_dual_spiral_slash = Coup en spirale + .desc = Fait tournoyer vos deux lames autour de vous pour toucher n'importe qui de proche. +common-abilities-sword-crippling_crescent_slash = Coup paralysant en forme de croissant + .desc = Un coup diagonal vers le haut qui peut faire saigner. +common-abilities-sword-basic_double_slash = Double coup basique + .desc = Une combo basique en deux coups. +common-abilities-sword-crippling_deep_rend = Déchirure profonde + .desc = Une frappe visant une blessure déjà ouverte qui fait plus de dégâts aux ennemis qui saignent. +common-abilities-sword-basic_crescent_slash = Coup basique en forme de croissant + .desc = Un coup diagonale basique vers du haut. +common-abilities-sword-defensive_double_slash = Double coup défensif + .desc = Une combo en deux coups qui réduit les effets des frappes ennemies. +veloren-core-pseudo_abilities-sword-secondary_ability = Capacité de la deuxième épée + .desc = La capacité liée à la deuxième touche d'attaque. +common-abilities-sword-heavy_crescent_slash = Coup lourd en forme de croissant + .desc = Un coup diagonal vers le haut qui peut étourdir. +common-abilities-sword-cleaving_spiral_slash = Coup en spirale + .desc = Fait tournoyer votre lame autour de vous pour toucher n'importe qui de proche. +common-abilities-sword-basic_skewer = Embrochage basique + .desc = Une fente poignardante basique. +veloren-core-pseudo_abilities-sword-cascade = Cascade + .desc = + Un coup aérien. + Cette compétence change en fonction de la position adoptée. +common-abilities-sword-basic_cascade = Cascade basique + .desc = Un coup aérien basique. +common-abilities-sword-agile_cascade = Cascade Agile + .desc = Un coup aérien rapide. +veloren-core-pseudo_abilities-sword-fell_strike = Frappe tombante + .desc = + Un coup fort et rapide. + Cette compétence change en fonction de la position adoptée. +common-abilities-sword-basic_fell_strike = Frappe tombante basique + .desc = Un coup basique, fort et rapide. +common-abilities-sword-defensive_skewer = Embrochage défensif + .desc = Une parade et un coup de poignard. +common-abilities-sword-crippling_skewer = Embrochage paralysant + .desc = Une fente poignardante qui peut faire saigner. +common-abilities-sword-agile_cross_cut = Coupe croix agile + .desc = Un coup de droite et gauche rapide. +veloren-core-pseudo_abilities-sword-crescent_slash = Coup croissant + .desc = + Un coup en diagonal montant + Cette compétence change en fonction de la position adoptée. +common-abilities-sword-heavy_fell_strike = Frappe tombante lourde + .desc = Un coup fort qui peut étourdir. +common-abilities-sword-agile_fell_strike = Frappe tombante agile + .desc = Un coup très rapide et fort. +common-abilities-sword-defensive_fell_strike = Frappe tombante defensive + .desc = Un coup fort, parant. +common-abilities-sword-defensive_cascade = Cascade Défensive + .desc = Un coup aérien parant. +common-abilities-sword-crippling_cascade = Cascade paralysante + .desc = Un coup aérien qui peut faire saigner. +common-abilities-sword-basic_cross_cut = Coupe croix basique + .desc = Un coup basique de droite et de gauche. +common-abilities-sword-cleaving_fell_strike = Frappe tombante tranchante + .desc = Un rapide coup fort qui peut trancher au travers des ennemis. +common-abilities-sword-crippling_fell_strike = Frappe tombante paralysante + .desc = Un rapide coup fort qui peut faire saigner. +veloren-core-pseudo_abilities-sword-cross_cut = Coupe en croix + .desc = + Un coup de taille à droite et à gauche. + Cette compétence change en fonction de la position adoptée. +common-abilities-sword-agile_skewer = Embrochage agile + .desc = Une rapide fente poignardante. +common-abilities-sword-defensive_cross_cut = Coupe croix défensif + .desc = Un coup parant de droite et gauche. +common-abilities-sword-crippling_cross_cut = Coupe croix paralysant + .desc = Un coup de droite et gauche qui peut faire signer. +veloren-core-pseudo_abilities-sword-skewer = Embrochage + .desc = + Une fente poignardante. + Cette compétence change en fonction de la position adoptée. +common-abilities-axe-keelhaul = Quilleur + .desc = + Accroche votre ennemis pour les attirer vers vous. + Évolue avec le combo lors de l'activation, consomme la moitié du combo. +common-abilities-axe-plunder = Pillage + .desc = Un pas rapide vers vos ennemis, volant leurs équilibre avec une frappe. +common-abilities-debug-evolve = Évoluer + .desc = Vous devenez meilleur. +# Sword abilities +common-abilities-sword-heavy_skewer = Poignard lourd + .desc = Un coup de poignard qui peut étourdir. +# Sword abilities +common-abilities-sword-heavy_cascade = Cascade lourde + .desc = Un coup aérien qui peut déstabiliser. +# Sword abilities +common-abilities-sword-cleaving_cascade = Cascade fendante + .desc = Un coup aérien qui peut fendre les ennemis. +# Sword abilities +common-abilities-sword-heavy_cross_cut = Coup croisé lourd + .desc = Un coup tranchant à droite et à gauche qui peut étourdir. +# Sword abilities +common-abilities-sword-cleaving_cross_cut = Coupe croisée tranchante + .desc = Un coup à droite et un coup à gauche qui transpercent les ennemis. +# Sword abilities +common-abilities-sword-basic_dual_cross_cut = Coupe croisée basique + .desc = Une entaille basique simultanée à droite et à gauche. +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-heavy_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crippling_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-agile_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-defensive_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crippling_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-basic_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-heavy_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-agile_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-defensive_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cleaving_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-double_slash = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-modified_depending_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crescent_slash = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-fell_strike = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cleaving_stance = "" diff --git a/assets/voxygen/i18n/fr/hud/bag.ftl b/assets/voxygen/i18n/fr/hud/bag.ftl new file mode 100644 index 0000000..653eec6 --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/bag.ftl @@ -0,0 +1,43 @@ +hud-bag-inventory = Inventaire de { $playername } +hud-bag-stats_title = Attributs de { $playername } +hud-bag-armor = Armure +hud-bag-stats = Attributs +hud-bag-head = Tête +hud-bag-neck = Cou +hud-bag-tabard = Tabard +hud-bag-shoulders = Épaules +hud-bag-chest = Torse +hud-bag-hands = Mains +hud-bag-lantern = Lanterne +hud-bag-glider = Planeur +hud-bag-belt = Ceinture +hud-bag-ring = Bague +hud-bag-back = Dos +hud-bag-legs = Jambes +hud-bag-feet = Pieds +hud-bag-mainhand = Main Dominante +hud-bag-offhand = Main Secondaire +hud-bag-inactive_mainhand = Main Dominante Inactive +hud-bag-inactive_offhand = Main Secondaire Inactive +hud-bag-swap_equipped_weapons_title = Échanger armes équipées +hud-bag-swap_equipped_weapons_desc = Appuyez sur { $key } +hud-bag-bag = Sac +hud-bag-health = Santé +hud-bag-energy = Endurance +hud-bag-combat_rating = Niveau de Combat +hud-bag-protection = Protection +hud-bag-stun_res = Résistance aux étourdissements +hud-bag-stealth = Discrétion +hud-bag-combat_rating_desc = + Calculé depuis votre + équipement et votre santé. +hud-bag-protection_desc = Réduction des dégâts de votre armure. +hud-bag-stun_res_desc = + Résistance contre les effets d'étourdissements après plusieurs coups reçus. + Se régénère tout comme l'Endurance. +hud-bag-sort_by_name = Trier par Nom +hud-bag-sort_by_quality = Trier par Qualité +hud-bag-sort_by_category = Trier par Catégorie +hud-bag-sort_by_tag = Trier par Tag +hud-bag-sort_by_quantity = Trier par Quantité +hud-bag-backpack = Sac à dos diff --git a/assets/voxygen/i18n/fr/hud/char_window.ftl b/assets/voxygen/i18n/fr/hud/char_window.ftl new file mode 100644 index 0000000..3892cd5 --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Nom du Personnage +character_window-character_stats = + Endurance + + Force + + Volonté + + Protection diff --git a/assets/voxygen/i18n/fr/hud/chat.ftl b/assets/voxygen/i18n/fr/hud/chat.ftl new file mode 100644 index 0000000..d678901 --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/chat.ftl @@ -0,0 +1,84 @@ +## Player events + +hud-chat-online_msg = { "[" }{ $name }] est maintenant en ligne. +hud-chat-offline_msg = { "[" }{ $name }] s'est déconnecté. + +## Buff deaths + +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] est mort de : brûlé(e) causé par [{ $attacker }] + .bleeding = { "[" }{ $victim }] est mort de : saignement causé par [{ $attacker }] + .curse = { "[" }{ $victim }] est mort de : malédiction causé par [{ $attacker }] + .crippled = { "[" }{ $victim }] est mort de : estropié(e) causé par [{ $attacker }] + .frozen = { "[" }{ $victim }] est mort de : glacé(e) causé par [{ $attacker }] + .mysterious = { "[" }{ $victim }] est mort de : secrète causé par [{ $attacker }] +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] est mort de : brûlé(e) + .bleeding = { "[" }{ $victim }] est mort de : saignement + .curse = { "[" }{ $victim }] est mort de : malédiction + .crippled = { "[" }{ $victim }] est mort de : estropié(e) + .frozen = { "[" }{ $victim }] est mort de : glacé(e) + .mysterious = { "[" }{ $victim }] est mort de : secrète +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] est mort de : brûlé(e) causé par { $attacker } + .bleeding = { "[" }{ $victim }] est mort de : saignement causé par { $attacker } + .curse = { "[" }{ $victim }] est mort de : malédiction causé par { $attacker } + .crippled = { "[" }{ $victim }] est mort de : estropié(e) causé par { $attacker } + .frozen = { "[" }{ $victim }] est mort de : glacé(e) causé par { $attacker } + .mysterious = { "[" }{ $victim }] est mort de : secrète causé par { $attacker } + +## PvP deaths + +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] a tué [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] a tiré sur [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] a explosé [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] a tué [{ $victim }] avec de la magie +hud-chat-pvp_other_kill_msg = { "[" }{ $attacker }] a tué [{ $victim }] + +## PvE deaths + +hud-chat-npc_melee_kill_msg = { $attacker } a tué [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } a tiré sur [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } a fait exploser [{ $victim }] +hud-chat-npc_energy_kill_msg = { "[" }{ $attacker }] a tué [{ $victim }] avec de la magie +hud-chat-npc_other_kill_msg = { "[" }{ $attacker }] a tué [{ $victim }] + +## Other deaths + +hud-chat-fall_kill_msg = { "[" }{ $name }] est mort de dégâts de chute +hud-chat-suicide_msg = { "[" }{ $name }] est mort des suites de ses propres blessures +hud-chat-default_death_msg = { "[" }{ $name }] est mort + +## Utils + +hud-chat-all = Global +hud-chat-chat_tab_hover_tooltip = Clique Droit pour ouvrir les paramètres +hud-loot-pickup-msg = + { $amount -> + [1] { $actor } a ramassé { $item } + *[other] { $actor } a ramassé { $amount }x { $item } + } +hud-chat-goodbye = Au revoir! +hud-chat-connection_lost = Connexion perdue. Expulsion dans { $time } secondes. +# Player /tell messages, $user_gender should be available +hud-chat-tell-to = Pour [{ $alias }] : { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-from = De [{ $alias }] : { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-to-npc = À [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-from-npc = De [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message = { "[" }{ $alias }] : { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message-with-name = { "[" }{ $alias }] { $name } : { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message-in-group = ({ $group }) [{ $alias }] : { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message-in-group-with-name = ({ $group }) [{ $alias }] { $name } : { $msg } +# HUD Pickup message +hud-loot-pickup-msg-you = + { $amount -> + [1] Vous avez récupéré { $item } + *[autre] vous avez récupéré { $amount }x { $item } + } diff --git a/assets/voxygen/i18n/fr/hud/crafting.ftl b/assets/voxygen/i18n/fr/hud/crafting.ftl new file mode 100644 index 0000000..7130b25 --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/crafting.ftl @@ -0,0 +1,51 @@ +hud-crafting = Fabrication +hud-crafting-recipes = Recettes +hud-crafting-ingredients = Ingrédients : +hud-crafting-craft = Fabriquer +hud-crafting-craft_all = Tout Fabriquer +hud-crafting-repair = Réparer +hud-crafting-repair_equipped = Réparer équipé +hud-crafting-repair_all = Tout réparer +hud-crafting-tool_cata = Nécessite : +hud-crafting-req_crafting_station = Nécessite: +hud-crafting-anvil = Enclume +hud-crafting-cauldron = Chaudron +hud-crafting-cooking_pot = Marmite +hud-crafting-crafting_bench = Établi +hud-crafting-forge = Forge +hud-crafting-loom = Métier à tisser +hud-crafting-spinning_wheel = Rouet +hud-crafting-tanning_rack = Chevalet de tannage +hud-crafting-salvaging_station = Table d'extraction +hud-crafting-repair_bench = Établi de réparation +hud-crafting-campfire = Feu de camp +hud-crafting-tabs-all = Global +hud-crafting-tabs-armor = Armure +hud-crafting-tabs-dismantle = Démanteler +hud-crafting-tabs-food = Nourriture +hud-crafting-tabs-glider = Planeur +hud-crafting-tabs-potion = Potions +hud-crafting-tabs-tool = Outils +hud-crafting-tabs-utility = Utilitaires +hud-crafting-tabs-weapon = Armes +hud-crafting-tabs-bag = Sacs +hud-crafting-tabs-processed_material = Matériaux +hud-crafting-dismantle_title = Démantelage +hud-crafting-dismantle_explanation = + Survoler un objet dans votre sac pour pouvoir voir + ce que vous pouvez récupérer. + + Double-Clique pour pouvoir le démanteler. +hud-crafting-modular_desc = Glissez ici les parties de l'objet pour fabriquer une arme +hud-crafting-mod_weap_prim_slot_title = Composant principal de l'arme +hud-crafting-mod_weap_prim_slot_desc = Placez ici un composant principale d'arme (par exemple, une lame d'épée, une tête de hache ou une partie d'arc). +hud-crafting-mod_weap_sec_slot_title = Composant secondaire de l'arme +hud-crafting-mod_weap_sec_slot_desc = Placez ici un composant secondaire d'arme (par exemple, une poignée d'épée, une poignée d'arc ou un cœur de bâton). +hud-crafting-mod_comp_metal_prim_slot_title = Lingot de métal +hud-crafting-mod_comp_metal_prim_slot_desc = Placez un lingot de métal ici, seuls certains métaux peuvent être utilisés pour fabriquer des armes. +hud-crafting-mod_comp_wood_prim_slot_title = Bois +hud-crafting-mod_comp_wood_prim_slot_desc = Placez un morceaux de bois ici, seuls certains bois peuvent être utilisés pour fabriquer des armes. +hud-crafting-mod_comp_sec_slot_title = Composant animal +hud-crafting-mod_comp_sec_slot_desc = Placez éventuellement un ingrédient d'origine animal, seuls certains ingrédients peuvent être utilisés pour améliorer les armes. +hud-crafting-repair_slot_title = Item endommagé +hud-crafting-repair_slot_desc = Placez un item ici pour voir le coût de réparation à son niveau de durabilité actuel. \ No newline at end of file diff --git a/assets/voxygen/i18n/fr/hud/group.ftl b/assets/voxygen/i18n/fr/hud/group.ftl new file mode 100644 index 0000000..4bf799b --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Groupe +hud-group-invite_to_join = { $name } vous a invité dans son groupe ! +hud-group-invite_to_trade = { "[" }{ $name }] souhaiterait faire un échange avec vous. +hud-group-invite = Inviter +hud-group-kick = Exclure +hud-group-assign_leader = Assigner un Chef +hud-group-leave = Quitter le Groupe +hud-group-dead = Mort +hud-group-out_of_range = Hors de portée +hud-group-add_friend = Ajouter aux Amis +hud-group-link_group = Lier le Groupe +hud-group-in_menu = Dans les Menus +hud-group-members = Membres du groupe diff --git a/assets/voxygen/i18n/fr/hud/map.ftl b/assets/voxygen/i18n/fr/hud/map.ftl new file mode 100644 index 0000000..7778642 --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/map.ftl @@ -0,0 +1,40 @@ +hud-map-map_title = Carte +hud-map-qlog_title = Quêtes +hud-map-topo_map = Topographique +hud-map-difficulty = Difficulté +hud-map-towns = Villes +hud-map-castles = Châteaux +hud-map-dungeons = Donjons +hud-map-caves = Cavernes +hud-map-cave = Caverne +hud-map-peaks = Montagnes +hud-map-biomes = Biomes +hud-map-voxel_map = carte Voxel +hud-map-trees = Arbres Géants +hud-map-tree = Arbre Géant +hud-map-town = Ville +hud-map-castle = Château +hud-map-bridge = Pont +hud-map-dungeon = Donjon +hud-map-difficulty_dungeon = + Difficulté + + du Donjon: { $difficulty } +hud-map-drag = Déplacer +hud-map-zoom = Zoomer +hud-map-mid_click = Ajouter un repère +hud-map-recenter = Recentrer +hud-map-marked_location = Endroit marqué +hud-map-marked_location_remove = Cliquer pour retirer +hud-map-change_map_mode = Changer le mode de la Carte +hud-map-toggle_minimap_voxel = Zoom sur la mini-carte Voxel +hud-map-zoom_minimap_explanation = + Zoom sur la mini-carte afin + de voir plus précisément la zone alentour +hud-map-gnarling = Campement Gnarling +hud-map-chapel_site = Chapelle marine +hud-map-adlet = Forteresse Adlet +hud-map-placed_by = Ajouté par { $name } +hud-map-df_mine = Mine +hud-map-terracotta = Ruines en terre cuite +hud-map-haniwa = Catacombe d'Haniwa diff --git a/assets/voxygen/i18n/fr/hud/misc.ftl b/assets/voxygen/i18n/fr/hud/misc.ftl new file mode 100644 index 0000000..f64ac26 --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/misc.ftl @@ -0,0 +1,82 @@ +hud-do_not_show_on_startup = Ne pas afficher au démarrage +hud-show_tips = Voir les astuces +hud-quests = Quêtes +hud-you_died = Vous êtes mort +hud-waypoint_saved = Point de Repère Sauvegardé +hud-sp_arrow_txt = PC +hud-inventory_full = Inventaire plein +hud-someone_else = quelqu'un d'autre +hud-another_group = un autre groupe +hud-owned_by_for_secs = Détenu par { $name } pour { $secs }s +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Contrôles +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Lanterne +hud-press_key_to_show_debug_info_fmt = Appuyer sur { $key } pour afficher les informations de débogage +hud-press_key_to_toggle_keybindings_fmt = Appuyer sur { $key } pour afficher les contrôles +hud-press_key_to_toggle_debug_info_fmt = Appuyer sur { $key } pour activer les informations de débogage +hud-press_key_to_respawn = Appuyez sur { $key } pour réapparaitre au dernier feu de camp visité. +hud_items_lost_dur = Vos objets équipés ont perdu en Durabilité. +hud-tutorial_btn = Tutoriel +hud-tutorial_click_here = Appuyez sur [ { $key } ] pour libérer votre souris et cliquez sur ce bouton! +hud-tutorial_elements = Artisanat +hud-temp_quest_headline = Salutations, Voyageur ! +hud-temp_quest_text = + Pour commencer votre voyage, vous pourriez commencer à chercher dans ce village et rassembler quelques provisions. + + Vous êtes invités à prendre tout ce dont vous avez besoin pour votre voyage ! + + Regardez en bas à droite de l'écran pour trouver diverses choses comme votre sac, le menu d'artisanat et la carte. + + Le menu d'artisanat vous permet de créer des armures, des armes, de la nourriture et bien plus encore ! + + Les animaux sauvages tout autour de la ville sont une excellente source de Chutes de Cuir pour créer une protection contre les dangers du monde. + + Dès que vous vous sentez prêt, essayez d'obtenir un équipement encore meilleur grâce aux nombreux défis marqués sur votre carte ! +hud-spell = Sorts +hud-diary = Journal +hud-free_look_indicator = Vue libre active. Appuyez sur { $key } pour la désactiver. +hud-camera_clamp_indicator = Verrouillage vertical de la caméra active. Appuyez sur { $key } pour la désactiver. +hud-auto_walk_indicator = Marche automatique active +hud-zoom_lock_indicator-remind = Zoom verrouillé +hud-zoom_lock_indicator-enable = Zoom de la caméra verrouillé +hud-zoom_lock_indicator-disable = Zoom de la caméra déverrouillé +hud-activate = Activer +hud-collect = Collecter +hud-pick_up = Ramasser +hud-open = Ouvrir +hud-use = Utiliser +hud-read = Lire +hud-unlock-requires = Ouvrir avec { $item } +hud-unlock-consumes = Utiliser { $item } pour ouvrir +hud-mine = Miner +hud-dig = Creuser +hud-mine-needs_pickaxe = Nécessite une pioche +hud-mine-needs_shovel = Nécessite une pelle +hud-mine-needs_unhandled_case = Nécessite ??? +hud-talk = Parler +hud-trade = Échanger +hud-mount = Chevaucher +hud-follow = Suivre +hud-stay = Rester +hud-sit = S'assoir +hud-steer = Diriger +hud-portal = Portail +hud-init-stage-server-db-vacuum = { "[" }{ -server }] : Nettoyage de la base de données... +hud-init-stage-singleplayer = Démarrage du serveur solo... +hud-init-stage-server-db-migrations = { "[" }{ -server }] : Application de la migration de la base de données… +-server = Serveur +hud-init-stage-server-worldciv-civcreate = { "[" }{ -server }]: { $generated } civilisations générées sur { $total } +hud-init-stage-server-starting = { "[" }{ -server }] : Démarrage du serveur... +hud-init-stage-client-authentication = { "[" }{ -client }] : Authentification... +hud-init-stage-client-connection-establish = { "[" }{ -client }] : Initialisation de la connexion au serveur... +hud-init-stage-server-economysim = { "[" }{ -server }] : Simulation de l'économie... +hud-deactivate = Désactiver +hud-lay = Se coucher +hud-init-stage-multiplayer = Démarrage du multijoueur +-client = Client +hud-init-stage-render-pipeline = Creation d'un rendu pipeline ({ $done }/{ $total }) +hud-init-stage-client-request-server-version = { "[" }{ -client }]: En attente de la version serveur... +hud-init-stage-client-load-init-data = { "[" }{ -client }]: Chargement des données d'initialisation du serveur... +hud-init-stage-client-starting-client = { "[" }{ -client }]: Préparation du client... +hud-init-stage-server-worldsim-erosion = { "[" }{ -server }]: Érosion { $percentage } % +hud-init-stage-server-worldciv-site = { "[" }{ -server }]: Génération de sites... +hud-init-stage-server-spotgen = { "[" }{ -server }]: Génération de spots... diff --git a/assets/voxygen/i18n/fr/hud/quest.ftl b/assets/voxygen/i18n/fr/hud/quest.ftl new file mode 100644 index 0000000..003fa51 --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/quest.ftl @@ -0,0 +1,7 @@ +hud-quest = Quête +hud-quest-intro = Salutations, { $playername }! +hud-quest-desc-fetch = S'il vous plaît aidez-moi à trouver: +hud-quest-desc-kill = Pourriez-vous m'aider à tuer +hud-quest-reward = Je vous récompenserai avec: +hud-quest-accept = Accepter +hud-quest-decline = Refuser \ No newline at end of file diff --git a/assets/voxygen/i18n/fr/hud/sct.ftl b/assets/voxygen/i18n/fr/hud/sct.ftl new file mode 100644 index 0000000..f5035aa --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Exp +hud-sct-block = BLOQUÉ diff --git a/assets/voxygen/i18n/fr/hud/settings.ftl b/assets/voxygen/i18n/fr/hud/settings.ftl new file mode 100644 index 0000000..2528017 --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/settings.ftl @@ -0,0 +1,162 @@ +hud-settings-general = Général +hud-settings-none = Aucun +hud-settings-press_behavior-toggle = Activer/Désactiver +hud-settings-press_behavior-hold = Maintenir +hud-settings-autopress_behavior-toggle = Activer/Désactiver +hud-settings-autopress_behavior-auto = Auto +hud-settings-help_window = Fenêtre d'aide +hud-settings-debug_info = Information de débogage +hud-settings-show_hitboxes = Montrer les hitboxes +hud-settings-show_chat = Montrer le chat +hud-settings-show_hotkey_hints = Montrer les aides aux touches +hud-settings-tips_on_startup = Astuces au démarrage +hud-settings-ui_scale = Échelle de l'interface +hud-settings-relative_scaling = Échelle relative +hud-settings-custom_scaling = Échelle personalisée +hud-settings-crosshair = Réticule +hud-settings-opacity = Transparence +hud-settings-hotbar = Barre d'action +hud-settings-toggle_shortcuts = Activer les raccourcis +hud-settings-buffs_skillbar = Effets sur la barre de compétences +hud-settings-buffs_mmap = Effets sur la minimap +hud-settings-toggle_bar_experience = Activer la barre d'expérience +hud-settings-scrolling_combat_text = Dégâts de combat +hud-settings-damage_accumulation_duration = Durée d'accumulation des dégâts +hud-settings-incoming_damage = Dégâts reçus +hud-settings-incoming_damage_accumulation_duration = Durée d'accumulation des dégâts reçus +hud-settings-round_damage = Arrondir les dégâts +hud-settings-speech_bubble = Bulle de dialogue +hud-settings-speech_bubble_self = Montrer ses propres bulles de dialogue +hud-settings-speech_bubble_dark_mode = Bulle de dialogue Mode Sombre +hud-settings-speech_bubble_icon = Icône Bulle de dialogue +hud-settings-energybar_numbers = Valeurs des barres d'énergie +hud-settings-always_show_bars = Toujours montrer les barres d'énergie +hud-settings-enable_poise_bar = Activer la barre d'Équilibre +hud-settings-experience_numbers = Points d'expérience +hud-settings-accumulate_experience = Accumuler les points d'expérience +hud-settings-values = Valeurs +hud-settings-percentages = Pourcentages +hud-settings-chat = Tchat +hud-settings-background_opacity = Transparence de l'arrière-plan +hud-settings-chat_character_name = Noms des personnages dans le tchat +hud-settings-loading_tips = Astuces sur l'écran de chargement +hud-settings-reset_interface = Restaurer par Défaut +hud-settings-pan_sensitivity = Sensibilité de la souris +hud-settings-zoom_sensitivity = Sensibilité du zoom +hud-settings-camera_clamp_angle = Angle pour le mode Verrouillage Caméra +hud-settings-invert_scroll_zoom = Inverser la molette +hud-settings-invert_mouse_y_axis = Inverser l'axe Y de la souris +hud-settings-invert_controller_y_axis = Inverser l'axe Y de la manette +hud-settings-enable_mouse_smoothing = Lissage de la Caméra +hud-settings-free_look_behavior = Comportement Vue libre +hud-settings-auto_walk_behavior = Comportement Marche Automatique +hud-settings-camera_clamp_behavior = Comportement Verrouillage Caméra +hud-settings-zoom_lock_behavior = Comportement du verrouillage de la caméra +hud-settings-player_physics_behavior = Physique des joueurs (expérimental) +hud-settings-stop_auto_walk_on_input = Arrêt marche-auto si mouvement +hud-settings-auto_camera = Caméra automatique +hud-settings-bow_zoom = Zoomer lors de la charge de l'arc +hud-settings-zoom_lock = Verrouillage de la caméra +hud-settings-reset_gameplay = Restaurer par Défaut +hud-settings-view_distance = Distance d'affichage +hud-settings-entity_view_distance = Distance d'affichage des entités +hud-settings-lod_distance = Distance d'affichage des détails +hud-settings-sprites_view_distance = Distance d'affichage des sprites +hud-settings-entities_detail_distance = Distance d'affichage des détails pour les entités +hud-settings-maximum_fps = Limite FPS +hud-settings-background_fps = FPS en arrière-plan +hud-settings-present_mode = VSync +hud-settings-present_mode-vsync_capped = Vsync limitée +hud-settings-present_mode-vsync_uncapped = Vsync non-limitée +hud-settings-present_mode-vsync_off = Vsync désactivée +hud-settings-fov = Champ de vision (degrés) +hud-settings-gamma = Gamma +hud-settings-exposure = Exposition +hud-settings-ambiance = Luminosité ambiante +hud-settings-antialiasing_mode = Mode anticrénelage +hud-settings-upscale_factor = Niveau d'échantillonnage +hud-settings-cloud_rendering_mode = Rendu des nuages +hud-settings-fluid_rendering_mode = Rendu des fluides +hud-settings-fluid_rendering_mode-low = Bas +hud-settings-fluid_rendering_mode-medium = Moyen +hud-settings-fluid_rendering_mode-high = Élevé +hud-settings-reflection_rendering_mode = Mode de rendu des réflections +hud-settings-reflection_rendering_mode-low = Bas +hud-settings-reflection_rendering_mode-medium = Moyen +hud-settings-reflection_rendering_mode-high = Élevé +hud-settings-cloud_rendering_mode-minimal = Minimum +hud-settings-cloud_rendering_mode-low = Bas +hud-settings-cloud_rendering_mode-medium = Moyen +hud-settings-cloud_rendering_mode-high = Élevé +hud-settings-cloud_rendering_mode-ultra = Ultra +hud-settings-fullscreen = Plein écran +hud-settings-fullscreen_mode = Mode de plein écran +hud-settings-fullscreen_mode-exclusive = Exclusif +hud-settings-fullscreen_mode-borderless = Sans bordure +hud-settings-gpu_profiler = Activer la synchronisation du processeur graphique (pas toujours supporté) +hud-settings-particles = Particules +hud-settings-lossy_terrain_compression = Compression terrain avec pertes +hud-settings-weapon_trails = Trainées d'armes +hud-settings-flashing_lights = Flash lumineux +hud-settings-flashing_lights_info = Active tous les types de flashs lumineux, par exemple le scintillement ou les éclairs. +hud-settings-resolution = Résolution +hud-settings-bit_depth = Profondeur de bits +hud-settings-refresh_rate = Taux de rafraichissement +hud-settings-lighting_rendering_mode = Mode de rendu des lumières +hud-settings-lighting_rendering_mode-ashikhmin = Type A - Élevé +hud-settings-lighting_rendering_mode-blinnphong = Type B - Moyen +hud-settings-lighting_rendering_mode-lambertian = Type L - Rapide +hud-settings-shadow_rendering_mode = Mode de rendu des ombres +hud-settings-shadow_rendering_mode-none = Aucune +hud-settings-shadow_rendering_mode-cheap = Rapide +hud-settings-shadow_rendering_mode-map = Carte +hud-settings-shadow_rendering_mode-map-resolution = Résolution +hud-settings-rain_occlusion-resolution = Résolution de l'occlusion de la pluie +hud-settings-lod_detail = Détail du rendu distant +hud-settings-save_window_size = Sauvegarder la taille de fenêtre +hud-settings-reset_graphics = Restaurer par Défaut +hud-settings-minimal_graphics = Minimum +hud-settings-low_graphics = Bas +hud-settings-medium_graphics = Moyen +hud-settings-high_graphics = Élevé +hud-settings-ultra_graphics = Ultra +hud-settings-bloom = Flou lumineux +hud-settings-point_glow = Effet lumineux +hud-settings-master_volume = Volume principal +hud-settings-inactive_master_volume_perc = Volume de la fenêtre en arrière-plan +hud-settings-music_volume = Volume de la musique +hud-settings-sound_effect_volume = Volume des effets +hud-settings-ambience_volume = Volume de l'ambiance +hud-settings-music_spacing = Espacement des musiques +hud-settings-audio_device = Périphérique audio +hud-settings-reset_sound = Restaurer par Défaut +hud-settings-english_fallback = Afficher en Anglais les traductions manquantes +hud-settings-awaitingkey = Appuyez sur une touche... +hud-settings-unbound = Aucun +hud-settings-reset_keybinds = Réinitialiser touches par défaut +hud-settings-chat_tabs = Onglets de Chat +hud-settings-label = Nom: +hud-settings-delete = Supprimer +hud-settings-show_all = Tout montrer +hud-settings-messages = Messages +hud-settings-activity = Activité +hud-settings-death = Mort +hud-settings-group = Groupe +hud-settings-faction = Faction +hud-settings-world = Monde +hud-settings-region = Région +hud-settings-say = Parler +hud-settings-all = Global +hud-settings-group_only = Groupe seulement +hud-settings-reset_chat = Réinitialiser par défaut +hud-settings-third_party_integrations = Intégrations aux tiers +hud-settings-enable_discord_integration = Activer l'intégration Discord +hud-settings-subtitles = Sous-titres +hud-settings-slots = emplacements +hud-settings-combat_music = Musique de combat +hud-settings-aim_offset_y = Compensation de visée verticale +hud-settings-present_mode-vsync_adaptive = Sync adaptatif +hud-settings-aim_offset_x = Compensation de visée horizontale +hud-settings-walking_speed_behavior = Comportement de la vitesse de marche +hud-settings-walking_speed = Vitesse de marche +hud-settings-language_send_to_server = Envoyez la langue configurée au serveurs (pour les règles localisé et les messages motd) diff --git a/assets/voxygen/i18n/fr/hud/signs.ftl b/assets/voxygen/i18n/fr/hud/signs.ftl new file mode 100644 index 0000000..699f8a9 --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/signs.ftl @@ -0,0 +1 @@ +common-signs-keep_out = Rester dehors! \ No newline at end of file diff --git a/assets/voxygen/i18n/fr/hud/skills.ftl b/assets/voxygen/i18n/fr/hud/skills.ftl new file mode 100644 index 0000000..ae94e66 --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/skills.ftl @@ -0,0 +1,131 @@ +hud-rank_up = Nouveau Point de compétence +hud-skill-sp_available = + { $number -> + [0] Pas de point de compétence + [1] { $number } point de compétence disponible + *[other] { $number } points de compétence disponible + } +hud-skill-not_unlocked = Pas encore débloqué +hud-skill-req_sp = { "\u000A" }Nécessite { $number } PC +hud-skill-set_as_exp_bar = Suivre les progrès sur la barre d'expérience +hud-skill-unlck_sword_title = Maniement de l'Épée +hud-skill-unlck_sword = Débloque l'arbre de compétence de l'épée.{ $SP } +hud-skill-unlck_axe_title = Maîtrise des haches +hud-skill-unlck_axe = Débloque l'arbre de compétence pour la hache.{ $SP } +hud-skill-unlck_hammer_title = Maîtrise du marteau +hud-skill-unlck_hammer = Débloque l'arbre de compétence du marteau{ $SP } +hud-skill-unlck_bow_title = Maîtrise de l'arc +hud-skill-unlck_bow = Débloque l'arbre de compétence pour l'arc{ $SP } +hud-skill-unlck_staff_title = Maniement du Bâton +hud-skill-unlck_staff = Débloque l'arbre de compétence pour le bâton{ $SP } +hud-skill-unlck_sceptre_title = Maniement du Sceptre +hud-skill-unlck_sceptre = Débloque l'arbre de compétence pour le sceptre{ $SP } +hud-skill-climbing_title = Escalade +hud-skill-climbing = Capacité à escalader des surfaces. +hud-skill-climbing_cost_title = Coût d'endurance de l'Escalade +hud-skill-climbing_cost = Escalader coûte { $boost }% moins d'endurance{ $SP } +hud-skill-climbing_speed_title = Vitesse d'Escalade +hud-skill-climbing_speed = Escalader { $boost }% plus vite{ $SP } +hud-skill-swim_title = Nage +hud-skill-swim = Déplacement dans l'eau. +hud-skill-swim_speed_title = Vitesse de nage +hud-skill-swim_speed = Nager { $boost }% plus vite{ $SP } +hud-skill-sc_lifesteal_title = Rayon de Vol-Vie +hud-skill-sc_lifesteal = Draine la vie de vos ennemis. +hud-skill-sc_lifesteal_damage_title = Dégâts du Rayon Vol-Vie +hud-skill-sc_lifesteal_damage = Inflige { $boost }% plus de dégâts{ $SP } +hud-skill-sc_lifesteal_range_title = Portée du Rayon Vol-Vie +hud-skill-sc_lifesteal_range = Votre Rayon se propage { $boost }% plus loin{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Efficacité du rayon voleur de vie +hud-skill-sc_lifesteal_lifesteal = Convertit { $boost }% plus de dégâts en points de vie{ $SP } +hud-skill-sc_lifesteal_regen_title = Régénération d'Endurance du Rayon Vol-Vie +hud-skill-sc_lifesteal_regen = Restaure de { $boost }% en plus votre endurance{ $SP } +hud-skill-sc_heal_title = Rayon de Soin +hud-skill-sc_heal = Soignez vos alliés par le sang de vos ennemis. +hud-skill-sc_heal_heal_title = Efficacité du Rayon de Soin +hud-skill-sc_heal_heal = Augmente de { $boost }% les soins apportés aux autres{ $SP } +hud-skill-sc_heal_cost_title = Coût d'Endurance du Rayon de Soin +hud-skill-sc_heal_cost = Soigner les autres coûte { $boost }% moins d'endurance{ $SP } +hud-skill-sc_heal_duration_title = Durée du Rayon de Soin +hud-skill-sc_heal_duration = Les effets de votre Rayon de Soin dure { $boost }% plus longtemps{ $SP } +hud-skill-sc_heal_range_title = Portée du Rayon de Soin +hud-skill-sc_heal_range = Votre Rayon se propage { $boost }% plus loin{ $SP } +hud-skill-sc_wardaura_unlock_title = Déblocage de l'Aura du Gardien +hud-skill-sc_wardaura_unlock = Débloque une compétence permettant de protéger vos alliés des attaques ennemies{ $SP } +hud-skill-sc_wardaura_strength_title = Puissance de l'Aura du Gardien +hud-skill-sc_wardaura_strength = Augmente de { $boost }% la force de protection{ $SP } +hud-skill-sc_wardaura_duration_title = Durée de l'Aura du Gardien +hud-skill-sc_wardaura_duration = Fait durer les effets de protection { $boost }% plus longtemps{ $SP } +hud-skill-sc_wardaura_range_title = Portée de l'Aura du Gardien +hud-skill-sc_wardaura_range = Votre protection s'étend { $boost }% plus loin{ $SP } +hud-skill-sc_wardaura_cost_title = Coût d'Endurance de l'Aura du Gardien +hud-skill-sc_wardaura_cost = Créer votre aura coûtera { $boost }% moins d'endurance{ $SP } +hud-skill-st_shockwave_range_title = Portée de l'Onde de Choc +hud-skill-st_shockwave_range = Projette ce qui était autrefois inatteignable, Portée augmentée de { $boost }%{ $SP } +hud-skill-st_shockwave_cost_title = Coût d'Endurance de l'Onde de Choc +hud-skill-st_shockwave_cost = Diminue de { $boost }% l'endurace nécessaire pour projeter ces pauvres villageois{ $SP } +hud-skill-st_shockwave_knockback_title = Projection de l'Onde de Choc +hud-skill-st_shockwave_knockback = Augmente de { $boost }% la force de projection{ $SP } +hud-skill-st_shockwave_damage_title = Dégâts de l'Onde de Choc +hud-skill-st_shockwave_damage = Augmente de { $boost }% les dégâts infligés par l'onde de choc{ $SP } +hud-skill-st_shockwave_unlock_title = Déblocage de l'Onde de Choc +hud-skill-st_shockwave_unlock = Débloque une compétence permettant de projeter les ennemis avec une onde de feu{ $SP } +hud-skill-st_flamethrower_title = Lance-Flammes +hud-skill-st_flamethrower = Lance des flammes, fait les tous cuire. +hud-skill-st_flame_velocity_title = Vélocité des Flammes +hud-skill-st_flame_velocity = Envoie des flammes { $boost }% plus rapides, pour atteindre plus vite le grill{ $SP } +hud-skill-st_flamethrower_range_title = Portée des Flammes +hud-skill-st_flamethrower_range = Envoie des flammes { $boost } % plus loin, plus besoin de s'approcher.{ $SP } +hud-skill-st_energy_drain_title = Drain d'Endurance des Flammes +hud-skill-st_energy_drain = Diminue de { $boost }% la vitesse de consommation d'endurance{ $SP } +hud-skill-st_flamethrower_damage_title = Dégâts des Flammes +hud-skill-st_flamethrower_damage = Augmente de { $boost }% les dégâts{ $SP } +hud-skill-st_explosion_radius_title = Portée de l'Explosion +hud-skill-st_explosion_radius = Augmente la portée d'explosion de { $boost }%{ $SP } +hud-skill-st_energy_regen_title = Régénération d'Endurance des Boules de feu +hud-skill-st_energy_regen = Augmente de { $boost }% la régénération d'endurance{ $SP } +hud-skill-st_fireball_title = Boule de Feu +hud-skill-st_fireball = Joue à la balle avec les ennemis. +hud-skill-st_damage_title = Dégâts des boules de feu +hud-skill-st_damage = Augmente de { $boost }% les dégâts{ $SP } +hud-skill-bow_projectile_speed_title = Vitesse des Projectiles +hud-skill-bow_projectile_speed = Permet de tirer plus vite, plus loin, de { $boost }%{ $SP } +hud-skill-bow_charged_title = Tir Chargé +hud-skill-bow_charged = Parce que vous avez attendu. +hud-skill-bow_charged_damage_title = Dégâts du Tir Chargé +hud-skill-bow_charged_damage = Augmente de { $boost }% les dégâts du tir chargé{ $SP } +hud-skill-bow_charged_energy_regen_title = Régénération chargée +hud-skill-bow_charged_energy_regen = Augmente la récupération d'Endurance de { $boost }%{ $SP } +hud-skill-bow_charged_knockback_title = Projection des Tirs Chargés +hud-skill-bow_charged_knockback = Projette les ennemis { $boost }% plus loin{ $SP } +hud-skill-bow_charged_speed_title = Vitesse de Charge +hud-skill-bow_charged_speed = Augmente de { $boost }% la vitesse de chargement de vos tirs{ $SP } +hud-skill-bow_charged_move_title = Vitesse de déplacement en charge +hud-skill-bow_charged_move = Augmente la vitesse à laquelle vous pouvez vous déplacer tout en chargeant l'attaque de { $boost }%{ $SP } +hud-skill-bow_repeater_title = Répétitions +hud-skill-bow_repeater = Plus vous tirez longtemps, plus le tir est rapide. +hud-skill-bow_repeater_damage_title = Dégâts des répétitions +hud-skill-bow_repeater_damage = Augmente de { $boost }% les dégâts infligés{ $SP } +hud-skill-bow_repeater_cost_title = Coût d'Endurance des répétitions +hud-skill-bow_repeater_cost = Diminue de { $boost }% le coût en Endurance des répétitions{ $SP } +hud-skill-bow_repeater_speed_title = Vitesse des répétitions +hud-skill-bow_repeater_speed = Augmente de { $boost }% la vitesse à laquelle vous tirez des flèches{ $SP } +hud-skill-bow_shotgun_unlock_title = Débloque le fusil à pompe +hud-skill-bow_shotgun_unlock = Déverrouille la capacité de tirer plusieurs flèches à la fois{ $SP } +hud-skill-bow_shotgun_damage_title = Dégâts du fusil à pompe +hud-skill-bow_shotgun_damage = Augmente de { $boost }% les dégâts infligés{ $SP } +hud-skill-bow_shotgun_cost_title = Coût d'Endurance du fusil à pompe +hud-skill-bow_shotgun_cost = Diminue de { $boost }% le coût en Endurance du fusil à pompe{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Flèches du fusil à pompe +hud-skill-bow_shotgun_arrow_count = Augmente de { $boost } le nombre de flèches dans la rafale{ $SP } +hud-skill-bow_shotgun_spread_title = Dispersion du fusil à pompe +hud-skill-bow_shotgun_spread = Diminue de { $boost } % la dispersion des flèches{ $SP }. +hud-skill-mining_title = Minage +hud-skill-pick_strike_title = Coup de pioche +hud-skill-pick_strike = Miner des rochers avec la pioche pour récupérer des minerais, des gemmes et de l'expérience. +hud-skill-pick_strike_speed_title = Vitesse de minage +hud-skill-pick_strike_speed = Miner des rochers plus vite{ $SP } +hud-skill-pick_strike_oregain_title = Récolte de minerais +hud-skill-pick_strike_oregain = Possibilité de récupérer plus de minerais ({ $boost }% par niveau){ $SP } +hud-skill-pick_strike_gemgain_title = Récolte de gemmes +hud-skill-pick_strike_gemgain = Possibilité de récupérer plus de gemmes ({ $boost }% par niveau){ $SP } diff --git a/assets/voxygen/i18n/fr/hud/social.ftl b/assets/voxygen/i18n/fr/hud/social.ftl new file mode 100644 index 0000000..90e53cc --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/social.ftl @@ -0,0 +1,14 @@ +hud-social = Social +hud-social-online = En ligne : +hud-social-friends = Amis +hud-social-not_yet_available = Pas encore disponible +hud-social-faction = Faction +hud-social-play_online_fmt = + { $nb_player -> + [1] { $nb_player } joueur en ligne + *[other] { $nb_player } joueurs en ligne + } +hud-social-name = Nom +hud-social-level = Niveau +hud-social-zone = Zone +hud-social-account = Compte diff --git a/assets/voxygen/i18n/fr/hud/subtitles.ftl b/assets/voxygen/i18n/fr/hud/subtitles.ftl new file mode 100644 index 0000000..5249f9e --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/subtitles.ftl @@ -0,0 +1,112 @@ +subtitle-campfire = Feu de camp crépitant +subtitle-bird_call = Chant d'oiseaux +subtitle-bees = Bourdonnement d'abeilles +subtitle-owl = Hululement d'hibou +subtitle-running_water = Eau qui ruisselle +subtitle-lightning = Tonnerre +subtitle-portal-activated = Portail Activé +subtitle-portal-teleported = Téléporté via portail +subtitle-footsteps_grass = Marche sur l'herbe +subtitle-footsteps_earth = Marche sur la terre +subtitle-footsteps_rock = Marche sur la roche +subtitle-footsteps_snow = Marche sur la neige +subtitle-pickup_item = Ramasse un objet +subtitle-pickup_failed = Le ramassage a échoué +subtitle-glider_open = Planeur équipé +subtitle-glider_close = Planeur déséquipé +subtitle-glide = Plane +subtitle-roll = Roule +subtitle-swim = Nage +subtitle-climb = Escalade +subtitle-damage = Dégat +subtitle-death = Mort +subtitle-wield_bow = Arc équipé +subtitle-unwield_bow = Arc déséquipé +subtitle-pickup_bow = Arc ramassé +subtitle-wield_sword = Épée équipé +subtitle-unwield_sword = Épée déséquipé +subtitle-sword_attack = Coup d'épée +subtitle-pickup_sword = Épée ramassé +subtitle-wield_axe = Hache équipé +subtitle-unwield_axe = Hache déséquipé +subtitle-axe_attack = Coup de hache +subtitle-pickup_axe = Hache ramassé +subtitle-wield_hammer = Marteau équipé +subtitle-unwield_hammer = Marteau déséquipé +subtitle-hammer_attack = Coup de marteau +subtitle-pickup_hammer = Marteau ramassé +subtitle-wield_staff = Baton équipé +subtitle-unwield_staff = Baton déséquipé +subtitle-fire_shot = Sort lancé +subtitle-staff_attack = Sort lancé +subtitle-pickup_staff = Baton ramassé +subtitle-wield_sceptre = Sceptre équipé +subtitle-unwield_sceptre = Sceptre déséquipé +subtitle-sceptre_heal = Aura de guérison du sceptre +subtitle-pickup_sceptre = Sceptre ramassé +subtitle-wield_dagger = Dague équipé +subtitle-uwield_dagger = Dague déséquipé +subtitle-dagger_attack = Coup de dague +subtitle-pickup_dagger = Dague ramassé +subtitle-wield_shield = Bouclier équipé +subtitle-unwield_shield = Bouclier équipé +subtitle-shield_attack = Poussé de bouclier +subtitle-pickup_shield = Bouclier ramassé +subtitle-pickup_pick = Pioche ramassé +subtitle-pickup_gemstone = Gemme ramassé +subtitle-instrument_organ = Son d'orgue +subtitle-wield_instrument = Instrument équipé +subtitle-unwield_instrument = Instrument déséquipé +subtitle-instrument_double_bass = Son de contrebasse +subtitle-instrument_flute = Son de flute +subtitle-instrument_glass_flute = Son de flute en verre +subtitle-instrument_lyre = Son de lyre +subtitle-instrument_icy_talharpa = Son de talharpa glacé +subtitle-instrument_kalimba = Son de kalimba +subtitle-instrument_melodica = Son de mélodica +subtitle-instrument_lute = Son de lute +subtitle-instrument_sitar = Son de sitar +subtitle-instrument_guitar = Son de guitare +subtitle-instrument_dark_guitar = Son de guitare sombre +subtitle-instrument_washboard = Son de planche à laver +subtitle-instrument_wildskin_drum = Son de tambour en peau sauvage +subtitle-pickup_instrument = Ramasse un instrument +subtitle-explosion = Explosion +subtitle-break_block = Bloc détruit +subtitle-attack_blocked = Attaque bloqué +subtitle-parry = Paré +subtitle-interrupted = Interrompu +subtitle-stunned = Étourdi +subtitle-dazed = Confus +subtitle-knocked_down = Renversé +subtitle-deep_laugh = Rire profond +subtitle-consume_potion = Bois une potion +subtitle-consume_apple = Mange une pomme +subtitle-consume_cheese = Mange du fromage +subtitle-consume_food = Mange +subtitle-consume_liquid = Bois +subtitle-arrow_shot = Flèche relâchée +subtitle-arrow_miss = Flèche ratée +subtitle-arrow_hit = Flèche touchée +subtitle-instrument_shamisen = Bruit de Shamisen +subtitle-skill_point = Point de compétence gagné +subtitle-utterance-wendigo-angry = Wendigo qui crie +subtitle-utterance-wyvern-angry = Wyvern rugissante +subtitle-utterance-wendigo-calm = Wendigo marmonnant +subtitle-utterance-wolf-angry = Loup grognant +subtitle-utterance-wolf-hurt = Loup gémissant +subtitle-utterance-wyvern-hurt = Wyvern blessé +subtitle-utterance-phoenix-angry = Phénix criant +subtitle-utterance-phoenix-hurt = Phénix blessé +subtitle-lavapool = Bassin de lave +subtitle-attack-steam = Vapeur +subtitle-sceptre_beam = Rayon du sceptre +subtitle-attack-shovel = Creuser à la pelle +subtitle-attack-from-the-ashes = Son de guérison +subtitle-utterance-alligator-angry = Sifflement de l'alligator +subtitle-utterance-biped_large-angry = Grognement lourd +subtitle-utterance-biped_large-hurt = Blessure grave +subtitle-utterance-lion-hurt = Grognement du lion +subtitle-utterance-antelope-angry = Antilope soufflant agressivement +subtitle-utterance-human-hurt = Homme en souffrance +subtitle-utterance-antelope-hurt = Antilope pleurant diff --git a/assets/voxygen/i18n/fr/hud/trade.ftl b/assets/voxygen/i18n/fr/hud/trade.ftl new file mode 100644 index 0000000..46841dc --- /dev/null +++ b/assets/voxygen/i18n/fr/hud/trade.ftl @@ -0,0 +1,34 @@ +hud-trade-trade_window = Fenêtre d'échange +hud-trade-phase1_description = + Déposez les objets que vous souhaitez + échanger dans la zone correspondante. +hud-trade-phase2_description = + L'échange est désormais bloqué pour + vous laisser le temps de vérifier les objets. +hud-trade-phase3_description = Échange en cours. +hud-trade-persons_offer = Offre de { $playername } +hud-trade-has_accepted = + { $playername } + a accepté +hud-trade-accept = Accepter +hud-trade-decline = Décliner +hud-trade-invite_sent = Demande d'échange envoyé à { $playername }. +hud-trade-result-completed = Échange complété avec succès. +hud-trade-result-declined = Échange décliné. +hud-trade-result-nospace = Pas assez d'espace libre pour compléter l'échange. +hud-trade-buy = + Prix d'achat: { $coin_num -> + [1] une pièce + *[other] { $coin_formatted } pièces + } +hud-trade-sell = + Prix de vente: { $coin_num -> + [1] une pièce + *[other] { $coin_formatted } pièces + } +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Votre offre +hud-trade-their_offer = Son offre +hud-trade-amount_input = Sélectionner un objet +hud-confirm-trade-for-nothing = Vous donnez vraiment ces objets en échange de rien ? diff --git a/assets/voxygen/i18n/fr/item/admin.ftl b/assets/voxygen/i18n/fr/item/admin.ftl new file mode 100644 index 0000000..802505d --- /dev/null +++ b/assets/voxygen/i18n/fr/item/admin.ftl @@ -0,0 +1,40 @@ +armor-tabard_admin = Tabard d'administrateur + .desc = Un grand pouvoir implique de grandes responsabilités. +weapon-bow-velorite-debug = Arc en velorite de l'administrateur + .desc = Infusé avec le pouvoir de la velorite. +armor-misc-back-admin = Cap de l'administrateur + .desc = + Un grand pouvoir implique + de grandes responsabilités. +armor-tabard-admin_tabard = Tabard de l'administrateur + .desc = + Un grand pouvoir implique + de grandes responsabilités. +armor-misc-back-admin_back = Cap de l'administrateur + .desc = + Un grand pouvoir implique + de grandes responsabilités. +armor-misc-bag-admin_black_hole = Le trou noir de l'administrateur + .desc = On dit qu'il s'adapte à tout. +armor-velorite-back = Cape d'administration en velorite + .desc = Où ai-je encore mis mon marteau de bannissement ? +armor-velorite-belt = Ceinture en velorite + .desc = { "" } +armor-velorite-boots = Bottes en velorite + .desc = { "" } +armor-velorite-chest = Torse en velorite + .desc = { "" } +armor-velorite-hands = Gants en velorite + .desc = { "" } +armor-velorite-legs = Pantalon en velorite + .desc = { "" } +armor-velorite-shoulder = Manteau en velorite + .desc = { "" } +object-item_cheese = Fromage d'or + .desc = On dit que les dieux le mangent pour obtenir la jeunesse éternelle. +weapon-tool-broom_belzeshrub_purple = Belzeshrub, le dieu du balai + .desc = Vous pouvez l'entendre ricaner chaque fois que vous frappez le sol un peu trop fort... +weapon-sword-frost-admin_sword = L'épée de l'administrateur + .desc = Ça ne devrait pas être un marteau ? +other-glider-vroom-debug = Planeur Vroom + .desc = aller brrr diff --git a/assets/voxygen/i18n/fr/item/armor/armor.ftl b/assets/voxygen/i18n/fr/item/armor/armor.ftl new file mode 100644 index 0000000..f71987f --- /dev/null +++ b/assets/voxygen/i18n/fr/item/armor/armor.ftl @@ -0,0 +1,300 @@ +armor-hide-carapace-back = Cape de carapace + .desc = Fabriquée à partir de la carapace qui protégeait autrefois une bête. +armor-hide-carapace-belt = Ceinture de carapace + .desc = Fabriquée à partir de la carapace qui protégeait autrefois une bête. +armor-hide-carapace-foot = Chaussures de carapace + .desc = Fabriquées à partir de la carapace qui protégeait autrefois une bête. +armor-hide-carapace-chest = Cuirasse à carapace + .desc = Fabriquée à partir de la carapace qui protégeait autrefois une bête. +armor-hide-carapace-hand = Poignées de carapace + .desc = Fabriquées à partir de la carapace qui protégeait autrefois une bête. +armor-hide-carapace-pants = Jambières de Carapace + .desc = Fabriqué à partir de la carapace qui protégeait autrefois une bête. +armor-hide-carapace-shoulder = Épaulières de carapace + .desc = Fabriquée à partir de la carapace qui protégeait autrefois une bête. +armor-twigsleaves-belt = Ceinture feuillue + .desc = Des feuilles séchées recouvrent la ceinture de brindilles traditionnelle et lui confèrent une texture légèrement différente. +armor-twigsleaves-chest = Chemise feuillue + .desc = Les feuilles recouvrent la chemise de brindilles imprégnée de magie, lui donnant un aspect plus naturel. +armor-twigsleaves-pants = Pantalon feuillu + .desc = Les feuilles recouvrent les brindilles de cotte de mailles imprégnées de magie, offrant une protection contre les éléments. +armor-twigsleaves-foot = Bottes feuillues + .desc = Les feuilles recouvrent les brindilles magiquement entrelacées pour offrir une simple protection contre les éléments. +armor-twigsleaves-hand = Bandelettes feuillues + .desc = Les feuilles aident à cacher les brindilles magiques entrelacées et offrent une légère protection contre les éléments. +armor-twigsleaves-shoulder = Épaules feuillues + .desc = Les feuilles recouvrent les rameaux pour mieux les protéger des intempéries. +armor-twigsflowers-belt = Ceinture fleurie + .desc = Brindilles imprégnées de magie, reliées entre elles par une fleur dont la tige s'entrelace pour maintenir la ceinture. +armor-hide-primal-back = Cape primitive + .desc = Fabriqué à partir d'une peau plus résistante que l'acier. +armor-hide-primal-belt = Ceinture primitive + .desc = Fabriquée à partir d'une peau plus résistante que l'acier. +armor-hide-primal-foot = Bottes primitives + .desc = Fabriquée à partir d'une peau plus résistante que l'acier. +armor-hide-primal-hand = Gantelets primitifs + .desc = Fabriqué à partir d'une peau plus résistante que l'acier. +armor-hide-leather-back = Cape en cuir + .desc = Rapide comme le vent. +armor-hide-leather-belt = Ceinture en cuir + .desc = Rapide comme le vent. +armor-hide-primal-chest = Cuirasse primitive + .desc = Fabriquée à partir d'une peau plus résistante que l'acier. +armor-hide-leather-chest = Plastron en cuir + .desc = Rapide comme le vent. +armor-twigsflowers-chest = Chemise fleurie + .desc = Brindilles imprégnées de magie, décorées de fleurs et de leurs tiges, indiquant aux autres vos intentions de paix et d'amour. +armor-hide-leather-hand = Gants en cuir + .desc = Rapide comme le vent. +armor-misc-head-leather-0 = Casquette en cuir + .desc = Rapide comme le vent. +armor-hide-leather-pants = Pantalon en cuir + .desc = Rapide comme le vent. +armor-hide-leather-shoulder = Épaulettes en cuir + .desc = Rapide comme le vent. +armor-hide-rawhide-back = Cape en cuir brut + .desc = Morceaux de cuir serrés les uns contre les autres. Léger et solide ! +armor-hide-rawhide-belt = Ceinture en cuir brut + .desc = Morceaux de cuir serrés les uns contre les autres. Légère et solide ! +armor-hide-rawhide-chest = Plastron en cuir brut + .desc = Morceaux de cuir serrés les uns contre les autres. Légère et solide ! +armor-hide-rawhide-foot = Chaussures en cuir brut + .desc = Morceaux de cuir serrés les uns contre les autres. Légères et solides ! +armor-hide-rawhide-shoulder = Épaulettes en cuir brut + .desc = Morceaux de cuir serrés les uns contre les autres. Léger et solide ! +armor-hide-scale-back = Cape d'écailles + .desc = Chaque écaille intégrée offre une protection supplémentaire. +armor-hide-scale-belt = Ceinture d'écailles + .desc = Chaque écaille intégrée offre une protection supplémentaire. +armor-hide-scale-foot = Solerets d'écailles + .desc = Chaque écaille intégrée offre une protection supplémentaire. +armor-hide-scale-hand = Poings d'écailles + .desc = Chaque écaille intégrée offre une protection supplémentaire. +armor-hide-scale-shoulder = Protège-épaules à écailles + .desc = Chaque écaille intégrée offre une protection supplémentaire. +armor-hide-dragonscale-back = Cape en écailles de dragon + .desc = Fabriquée à partir des écailles d'une créature légendaire, on peut sentir la puissance pulser à travers elle. +armor-hide-dragonscale-chest = Plastron en écailles de dragon + .desc = Fabriquée à partir des écailles d'une créature légendaire, on peut sentir la puissance pulser à travers elle. +armor-hide-dragonscale-hand = Gants en écailles de dragon + .desc = Fabriquée à partir des écailles d'une créature légendaire, on peut sentir la puissance pulser à travers elle. +armor-hide-dragonscale-pants = Jambières en écailles de dragon + .desc = Fabriquée à partir des écailles d'une créature légendaire, on peut sentir la puissance pulser à travers elle. +armor-hide-scale-chest = Plastron d'écailles + .desc = Chaque écaille intégrée offre une protection supplémentaire. +armor-hide-dragonscale-foot = Éperons en écailles de dragon + .desc = Fabriquée à partir des écailles d'une créature légendaire, on peut sentir la puissance pulser à travers elle. +armor-hide-rawhide-pants = Pantalon en cuir brut + .desc = Morceaux de cuir serrés les uns contre les autres. Léger et solide ! +armor-hide-rawhide-hand = Bracelets en cuir brut + .desc = Morceaux de cuir serrés les uns contre les autres. Légères et solides ! +armor-hide-dragonscale-shoulder = Manteau d'écailles de dragon + .desc = Fabriquée à partir des écailles d'une créature légendaire, on peut sentir la puissance pulser à travers elle. +armor-hide-scale-pants = Jambières à écailles + .desc = Chaque écaille intégrée offre une protection supplémentaire. +armor-hide-dragonscale-belt = Ceinture en écailles de dragon + .desc = Fabriquée à partir des écailles d'une créature légendaire, on peut sentir la puissance pulser à travers elle. +armor-hide-primal-pants = Jambières primitives + .desc = Fabriqué à partir d'une peau plus résistante que l'acier. +armor-hide-primal-shoulder = Épaules primitives + .desc = Fabriqué à partir d'une peau plus résistante que l'acier. +armor-hide-leather-foot = Bottes en cuir + .desc = Rapide comme le vent. +armor-cloth_blue-belt = Ceinture en lin bleu + .desc = Ceinture élégante en tissu brut, teintée en bleu. +armor-cloth_blue-chest = Poitrine en lin bleu + .desc = Un élégant surcot en tissu brut, teinté en bleu. +armor-cloth_blue-foot = Bottes en lin bleu + .desc = Bottes en tissu brut, teintées en bleu. +armor-misc-head-helmet = Casque + .desc = { "" } +armor-misc-neck-carcanet_of_wrath = Collier de la colère + .desc = Un collier qui donne d'immenses pouvoirs même aux êtres les plus faibles. +armor-misc-neck-pendant_of_protection = Pendentif de protection + .desc = Vous sentez une sorte de présence qui vous protège... +armor-boreal-shoulder = Spalières Boréales + .desc = Comme si la poigne glacée de la mort touchait votre épaule. +armor-boreal-back = Cape boréale + .desc = Épaisse mais étonnamment froide. +armor-boreal-foot = Bandages boréaux + .desc = Le froid intense rend les déplacements difficiles. +armor-misc-foot-cloth_sandal = Sandales usées + .desc = Compagnons fidèles, bien qu'ils ne semblent pas pouvoir aller beaucoup plus loin. +armor-misc-neck-shell = Collier de coquillages + .desc = Contient l'aura protectrice de l'océan. +armor-misc-pants-grayscale = Pantalon de chasse + .desc = Fabriqué en cuir souple et doux. +armor-misc-shoulder-leather_iron_3 = Épaulières en fer et en cuir + .desc = Le cuir incrusté de fragments de fer protège le porteur. +armor-misc-chest-worker_purple_1 = Chemise de travail violette + .desc = Elle était utilisée par un agriculteur jusqu'à récemment. +armor-brinestone-hand = Gantelets en pierre de Brin + .desc = Frappe comme une pierre. +armor-misc-neck-gold = Collier en or + .desc = Un collier en or onéreux... semble avoir été volé. +armor-misc-shoulder-iron_spikes = Épaulière à pointes de fer + .desc = La plaque de fer lourde et rugueuse est munie de pointes enchevêtrées dans plusieurs fentes au centre pour dissuader les attaquants. +armor-misc-chest-worker_yellow_0 = Chemise de travail jaune + .desc = Elle était utilisée par un agriculteur jusqu'à récemment. +armor-cloth_blue-hand = Bracelets en lin bleu + .desc = Les bracelets en tissu brut, teintés en bleu, constituent un élément de mode élégant. +armor-cloth_blue-pants = Jupe en lin bleu + .desc = Jupe élégante en tissu brut, teintée en bleu. +armor-cloth_blue-shoulder_0 = Veste en lin bleu + .desc = Manteau en tissu brut, teinté en bleu. +armor-cloth_blue-shoulder_1 = Epaulettes en tissu bleu + .desc = Épaulettes simples en tissu bleu. +armor-boreal-belt = Ceinture boréale + .desc = C'est froid. +armor-boreal-chest = Plastron boréal + .desc = Si glacial que vous pouvez le sentir dans votre cœur. +armor-boreal-hand = Gantelets boréaux + .desc = Plus froid que la mort. +armor-boreal-pants = Tunique boréale + .desc = Plus froid que le climat contre lequel elle vous protège. +armor-brinestone-back = Manteau de pierre de Brin + .desc = Ce n'est pas fragile. +armor-brinestone-belt = Ceinture en pierre de Brin + .desc = Maintien l'ensemble. +armor-brinestone-chest = Plastron en pierre de Brin + .desc = Difficile à percer. +armor-brinestone-crown = Couronne en pierre de taille + .desc = Vous fait paraître plus grand. +armor-brinestone-foot = Bottes en pierre de Brin + .desc = Pas très confortable. +armor-brinestone-pants = Pantalon en pierre de Brin + .desc = Ne pas culbuter. +armor-brinestone-shoulder = Plaques de pierre à brin + .desc = Presque trop lourd. +armor-misc-neck-abyssal_gorget = Collerette abyssale + .desc = Puise la vigueur des marées. +armor-misc-neck-amethyst = Collier d'améthyste + .desc = Collier en étain garni de gemmes d'améthyste. +armor-misc-neck-ankh_of_life = Ankh de vie + .desc = Un collier unique d'origine inconnue... On peut sentir la puissance qui le traverse. +armor-misc-neck-diamond = Collier de diamants + .desc = Un collier en or onéreux, orné de diamants raffinés. +armor-misc-neck-emerald = Collier d'émeraude + .desc = Un collier en cobalt, orné de magnifiques émeraudes. +armor-misc-neck-fang = Collier de crocs + .desc = Seuls les êtres les plus sauvages peuvent maîtriser le pouvoir de ce collier... +armor-misc-neck-resilience_gem = Gemme de résilience + .desc = Entourée d'une discrète lueur magique. +armor-misc-neck-haniwa_talisman = Talisman Haniwa + .desc = Un talisman représentant une figure d'origine inconnue. +armor-misc-neck-honeycomb_pendant = Pendentif Nid d'abeille + .desc = Ce collier est toujours en train de couler du miel... +armor-misc-neck-ruby = Collier de rubis + .desc = Un collier en argent orné, incrusté de magnifiques rubis. +armor-misc-neck-sapphire = Collier de saphir + .desc = Un collier en fer robuste, dans lequel sont incrustées des saphirs polis. +armor-misc-neck-scratched = Collier rayé + .desc = Un collier de mauvaise qualité dont la corde est sur le point de se casser... +armor-misc-neck-topaz = Collier de topaze + .desc = Un collier en cuivre, avec une topaze incrustée au centre. +armor-misc-head-bamboo_twig = Brindille de bambou + .desc = Une minuscule pousse égarée d'une plus grosse tige de bambou. +armor-misc-head-bear_bonnet = Bonnet d'ours + .desc = Sous les traits d'un ours féroce, sa fureur devient la vôtre. +armor-misc-head-boreal_warhelm = Casque de guerre boréal + .desc = Je me demande où il pointe... +armor-misc-head-crown = Couronne + .desc = Une couronne digne d'une stature royale. +armor-misc-head-facegourd = Ci'tronche + .desc = Tête de citrouille. +armor-misc-head-gnarling_mask = Masque du chef + .desc = Il sent le bois brûlé. +armor-misc-head-hog_hood = Capuche porcine + .desc = Portez l'apparence d'un grand porc déchu, afin d'honorer son sacrifice. +armor-misc-head-hood = Capuche + .desc = Ne faites plus qu'un avec la cime des arbres. +armor-misc-head-hood_dark = Capuchon sombre + .desc = C't'un peu épais. +armor-misc-head-howl_cowl = Chap'Hurlant + .desc = Porter l'apparence d'un loup redoutable est la marque d'un chasseur redoutable. +armor-misc-head-mitre = Mitre + .desc = Appelle la puissance venant du ciel. +armor-misc-head-spikeguard = Couronne à pointes + .desc = Ressemble à une sorte de couronne épineuse. +armor-misc-head-straw = Chapeau de paille + .desc = Souvent porté par les villageois. Il est simple et élégant ! +armor-misc-head-wanderers_hat = Chapeau de vagabond + .desc = Le couvre-chef idéal pour ceux qui se sentent à l'aise sur les routes et les sentiers de Veloren. +armor-misc-head-winged_coronet = Couronne ailée + .desc = Vous vous sentez plus en harmonie avec la nature. +armor-misc-head-bandana-red = Bandana rouge + .desc = Très sournois, mais aussi rouge vif. +armor-misc-head-bandana-thief = Bandana de voleur + .desc = Masque de bandit commun. +armor-misc-pants-worker_blue = Pantalon de travail bleu + .desc = Résistant et fiable. +armor-misc-pants-worker_brown = Pantalon de travail confortable + .desc = Résistant et fiable. +armor-misc-shoulder-leather_iron_0 = Épaulières en fer et en cuir + .desc = Les épaules en cuir ornées de lourds crochets de fer protègent le porteur. +armor-misc-shoulder-leather_iron_1 = Épaulières en fer et en cuir + .desc = Le cuir garni de lourdes pointes de fer offre une solide protection au porteur. +armor-misc-shoulder-leather_iron_2 = Épaulières en fer et en cuir + .desc = Les bandes de cuir et de fer lourd protègent le porteur. +armor-misc-shoulder-leather_strip = Bandes de cuir + .desc = Bandes de peau d'animal tannée transformées en épaulettes lâches. +armor-misc-chest-worker_green = Chemise du travailleur vert + .desc = Elle était utilisée par un agriculteur jusqu'à récemment. +armor-misc-chest-worker_purple_0 = Chemise de travail violette + .desc = Résistant et fiable. +armor-misc-chest-worker_purp_brown = Chemise de travail violette + .desc = Résistant et fiable. +armor-misc-chest-worker_red_0 = Chemise de travail rouge + .desc = Elle était utilisée par un agriculteur jusqu'à récemment. +armor-misc-chest-worker_red_1 = Chemise de travail rouge + .desc = Elle était utilisée par un agriculteur jusqu'à récemment. +armor-misc-chest-worker_yellow_1 = Chemise de travail jaune + .desc = Elle était utilisée par un agriculteur jusqu'à récemment. +armor-misc-ring-amethyst = Bague en améthyste + .desc = Bague en étain ornée d'une améthyste. +armor-misc-ring-diamond = Bague en diamant + .desc = Bague en or ornée d'un diamant de grande valeur. +armor-misc-ring-emerald = Anneau d'émeraude + .desc = Bague en cobalt ornée d'une émeraude. +armor-misc-ring-gold = Bague en or + .desc = Une bague en or ordinaire... comme s'il lui manquait une pierre précieuse. +armor-misc-ring-ruby = Bague en rubis + .desc = Bague en argent ornée d'un rubis. +armor-misc-ring-sapphire = Bague en saphir + .desc = Un anneau de fer avec un saphir. +armor-misc-ring-scratched = Bague rayée + .desc = Convient à peine à votre doigt. +armor-misc-ring-topaz = Bague en topaze + .desc = Bague en cuivre ornée par un topaze. +armor-misc-back-backpack-traveler = Sac à dos du voyageur + .desc = Confortable et d'une capacité suffisante, c'est le meilleur ami du collectionneur. +armor-misc-back-dungeon_purple = Cape de cultiste violette + .desc = Sent la magie noire et les bougies. +armor-misc-back-short-0 = Cape courte en cuir + .desc = Probablement fabriquée avec le meilleur cuir. +armor-misc-back-short-1 = Couverture verte + .desc = Garde les épaules au chaud. +armor-savage-back = Cape sauvage + .desc = Apporte la fureur des barbares. +armor-savage-belt = Ceinture sauvage + .desc = Apporte la fureur des barbares. +armor-savage-chest = Cuirasse sauvage + .desc = Apporte la fureur des barbares. +armor-savage-foot = Bottes sauvages + .desc = Apporte la fureur des barbares. +armor-savage-hand = Gantelets sauvages + .desc = Apporte la fureur des barbares. +armor-savage-pants = Chausses Sauvages + .desc = Apporte la fureur des barbares. +armor-savage-shoulder = Épaulière sauvage + .desc = Apporte la fureur des barbares. +armor-witch-hat = Chapeau de sorcière + .desc = Puise sa force dans les arts obscurs. +armor-pirate-hat = Chapeau de pirate + .desc = On dirait qu'un perroquet était perché ici. +armor-twigsflowers-foot = Bottes fleuries + .desc = Tressées et imprégnées de magie, ces bottes de brindilles et de fleurs apportent protection et paix à leur porteur. +armor-twigsflowers-hand = Bandes fleuries + .desc = Des brindilles enveloppées et entrelacées, maintenues ensemble par la magie et des fleurs avec leurs tiges, procurent paix et protection au porteur. +armor-twigsflowers-pants = Pantalon fleuri + .desc = Cotte de mailles tissée de brindilles ornées de tiges de fleurs pour apporter protection et paix. diff --git a/assets/voxygen/i18n/fr/item/armor/other.ftl b/assets/voxygen/i18n/fr/item/armor/other.ftl new file mode 100644 index 0000000..0c1d756 --- /dev/null +++ b/assets/voxygen/i18n/fr/item/armor/other.ftl @@ -0,0 +1,74 @@ +lantern-magic_lantern = Lanterne magique + .desc = Illumine les donjons les plus sombres. Un grand monstre a été tué pour cet objet. +lantern-black = Lanterne noire + .desc = Assez courante en raison de son utilisation populaire par les aventuriers en herbe ! +lantern-blue = Lanterne bleue froide + .desc = Cette lanterne est étonnamment froide lorsqu'elle est allumée. +lantern-geode_purp = Géode violette + .desc = Emet une lueur apaisante, aide à calmer les nerfs. +lantern-green = Lanterne au zeste de citron vert + .desc = Elle a une ouverture qui peut contenir un anneau... +lantern-polaris = Polaris + .desc = Lanterne de Noël. +lantern-pumpkin = Citrouille inquiétante + .desc = Est-ce qu'il vient de cligner des yeux ?! +lantern-red = Lanterne rouge + .desc = Attention : contenu chaud. +glider-basic_red = Planeur en tissu rouge + .desc = Un planeur simple, mais avec une couleur rouge frappante. +glider-basic_white = Planeur en tissu simple + .desc = Simple, mais élégant. +glider-blue = Faucon bleu + .desc = Couleur ciel. +glider-butterfly-moonlit_love = L'amour au clair de lune + .desc = L'amour est dans l'air. +glider-cloverleaf = Feuille de trèfle + .desc = Porte bonheur à son propriétaire. Léger et peu coûteux à fabriquer, il est aussi très mignon ! +glider-leaves = Planeur de feuilles + .desc = S'envoler parmi les arbres. +glider-butterfly-orange_monarch = Monarque orange + .desc = Les ailes délicates s'agitent faiblement. +glider-moonrise = Nuit aquatique + .desc = Les étoiles sont belles ce soir. +glider-butterfly-blue_morpho = Morpho bleu + .desc = Les ailes délicates battent faiblement. +glider-moth = Luna verte + .desc = Les ailes délicates battent faiblement. +glider-sandraptor = Ailes de rapaces des sables + .desc = Prenez votre envol avec les ailes d'un prédateur assoiffé. +glider-snowraptor = Ailes de raptor des neiges + .desc = Prenez votre envol avec les ailes d'un prédateur à sang froid. +glider-sunset = Horizon + .desc = Il n'est pas midi. +glider-winter_wings = Les ailes de l'hiver + .desc = Brille de mille feux, même sous le soleil. +glider-woodraptor = Ailes de raptor en bois + .desc = Prenez votre envol avec les ailes d'un prédateur furtif. +armor-misc-back-backpack = Sac à dos robuste + .desc = Garde toutes vos affaires ensemble. +armor-misc-bag-heavy_seabag = Sac marin lourd + .desc = Couramment utilisé par les marins. +armor-misc-bag-knitted_red_pouch = Sac rouge tricoté + .desc = Un grand sac rouge avec deux poches, fait de laine et de teinture. +armor-misc-bag-liana_kit = Trousse de lianes + .desc = Tissu de lianes séchées. +armor-misc-bag-mindflayer_spellbag = Sac à sortilèges du tueur d'esprit + .desc = + On peut presque sentir la présence maléfique + du tueur d'esprit qui s'écoule à travers le tissu. +glider-cultists = Sourire osseux + .desc = Mort par le haut. +armor-misc-bag-reliable_backpack = Sac à dos fiable + .desc = Il ne vous abandonnera jamais. +armor-misc-bag-reliable_leather_pack = Sac en cuir fiable + .desc = Il ne vous abandonnera jamais. +armor-misc-bag-sturdy_red_backpack = Sacoche rouge robuste + .desc = Un sac vraiment fiable et de grande taille, brodé d'améthyste et de cuir épais. +armor-misc-bag-tiny_leather_pouch = Petite pochette en cuir + .desc = Une petite pochette en cuir fiable. +armor-misc-bag-tiny_red_pouch = Petite pochette rouge + .desc = Fabriqué à partir de plusieurs pièces de tissu teinté. +armor-misc-bag-troll_hide_pack = Sac en peau de troll + .desc = Des trolls ont été blessés lors de la fabrication de ce produit. +armor-misc-bag-woven_red_bag = Sac rouge tissé + .desc = Un sac rouge de taille moyenne. Bien qu'il se sente toujours à l'étroit. diff --git a/assets/voxygen/i18n/fr/item/items/crafting.ftl b/assets/voxygen/i18n/fr/item/items/crafting.ftl new file mode 100644 index 0000000..553aab0 --- /dev/null +++ b/assets/voxygen/i18n/fr/item/items/crafting.ftl @@ -0,0 +1,70 @@ +sprite-grass-grass_long_5 = Herbe longue + .desc = Plus verte qu'un museau d'orc. +sprite-wood-item-bamboo = Bambou + .desc = Une herbe boisée géante. Elle peut être utilisée pour fabriquer des armes en bois. +sprite-wood-item-frostwood = Bûches de bois de givre + .desc = Bois froid provenant de biomes froids. Froid au toucher. On peut s'en servir pour fabriquer des armes en bois. +sprite-wood-item-hardwood = Bûches de bois dur + .desc = Bûches très épaisses et robustes. On peut s'en servir pour fabriquer des armes en bois. +sprite-wood-item-ironwood = Bûches de bois de fer + .desc = Un bois particulièrement robuste. On peut s'en servir pour fabriquer des armes en bois. +sprite-wood-item-eldwood = Bûches de bois d'Eld + .desc = Vieilles bûches qui dégagent de la magie. On peut s'en servir pour fabriquer des armes en bois. +sprite-crafting_ing-bowl = Bol + .desc = Un simple bol pour préparer les repas. +sprite-crafting_ing-abyssal_heart = Cœur abyssal + .desc = Source du pouvoir des dagons. +sprite-wood-item-wood = Bûches de bois + .desc = Rondins de bois réguliers et robustes. Elles peuvent être utilisées pour fabriquer des armes en bois. +sprite-crafting_ing-brinestone = Pierre de Brin + .desc = Utilisé pour la fabrication d'armures. +sprite-cacti-flat_cactus_med = Cactus + .desc = Pousse dans les endroits chauds et secs. Très piquant ! +sprite-crafting_ing-coral_branch = Branche de corail + .desc = Trésor du fond de la mer. +sprite-crafting_ing-cotton_boll = Boule de coton + .desc = Cueillie sur un plant de coton ordinaire. +sprite-crafting_ing-living_embers = Braises vivantes + .desc = Les restes fumants d'une créature ardente. +sprite-crafting_ing-oil = Huile + .desc = Une mesure d'huile épaisse et boueuse. +sprite-crafting_ing-pearl = Perle + .desc = ferait une belle lampe. +sprite-crafting_ing-resin = Résine + .desc = Utilisée pour le travail du bois. +sprite-seashells-shell-0 = Coquillages + .desc = Coquillages d'une créature marine. +sprite-crafting_ing-sentient_seed = Graine sensible + .desc = Le rejeton non développé d'une plante sensible. +sprite-crafting_ing-sticky_thread = Fil collant + .desc = Un extrait d'araignée désordonné, mais un tailleur peut en avoir l'utilité. +sprite-crafting_ing-hide-troll_hide = Peau de troll + .desc = Pillé sur les trolls des cavernes. +sprite-crafting_ing-hide-tough_hide = Peau dure + .desc = Peau relativement dure et rugueuse. Devient du cuir. +sprite-crafting_ing-animal_misc-fur = Fourrure douce + .desc = Fourrure douce d'un animal. +sprite-crafting_ing-animal_misc-grim_eyeball = Boule de cristal sinistre + .desc = Lance un regard pétrifiant. +sprite-crafting_ing-animal_misc-large_horn = Grande corne + .desc = + Une grande corne provenant d'une bête redoutable. + + Les armes fabriquées avec cette corne ont des effets de capacité renforcés. +sprite-crafting_ing-animal_misc-lively_vine = Vigne vive + .desc = Je pense qu'elle vient de bouger... +sprite-crafting_ing-animal_misc-phoenix_feather = Plume de phénix + .desc = On dit qu'elle a des propriétés magiques. +sprite-crafting_ing-animal_misc-claw = Griffe du prédateur + .desc = + La griffe agile d'un prédateur féroce. + + Peut-être utilisée pour fabriquer des armes rapides et agiles. +sprite-crafting_ing-hide-rugged_hide = Peau robuste + .desc = Peau durable de créatures féroces, appréciée des maroquiniers. +sprite-crafting_ing-hide-dragon_scale = Écaille de dragon + .desc = Écaille dure d'une bête légendaire, chaude au toucher. +sprite-crafting_ing-hide-plate = Plaque + .desc = Plaque durable d'un animal blindé. +sprite-crafting_ing-hide-scale = Écailles + .desc = Écailles brillantes trouvées sur un animal. diff --git a/assets/voxygen/i18n/fr/item/items/food.ftl b/assets/voxygen/i18n/fr/item/items/food.ftl new file mode 100644 index 0000000..fef1728 --- /dev/null +++ b/assets/voxygen/i18n/fr/item/items/food.ftl @@ -0,0 +1,63 @@ +sprite-cabbage-cabbage = Laitue + .desc = Un légume à feuilles vert vibrant. La laitue fait des salades ! +sprite-mushrooms-mushroom-10 = Champignon + .desc = Espérons que celui-ci n'est pas toxique. +sprite-food-salad_plain = Salade simple + .desc = Littéralement de la laitue hachée. Est-ce que cela compte comme une salade ? +sprite-carrot-carrot = Carotte + .desc = Un légume-racine orange. On raconte que cela améliore la vue ! +sprite-tomato-tomato = Tomate + .desc = Un fruit rouge. En fait, ce n'est pas un légume ! +sprite-food-salad_tomato = Salade de tomates + .desc = Quelques feuilles de salade avec des morceaux de tomates juteuses. +sprite-food-meat-beast_large_cooked = Tranche de viande cuite + .desc = Moyennement saignant. +sprite-food-meat-beast_large_raw = Morceau de viande crue + .desc = Morceau de viande animale bestiale, meilleur après cuisson. +sprite-food-meat-beast_small_cooked = Fine tranche de viande cuite + .desc = Moyennement saignant. +sprite-food-meat-bird_cooked = Viande d'oiseau cuite + .desc = A déguster de préférence avec un dans chaque main. +sprite-food-meat-bird_large_cooked = Gros pilon cuit + .desc = Un repas légendaire. +sprite-food-meat-bird_large_raw = Énorme pilon cru + .desc = C'est magnifique. +sprite-food-meat-bird_raw = Viande d'oiseau crue + .desc = Un gros pilon. +sprite-food-meat-fish_cooked = Poisson cuit + .desc = Un steak de fruits de mer fraîchement cuit. +sprite-food-meat-fish_raw = Poisson cru + .desc = Un steak découpé dans un poisson, à consommer de préférence après cuisson. +sprite-food-meat-tough_cooked = Viande dure cuite + .desc = Goût exotique. +sprite-food-meat-tough_raw = Viande crue et coriace + .desc = Morceau de viande particulier, meilleur après cuisson. +object-apple_half = Pomme + .desc = Rouge et juteuse. +object-mushroom_curry = Curry de champignons + .desc = Qui pourrait dire non à ça ? +object-blue_cheese = Fromage bleu + .desc = Piquant et rassasiant. +object-cactus_drink = Colada de cactus + .desc = Vous donne cette sensation particulière de piqûre. +object-cheese = Fromage nain + .desc = Fabriqué à partir de lait de chèvre provenant des meilleurs produits nains. Aromatique et nutritif ! +object-coconut_half = Noix de coco + .desc = Source fiable d'eau et de graisse. On le trouve souvent sur les palmiers. +object-honeycorn = Maïs au miel + .desc = Doux. +object-pumpkin_spice_brew = Bière épicée à la citrouille + .desc = Bière fabriquée à partir de citrouilles moisies. +object-mushroom_stick = Bâton de champignons + .desc = Champignons grillés sur un bâton facile à transporter. +sprite-spore-corruption_spore = Spore de corruption + .desc = + Vous sentez une force maléfique palpiter en vous. + + Il n'est peut-être pas prudent de s'y accrocher trop longtemps... +sprite-food-meat-beast_small_raw = Morceau de viande crue + .desc = Petit morceau de viande animale bestiale, meilleur après cuisson. +object-sunflower_ice_tea = Thé glacé au tournesol + .desc = Infusion de graines de tournesol fraîchement décortiquées. +object-apple_stick = Bâton de pomme + .desc = Le bâton facilite le transport ! diff --git a/assets/voxygen/i18n/fr/item/weapon/projectile.ftl b/assets/voxygen/i18n/fr/item/weapon/projectile.ftl new file mode 100644 index 0000000..f8c7a14 --- /dev/null +++ b/assets/voxygen/i18n/fr/item/weapon/projectile.ftl @@ -0,0 +1,14 @@ +object-bomb = Bombe + .desc = Engin hautement explosif, les démolisseurs en raffolent ! +weapon-projectile-fireworks_blue = Feu d'artifice bleu + .desc = Distance recommandée : 42 chonks. +weapon-projectile-fireworks_green = Feu d'artifice vert + .desc = Attention aux arbres. +weapon-projectile-fireworks_purple = Feu d'artifice violet + .desc = Favori du culte. +weapon-projectile-fireworks_red = Feu d'artifice rouge + .desc = Les humains s'en servent parfois comme fusée de détresse. +weapon-projectile-fireworks_white = Feu d'artifice blanc + .desc = Scintille comme les étoiles. +weapon-projectile-fireworks_yellow = Feu d'artifice jaune + .desc = Le Grand Docteur est décédé après avoir testé cet engin en intérieur. diff --git a/assets/voxygen/i18n/fr/main.ftl b/assets/voxygen/i18n/fr/main.ftl new file mode 100644 index 0000000..d57848b --- /dev/null +++ b/assets/voxygen/i18n/fr/main.ftl @@ -0,0 +1,112 @@ +main-username = Nom d'utilisateur +main-server = Serveur +main-password = Mot de passe +main-connecting = Connexion +main-creating_world = Création du monde +main-tip = Astuce: +main-unbound_key_tip = non lié +main-notice = + Bienvenue dans la version alpha de Veloren ! + + Avant de commencer à vous amuser, merci de garder les choses suivantes en tête : + + - Il s'agit d'une version alpha très jeune. Attendez-vous à des bugs, un gameplay non terminé, des mécaniques non peaufinées et des fonctionalités manquantes. + + - Si vous avez des retours constructifs ou avez detecté un bug, vous pouvez nous contacter via sur notre dépôt GitLab et sur notre serveur Discord ou Matrix. + + - Veloren est un jeu open source. Vous êtes libre de jouer, de modifier et de redistribuer le jeu conformément à la version 3 de la licence publique générale GNU. + + - Veloren est un projet communautaire à but non-lucratif développé par des bénévoles. + Si vous appréciez ce jeu, vous êtes les bienvenus pour rejoindre l'une de nos équipes ! + + Merci d'avoir pris le temps de lire cette annonce, nous espérons que vous apprécierez le jeu! + + ~ L'équipe de développement +main-login_process = + À propos du mode multijoueur: + + Veuillez noter que vous avez besoin d'un compte pour jouer sur des serveurs où l'authentification est activée. + + Vous pouvez créer un compte à l'adresse: + https://veloren.net/account/ +main-login-server_not_found = Serveur introuvable. +main-login-authentication_error = Erreur d'authentification sur le serveur. +main-login-internal_error = Erreur interne du client. Remarque : le personnage du joueur a peut-être été supprimé. +main-login-failed_auth_server_url_invalid = Échec de connexion au serveur d'authentification. +main-login-insecure_auth_scheme = Le schéma d'authentification HTTP n'est pas pris en charge. Il n'est pas sûr ! À des fins de développement, HTTP est autorisé pour 'localhost' ou les builds de débogage. +main-login-server_full = Serveur plein. +main-login-untrusted_auth_server = Le serveur d'authentification n'est pas de confiance. +main-login-outdated_client_or_server = ServerWentMad: Les versions sont probablement incompatibles, vérifiez les mises à jour. +main-login-timeout = Timeout: Le serveur n'a pas répondu à temps. Remarque : il se peut que le serveur soit actuellement surchargé ou qu'il y ait des problèmes sur le réseau. +main-login-server_shut_down = Extinction du Serveur. +main-login-network_error = Problème Réseau. +main-login-network_wrong_version = La version du serveur et du client ne correspond pas. Conseil : vous devez peut-être mettre à jour votre client de jeu. +main-login-failed_sending_request = Demande d'authentification serveur échouée. +main-login-invalid_character = Le personnage sélectionné n'est pas valide. +main-login-client_crashed = Le client a planté. +main-login-not_on_whitelist = Vous ne figurez pas dans la liste blanche du serveur que vous avez tenté de rejoindre. +main-login-banned = Vous avez été banni pour la raison suivante: +main-login-kicked = Vous avez été exclu pour la raison suivante: +main-login-select_language = Sélectionnez une langue +main-login-client_version = Version du client +main-login-server_version = Version du serveur +main-login-client_init_failed = Le client n'a pas réussi à s'initialiser: { $init_fail_reason } +main-login-username_bad_characters = Le pseudo contient des caractères invalides! (Seulement alphanumériques, '_' et '-' sont autorisés). +main-login-username_too_long = Pseudo trop long! La taille maximum est: { $max_len } +main-servers-select_server = Sélectionnez un serveur +main-servers-singleplayer_error = Échec de connexion au serveur interne: { $sp_error } +main-servers-network_error = Réseau serveur/socket erreur: { $raw_error } +main-servers-participant_error = Participant déconnecté/erreur protocole: { $raw_error } +main-servers-stream_error = Connexion du client/compression/(dé)sérialisation erreur: { $raw_error } +main-servers-database_error = Erreur base de données serveur: { $raw_error } +main-servers-persistence_error = Erreur serveur persistante (Probablement données Asset/Character liées): { $raw_error } +main-servers-other_error = Erreur général serveur: { $raw_error } +main-credits = Crédits +main-credits-created_by = créé par +main-credits-music = Musiques +main-credits-fonts = Polices d'écriture +main-credits-other_art = Autre Art +main-credits-contributors = Contributeurs +loading-tips = + .a0 = Appuyez sur '{ $gameinput-togglelantern }' pour allumer ta lanterne. + .a1 = Appuyez sur '{ $gameinput-help }' pour voir les raccourcis clavier par défaut. + .a2 = Vous pouvez taper /say ou /s pour discuter aux joueurs directement à côté de toi. + .a3 = Vous pouvez taper /region ou /r pour discuter avec les joueurs situés à quelques centaines de blocs de toi. + .a4 = Pour envoyer un message privé, tapez /tell suivi par un nom de joueur puis votre message. + .a5 = Des PNJs avec le même niveau peuvent varier en difficulté. + .a6 = Regardez le sol pour trouver de la nourriture, des coffres et d'autres butins ! + .a7 = Votre inventaire est rempli de nourriture ? Essayez de créer un meilleur repas avec ! + .a8 = Vous cherchez une activité ? Essayez de visiter un des donjons marqués sur la carte ! + .a9 = N'oubliez pas d'ajuster les graphismes pour votre système. Appuyez sur '{ $gameinput-settings }' pour ouvrir les paramètres. + .a10 = Jouer à plusieurs est amusant ! Appuyez sur '{ $gameinput-social }' pour voir qui est en ligne. + .a11 = Un PNJ avec une tête de mort sous sa barre de vie est plus puissant que vous. + .a12 = Appuyez sur '{ $gameinput-dance }' pour danser. C'est la fête! + .a13 = Appuyez sur '{ $gameinput-glide }' pour ouvrir votre deltaplane et conquérir les cieux. + .a14 = Veloren est encore en Pré-Alpha. Nous faisons de notre mieux pour l'améliorer chaque jour ! + .a15 = Si vous voulez vous joindre à l'équipe de développement ou juste discuter avec nous, rejoignez notre serveur Discord. + .a16 = Vous pouvez activer l'affichage du nombre de points de vie sur la barre de santé dans les options. + .a17 = Asseyez-vous près d'un feu de camp (avec la touche '{ $gameinput-sit }') pour vous reposer - cela régénèrera votre santé. + .a18 = Besoin de plus de sacs ou de meilleures armures pour continuer votre aventure ? Appuyez sur '{ $gameinput-crafting }' pour ouvrir le menu de craft! + .a19 = Appuyez sur '{ $gameinput-roll }' pour rouler. Faire une roulade peut être utilisé pour se déplacer plus vite et esquiver les attaques ennemies. + .a20 = Vous vous demandez à quoi sert un objet ? Rechercher 'input:' dans le menu de craft pour voir dans quelle(s) recette(s) il est utilisé. + .a21 = Vous avez trouvé quelque chose de cool ? Prenez une capture d'écran à l'aide de '{ $gameinput-screenshot }'. +main-singleplayer-new = Nouveau +main-singleplayer-map_shape = Forme +menu-singleplayer-confirm_delete = Êtes-vous sur de vouloir supprimer "{ $world_name }"? +main-singleplayer-delete = Supprimer +main-singleplayer-random_seed = Aléatoire +menu-singleplayer-confirm_regenerate = Êtes-vous sur de vouloir régénérer «{ $world_name }»? +main-singleplayer-play = Jouer +main-singleplayer-regenerate = Régénérer +main-singleplayer-create_custom = Personnaliser +main-singleplayer-invalid_name = Erreur : Nom invalide +main-singleplayer-size_lg = Taille logarithmique +main-singleplayer-map_large_warning = Attention : les grands mondes prennent beaucoup de temps pour se lancer la première fois. +main-singleplayer-day_length = Durée de la journée +main-singleplayer-seed = Graine +main-singleplayer-world_name = Nom du monde +main-singleplayer-map_scale = Échelle verticale +main-singleplayer-map_erosion_quality = Qualité de l'érosion +main-singleplayer-generate_and_play = Générer et Jouer +main-server-rules = Ce serveur a des règles qui souvent être acceptées. +main-server-rules-seen-before = Ces règles ont changés depuis la dernière fois que vous les avez accepté. diff --git a/assets/voxygen/i18n/fr/npc.ftl b/assets/voxygen/i18n/fr/npc.ftl new file mode 100644 index 0000000..45f6bc0 --- /dev/null +++ b/assets/voxygen/i18n/fr/npc.ftl @@ -0,0 +1,289 @@ +npc-speech-villager = + .a0 = J'adore le fromage. +npc-speech-villager_open = + .a0 = Je me demande à quoi pensent les Catoplébas lorsqu'ils mangent de l'herbe. + .a1 = Selon vous, qu'est-ce qui fait briller les restes brillants ? + .a2 = As-tu déjà entendu parler des féroces Requins Terrestres? J'ai entendu dire qu'ils vivaient dans les déserts. + .a3 = Je me demande ce qu'il y a de l'autre côté de la montagne. + .a4 = J'ai laissé du fromage à mon frère. Maintenant, je ne sais pas s'il existe toujours ou non. Je l'ai appelé le fromage de Schrödinger. + .a5 = As-tu déjà attrapé une luciole? + .a6 = Ils disent que des gemmes brillantes en tout genre peuvent être trouvées dans les cavernes. + .a7 = Je ne peux tout simplement pas comprendre d'où ces sauroks continuent de venir. +npc-speech-villager_adventurous = + .a0 = J'espère créer mon propre planeur un jour. + .a1 = J'aimerais explorer les cavernes quand je serai plus fort. +npc-speech-villager_closed = + .a0 = Tu n'es pas du coin, n'est-ce-pas ? + .a2 = Ils disent que les champignons sont bons pour la santé. Je n'en ai jamais mangé personnellement. + .a3 = Être, ou ne pas être? Je pense que je deviendrai un fermier. +npc-speech-villager_conscientious = + .a0 = Je suis toujours occupé. Il y a toujours quelque chose à faire. + .a1 = J'espère qu'il va bientôt pleuvoir. Ce serait bien pour les plantes. +npc-speech-villager_busybody = + .a0 = Tout le monde devrait parler moins et travailler plus. +npc-speech-villager_unconscientious = + .a0 = Je pense qu'il est temps pour un second déjeuner! + .a1 = J'aurais souhaité que ma maison ne soit pas autant dérangée. Désormais, je dois tout ranger! Haha! + .a2 = Où ai-je bien pu mettre ceci... +npc-speech-villager_extroverted = + .a0 = Tu ne vas pas croire ce que j'ai fait ce week-end ! + .a1 = Bonne journée ! + .a2 = Que penses-tu de ce temps ? + .a3 = Je suis juste fan de fromage ! + .a4 = N'oublie pas les crackers ! + .a5 = J'adore tout simplement le fromage de nain. J'aurai aimé pouvoir en faire. + .a6 = J'ai eu un super rêve à propos de fromage la nuit dernière. Qu'est-ce c'est censé signifier ? + .a7 = J'aime le miel ! Et je déteste les abeilles. +npc-speech-villager_sociable = + .a0 = Tu ne viens pas ? Nous étions sur le point de passer au fromage! + .a1 = Tu veux voir mon jardin? D'accord, peut-être une autre fois. +npc-speech-villager_introverted = + .a0 = Bonjour. + .a1 = Oh moi? Je ne suis rien en particulier. +npc-speech-villager_agreeable = + .a0 = Comment vas-tu aujourd'hui ? + .a1 = Dis-moi juste si tu as besoin de quoi que ce soit. + .a2 = As-tu vu mon chat? +npc-speech-villager_worried = + .a0 = Fais attention, d'accord ? Il y a tellement de danger par ici. +npc-speech-villager_disagreeable = + .a0 = Je le dis comme ça. Si les gens n'aime pas ça, tant pis. + .a1 = Tout le monde est offensé trop facilement. +npc-speech-villager_neurotic = + .a0 = Penser à ces donjons me fait peur. J'espère que quelqu'un viendra les compléter. + .a1 = Quelqu'un devrait faire quelque chose à propos de ces cultistes. Préférablement pas moi. + .a2 = J'ai le sentiment que quelque chose de mal va arriver. + .a3 = J'aimerais que quelqu'un garde ces loups loin du village. +npc-speech-villager_sad_loner = + .a0 = Je me sens si seul. + .a1 = { "." }.. Désolé à propos de cet étrange silence. Je ne suis pas très sociable. +npc-speech-villager_seeker = + .a0 = J'aimerais voir le monde un jour. Il devrait y avoir plus de personnes que dans ce village. +npc-speech-villager_stable = + .a0 = N'est-ce pas un merveilleux jour ? + .a1 = La vie n'est pas trop mal. + .a2 = Super journée pour se balader dans les bois ! +npc-speech-villager_decline_trade = + .a0 = Désolé, je n'ai rien à échanger. + .a1 = Échanger ? Comme-si j'avais quoi que ce soit qui pourrait t'intéresser. + .a2 = Ma maison est à moi, je ne l'échangerai pour rien au monde. +npc-speech-villager_busy = + .a0 = Désolé, je ne peux pas vous parler pour le moment. + .a1 = On verra ça plus tard, je suis occupé. +npc-speech-merchant_advertisement = + .a0 = Puis-je t'intéresser par un échange ? + .a1 = Veux-tu échanger avec moi? + .a2 = J'ai plein d'objets. Tu veux jeter un coup d'oeil? +npc-speech-merchant_busy = + .a0 = S'il te plaît attends, Je ne suis qu'une personne. + .a1 = Un petit moment, laisse moi finir. + .a2 = Je suis occupé, reviens plus tard. +npc-speech-merchant_busy_rude = + .a0 = Hey, attends ton tour. + .a1 = Tu ne vois pas qu'il y avait quelqu'un avant toi? + .a2 = On ne dépasse pas dans la file ! +npc-speech-merchant_trade_successful = + .a0 = Merci d'avoir échangé avec moi ! + .a1 = Merci ! +npc-speech-merchant_trade_declined = + .a0 = Peut-être une autre fois, bonne journée ! + .a1 = Mince, peut-être une autre fois alors ! +npc-speech-merchant_trade_cancelled_hostile = + .a0 = On va devoir arrêter là pour l'instant, on a un problème à régler ! + .a1 = On finira cet échange une prochaine fois, il y a une urgence par ici ! +npc-speech-ambush = + .a0 = Il est imprudent de voyager seul ! + .a1 = C'est comme voler des bonbons à un bébé ! +npc-speech-villager_cultist_alarm = + .a0 = Regarde ! Il y a un cultiste errant ! + .a1 = Aux armes ! Les cultistes attaquent ! + .a2 = Comment les cultistes osent-ils attaquer notre village ! + .a3 = Mort aux cultistes ! + .a4 = Les cultistes ne sont pas tolérés ici ! + .a5 = Cultiste meurtrier ! + .a6 = Goûte à la pointe de mon épée, satané cultiste ! + .a7 = Rien ne peut nettoyer le sang sur vos mains, cultistes ! + .a8 = Mille millions de mille sabords ! Un cultiste parmi nous ! + .a9 = Les actes démoniaques de ce cultiste sont sur le point d'arriver à leur fin ! + .a10 = Ce cultiste est à moi ! + .a11 = Prépare-toi à rencontrer ton créateur, satané cultiste ! + .a12 = J'ai vu un cultiste ! Attrapez-le ! + .a13 = J'ai vu un cultiste ! Attaquez ! + .a14 = J'ai vu un cultiste ! Ne le laissez pas s'échapper ! + .a15 = Est-ce que le cultiste le plus honorable prête attention à une quelconque MORT ?! + .a16 = Ne pardonnez jamais ! N'oubliez jamais ! Cultiste, regrette ! + .a17 = Meurs, cultiste ! + .a18 = Votre règne de terreur est sur le point de cesser ! + .a19 = Ça c'est pour tout ce que tu as fait ! + .a20 = Nous ne traitons pas gentiment les gens de ton genre par ici. + .a21 = Tu aurais dû rester sous terre ! +npc-speech-villager_under_attack = + .a0 = À l'aide, on m'attaque! + .a1 = À l'aide, on m'attaque! + .a2 = Ouch, on m'attaque! + .a3 = Ouch, on m'attaque! À l'aide! + .a4 = À l'aide, on m'attaque! + .a5 = On m'attaque! À l'aide! + .a6 = On m'attaque! À l'aide! + .a7 = À l'aide! + .a8 = À l'aide! À l'aide! + .a9 = À l'aide! À l'aide! À l'aide! + .a10 = On m'attaque! + .a11 = AAAHHH! On m'attaque! + .a12 = AAAHHH! On m'attaque! À l'aide! + .a13 = À l'aide, on se fait attaquer! + .a14 = À l'aide! Meurtrier! + .a15 = À l'aide! Il y a un meurtrier en liberté! + .a16 = À l'aide! Ils tentent de me tuer! + .a17 = Gardes, on m'attaque! + .a18 = Gardes, on m'attaque! + .a19 = On m'attaque! Gardes! + .a20 = À l'aide! Gardes! On m'attaque! + .a21 = Gardes! Venez-vite! + .a22 = Gardes! Gardes! + .a23 = Gardes! Il y a un vilain qui m'attaque! + .a24 = Gardes, découpez ce satané vilain! + .a25 = Gardes! Il y a un meurtrier! + .a26 = Gardes! À l'aide! + .a27 = Tu ne t'enfuiras pas comme ça! Gardes! + .a28 = Démon! + .a29 = À l'aide! + .a30 = À l'aide! S'il-vous-plaît! + .a31 = Ouch! Gardes! À l'aide! + .a32 = Ils viennent pour moi! + .a33 = À l'aide! À l'aide! Je me fais opprimer! + .a34 = Ah, maintenant on peut voir la violence inhérente de ce système. + .a35 = Ce n'est qu'une égratignure! + .a36 = Arrête ça! + .a37 = Que t'ai-je donc fait?! + .a38 = S'il-te-plaît arrêtez de m'attaquer! + .a39 = Hey! Fais attention à où tu pointes ce truc! + .a40 = Misérable ingrat, disparaît! + .a41 = Arrête! Va-t'en! + .a42 = Maintenant tu m'énerves! + .a43 = Oi! Qui penses-tu être?! + .a44 = J'aurai ta tête pour ça! + .a45 = Arrête, s'il-te-plaît! Je ne possède rien de valeur! + .a46 = Je vais appeler mon frère, il est plus fort que moi! + .a47 = Nooon, je vais le dire à ma mère! + .a48 = Sois maudit! + .a49 = S'il-te-plaît ne fait pas ça. + .a50 = C'est vraiment pô nice! + .a51 = Ton arme fonctionne, tu peux l'écarter maintenant! + .a52 = Épargne-moi! + .a53 = S'il-te-plaît, j'ai une famille! + .a54 = Je suis trop jeune pour mourrir! + .a55 = Peut-on en parler? + .a56 = La violence n'est jamais une solution! + .a57 = Aujourd'hui vient de devenir un mauvais jour... + .a58 = Hey, ça fait mal! + .a59 = Eek! + .a60 = Si rude! + .a61 = Arrête, je t'en supplie! + .a62 = Va au diable! + .a63 = Ce n'est pas marrant. + .a64 = Comment oses-tu?! + .a65 = Tu vas payer pour ça! + .a66 = Continue comme ça et tu vas être désolé! + .a67 = Ne me fais pas te faire du mal! + .a68 = Il doit y avoir une incompréhension! + .a69 = Tu n'as pas besoin de faire ça! + .a70 = Disparaîs, démon! + .a71 = Ça fait un mal de chien! + .a72 = Pourquoi fais-tu ça? + .a73 = Par les esprits, arrête! + .a74 = Tu dois me confondre avec quelqu'un d'autre! + .a75 = Je ne mérite pas ça! + .a76 = S'il-te-plaît ne refais pas ça. + .a77 = Gardes, jetez ce monstre dans le lac! + .a78 = Je vais t'envoyer mon tarasque! + .a79 = Pourquoi moiiiiiii? +npc-speech-villager_enemy_killed = + .a0 = J'ai détruis mon ennemi! + .a1 = Enfin en paix! + .a2 = { "." }.. Bon, maintenant on fait quoi? +npc-speech-menacing = + .a0 = Je te préviens! + .a1 = Approche toi encore et je t'attaque! + .a2 = Tu ne me fais pas peur! + .a3 = Va-t'en d'ici! + .a4 = Fais demi-tour si tu veux vivre! + .a5 = Tu n'es pas la bienvenue ici! +npc-speech-cultist_low_health_fleeing = + .a0 = Retraite pour la cause! + .a1 = Retraite! + .a2 = Sois maudit! + .a3 = Je te maudirai depuis l'Au-delà! + .a4 = Je dois me reposer! + .a5 = Ils sont bien trop forts! +npc-speech-prisoner = + .a0 = Ces vauriens ont pris ma pioche! + .a1 = Ce n'est pas drôle d'être enfermé. + .a2 = Ce Cardinal n'est pas digne de confiance. + .a3 = Ces prêtres ne font rien de bon. +npc-speech-moving_on = + .a0 = J'ai passé assez de temps ici, direction { $site } ! +npc-speech-migrating = + .a0 = Je ne suis plus content de vivre ici. Il est temps de migrer vers { $site }. + .a1 = Il est temps de déménager vers { $site }, j'en ai assez de cet endroit. +npc-speech-night_time = + .a0 = Il fait nuit, il est temps de rentrer. + .a1 = Je suis fatigué. + .a2 = Mon lit m'appelle ! +npc-speech-day_time = + .a0 = Un nouveau jour commence  ! + .a1 = Je n'ai jamais aimé me réveiller... +npc-speech-start_hunting = + .a0 = C'est l'heure de la chasse ! +npc-speech-guard_thought = + .a0 = Mon frère est sorti combattre des ogres. Qu'est-ce que j'obtiens ? Un devoir de garde... + .a1 = Encore une patrouille et je pourrai rentrer chez moi. + .a2 = Aucun bandit ne m'échappera. +npc-speech-merchant_sell_undirected = + .a0 = Toutes mes marchandises sont de la plus haute qualité ! + .a1 = Quelqu'un veut-il acheter mes produits ? + .a2 = J'ai les meilleures offres de la ville. + .a3 = Vous cherchez des fournitures ? Je m'occupe de tout. +npc-speech-merchant_sell_directed = + .a0 = Vous ici ! Avez-vous besoin d'un nouveau truc ? + .a1 = Avez-vous faim ? Je suis sûr que j'ai du fromage que vous pouvez acheter. + .a2 = Vous avez l'air d'avoir besoin d'une nouvelle armure ! +npc-speech-tell_site = + .a0 = Il y a { $site } à { $dir } d'ici. Est-ce que vous l'avez visité ? + .a1 = Vous devriez aller visiter { $site } parfois. + .a2 = Si vous voyagez { $dist } vers { $dir }, vous arriverez à { $site }. + .a3 = Vers { $dir } vous trouverez { $site }, c'est { $dist }. +npc-speech-tell_monster = + .a0 = On dit qu'il y a { $body } vers { $dir }, il est à { $dist }... + .a1 = Vous pensez être fort ? Vers { $dir } il y a { $body }. +npc-speech-witness_murder = + .a0 = Assassin ! + .a1 = Comment pouvez-vous faire cela ? + .a2 = Aaargh ! +npc-speech-witness_enemy_murder = + .a0 = Mon héros ! + .a1 = Enfin quelqu'un l'a fait ! + .a2 = Ouiii ! +npc-speech-witness_death = + .a0 = Oh non ! + .a1 = C'est terrible ! + .a2 = Oh mon Dieu ! +npc-speech-welcome-aboard = + .a0 = Bienvenue à bord ! + .a1 = Puis-je voir votre billet... je plaisante, c'est gratuit ! + .a2 = Bonne route ! +npc-speech-dir_north = nord +npc-speech-dir_north_east = le nord-est +npc-speech-dir_east = l'est +npc-speech-dir_south_east = le sud-est +npc-speech-dir_south = le sud +npc-speech-dir_south_west = le sud-ouest +npc-speech-dir_west = l'ouest +npc-speech-dir_north_west = le nord-ouest +npc-speech-dist_very_far = vraiment loin +npc-speech-dist_far = loin +npc-speech-dist_ahead = à une certaine distance +npc-speech-dist_near = pas trop loin +npc-speech-dist_near_to = très près +# NPC proposals +npc-speech-arena = Asseyons-nous ici ! diff --git a/assets/voxygen/i18n/hu/_manifest.ron b/assets/voxygen/i18n/hu/_manifest.ron new file mode 100644 index 0000000..81a5be7 --- /dev/null +++ b/assets/voxygen/i18n/hu/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Hungarian +( + metadata: ( + language_name: "Magyar (Hungarian)", + language_identifier: "hu", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/hu/body.ftl b/assets/voxygen/i18n/hu/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/hu/buff.ftl b/assets/voxygen/i18n/hu/buff.ftl new file mode 100644 index 0000000..3e23592 --- /dev/null +++ b/assets/voxygen/i18n/hu/buff.ftl @@ -0,0 +1,37 @@ +buff-remove = Kattints rá, hogy eltávolítsd +buff-heal = Gyógyulás + .desc = Életerő visszatöltődése bizonyos idő alatt. + .stat = { $str_total } életerőt tölt vissza +buff-potion = Főzet + .desc = Ivás... +buff-saturation = Jóllakottság + .desc = Életerő visszatöltése bizonyos idő alatt élelmiszerek elfogasztásával. +buff-campfire_heal = Gyógyulás tábortűznél + .desc = A tábortűz melletti pihenés { $rate }% életerőt tölt vissza másodpercenként. +buff-invulnerability = Sebezhetetlenség + .desc = Nem fog rajtad semmilyen támadás. + .stat = Sebezhetetlenné tesz +buff-protectingward = Védőburok + .desc = Valamelyest védve vagy az ellenséges támadásoktól. +buff-frenzied = Dühöngés + .desc = Természetfeletti sebességgel vagy felruházva, a kisebb sérülések pedig meg sem kottyannak neked. +buff-bleed = Vérzés + .desc = Normál sebződéssel jár. +buff-cursed = Megátkozódás + .desc = Meg lettél átkozva. +buff-burn = Lángolás + .desc = Lángba borultál. +buff-crippled = Megbénulás + .desc = A lábad súlyosan megsérült, így nehezedre esik mozogni. +buff-frozen = Megfagyás + .desc = Lelassultak mind a mozdulataid, mind a támadásaid. +buff-wet = Nedvesség + .desc = A föld csúszóssá vált, így igencsak nehéz megállnod rajta. +buff-ensnared = Csapdába ejtve + .desc = Indák kapaszkodnak a lábadba, így szinte lehetetlenné vált számodra a mozgás. +buff-increase_max_energy = + .stat = Megnöveli a maximális energiát ennyivel: { $strength } +buff-increase_max_health = + .stat = Megnöveli a maximális életerőt ennyivel: { $strength } +buff-text-over_seconds = { $dur_secs } másodpercre +buff-text-for_seconds = { $dur_secs } másodpercig diff --git a/assets/voxygen/i18n/hu/char_selection.ftl b/assets/voxygen/i18n/hu/char_selection.ftl new file mode 100644 index 0000000..1f741db --- /dev/null +++ b/assets/voxygen/i18n/hu/char_selection.ftl @@ -0,0 +1,21 @@ +char_selection-loading_characters = Karakterek betöltése... +char_selection-delete_permanently = Végérvényesen törlöd ezt a karaktert? +char_selection-change_server = Váltás másik szerverre +char_selection-enter_world = Világ betöltése +char_selection-logout = Kijelentkezés +char_selection-create_new_character = Új karakter létrehozása +char_selection-creating_character = Karakter létrehozása... +char_selection-character_creation = Karakterkészítés +char_selection-human_default = Alapértelmezetten ember +char_selection-level_fmt = Szint { $level_nb } +char_selection-uncanny_valley = Vadon +char_selection-plains_of_uncertainty = Bizonytalanság síksága +char_selection-beard = Szakáll +char_selection-hair_style = Fazon +char_selection-hair_color = Hajszín +char_selection-eye_color = Szemszín +char_selection-skin = Bőrszín +char_selection-eyeshape = Szem tulajdonságai +char_selection-accessories = Kiegészítők +char_selection-create_info_name = Még nincs neve a karakterednek! +char_selection-version_mismatch = VIGYÁZAT! Ezen a szerveren egy másik játékverzió fut, mely lehet, hogy nem kompatibilis az általad használttal. Kérlek frissítsd a játékot. diff --git a/assets/voxygen/i18n/hu/common.ftl b/assets/voxygen/i18n/hu/common.ftl new file mode 100644 index 0000000..b2db5fc --- /dev/null +++ b/assets/voxygen/i18n/hu/common.ftl @@ -0,0 +1,96 @@ +common-username = felhasználónév +common-singleplayer = Egyjátékos mód +common-multiplayer = Többjátékos mód +common-servers = Szerverek +common-quit = Kilépés +common-settings = Beállítások +common-languages = Nyelvek +common-interface = Kezelőfelület +common-gameplay = Játékmenet +common-controls = Irányítás +common-video = Grafika +common-sound = Hang +common-chat = Csevegés +common-resume = Folytatás +common-characters = Karakterek +common-close = Bezár +common-yes = Igen +common-no = Nem +common-back = Vissza +common-create = Létrehoz +common-okay = Rendben +common-add = Hozzáad +common-accept = Elfogad +common-decline = Visszautasít +common-disclaimer = Figyelmeztetés +common-cancel = Mégse +common-none = Egyik sem +common-error = Hiba +common-fatal_error = Végzetes hiba +common-you = Te +common-automatic = Automatikus +common-random = Véletlenszerű +common-empty = Üres +common-interface_settings = Kezelőfelület beállításai +common-gameplay_settings = Játékmenet beállításai +common-controls_settings = Irányítás beállításai +common-video_settings = Grafikai beállítások +common-sound_settings = Hangbeállítások +common-language_settings = Nyelvi beállítások +common-chat_settings = Csevegés beállításai +common-connection_lost = + Megszakadt a kapcsolat! + Újraindult a szerver? + Naprakész a kliens? +common-species-orc = Ork +common-species-human = Ember +common-species-dwarf = Törpe +common-species-elf = Tünde +common-species-draugr = Élőhalott +common-species-danari = Danari +common-weapons-axe = Fejsze +common-weapons-sword = Kard +common-weapons-staff = Mágusbot +common-weapons-bow = Íj +common-weapons-hammer = Pöröly +common-weapons-general = Általános harc +common-weapons-sceptre = Varázsjogar +common-weapons-shield = Pajzs +common-weapons-spear = Lándzsa +common-weapons-hammer_simple = Egyszerű pöröly +common-weapons-sword_simple = Egyszerű kard +common-weapons-staff_simple = Egyszerű mágusbot +common-weapons-axe_simple = Egyszerű fejsze +common-weapons-bow_simple = Egyszerű íj +common-weapons-unique = Egyedi +common-tool-debug = Hibakeresés +common-tool-farming = Földművelési eszköz +common-tool-pick = Csákány +common-tool-mining = Bányászás +common-kind-modular_component = Alkotóelem +common-kind-glider = Sárkányrepülő +common-kind-consumable = Fogyasztási cikk +common-kind-throwable = Eldobható +common-kind-utility = Kellék +common-kind-ingredient = Összetevő +common-kind-lantern = Lámpás +common-hands-one = Egykezes +common-hands-two = Kétkezes +common-rand_appearance = Véletlenszerű kinézet +common-rand_name = Véletlenszerű név +common-stats-combat_rating = KÉ +common-stats-power = Erő +common-stats-speed = Gyorsaság +common-stats-precision_mult = Kritikus találat szorzója +common-stats-armor = Páncélzat +common-stats-poise_res = Megszédíthetőség +common-stats-energy_max = Maximum energia +common-stats-energy_reward = Energiajutalom +common-stats-precision_power = Kritikus találat ereje +common-stats-stealth = Lopakodás +common-stats-slots = Rekeszek +common-material-metal = Fém +common-material-wood = Fa +common-material-stone = Kő +common-material-cloth = Szövet +common-material-hide = Bőr diff --git a/assets/voxygen/i18n/hu/esc_menu.ftl b/assets/voxygen/i18n/hu/esc_menu.ftl new file mode 100644 index 0000000..4ac6983 --- /dev/null +++ b/assets/voxygen/i18n/hu/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Kijelentkezés +esc_menu-quit_game = Kilépés a játékból \ No newline at end of file diff --git a/assets/voxygen/i18n/hu/gameinput.ftl b/assets/voxygen/i18n/hu/gameinput.ftl new file mode 100644 index 0000000..603d9c2 --- /dev/null +++ b/assets/voxygen/i18n/hu/gameinput.ftl @@ -0,0 +1,62 @@ +gameinput-primary = Alap támadás +gameinput-secondary = Másodlagos támadás +gameinput-block = Védekezés +gameinput-slot1 = Gyorssáv rekesz 1 +gameinput-slot2 = Gyorssáv rekesz 2 +gameinput-slot3 = Gyorssáv rekesz 3 +gameinput-slot4 = Gyorssáv rekesz 4 +gameinput-slot5 = Gyorssáv rekesz 5 +gameinput-slot6 = Gyorssáv rekesz 6 +gameinput-slot7 = Gyorssáv rekesz 7 +gameinput-slot8 = Gyorssáv rekesz 8 +gameinput-slot9 = Gyorssáv rekesz 9 +gameinput-slot10 = Gyorssáv rekesz 10 +gameinput-swaploadout = Fegyverek megcserélése +gameinput-togglecursor = Kurzor megjelenítése/elrejtése +gameinput-help = Súgóablak megjelenítése/elrejtése +gameinput-toggleinterface = Kezelőfelület megjelenítése/elrejtése +gameinput-toggledebug = FPS és hibakeresési információk megjelenítése/elrejtése +gameinput-screenshot = Képernyőfotó készítése +gameinput-toggleingameui = Névtáblák megjelenítése/elrejtése +gameinput-fullscreen = Teljesképernyős mód ki/bekapcsolása +gameinput-moveforward = Mozgás előre +gameinput-moveleft = Mozgás balra +gameinput-moveright = Mozgás jobbra +gameinput-moveback = Mozgás hátrafelé +gameinput-jump = Ugrás +gameinput-glide = Sárkányrepülő +gameinput-roll = Bukfencezés +gameinput-climb = Mászás +gameinput-climbdown = Mászás lefelé +gameinput-wallleap = Falról való elrugaszkodás +gameinput-togglelantern = Lámpás meggyújtása/eloltása +gameinput-mount = Felülés +gameinput-chat = Csevegés +gameinput-command = Parancs +gameinput-escape = Kilépés +gameinput-map = Térkép +gameinput-bag = Holmi +gameinput-trade = Üzletelés +gameinput-social = Közösségi +gameinput-sit = Leülés +gameinput-spellbook = Varázslatok +gameinput-settings = Beállítások +gameinput-respawn = Újraéledés +gameinput-charge = Töltés +gameinput-togglewield = Fegyver elővétele/elrakása +gameinput-interact = Interakcióba lépés +gameinput-freelook = Szabad nézet +gameinput-autowalk = Automatikus járás/úszás +gameinput-cameraclamp = Kamera mozgásának korlátozása +gameinput-dance = Tánc +gameinput-select = Entitás kiválasztása +gameinput-acceptgroupinvite = Csoportba való meghívás elfogadása +gameinput-declinegroupinvite = Csoportba való meghívás visszautasítása +gameinput-cyclecamera = Kameramódok váltogatása +gameinput-crafting = Tárgykészítés +gameinput-fly = Repülés +gameinput-sneak = Lopakodás +gameinput-swimdown = Úszás lefelé +gameinput-swimup = Úszás felfelé +gameinput-mapzoomin = Térkép nagyítása +gameinput-mapzoomout = Térkép kicsinyítése \ No newline at end of file diff --git a/assets/voxygen/i18n/hu/hud/ability.ftl b/assets/voxygen/i18n/hu/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/hu/hud/bag.ftl b/assets/voxygen/i18n/hu/hud/bag.ftl new file mode 100644 index 0000000..7575365 --- /dev/null +++ b/assets/voxygen/i18n/hu/hud/bag.ftl @@ -0,0 +1,39 @@ +hud-bag-inventory = { $playername } holmija +hud-bag-stats_title = { $playername } statisztikái +hud-bag-armor = Páncélzat +hud-bag-stats = Statisztikák +hud-bag-head = Fej +hud-bag-neck = Nyak +hud-bag-tabard = Köntös +hud-bag-shoulders = Váll +hud-bag-chest = Mellkas +hud-bag-hands = Kéz +hud-bag-lantern = Lámpás +hud-bag-glider = Sárkányrepülő +hud-bag-belt = Öv +hud-bag-ring = Gyűrű +hud-bag-back = Hát +hud-bag-legs = Láb +hud-bag-feet = Lábfej +hud-bag-mainhand = Domináns kéz +hud-bag-offhand = Másodlagos kéz +hud-bag-inactive_mainhand = Inaktív domináns kéz +hud-bag-inactive_offhand = Inaktív másodlagos kéz +hud-bag-swap_equipped_weapons_title = Felszerelt fegyverek cseréje +hud-bag-swap_equipped_weapons_desc = Nyomd meg a(z) '{ $key }' gombot +hud-bag-bag = Holmitartó +hud-bag-health = Életerő +hud-bag-energy = Energia +hud-bag-combat_rating = Küzdelmi érték +hud-bag-protection = Védelem +hud-bag-stun_res = Megszédíthetőség +hud-bag-combat_rating_desc = + A felszerelésedből + és a az életerődből kiszámítva. +hud-bag-protection_desc = Páncélzatod sebzéselnyelő képessége +hud-bag-stun_res_desc = + Mutatja, mennyire tudod elkerülni a megszédülést, amikor több egymást követő ütés ér. + Energiádhoz hasonlóan ez is újratöltődik. +hud-bag-sort_by_name = Rendezés név szerint +hud-bag-sort_by_quality = Rendezés minőség szerint +hud-bag-sort_by_category = Rendezés kategória szerint diff --git a/assets/voxygen/i18n/hu/hud/char_window.ftl b/assets/voxygen/i18n/hu/hud/char_window.ftl new file mode 100644 index 0000000..45c9399 --- /dev/null +++ b/assets/voxygen/i18n/hu/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Karakter neve +character_window-character_stats = + Kitartás + + Fittség + + Akaraterő + + Védelem diff --git a/assets/voxygen/i18n/hu/hud/chat.ftl b/assets/voxygen/i18n/hu/hud/chat.ftl new file mode 100644 index 0000000..64599bd --- /dev/null +++ b/assets/voxygen/i18n/hu/hud/chat.ftl @@ -0,0 +1,36 @@ +hud-chat-all = Összes +hud-chat-chat_tab_hover_tooltip = Jobb klikk a beállítások megtekintéséhez +hud-chat-online_msg = { "[" }{ $name }] belépett +hud-chat-offline_msg = { "[" }{ $name }] kilépett +hud-chat-default_death_msg = { "[" }{ $name }] meghalt +hud-chat-fall_kill_msg = { "[" }{ $name }] belehalt a zuhanásba +hud-chat-suicide_msg = { "[" }{ $name }] belehalt önmagának okozott sérüléseibe +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] halálra égett neki köszönhetően: [{ $attacker }] + .bleeding = { "[" }{ $victim }] elvérzett neki köszönhetően: [{ $attacker }] + .curse = { "[" }{ $victim }] halálra lett átkozva neki köszönhetően: [{ $attacker }] + .crippled = { "[" }{ $victim }] halálra bénult neki köszönhetően: [{ $attacker }] + .frozen = { "[" }{ $victim }] halálra fagyott neki köszönhetően: [{ $attacker }] +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] legyőzte őt: [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] lelőtte őt: [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] felrobbantotta őt: [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] mágiával megölte őt: [{ $victim }] +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] halálra égett + .bleeding = { "[" }{ $victim }] elvérzett + .curse = { "[" }{ $victim }] halálra lett átkozva + .crippled = { "[" }{ $victim }] halálra bénult + .frozen = { "[" }{ $victim }] halálra fagyott +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] halálra égett neki köszönhetően: { $attacker } + .bleeding = { "[" }{ $victim }] elvérzett neki köszönhetően: { $attacker } + .curse = { "[" }{ $victim }] halálra lett átkozva neki köszönhetően: { $attacker } + .crippled = { "[" }{ $victim }] halálra bénult neki köszönhetően: { $attacker } + .frozen = { "[" }{ $victim }] halálra fagyott neki köszönhetően: { $attacker } +hud-chat-npc_melee_kill_msg = { $attacker } megölte őt: [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } lelőtte őt: [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } felrobbantotta őt:[{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } mágiával megölte őt: [{ $victim }] +hud-chat-npc_other_kill_msg = { $attacker } megölte őt: [{ $victim }] +hud-chat-goodbye = Viszlát! +hud-chat-connection_lost = Megszakadt a kapcsolat. Szétkapcsolás { $time } másodpercen belül. diff --git a/assets/voxygen/i18n/hu/hud/crafting.ftl b/assets/voxygen/i18n/hu/hud/crafting.ftl new file mode 100644 index 0000000..4345fb1 --- /dev/null +++ b/assets/voxygen/i18n/hu/hud/crafting.ftl @@ -0,0 +1,25 @@ +hud-crafting = Tárgykészítés +hud-crafting-recipes = Receptek +hud-crafting-ingredients = Alapanyagok: +hud-crafting-craft = Elkészít +hud-crafting-tool_cata = Szükséges hozzá: +hud-crafting-req_crafting_station = Szükséges hozzá: +hud-crafting-anvil = Üllő +hud-crafting-cauldron = Üst +hud-crafting-cooking_pot = Kondér +hud-crafting-crafting_bench = Barkácsasztal +hud-crafting-forge = Kovácstűzhely +hud-crafting-loom = Szövőszék +hud-crafting-spinning_wheel = Rokka +hud-crafting-tanning_rack = Nyújtókeret +hud-crafting-tabs-all = Összes +hud-crafting-tabs-armor = Páncélzat +hud-crafting-tabs-dismantle = Szétbontás +hud-crafting-tabs-food = Élelmiszerek +hud-crafting-tabs-glider = Sárkányrepülők +hud-crafting-tabs-potion = Főzetek +hud-crafting-tabs-tool = Szerszámok +hud-crafting-tabs-utility = Kellékek +hud-crafting-tabs-weapon = Fegyverek +hud-crafting-tabs-bag = Holmitartók +hud-crafting-tabs-processed_material = Nyersanyagok \ No newline at end of file diff --git a/assets/voxygen/i18n/hu/hud/group.ftl b/assets/voxygen/i18n/hu/hud/group.ftl new file mode 100644 index 0000000..5b14304 --- /dev/null +++ b/assets/voxygen/i18n/hu/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Csoport +hud-group-invite_to_join = [{ $name }] meghívott a csoportjába! +hud-group-invite_to_trade = [{ $name }] szeretne kereskedni veled. +hud-group-invite = Meghív +hud-group-kick = Kirak +hud-group-assign_leader = Vezető kijelölése +hud-group-leave = Csoport elhagyása +hud-group-dead = Halott +hud-group-out_of_range = Túl messze +hud-group-add_friend = Felvétel a barátok közé +hud-group-link_group = Csoportok összekapcsolása +hud-group-in_menu = Menüben +hud-group-members = Csoporttagok \ No newline at end of file diff --git a/assets/voxygen/i18n/hu/hud/map.ftl b/assets/voxygen/i18n/hu/hud/map.ftl new file mode 100644 index 0000000..bb49719 --- /dev/null +++ b/assets/voxygen/i18n/hu/hud/map.ftl @@ -0,0 +1,33 @@ +hud-map-map_title = Térkép +hud-map-qlog_title = Küldetések +hud-map-topo_map = Topográfiai térkép +hud-map-difficulty = Nehézség +hud-map-towns = Városok +hud-map-castles = Várak +hud-map-dungeons = Kazamaták +hud-map-caves = Barlangok +hud-map-cave = Barlang +hud-map-peaks = Hegyek +hud-map-voxel_map = Voxeltérkép +hud-map-trees = Óriásfák +hud-map-tree = Óriásfa +hud-map-town = Város +hud-map-castle = Vár +hud-map-dungeon = Kazamata +hud-map-difficulty_dungeon = + Kazamata + + Nehézség: { $difficulty } +hud-map-drag = Arrébbhúzás +hud-map-zoom = Nagyítás +hud-map-mid_click = Tájékozódási pont elhelyezése +hud-map-recenter = Fókusz visszaállítása +hud-map-marked_location = Megjelölt helyszín +hud-map-marked_location_remove = Kattints az eltávolításhoz +hud-map-change_map_mode = Térképmód megváltoztatása +hud-map-toggle_minimap_voxel = Voxel/topográfiai nézet váltogatása a kistérképen +hud-map-zoom_minimap_explanation = + A kistérképet felnagyítva + sokkal részletesebb képet + fogsz kapni a körülötted + lévő területről \ No newline at end of file diff --git a/assets/voxygen/i18n/hu/hud/misc.ftl b/assets/voxygen/i18n/hu/hud/misc.ftl new file mode 100644 index 0000000..317bf34 --- /dev/null +++ b/assets/voxygen/i18n/hu/hud/misc.ftl @@ -0,0 +1,34 @@ +hud-do_not_show_on_startup = Ne jelenjen meg indításkor +hud-show_tips = Tippek megjelenítése +hud-quests = Küldetések +hud-you_died = Meghaltál +hud-waypoint_saved = Tájékozódási pont elmentve +hud-sp_arrow_txt = KP +hud-inventory_full = Túl sok a holmid +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Billentyű-összerendelések +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Lámpás +hud-press_key_to_show_debug_info_fmt = A hibakarasési információk megjelenítéséhez nyomd meg a(z) '{ $key }' gombot +hud-press_key_to_toggle_keybindings_fmt = A billentyű-összerendelések megjelenítéséhez/elrejtéséhez nyomd meg a(z) '{ $key }' gombot +hud-press_key_to_toggle_debug_info_fmt = A hibakarasési információk megjelenítéséhez/elrejtéséhez nyomd meg a(z) '{ $key }' gombot +hud-press_key_to_respawn = A legutóbbi tábortűznél való újraéledéshez nyomd meg a(z) '{ $key }' gombot! +hud-tutorial_btn = Bevezetés +hud-tutorial_click_here = Tedd szabaddá a kurzorodat a(z) [ { $key } ] gomb lenyomásával, majd kattints erre a gombra! +hud-tutorial_elements = Tárgykészítés +hud-temp_quest_headline = Üdvözlégy Vándor! +hud-temp_quest_text = + Mielőtt útnak indulsz tégy egy kört ebben a kis városkában, és töltsd föl készleteidet! + + Nyugodtan magadhoz vehetsz bármit, amit szükségesnek ítélsz az utazáshoz! + + A képernyő jobb alsó sarkába pillantva több dolgot is találsz – például a táskádat, a tárgykészítési menüt, és a térképet. + + A különféle kihelyezett eszközök lehetővé teszik számodra, hogy páncélzatot, fegyvereket, ételeket, s még sok egyéb mást készíts magadnak! + + Számos vadállat él a városka közelében; bőrüket könnyen páncéllá alakíthatja bárki, aki meg kívánja magát óvni a világ veszélyeitől. + + Ha úgy érzed, hogy már készen állsz, tedd magad a próbára a térképen megjelölt számos kihívás valamelyikén, és tégy szert egyre jobb és jobb felszerelére! +hud-spell = Varázslatok +hud-diary = Napló +hud-free_look_indicator = Szabad nézet bekapcsolva. A kikapcsoláshoz nyomd meg a(z) { $key } gombot. +hud-camera_clamp_indicator = A kamera függőleges korlátozása bekapcsolva. A kikapcsoláshoz nyomd meg a(z) { $key } gombot. +hud-auto_walk_indicator = Automatikus járás/úszás bekapcsolva diff --git a/assets/voxygen/i18n/hu/hud/quest.ftl b/assets/voxygen/i18n/hu/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/hu/hud/sct.ftl b/assets/voxygen/i18n/hu/hud/sct.ftl new file mode 100644 index 0000000..bf3bcc2 --- /dev/null +++ b/assets/voxygen/i18n/hu/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Tapasztalat +hud-sct-block = HÁRÍTVA diff --git a/assets/voxygen/i18n/hu/hud/settings.ftl b/assets/voxygen/i18n/hu/hud/settings.ftl new file mode 100644 index 0000000..68cb6e3 --- /dev/null +++ b/assets/voxygen/i18n/hu/hud/settings.ftl @@ -0,0 +1,110 @@ +hud-settings-general = Általános +hud-settings-none = Egyik sem +hud-settings-press_behavior-toggle = Átváltás +hud-settings-press_behavior-hold = Tartás +hud-settings-help_window = Súgóablak +hud-settings-debug_info = Hibakeresési információk +hud-settings-show_hitboxes = Hitboxok megjelenítése +hud-settings-show_chat = Csevegés megjelenítése +hud-settings-tips_on_startup = Tippek indulásnál +hud-settings-ui_scale = Felület méretezése +hud-settings-relative_scaling = Relatív méretezés +hud-settings-custom_scaling = Egyéni méretezés +hud-settings-crosshair = Célkereszt +hud-settings-opacity = Átlátszóság +hud-settings-hotbar = Gyorssáv +hud-settings-toggle_shortcuts = Gyorsbillentyűk megjelenítése/elrejtése +hud-settings-buffs_skillbar = Hatások a gyossávnál +hud-settings-buffs_mmap = Hatások a minitérképnél +hud-settings-toggle_bar_experience = Tapasztalatsáv megjelenítése/elrejtése +hud-settings-scrolling_combat_text = Harci szöveg görgetése +hud-settings-incoming_damage = Bejövő sebzés +hud-settings-speech_bubble = Szövegbuborék +hud-settings-speech_bubble_dark_mode = Szövegbuborék sötét mód +hud-settings-speech_bubble_icon = Szövegbuborék ikon +hud-settings-energybar_numbers = Energiasáv számok +hud-settings-values = Értékek +hud-settings-percentages = Százalékok +hud-settings-chat = Csevegés +hud-settings-background_opacity = Háttér átlátszósága +hud-settings-chat_character_name = Karakternevek a csevegésben +hud-settings-loading_tips = Tippek a töltőképernyőn +hud-settings-reset_interface = Alapértékek visszaállítása +hud-settings-pan_sensitivity = Egérérzékenység +hud-settings-zoom_sensitivity = Nagyítás érzékenység +hud-settings-camera_clamp_angle = Szög a függőleges kamera korláthoz +hud-settings-invert_scroll_zoom = Nagyítás megfordítása +hud-settings-invert_mouse_y_axis = Egér Y-tengelyének megfordítása +hud-settings-invert_controller_y_axis = Kontroller Y-tengelyének megfordítás +hud-settings-enable_mouse_smoothing = Kamera simítása +hud-settings-free_look_behavior = Szabad nézet viselkedés +hud-settings-auto_walk_behavior = Automatikus séta viselkedés +hud-settings-camera_clamp_behavior = Kamera korlát viselkedés +hud-settings-player_physics_behavior = Játékosfizika (kísérleti) +hud-settings-stop_auto_walk_on_input = Automatikus séta abbahagyása mozgáskor +hud-settings-auto_camera = Automatikus kamera +hud-settings-reset_gameplay = Alapértékek visszaállítása +hud-settings-view_distance = Látótóávolság +hud-settings-sprites_view_distance = Sprites View Distance +hud-settings-maximum_fps = Maximum FPS +hud-settings-present_mode = Bemutató mód +hud-settings-fov = Látószög (fok) +hud-settings-gamma = Gamma +hud-settings-exposure = Fényesség +hud-settings-ambiance = Környezet fényereje +hud-settings-antialiasing_mode = Élsimítás módja +hud-settings-upscale_factor = Belső felbontás +hud-settings-cloud_rendering_mode = Felhő renderelési mód +hud-settings-fluid_rendering_mode = Folyadék renderelési mód +hud-settings-cloud_rendering_mode-minimal = Minimális +hud-settings-cloud_rendering_mode-low = Alacsony +hud-settings-cloud_rendering_mode-medium = Közepes +hud-settings-cloud_rendering_mode-high = Magas +hud-settings-cloud_rendering_mode-ultra = Ultra +hud-settings-fullscreen = Teljes képernyő +hud-settings-fullscreen_mode = Teljes képernyős mód +hud-settings-fullscreen_mode-exclusive = Kizárólagos +hud-settings-fullscreen_mode-borderless = Keret nélküli +hud-settings-gpu_profiler = GPU-időzítés engedélyezése (nem mindenhol támogatott) +hud-settings-particles = Részecskék +hud-settings-lossy_terrain_compression = Terep veszteséges tömörítése +hud-settings-resolution = Felbontás +hud-settings-bit_depth = Bitmélység +hud-settings-refresh_rate = Frissítési ráta +hud-settings-lighting_rendering_mode = világítás renderelési mód +hud-settings-lighting_rendering_mode-ashikhmin = A-típusú - magas +hud-settings-lighting_rendering_mode-blinnphong = B-típusú - közepes +hud-settings-lighting_rendering_mode-lambertian = L-típusú - olcsó +hud-settings-shadow_rendering_mode = Árnyék renderelési mód +hud-settings-shadow_rendering_mode-none = Nincs +hud-settings-shadow_rendering_mode-cheap = Olcsó +hud-settings-shadow_rendering_mode-map = térkép +hud-settings-shadow_rendering_mode-map-resolution = Felbontás +hud-settings-lod_detail = Részletesség mértéke +hud-settings-save_window_size = Ablakméret mentése +hud-settings-reset_graphics = Alapértékek visszaállítása +hud-settings-master_volume = Fő hangerő +hud-settings-inactive_master_volume_perc = Inaktív ablak hangereje +hud-settings-music_volume = Zene hangereje +hud-settings-sound_effect_volume = Effektek hangereje +hud-settings-audio_device = Hangeszköz +hud-settings-reset_sound = Alapértékek visszaállítása +hud-settings-english_fallback = Fordítás hiányában az angol verzió jelenjen meg +hud-settings-awaitingkey = Nyomj meg egy gombot... +hud-settings-unbound = Nincs +hud-settings-reset_keybinds = Alapértékek visszaállítása +hud-settings-chat_tabs = Csevegés fülek +hud-settings-label = Címke: +hud-settings-delete = Törlés +hud-settings-show_all = Összes megjelenítése +hud-settings-messages = Üzenetek +hud-settings-activity = Tevékenységek +hud-settings-death = Halál +hud-settings-group = Csoport +hud-settings-faction = Frakció +hud-settings-world = Világ +hud-settings-region = Régió +hud-settings-say = Beszéd +hud-settings-all = Összes +hud-settings-group_only = Csak csoport +hud-settings-reset_chat = Alapértékek visszaállítása diff --git a/assets/voxygen/i18n/hu/hud/skills.ftl b/assets/voxygen/i18n/hu/hud/skills.ftl new file mode 100644 index 0000000..e86892f --- /dev/null +++ b/assets/voxygen/i18n/hu/hud/skills.ftl @@ -0,0 +1,126 @@ +hud-rank_up = Új képességpont +hud-skill-sp_available = { $number } KP áll rendelkezésedre +hud-skill-not_unlocked = Nincs még feloldva +hud-skill-req_sp = + { "\u000A" } + + { $number } KP kell hozzá +hud-skill-unlck_sword_title = Kard feloldása +hud-skill-unlck_sword = Kard képességfájának feloldása{ $SP } +hud-skill-unlck_axe_title = Fejsze feloldása +hud-skill-unlck_axe = Fejsze képességfájának feloldása{ $SP } +hud-skill-unlck_hammer_title = Pöröly feloldása +hud-skill-unlck_hammer = Pöröly képességfájának feloldása{ $SP } +hud-skill-unlck_bow_title = Íj feloldása +hud-skill-unlck_bow = Íj képességfájának feloldása{ $SP } +hud-skill-unlck_staff_title = Mágusbot feloldása +hud-skill-unlck_staff = Mágusbot képességfájának feloldása{ $SP } +hud-skill-unlck_sceptre_title = Varázsjogar feloldása +hud-skill-unlck_sceptre = Varázsjogar képességfájának feloldása{ $SP } +hud-skill-climbing_title = Mászás +hud-skill-climbing = Magasabbra jutás +hud-skill-climbing_cost_title = Mászás energiaigénye +hud-skill-climbing_cost = A mászás { $boost }%-kal kevesebb energiát használ el{ $SP } +hud-skill-climbing_speed_title = Mászási sebesség +hud-skill-climbing_speed = { $boost }%-kal gyorsabb mászás{ $SP } +hud-skill-swim_title = Úszás +hud-skill-swim = Mozgás nedves környezetben +hud-skill-swim_speed_title = Úszási sebesség +hud-skill-swim_speed = { $boost }%-kal gyorsabb úszás{ $SP } +hud-skill-sc_lifesteal_title = Életlopó sugár +hud-skill-sc_lifesteal = Csapold le az ellenségeid életerejét +hud-skill-sc_lifesteal_damage_title = Sebzés +hud-skill-sc_lifesteal_damage = Okozz { $boost }%-kal több sebzést{ $SP } +hud-skill-sc_lifesteal_range_title = Hatótávolság +hud-skill-sc_lifesteal_range = A sugarad { $boost }%-kal messzebbre ér el{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Életlopás +hud-skill-sc_lifesteal_lifesteal = Alakíts át még { $boost }% sebzést életerővé{ $SP } +hud-skill-sc_lifesteal_regen_title = Energia visszatöltődés +hud-skill-sc_lifesteal_regen = További { $boost }%-kal töltődik vissza az energiád{ $SP } +hud-skill-sc_heal_title = Gyógyító sugár +hud-skill-sc_heal = Gyógyítsd a szövetségeseid az ellenségeid vérével +hud-skill-sc_heal_heal_title = Gyógyítás +hud-skill-sc_heal_heal = { $boost }%-kal növeli meg mások gyógyításának a mennyiségét{ $SP } +hud-skill-sc_heal_cost_title = Energiaigény +hud-skill-sc_heal_cost = Mások gyógyítása { $boost }%-kal kevesebb energiát használ el{ $SP } +hud-skill-sc_heal_range_title = Hatótávolság +hud-skill-sc_heal_range = A sugarad { $boost }%-kal messzebbre ér el{ $SP } +hud-skill-sc_wardaura_unlock_title = Oltalmazó aura feloldása +hud-skill-sc_wardaura_unlock = Védd meg a szövetségeseid az ellenséges támadásoktól{ $SP } +hud-skill-sc_wardaura_strength_title = Erő +hud-skill-sc_wardaura_strength = { $boost }%-kal megnő a védelmed ereje{ $SP } +hud-skill-sc_wardaura_duration_title = Időtartam +hud-skill-sc_wardaura_duration = { $boost }%-kal tovább tart az oltalmad hatása{ $SP } +hud-skill-sc_wardaura_range_title = Sugár +hud-skill-sc_wardaura_range = Az oltalmad { $boost }%-kal messzebbre elér{ $SP } +hud-skill-sc_wardaura_cost_title = Energiaigény +hud-skill-sc_wardaura_cost = Az oltalom létrehozása { $boost }%-kal kevesebb energiát használ el{ $SP } +hud-skill-st_shockwave_range_title = Lökéshullám hatótávolság +hud-skill-st_shockwave_range = Lökj el dolgokat, amelyek hatótávon kívül voltak, hatótávolság megnövelése { $boost }%-kal{ $SP } +hud-skill-st_shockwave_cost_title = Lökéshullám energiaigény +hud-skill-st_shockwave_cost = Csökkentsd { $boost }%-kal az energiaigényt, hogy tehetetlen falusiakat lökj el{ $SP } +hud-skill-st_shockwave_knockback_title = Lökéshullám hátralökés +hud-skill-st_shockwave_knockback = Növeld meg a hátralökés lehetőségét { $boost }%-kal{ $SP } +hud-skill-st_shockwave_damage_title = Lökéshullám sebzés +hud-skill-st_shockwave_damage = Növeld meg a sebzést { $boost }%-kal{ $SP } +hud-skill-st_shockwave_unlock_title = Lökéshullám feloldása +hud-skill-st_shockwave_unlock = Feloldja a képességet, hogy tűz segítségével ellökd az ellenségeket{ $SP } +hud-skill-st_flamethrower_title = Lángszóró +hud-skill-st_flamethrower = Tüzet szór, süssük meg mindet +hud-skill-st_flame_velocity_title = Láng sebesség +hud-skill-st_flame_velocity = Gyorsabban jut oda a tűz { $boost }%-kal{ $SP } +hud-skill-st_flamethrower_range_title = Lángszóró hatótávolság +hud-skill-st_flamethrower_range = Ha a lángok akkor sem érik el, akkor { $boost }%-kal messzebbre mennek{ $SP } +hud-skill-st_energy_drain_title = Energiaigény +hud-skill-st_energy_drain = Lecsökkenti az energiaigényt { $boost }%-kal{ $SP } +hud-skill-st_flamethrower_damage_title = Lángszóró sebzés +hud-skill-st_flamethrower_damage = Megnöveli a sebzést { $boost }%-kal{ $SP } +hud-skill-st_explosion_radius_title = Robbanás sugara +hud-skill-st_explosion_radius = Nagyobb a jobb, megnöveli a robbanás sugarát { $boost }%-kal{ $SP } +hud-skill-st_energy_regen_title = Energia visszatöltődés +hud-skill-st_energy_regen = Megnöveli az energia visszatöltődést { $boost }%-kal{ $SP } +hud-skill-st_fireball_title = Tűzgolyó +hud-skill-st_fireball = Egy tűzgolyót lő ki, amely becsapódáskor felrobban +hud-skill-st_damage_title = Sebzés +hud-skill-st_damage = Megnöveli a sebzést { $boost }%-kal{ $SP } +hud-skill-bow_projectile_speed_title = Lövedéksebesség +hud-skill-bow_projectile_speed = Lehetővé teszi, hogy a nyilakat gyorsabban lődd távolabbra { $boost }%-kal{ $SP } +hud-skill-bow_charged_title = Felhúzott lövés +hud-skill-bow_charged = Mert többet vártál +hud-skill-bow_charged_damage_title = Felhúzott sebzés +hud-skill-bow_charged_damage = Megnöveli a sebzést { $boost }%-kal{ $SP } +hud-skill-bow_charged_energy_regen_title = Felhúzott energia visszatöltődés +hud-skill-bow_charged_energy_regen = Megnöveli az energia visszatöltődést { $boost }%-kal{ $SP } +hud-skill-bow_charged_knockback_title = Felhúzott visszaütés +hud-skill-bow_charged_knockback = Lökd távolabbra az ellenségeket { $boost }%-kal{ $SP } +hud-skill-bow_charged_speed_title = Felhúzott sebesség +hud-skill-bow_charged_speed = Megnöveli a felhúzott támadás mértékét { $boost }%-kal{ $SP } +hud-skill-bow_charged_move_title = Felhúzott mozgási sebesség +hud-skill-bow_charged_move = { $boost }%-kal megnöveli, hogy milyen gyorsan tudsz menni, amikor felhúzod a támadást{ $SP } +hud-skill-bow_repeater_title = Ismétlés +hud-skill-bow_repeater = Minél tovább csinálod, annál gyorsabban lősz +hud-skill-bow_repeater_damage_title = Ismétlés sebzése +hud-skill-bow_repeater_damage = Megnöveli a sebzést { $boost }%-kal{ $SP } +hud-skill-bow_repeater_cost_title = Ismétlés energiaigény +hud-skill-bow_repeater_cost = Csökkenti az ismétlés energiaigényét { $boost }%-kal{ $SP } +hud-skill-bow_repeater_speed_title = Ismétlés sebessége +hud-skill-bow_repeater_speed = Megnöveli a nyilak kilövésének gyakoriságát { $boost }%-kal{ $SP } +hud-skill-bow_shotgun_unlock_title = Szórólövés feloldása +hud-skill-bow_shotgun_unlock = Lehetővé teszi több nyíl kilövését egyszerre{ $SP } +hud-skill-bow_shotgun_damage_title = Szórólövés sebzése +hud-skill-bow_shotgun_damage = Megnöveli a sebzést { $boost }%-kal{ $SP } +hud-skill-bow_shotgun_cost_title = Szórólövés energiaigénye +hud-skill-bow_shotgun_cost = Csökkenti a szórólövés energiaigényét { $boost }%-kal{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Szórólövés nyilai +hud-skill-bow_shotgun_arrow_count = Megnöveli a szétlőtt nyilak számát ennyivel: { $boost }{ $SP } +hud-skill-bow_shotgun_spread_title = Szórólövés szórása +hud-skill-bow_shotgun_spread = Csökkenti a nyilak szétrepülésének mértékét { $boost }%-kal{ $SP } +hud-skill-mining_title = Bányászás +hud-skill-pick_strike_title = Csákány csapás +hud-skill-pick_strike = Üss köveket a csákánnyal, hogy érceket, drágaköveket és tapasztalatot szerezz +hud-skill-pick_strike_speed_title = Csákányozás sebessége +hud-skill-pick_strike_speed = Bányássz köveket gyorsabban{ $SP } +hud-skill-pick_strike_oregain_title = Csákány érchozama +hud-skill-pick_strike_oregain = Annak az esélye, hogy plusz érceket kapsz ({ $boost }% szintenként){ $SP } +hud-skill-pick_strike_gemgain_title = Csákány drágakőhozama +hud-skill-pick_strike_gemgain = Annak az esélye, hogy plusz drágaköveket kapsz ({ $boost }% szintenként){ $SP } diff --git a/assets/voxygen/i18n/hu/hud/social.ftl b/assets/voxygen/i18n/hu/hud/social.ftl new file mode 100644 index 0000000..e77fa42 --- /dev/null +++ b/assets/voxygen/i18n/hu/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = Más játékosok +hud-social-online = Online: +hud-social-friends = Barátok +hud-social-not_yet_available = Még nem elérhető +hud-social-faction = Frakció +hud-social-play_online_fmt = { $nb_player } játékos online +hud-social-name = Név +hud-social-level = Szint +hud-social-zone = Zóna +hud-social-account = Felhasználói fiók diff --git a/assets/voxygen/i18n/hu/hud/subtitles.ftl b/assets/voxygen/i18n/hu/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/hu/hud/trade.ftl b/assets/voxygen/i18n/hu/hud/trade.ftl new file mode 100644 index 0000000..8f3e997 --- /dev/null +++ b/assets/voxygen/i18n/hu/hud/trade.ftl @@ -0,0 +1,20 @@ +hud-trade-trade_window = Üzletelő ablak +hud-trade-phase1_description = + Húzd a cserélni kívánt tárgyakat + a megfelelő mezőbe! +hud-trade-phase2_description = + A cserefolyamat meg lett állítva, + így van időd átnézni az ajánlatokat. +hud-trade-phase3_description = Csere feldolgozása... +hud-trade-persons_offer = { $playername } ajánlata +hud-trade-has_accepted = + { $playername } + elfogadta az ajánlatot +hud-trade-accept = Elfogad +hud-trade-decline = Visszautasít +hud-trade-invite_sent = Üzletelési szándék elküldve neki: { $playername }. +hud-trade-result-completed = Üzlet sikeresen lebonyolítva. +hud-trade-result-declined = Ajánlat visszautasítva. +hud-trade-result-nospace = Nincs elég tárhely üzlet lebonyolításához. +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = diff --git a/assets/voxygen/i18n/hu/item/admin.ftl b/assets/voxygen/i18n/hu/item/admin.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/hu/main.ftl b/assets/voxygen/i18n/hu/main.ftl new file mode 100644 index 0000000..e8b936d --- /dev/null +++ b/assets/voxygen/i18n/hu/main.ftl @@ -0,0 +1,77 @@ +main-username = Felhasználónév +main-server = Szerver +main-password = Jelszó +main-connecting = Csatlakozás +main-creating_world = Világ létrehozása +main-tip = Tipp: +main-notice = + Üdvözlünk a Veloren alfa verziójában! + + Mielőtt fejest ugrasz a játékba szeretnénk felhívhi a figyelmedet pár dologra: + + - Ez egy nagyon korai alfa verzió, vagyis akadnak még benne hibák, a játékmenet és a különféle játékmechanikák még csiszolásra szorulnak, bizonyos elemek pedig még nem kerültek implementálásra. + + - Ha van valamilyen építő jellegű visszajelzésed, vagy hibát szeretnél bejelenteni, nyugodtan keress fel minket Redditen, GitLab-en, vagy a közösségi Discord-szerverünkön. + + - A Veloren a GPL 3 nyílt forráskódú licenc alatt van kiadva. Ezt azt jelenti, hogy megkötések nélül játhatsz vele, továbbá saját igényeid szerint módosíthatod és terjesztheted (már amennyiben az új produktum is GPL 3-as licensszel rendelkezik). + + - A Veloren egy nonprofit, közösségi projekt, a fejlesztésben részt vevő emberek pedig egytől-egyik önkéntesek. + Ha tetszik amit látsz, örömmel várunk akár a fejlesztői, akár a művészeti csapatban! + + Köszönjük, hogy szakítottál időt ezen kis értesítő elolvasására. Jó játékot kívánunk! + + ~ A Veloren fejlesztői +main-login_process = + Információ a bejelentkezési folyamatról: + + Ahhoz, hogy játszani tudj hitelesített + szervereken előbb létre kell hoznod + egy felhasználói fiókot. + + Ezt a fiókot a következő weboldalon + tudod létrehozni: + + https://veloren.net/account/. +main-login-server_not_found = Szerver nem található +main-login-authentication_error = Hitelesítési hiba a szerveren +main-login-internal_error = Klienshiba (minden bizonnyal törölve lett a karakter) +main-login-failed_auth_server_url_invalid = Nem sikerült kapcsolódni a hitelesítő szerverhez +main-login-insecure_auth_scheme = A HTTP hitelesítés nem támogatott, mert nem biztonságos! A fejlesztés során csak a 'localhost' és a debug build-ek esetén alkalmazunk HTTP-t. +main-login-server_full = A szerver megtelt +main-login-untrusted_auth_server = A hitelesítő szerver nem megbízható +main-login-outdated_client_or_server = ServerWentMad: A játákverziók minden bizonnyal inkompatibilisek, frissítés szükséges. +main-login-timeout = Időtúllépés: Nem válaszolt időben a szerver (vagy túlterhelés, vagy hálózati problémák miatt). +main-login-server_shut_down = Leállt a szerver +main-login-network_error = Hálózati hiba +main-login-network_wrong_version = Nem egyezik a szerver és a kliens verziója, kérlek frissítsd a játékkliensed! +main-login-failed_sending_request = Meghiúsult a hitelesítő szerver felé irányuló kérés +main-login-invalid_character = A kiválasztott karakter nem megfelelő +main-login-client_crashed = Összeomlott a kliens +main-login-not_on_whitelist = Hogy csatlakozni tudj előbb meg kell kérned az egyik admint, hogy vegyen fel téged a fehér listára. +main-login-banned = Ki lettél tiltva a következő miatt: +main-login-kicked = Ki lettél rakva a következő miatt: +main-login-select_language = Válassz ki egy nyelvet +main-login-client_version = Kliens verzió +main-login-server_version = Szerver verzió +main-servers-select_server = Válassz ki egy szervert +loading-tips = + .a0 = Lámpásod meggyújtásához nyomd meg a '{ $gameinput-togglelantern }' gombot! + .a1 = Az alapértelmezett billentyű-összerendelések megtekintéséhez nyomd meg az '{ $gameinput-help }' gombot! + .a2 = Ha beírod a csevegésbe a /say vagy a /s parancsot, lehetőséged nyílik arra, hogy csak a közvetlen közeledben lévő játékosokkal beszélgess. + .a3 = Ha beírod a csevegésbe a /region vagy a /r parancsot, lehetőséged nyílik arra, hogy csak a tőled max pár száz blokkra lévő játékosokkal beszélgess. + .a4 = Az adminisztrátorok használhatják a /build parancsot – ezzel léphetnek be az építő módba. + .a5 = Ha beírod a csevegésbe a /group vagy a /g parancsot, lehetőséged nyílik arra, hogy csak a csoportodban lévő játékosokkal beszélgess. + .a6 = Privát üzenetek küldéséhez írd be a csevegésbe a /tell parancsot, majd a játékos nevét, végül pedig az üzenetet. + .a7 = Érdemes nyitott szemmel járni, hiszen rengeteg étel, láda és egyéb zsákmány található szerte a világban! + .a8 = Túl sok az étel a holmijaid között? Próbálj meg jobb ételt kotyvasztani belőlük! + .a9 = Azon tűnődsz, hogy mit kellene csinálnod? Tedd magad próbára a térképen megjelölt kazamaták valamelyikében! + .a10 = Ne felejtsd el a rendszeredhez igazítani a grafikát! A beállítások megtekintéséhez nyomd meg az '{ $gameinput-settings }' gombot! + .a11 = Másokkal játszani bizony jó muri! Hogy lásd, épp ki van fönn a hálózaton nyomd meg az '{ $gameinput-social }' gombot! + .a12 = A táncoláshoz nyomd meg a '{ $gameinput-dance }' gombot. Bulira föl! + .a13 = Nyomd meg a '{ $gameinput-glide }'-t és hódítsd meg sárkányrepülőddel az eget! + .a14 = A Veloren még mindig előzetes alfában van. Igyekszünk mindent megtenni annak érdekében, hogy napról-napra jobb és jobb legyen! + .a15 = Szeretnél a feljesztői csapat tagja lenni, vagy netán csak csevegnél velünk? Csatlakozz a Discord szerverünkhöz! + .a16 = A beállításokban azt is eldöntheted, hogy megjelenjen-e az életerőd mennyisége az életerő sávban, vagy sem. + .a17 = Ha lehuppansz (a '{ $gameinput-sit }' gombbal) egy tábortűz mellé szép lassan be fognak gyógyulni a sebeid. + .a18 = Több holmitartóra vagy jobb páncélzatra van szükséged? Nyomd meg a '{ $gameinput-crafting }' gombot, és nézz szét a tárgykészítési menüben! + .a19 = Próbálj meg ugrani egyet, miközben keresztülbukfencezel másokon! diff --git a/assets/voxygen/i18n/hu/npc.ftl b/assets/voxygen/i18n/hu/npc.ftl new file mode 100644 index 0000000..4d36e84 --- /dev/null +++ b/assets/voxygen/i18n/hu/npc.ftl @@ -0,0 +1,163 @@ +npc-speech-villager = + .a0 = Csodás napunk van, nemde? + .a1 = Hogy vagy? + .a2 = Áldott jó reggelt kívánok! + .a3 = Vajon mire gondol a Catoblepas, miközben legelészik? + .a4 = Mit szólsz ehhez az időjáráshoz? + .a5 = Akárhányszor azokra a kazamatákre gondolok elfog a félelem. Remélem valaki majd megtisztítja őket... + .a6 = Majd szeretnék elmenni barlangászni, amikor már erősebb leszek. + .a7 = Nem láttad a macskámat? + .a8 = Hallottál már a veszedelmes földi cápákról? Úgy tudom a sivatagokban élnek. + .a9 = Azt mondják a barlangok tele vannak mindenféle fényes drágakővel. + .a10 = Megőrülök a sajtért! + .a11 = Nem nézel be hozzánk? Épp most terveztünk nekiállni sajtozni! + .a12 = Azt mondják a gomba jót tesz az egészségednek. Én magam nem szoktam enni. + .a13 = A kekszeket ne feledd! + .a14 = Egyszerűen rajongok a törpe sajtért. Bárcsak én is el tudnám készíteni... + .a15 = Mi lehet vajon a hegyen túl? + .a16 = Remélem egyszer majd elkészíthetem a saját sárkányrepülőmet. + .a17 = Szeretnéd látni a kertem? Hát jó, talán majd máskor. + .a18 = Kitűnő nap ez a mai egy jó erdei sétához! + .a19 = Lenni, vagy nem lenni? Én azt hiszem farmer leszek. + .a20 = Hát nem a mi városkánk a legjobb? + .a21 = Szerinted mitől ragyognak a ragyogó maradványok? + .a22 = Azt hiszem eljött a második reggeli ideje! + .a23 = Fogtál már szentjánosbogarat? + .a24 = Egyszerűen képtelen vagyok rájönni, hogy ugyan honnan jönnek ezek a Saurokok... + .a25 = Bárcsak távol tartaná valaki a farkasokat a városkától... + .a26 = Csodás, sajtos álomban volt tegnap este részem. Mit jelenthet ez vajon? + .a27 = Hagytam egy kis sajtot az öcsémnél. Nem tudom, hogy megvan-e még. Úgy hívom, hogy Schrödinger sajtja. + .a28 = Hagytam egy kis sajtot a húgomnál. Nem tudom, hogy megvan-e még. Úgy hívom, hogy Schrödinger sajtja. + .a29 = Valaki igazán kezdhetne már valamit ezekkel a kultistákkal! Valaki rajtam kívül... + .a30 = Remélem jön némi eső hamarosan, jót tenne a terménynek. + .a31 = Imádom a mézet... és utálom a méheket. + .a32 = Egy napon majd szeretnék világot látni. Csak tartogat nekem valamit az élet ezen a városkán kívül is. +npc-speech-villager_decline_trade = + .a0 = Sajnálom, én nem tudok mit áruba bocsájtani. + .a1 = Üzletelni? Velem? Mintha lenne bármim, ami fel tudná kelteni az érdeklődésedet... + .a2 = A ház az enyém! Nem fogom elcserélni semmiért! +npc-speech-merchant_advertisement = + .a0 = Ajánlhatok személyemben egy kereskedőpartnert? + .a1 = Szeretnél velem üzletelni? + .a2 = Rengeteg árum van, szeretnél vetni rájuk egy pillantást? +npc-speech-merchant_busy = + .a0 = Hé, várd ki a sorod! + .a1 = Várj egy kicsit légyszíves, belőlem is csak egy van. + .a2 = Látod ezt a másik embert előtted? + .a3 = Egy pillanat, hadd fejezzem be! + .a4 = Ne vágj be mások elé! + .a5 = Most épp nem érek rá, gyere vissza később! +npc-speech-merchant_trade_successful = + .a0 = Köszönöm, hogy velem üzleteltél! + .a1 = Hálás köszönet! +npc-speech-merchant_trade_declined = + .a0 = Talán majd máskor. Legyen szép napod! + .a1 = Kár, majd talán legközelebb! +npc-speech-villager_cultist_alarm = + .a0 = Vigyázat! Elszabadult egy kultista! + .a1 = Fegyverbe! Támadnak a kultisták! + .a2 = Hogy merik a kultisták megtámadni a mi városkánkat?! + .a3 = Halál a kultistákra! + .a4 = Itt nem tűrünk meg egy kultistát sem! + .a5 = Te véres kultista! + .a6 = Ízleld meg a kardom élét, mocskos kultista! + .a7 = Semmi nem moshatja le a vért a kezedről, kultista! + .a8 = Millió mérgező mályvaszín medúza! Egy kultista van köztünk! + .a9 = A kultisták gonoszkodásainak hamarosan vége! + .a10 = Ez a kultista az enyém! + .a11 = Ideje, hogy találkozz a teremtőddel, aljas kultista! + .a12 = Itt egy kultista! Kapjuk el! + .a13 = Itt egy kultista! Támadás! + .a14 = Itt egy kultista! Ne hagyjuk megszökni! + .a15 = Nem óhajt kultista őméltósága egy kis HALÁLT?! + .a16 = Nincs bocsánat! Nincs feledés! Kultisták, bűnhődjetek! + .a17 = Pusztulj, kultista! + .a18 = Egyszer véget ér a rémuralmatok! + .a19 = Ezt azt eddigi tetteitekért! + .a20 = Nem látjuk szívesen a fajtátokat errefelé! + .a21 = Maradtatok volna a föld alatt! +npc-speech-villager_under_attack = + .a0 = Segítség, Megtámadtak! + .a1 = Segítség, Megtámadtak! + .a2 = Aúú! Megtámadtak!! + .a3 = Aúú! Megtámadtak! Segítség! + .a4 = Segítsetek! Megtámadtak! + .a5 = Megtámadtak! Segítség! + .a6 = Megtámadtak! Segítsetek! + .a7 = Segítség! + .a8 = Segítség! Segítség! + .a9 = Segítség! Segítség! Segítség! + .a10 = Megtámadtak! + .a11 = ÁÁÁÁÁÁ! Megtámadtak! + .a12 = ÁÁÁÁÁÁ! Megtámadtak! Segítség! + .a13 = Segítség! Megtámadtak minket! + .a14 = Segítség! Gyilkos! + .a15 = Segítség! Elszabadult egy gyilkos! + .a16 = Segítség! Meg akarnak ölni! + .a17 = Őrség, Megtámadtak! + .a18 = Őrség! Megtámadtak! + .a19 = Megtámadtak! Őrség! + .a20 = Segítség! Őrség! Megtámadtak! + .a21 = Őrség! Gyertek gyorsan! + .a22 = Őrség! Őrség! + .a23 = Őrség! Egy gazember megtámadott! + .a24 = Őrség, aprítsátok fel ezt az alávaló gazembert! + .a25 = Őrség! Itt egy gyilkos! + .a26 = Őrség! Segítsetek! + .a27 = Ezt nem úszod meg szárazon! Őrség! + .a28 = Te senkiházi! + .a29 = Valaki segítsen!! + .a30 = Segítsetek! Kérlek! + .a31 = Aúú! Őrség! Segítség! + .a32 = Engem akarnak! + .a33 = Segítség! Segítség! Valaki le akar gyűrni! + .a34 = Áá, most láthatjuk a rendszerrel járó erőszakot. + .a35 = Ez csak egy karcolás! + .a36 = Hagyd abba! + .a37 = Ártottam én neked valaha?! + .a38 = Kérlek ne bántalmazz tovább! + .a39 = Hé! Vigyázz, merre irányzod azt a dolgot! + .a40 = Takarodj innen, te mocskos gazember! + .a41 = Hagyd abba! Menj innen! + .a42 = Sikerült igencsak felbőszítened! + .a43 = Hé! Kinek képzeled magad?! + .a44 = Ezért a fejeddel fogsz fizetni! + .a45 = Hagyd abba, kérlek! Nincs nálam semmi értékes! + .a46 = Rád uszítom a bátyámat, ő nagyobb, mint én! + .a47 = Neee, megmondalak anyának! + .a48 = Légy átkozott! + .a49 = Kérlek ne tedd ezt! + .a50 = Ez nem volt szép tőled! + .a51 = Hatásos a fegyvered, most már igazán elrakhatnád! + .a52 = Könyörülj rajtam! + .a53 = Kérlek, családom van! + .a54 = Még túl fiatal vagyok a halálhoz! + .a55 = Nem tudnánk ezt megbeszélni? + .a56 = Az erőszak nem megoldás! + .a57 = Úgy látszik igencsak pocsék nap ez a mai... + .a58 = Hé, ez fáj! + .a59 = Ííí! + .a60 = Milyen durva vagy! + .a61 = Könyörögve kérlek, hagyd abba! + .a62 = A fene vigyen el! + .a63 = Ez nem vicces! + .a64 = Hogy merészeled?! + .a65 = Ezért megfizetsz! + .a66 = Nagyon meg fogod bánni, ha ezt tovább folytatod! + .a67 = Ne akard, hogy bántsalak! + .a68 = Itt valami félreértés lesz! + .a69 = Erre nincs semmi szükség! + .a70 = Takarodj, te pokolfajzat! + .a71 = Ez nagyon fáj! + .a72 = Miért tennél ilyet?! + .a73 = A szellemekre, hagyd abba! + .a74 = Biztos keversz engem valakivel! + .a75 = Én nem ezt érdemlem! + .a76 = Ezt kérlek ne! + .a77 = Őrség, dobjátok ezt a szörnyeteget a tóba! + .a78 = Rád uszítom a taraszkomat! + .a79 = Mért éééééén? +npc-speech-villager_enemy_killed = + .a0 = Eltiportam az ellenségemet! + .a1 = Végre ismét békességben! + .a2 = { "." }..no, hol is tartottam? diff --git a/assets/voxygen/i18n/it/_manifest.ron b/assets/voxygen/i18n/it/_manifest.ron new file mode 100644 index 0000000..a19aeaa --- /dev/null +++ b/assets/voxygen/i18n/it/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for italian +( + metadata: ( + language_name: "Italiano (Italian)", + language_identifier: "it", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/it/body.ftl b/assets/voxygen/i18n/it/body.ftl new file mode 100644 index 0000000..98210b8 --- /dev/null +++ b/assets/voxygen/i18n/it/body.ftl @@ -0,0 +1,35 @@ +## Monster descriptions, used ONLY in npc-speech-tell_monster + +body-npc-speech-generic = una creatura +body-npc-speech-biped_large-ogre-male = un ogre +body-npc-speech-biped_large-ogre-female = una ogre +body-npc-speech-biped_large-cyclops = un ciclope +body-npc-speech-biped_large-wendigo = un windigo +body-npc-speech-biped_large-werewolf = un licantropo +body-npc-speech-biped_large-cave_troll = un troll delle caverne +body-npc-speech-biped_large-mountain_troll = un troll di montagna +body-npc-speech-biped_large-swamp_troll = un troll di palude +body-npc-speech-biped_large-blue_oni = un oni blu +body-npc-speech-biped_large-red_oni = un oni rosso +body-npc-speech-biped_large-tursus = un tursus +body-npc-speech-biped_large-dullahan = un Dullahan +body-npc-speech-biped_large-occult_saurok = unn Saurok occulto +body-npc-speech-biped_large-mighty_saurok = un potente Saurok +body-npc-speech-biped_large-sly_saurok = un saurok astuto +body-npc-speech-biped_large-mindflayer = un illithid +body-npc-speech-biped_large-minotaur = un minotauro +body-npc-speech-biped_large-tidal_warrior = un guerriero delle maree +body-npc-speech-biped_large-yeti = uno yeti +body-npc-speech-biped_large-harvester = un mietitore +body-npc-speech-biped_large-cultist_warlord = un cultista signore della guerrra +body-npc-speech-biped_large-cultist_warlock = un cultista stregone +body-npc-speech-biped_large-husk_brute = un bruto mutante +body-npc-speech-biped_large-gigas_frost = un gigante del gelo +body-npc-speech-biped_large-adlet_elder = unn adlet anziano +body-npc-speech-biped_large-sea_bishop = un vescovo del mare +body-npc-speech-biped_large-haniwa_general = un generale Haniwa +body-npc-speech-biped_large-terracotta_besieger = un assediante di terracotta +body-npc-speech-biped_large-terracotta_demolisher = un demolitore di terracotta +body-npc-speech-biped_large-terracotta_punisher = un punitore di terracotta +body-npc-speech-biped_large-terracotta_pursuer = un inseguitore terracotta +body-npc-speech-biped_large-cursekeeper = un custode della maledizione diff --git a/assets/voxygen/i18n/it/buff.ftl b/assets/voxygen/i18n/it/buff.ftl new file mode 100644 index 0000000..8f43417 --- /dev/null +++ b/assets/voxygen/i18n/it/buff.ftl @@ -0,0 +1,131 @@ +## Regeneration +buff-heal = Cura + .desc = Guadagna salute nel tempo. + .stat = Ripristina { $str_total } di salute +## Potion +buff-potion = Pozione + .desc = Bevendo... +## Agility +buff-agility = Agilità + .desc = Il tuo movimento è più veloce, ma infliggi meno danni e subisci più danni. + .stat = + Aumenta la velocità di movimento del { $strength }%, + ma diminuisce il danno del 100%, + e aumenta la tua vulnerabilità ai danni + del 100%. +## Saturation +buff-saturation = Saturazione + .desc = Guadagna salute nel tempo dai cibi. +## Campfire +buff-campfire_heal = Cura del falò + .desc = Riposare vicino un fuoco da campo cura il { $rate }% al secondo. +## Energy Regen +buff-energy_regen = Rigenerazione di energia + .desc = Rigenerazione di energia più veloce + .stat = Ripristina { $str_total } di energia +## Health Increase +buff-increase_max_health = Aumenta la salute massima + .desc = Aumenta il limite massimo di salute + .stat = + Aumenta la salute massima + di { $strength } +## Energy Increase +buff-increase_max_energy = Aumenta l'energia massima + .desc = Aumenta il limite massimo di energia + .stat = + Aumenta la massima energia + di { $strength } +## Invulnerability +buff-invulnerability = Invulnerabilità + .desc = Non puoi essere danneggiato da nessun attacco. + .stat = Dona invulnerabilità +## Protection Ward +buff-protectingward = Barriera protettiva + .desc = Sei un po' protetto dagli attacchi. +## Frenzied +buff-frenzied = Frenetico + .desc = Sei imbevuto con velocità innaturale e puoi ignorare ferite minori. +## Haste +buff-hastened = Rapido + .desc = I tuoi movimenti e i tuoi attacchi sono più veloci. +## Bleeding +buff-bleed = Sanguinante + .desc = Infligge danno regolare. +## Curse +buff-cursed = Maledetto + .desc = Sei maledetto. +## Burning +buff-burn = A fuoco + .desc = Stai bruciando vivo +## Crippled +buff-crippled = Storpio + .desc = Il tuo movimento è storpio dal momento che le tue gambe sono gravemente ferite. +## Freeze +buff-frozen = Congelato + .desc = I tuoi movimenti e i tuoi attacchi sono rallentati. +## Wet +buff-wet = Bagnato + .desc = Il terreno rifiuta i tuoi piedi, rendendoti difficile fermarsi. +## Poisoned +buff-poisoned = Avvelenato + .desc = Senti la tua vita svanire... +## Ensnared +buff-ensnared = Intrappolato + .desc = Liane si attorcigliano intorno alle tue gambe, impedendo il tuo movimento. +## Fortitude +buff-fortitude = Forza d'animo + .desc = Puoi resistere allo stordimento. +## Parried +buff-parried = Bloccato + .desc = Sei stato bloccato e ora sei lento a riprenderti. +## Potion sickness +buff-potionsickness = Nausea da pozione + .desc = Le pozioni ti cureranno meno. + .stat = + Le pozioni che berrai ti cureranno + del { $strength }% in meno. +## Reckless +buff-reckless = Spericolato + .desc = I tuoi attacchi sono più potenti, tuttavia lasci le tue difese scoperte. +## Polymorped +buff-polymorphed = Mutaforma + .desc = Il tuo corpo cambia la forma. +## Flame +buff-flame = Fiammeggiante + .desc = Il fuoco è tuo alleato. +## Frigid +buff-frigid = Glaciale + .desc = Congela i tuoi nemici. +## Lifesteal +buff-lifesteal = Rubavita + .desc = Risucchia la vita dai tuoi nemici. +## Salamander's Aspect +buff-salamanderaspect = Aspetto di salamandra + .desc = Non puoi bruciare e ti muovi velocemente sulla lava. +## Imminent Critical +buff-imminentcritical = Critico imminente + .desc = Il tuo prossimo attacco colpirà l'avversario in modo critico. +## Fury +buff-fury = Furia + .desc = Con la tua furia i tuoi colpi generano più combo. +## Sunderer +buff-sunderer = Spaccadifese + .desc = I tuoi attacchi possono sfondare le difese dei tuoi nemici e rigenerarti con più energia. +## Sunderer +buff-defiance = Sfida + .desc = Puoi resistere a colpi più potenti e stordenti e generare combo venendo colpito, ma sei più lento. +## Bloodfeast +buff-bloodfeast = Festa di sangue + .desc = Ti rigeneri attaccando nemici che sanguinano. +## Berserk +buff-berserk = Frenesia + .desc = Sei in una furia frenetica i tuoi attacchi sono più veloci e potenti, ma la tua difesa sarà inferiore. +## Heatstroke +buff-heatstroke = Colpo di calore + .desc = Sei stato esposto al calore e ora soffri di un colpo di calore, il tuo movimento e il recupero di energia sono ridotti. Brividi. +## Util + +buff-text-over_seconds = in { $dur_secs } secondi +buff-text-for_seconds = per { $dur_secs } secondi +buff-mysterious = Effetto misterioso +buff-remove = Premi per rimuovere diff --git a/assets/voxygen/i18n/it/char_selection.ftl b/assets/voxygen/i18n/it/char_selection.ftl new file mode 100644 index 0000000..e441e6d --- /dev/null +++ b/assets/voxygen/i18n/it/char_selection.ftl @@ -0,0 +1,29 @@ +char_selection-loading_characters = Caricamento personaggi... +char_selection-delete_permanently = Eliminare permanentemente questo personaggio? +char_selection-change_server = Cambia server +char_selection-enter_world = Entra nel mondo +char_selection-spectate = Modalità spettatore +char_selection-joining_character = Collegamento al mondo... +char_selection-logout = Disconnettiti +char_selection-create_new_character = Crea un personaggio +char_selection-creating_character = Creazione del personaggio... +char_selection-character_creation = Creazione del personaggio +char_selection-human_default = Umano predefinito +char_selection-level_fmt = Livello { $level_nb } +char_selection-uncanny_valley = Regione selvaggia +char_selection-plains_of_uncertainty = Pianure della incertezza +char_selection-beard = Barba +char_selection-hair_style = Acconciatura capelli +char_selection-hair_color = Colore capelli +char_selection-eye_color = Colore occhi +char_selection-skin = Colore della pelle +char_selection-eyeshape = Dettagli occhi +char_selection-accessories = Accessori +char_selection-starting_site = Seleziona l'area di partenza +char_selection-starting_site_next = Successivo +char_selection-starting_site_prev = Precedente +char_selection-starting_site_name = { $name } +char_selection-starting_site_kind = Tipo: { $kind } +char_selection-create_info_name = Il tuo personaggio ha bisogno di un nome! +char_selection-version_mismatch = ATTENZIONE! Questo server sta usando una versione differente, possibilmente incompatibile, di gioco. Per favore aggiorna la tua versione. +char_selection-rules = Regole diff --git a/assets/voxygen/i18n/it/command.ftl b/assets/voxygen/i18n/it/command.ftl new file mode 100644 index 0000000..fc033bb --- /dev/null +++ b/assets/voxygen/i18n/it/command.ftl @@ -0,0 +1,101 @@ +command-no-permission = Non hai i permessi per eseguire '/{ $command_name }' +command-position-unavailable = Impossibile ottenere la posizione di { $target } +command-player-role-unavailable = Non puoi ottenere i privilegi di amministratore per { $target } +command-uid-unavailable = Impossibile ottenere l'identificativo di { $target } +command-area-not-found = Non c'è un'area chiamata '{ $area }' +command-player-not-found = Giocatore '{ $player }' non trovato! +command-player-uuid-not-found = Non trovo il giocatore con l'identificativo '{ $uuid }'! +command-username-uuid-unavailable = Non riesco a determinare l'identificativo di { $username } +command-uuid-username-unavailable = Non riesco a trovare il nome utente di { $uuid } +command-no-sudo = È scortese impersonare altri giocatori +command-entity-dead = L'entità '{ $entity }' è morta! +command-error-while-evaluating-request = Si è verificato un errore durante la convalida della richiesta: { $error } +command-give-inventory-full = L'inventario del giocatore è pieno. Cedi { $given -> + [1] solo uno + *[other] { $given } +} di { $total } oggetti. +command-invalid-item = Articolo non valido: { $item } +command-invalid-block-kind = Tipo di blocco non valido: { $kind } +command-nof-entities-at-least = Il numero di entità deve essere almeno 1 +command-nof-entities-less-than = Il numero di entità deve essere inferiore a 50 +command-entity-load-failed = Impossibile caricare la configurazione dell'entità: { $config } +command-spawned-entities-config = Generate { $n } entità dalla configurazione: { $config } +command-invalid-sprite = Tipo di sprite non valido: { $kind } +command-time-parse-too-large = { $n } non è valido, non può essere più lungo di 16 cifre +command-time-parse-negative = { $n } non è valido, non può essere negativo. +command-time-backwards = { $t } è precedente all'ora corrente, il tempo non può andare indietro. +command-time-invalid = { $t } non è un ora valida. +command-rtsim-purge-perms = Devi essere un vero amministratore (non solo un amministratore temporaneo) per eliminare i dati rtsim. +command-chunk-not-loaded = L'area { $x }, { $y } non è stato caricato +command-chunk-out-of-bounds = L'area { $x }, { $y } è esterna dalla mappa +command-spawned-entity = Hai generato una entità con ID: { $id } +command-spawned-dummy = Hai generato un manichino da allenamento +command-spawned-airship = Hai generato un dirigibile +command-spawned-campfire = Ha generato un falò +command-spawned-safezone = Ha generato una zona sicura +command-volume-size-incorrect = La dimensione deve essere compresa tra 1 e 127. +command-volume-created = Volume creato +command-permit-build-given = Non puoi costruire in '{ $area }' +command-permit-build-granted = Permesso di costruire in '{ $area }' concesso +command-revoke-build-recv = Il permesso di costruire in '{ $area }' è stato revocato +command-revoke-build = Permesso di costruire in '{ $area }' revocato +command-revoke-build-all = I tuoi permessi di costruzione sono stati revocati. +command-revoked-all-build = Tutti i permessi di costruzione sono stati revocati +command-no-buid-perms = Non hai il permesso di costruire. +command-set-build-mode-off = Disattivata la modalità di costruzione. +command-set-build-mode-on-persistent = Attivata la modalità di costruzione. La persistenza del terreno sperimentale è abilitata. Il server tenterà di rendere persistenti le modifiche, ma ciò non è garantito +command-set-build-mode-on-unpersistent = Attivata la modalità di costruzione. Le modifiche non verranno mantenute quando un blocco viene scaricato. +command-invalid-alignment = Allineamento non valido: { $alignment } +command-kit-not-enough-slots = Non c'è abbastanza spazio disponibile nell'inventario +command-lantern-unequiped = Per favore serve prima una lanterna +command-lantern-adjusted-strength = Hai modificato l'intensità della lanterna. +command-lantern-adjusted-strength-color = Hai modificato l'intensità e il colore della lanterna. +command-explosion-power-too-high = La potenza di esplosione non deve essere superiore a { $power } +command-explosion-power-too-low = La potenza di esplosione deve essere superiore a { $power } +# Note: Do not translate "confirm" here +command-disconnectall-confirm = Esegui nuovamente il comando con il secondo argomento "confirm" per confermarlo + vuoi davvero disconnettere tutti i giocatori dal server +command-invalid-skill-group = { $group } non è un gruppo di abilità! +command-unknown = Comando sconosciuto +command-disabled-by-settings = Comando disabilitato nelle impostazioni del server +command-battlemode-intown = Devi essere in città per cambiare la modalità battaglia! +command-battlemode-cooldown = Tregua attiva. Riprova tra { $cooldown } secondi +command-battlemode-available-modes = Modalità disponibili: pvp, pve +command-battlemode-same = Tentativo di impostare la stessa modalità di battaglia +command-battlemode-updated = Nuova modalità di battaglia: { $battlemode } +command-buff-unknown = Modificatore sconosciuto: { $buff } +command-buff-data = Il modificatore '{ $buff }' richiede informazioni aggiuntive +command-buff-body-unknown = Specifiche sconosciute: { $spec } +command-skillpreset-load-error = Errore durante il caricamento delle preimpostazioni +command-skillpreset-broken = La preimpostazione dell'abilità è guasta +command-skillpreset-missing = Preimpostazione mancante: { $preset } +command-location-invalid = Il luogo '{ $location }' è invalido. I nomi possono contenere solo caratteri ASCII minuscoli e + trattino basso +command-location-duplicate = La località '{ $location }' esiste già, valuta di cancellarla prima +command-location-not-found = La località '{ $location }' non esiste +command-location-created = Località creata '{ $location }' +command-location-deleted = Località cancellata '{ $location }' +command-locations-empty = Al momento non esiste alcuna località +command-locations-list = Località disponibili: { $locations } +# Note: Do not translate these weather names +command-weather-valid-values = I valori valido sono 'clear', 'rain', 'wind', 'storm' +command-scale-set = Imposta la scala a { $scale } +command-repaired-items = Riparato l'intero equipaggiamento +command-message-group-missing = Stai utilizzando la chat di gruppo ma non appartieni ad alcun gruppo. Usa /world o + /region per cambiare chat. +command-tell-request = { $sender } vuole parlare con te. +command-transform-invalid-presence = Non è possibile trasformarsi nel personaggio corrente + +# Unreachable/untestable but added for consistency + +command-player-info-unavailable = Non posso trovare le informazioni per il giocatore { $target } +command-unimplemented-waypoint-spawn = La generazione delle tappe non è implementata +command-unimplemented-teleporter-spawn = La generazione dei portali non è implementata +command-kit-inventory-unavailable = Impossibile ottenere l'inventario +command-inventory-cant-fit-item = Impossibile adattare l'articolo all'inventario +# Emitted by /disconnect_all when you dont exist (?) +command-you-dont-exist = Tu non esisti, quindi non puoi usare questo comando +command-destroyed-tethers = Distrutti tutti i legami! Ora sei libero +command-destroyed-no-tethers = Non hai nessun legame +command-dismounted = Smontato +command-no-dismount = Non stai cavalcando né sei cavalcato diff --git a/assets/voxygen/i18n/it/common.ftl b/assets/voxygen/i18n/it/common.ftl new file mode 100644 index 0000000..dfb5dc1 --- /dev/null +++ b/assets/voxygen/i18n/it/common.ftl @@ -0,0 +1,118 @@ +common-username = Nome utente +common-singleplayer = Giocatore singolo +common-multiplayer = Multigiocatore +common-servers = Server +common-quit = Esci +common-settings = Impostazioni +common-languages = Lingue +common-interface = Interfaccia +common-gameplay = Giocabilità +common-controls = Controlli +common-video = Grafica +common-sound = Audio +common-chat = Chat +common-networking = Rete +common-accessibility = Accessibilità +common-resume = Riprendi +common-characters = Personaggi +common-close = Chiudi +common-yes = Si +common-no = No +common-back = Indietro +common-create = Crea +common-okay = Va bene +common-add = Aggiungi +common-accept = Accetta +common-decline = Rifiuta +common-disclaimer = Disclaimer +common-cancel = Annulla +common-none = Nessuno +common-error = Errore +common-fatal_error = Errore fatale +common-you = Tu +common-automatic = Automatico +common-random = Casuale +common-empty = Vuoto +common-confirm = Conferma +common-delete_server = Elimina server +common-interface_settings = Impostazioni interfaccia +common-gameplay_settings = Impostazioni giocabilità +common-controls_settings = Impostazioni controlli +common-video_settings = Impostazioni grafica +common-sound_settings = Impostazioni audio +common-language_settings = Impostazioni lingua +common-chat_settings = Impostazioni chat +common-networking_settings = Impostazioni di rete +common-accessibility_settings = Impostazioni di accessibilità +common-connection_lost = + Connessione persa! + Il server si è riavviato? + Il client è aggiornato? +common-species-orc = Orco +common-species-human = Umano +common-species-dwarf = Nano +common-species-elf = Elfo +common-species-draugr = Non-Morto +common-species-danari = Danari +common-weapons-axe = Ascia +common-weapons-dagger = Pugnale +common-weapons-greatsword = Spadone +common-weapons-shortswords = Spade corte +common-weapons-sword = Spada +common-weapons-staff = Staffa del fuoco +common-weapons-bow = Arco +common-weapons-hammer = Martello +common-weapons-general = Combattimento generale +common-weapons-sceptre = Scettro curativo +common-weapons-shield = Scudo +common-weapons-spear = Lancia +common-weapons-hammer_simple = Martello semplice +common-weapons-sword_simple = Spada semplice +common-weapons-staff_simple = Staffa semplice +common-weapons-axe_simple = Ascia semplice +common-weapons-bow_simple = Arco semplice +common-weapons-unique = Unico +common-tool-debug = Debug +common-tool-farming = Strumento agricolo +common-tool-pick = Piccone +common-tool-shovel = Pala +common-tool-mining = Estrazione mineraria +common-tool-instrument = Strumenti +common-kind-modular_component = Componente modulare +common-kind-modular_component_partial = Componente +common-kind-glider = Deltaplano +common-kind-consumable = Consumabile +common-kind-throwable = Può essere lanciato +common-kind-utility = Utilità +common-kind-ingredient = Ingrediente +common-kind-lantern = Lanterna +common-hands-one = A una mano +common-hands-two = A due mani +common-rand_appearance = Aspetto casuale +common-rand_name = Nome casuale +common-stats-combat_rating = CR +common-stats-power = Potere +common-stats-speed = Velocità +common-stats-effect-power = Potenza effetto +common-stats-range = Intervallo +common-stats-energy_efficiency = Efficienza energia +common-stats-buff_strength = Quantità di aumento/diminuzione +common-stats-precision_mult = Moltiplicatore del critico +common-stats-armor = Armatura +common-stats-poise_res = Resistenza allo stordimento +common-stats-energy_max = Energia massima +common-stats-energy_reward = Ricompensa d'energia +common-stats-precision_power = Potere del critico +common-stats-stealth = Movimento furtivo +common-stats-slots = Slot +common-stats-durability = Resistenza +common-material-metal = Metallo +common-material-wood = Legno +common-material-stone = Pietra +common-material-cloth = Tessuto +common-material-hide = Pelle +common-sprite-chest = Cassa +common-sprite-chair = Sedia +common-sprite-mud = Fango +common-sprite-grave = Tomba +common-sprite-crate = Cassa diff --git a/assets/voxygen/i18n/it/esc_menu.ftl b/assets/voxygen/i18n/it/esc_menu.ftl new file mode 100644 index 0000000..38fbb2f --- /dev/null +++ b/assets/voxygen/i18n/it/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Disconnettiti +esc_menu-quit_game = Esci dal gioco \ No newline at end of file diff --git a/assets/voxygen/i18n/it/gameinput.ftl b/assets/voxygen/i18n/it/gameinput.ftl new file mode 100644 index 0000000..4a2ac64 --- /dev/null +++ b/assets/voxygen/i18n/it/gameinput.ftl @@ -0,0 +1,78 @@ +gameinput-primary = Attacco principale +gameinput-secondary = Attacco secondario +gameinput-block = Parata +gameinput-slot1 = Slot rapido 1 +gameinput-slot2 = Slot rapido 2 +gameinput-slot3 = Slot rapido 3 +gameinput-slot4 = Slot rapido 4 +gameinput-slot5 = Slot rapido 5 +gameinput-slot6 = Slot rapido 6 +gameinput-slot7 = Slot rapido 7 +gameinput-slot8 = Slot rapido 8 +gameinput-slot9 = Slot rapido 9 +gameinput-slot10 = Slot rapido 10 +gameinput-swaploadout = Cambia equipaggiamento +gameinput-togglecursor = Attiva/disattiva cursore +gameinput-help = Attiva/disattiva finestra d'aiuto +gameinput-toggleinterface = Attiva/disattiva interfaccia +gameinput-toggledebug = Attiva/disattiva info FPS e debug +gameinput-toggle_egui_debug = Attiva/disattiva le info di debug EGUI +gameinput-togglechat = Attiva/disattiva chat +gameinput-screenshot = Cattura schermata +gameinput-toggleingameui = Attiva/disattiva i nomi dei giocatori +gameinput-fullscreen = Attiva/disattiva schermo intero +gameinput-moveforward = Movimento in avanti +gameinput-moveleft = Movimento a sinistra +gameinput-moveright = Movimento a destra +gameinput-moveback = Movimento all'indietro +gameinput-jump = Salto +gameinput-glide = Deltaplano +gameinput-roll = Rotolata +gameinput-climb = Arrampicata +gameinput-climbdown = Discesa +gameinput-wallleap = Salto dal muro +gameinput-togglelantern = Attiva/disattiva lanterna +gameinput-mount = Cavalcatura +gameinput-stayfollow = Fermo/Segui +gameinput-chat = Chat +gameinput-command = Comando +gameinput-escape = Esci +gameinput-map = Mappa +gameinput-bag = Borsa +gameinput-trade = Commercio +gameinput-social = Social +gameinput-sit = Sedersi +gameinput-spellbook = Incantesimi +gameinput-settings = Impostazioni +gameinput-respawn = Rinascita +gameinput-charge = Carica +gameinput-togglewield = Impugna/rinfodera +gameinput-interact = Interagisci +gameinput-freelook = Visuale libera +gameinput-autowalk = Camminata/nuoto automatico +gameinput-zoomin = Incrementa zoom camera +gameinput-zoomout = Riduci zoom camera +gameinput-zoomlock = Blocco zoom +gameinput-cameraclamp = Morsetto della camera +gameinput-dance = Ballo +gameinput-select = Seleziona Entità +gameinput-acceptgroupinvite = Accetta l'invito al gruppo +gameinput-declinegroupinvite = Rifiuta l'invito del gruppo +gameinput-cyclecamera = Cambia camera +gameinput-crafting = Creazione +gameinput-fly = Volo +gameinput-sneak = Modalità furtivo +gameinput-swimdown = Nuota verso il basso +gameinput-swimup = Nuota verso l'alto +gameinput-mapzoomin = Aumenta lo zoom della mappa +gameinput-mapzoomout = Diminuisci lo zoom della mappa +gameinput-greet = Saluta +gameinput-map-locationmarkerbutton = Imposta una coordinata sulla mappa +gameinput-spectatespeedboost = Vai più veloce in modalità spettatore +gameinput-spectateviewpoint = Punto di vista della modalità spettatore +gameinput-mutemaster = Disattiva il volume principale +gameinput-muteinactivemaster = Disattiva volume principale (finestra inattiva) +gameinput-mutemusic = Disattiva il volume della musica +gameinput-mutesfx = Disattiva il volume degli effetti sonori +gameinput-muteambience = Disattiva il volume dei suoni ambientali +gameinput-togglewalk = Attiva/disattiva camminata diff --git a/assets/voxygen/i18n/it/hud/ability.ftl b/assets/voxygen/i18n/it/hud/ability.ftl new file mode 100644 index 0000000..d197e02 --- /dev/null +++ b/assets/voxygen/i18n/it/hud/ability.ftl @@ -0,0 +1,406 @@ +## Debug abilities + +common-abilities-debug-possess = Freccia di controllo + .desc = Scocca una freccia velenosa. Ti permette di controllare il tuo obiettivo. +common-abilities-debug-evolve = Evolvi + .desc = Diventa la versione migliore di te stesso. +common-abilities-debug-glide_boost = Vroom + .desc = Ti dà la spinta per raggiungere il cielo +common-abilities-debug-glide_speeder = Vroom + .desc = Ti dà la spinta per arrivare ovunque arrivi il tuo sguardo +common-abilities-bow-shotgun = Raffica + .desc = Spara una serie di frecce +common-abilities-staff-fireshockwave = Anello di fuoco + .desc = Infiamma il terreno con un'onda di fuoco. +common-abilities-sceptre-wardingaura = Aura protettiva + .desc = Proteggi i tuoi alleati dagli attacchi nemici. +# Sword abilities +veloren-core-pseudo_abilities-sword-heavy_stance = Posizione possente + .desc = Gli attacchi in questa posizione possono stordire i nemici e infliggere più danni ai nemici storditi ma sono più lenti +veloren-core-pseudo_abilities-sword-agile_stance = Posizione agile + .desc = Gli attacchi in questa posizione sono più veloci ma più deboli +veloren-core-pseudo_abilities-sword-defensive_stance = Posizione difensiva + .desc = Gli attacchi in questa posizione possono agire come un debole blocco o una parata +veloren-core-pseudo_abilities-sword-crippling_stance = Posizione devastante + .desc = Gli attacchi in questa posizione creano o peggiorano lesioni durature +veloren-core-pseudo_abilities-sword-cleaving_stance = Posizione tagliente + .desc = Gli attacchi in questa posizione possono colpire più nemici +veloren-core-pseudo_abilities-sword-double_slash = Doppio colpo + .desc = Una combinazione di due colpi +common-abilities-sword-basic_double_slash = Doppio colpo base + .desc = Una combinazione base di due colpi +common-abilities-sword-heavy_double_slash = Doppio colpo possente + .desc = Una combinazione di due colpi lenti che possono stordire +common-abilities-sword-agile_double_slash = Doppio colpo agile + .desc = Una combinazione di due colpi veloci ma più lievi +common-abilities-sword-defensive_double_slash = Doppio colpo difensivo + .desc = Una combinazione di due colpi che riduce l'efficacia degli attacchi nemici +common-abilities-sword-crippling_double_slash = Doppio colpo devastante + .desc = Un combo di due colpi che può prolungare il sanguinamento dell'avversario +common-abilities-sword-cleaving_double_slash = Doppio colpo fendente + .desc = Un combo di due colpi che può dividersi tra più nemici +veloren-core-pseudo_abilities-sword-secondary_ability = Abilità secondaria della spada + .desc = L'abilità assegnata al tasto di attacco secondario +common-abilities-sword-basic_thrust = Spinta base + .desc = Caricando la spinta sarà più potente +common-abilities-sword-heavy_slam = Colpo possente + .desc = Un forte fendente dall'alto che può essere caricato per stordire maggiormente +common-abilities-sword-agile_perforate = Perforazione + .desc = Una raffica di attacchi leggeri +common-abilities-sword-agile_dual_perforate = Perforazione + .desc = Una raffica di attacchi leggeri con entrambe le spade +common-abilities-sword-defensive_vital_jab = Colpo vitale difensivo + .desc = Un colpo caricato rapidamente che infligge più danni contro i nemici sulla difensiva +common-abilities-sword-crippling_deep_rend = Fenditura profonda devastante + .desc = Un colpo mirato a una ferita già aperta infligge maggiori danni ai nemici feriti +common-abilities-sword-cleaving_spiral_slash = Taglio a spirale + .desc = Rotea completamente la tua spada intorno a te per colpire chiunque sia nelle vicinanze +common-abilities-sword-cleaving_dual_spiral_slash = Taglio a spirale + .desc = Rotea completamente entrambe le spade intorno a te per colpire chiunque sia nelle vicinanze +veloren-core-pseudo_abilities-sword-crescent_slash = Taglio a mezzaluna + .desc = + Un taglio diagonale verso l'alto + Viene modificato a seconda della tua postura +common-abilities-sword-basic_crescent_slash = Taglio a mezzaluna base + .desc = Un semplice taglio diagonale verso l'alto +common-abilities-sword-heavy_crescent_slash = Taglio a mezzaluna potente + .desc = Un taglio diagonale verso l'alto che può sbilanciare il nemico +common-abilities-sword-agile_crescent_slash = Taglio a mezzaluna agile + .desc = Un rapido taglio diagonale verso l'alto +common-abilities-sword-defensive_crescent_slash = Taglio a mezzaluna difensivo + .desc = Un taglio diagonale verso l'alto che serve da parata +common-abilities-sword-crippling_crescent_slash = Taglio a mezzaluna devastante + .desc = Un taglio diagonale verso l'alto che può causare sanguinamento +common-abilities-sword-cleaving_crescent_slash = Fendente crescente a mezza luna + .desc = Un taglio diagonale verso l'alto che può squarciare i nemici +veloren-core-pseudo_abilities-sword-fell_strike = Colpo mortale + .desc = + Un rapido e potente taglio + Viene modificato a seconda della tua postura +common-abilities-sword-basic_fell_strike = Colpo deciso base + .desc = Un semplice taglio forte e veloce +common-abilities-sword-heavy_fell_strike = Colpo deciso potente + .desc = Un taglio forte che può far perdere l'equilibrio all'avversario +common-abilities-sword-agile_fell_strike = Colpo deciso agile + .desc = Un taglio forte ma molto veloce +common-abilities-sword-defensive_fell_strike = Colpo deciso difensivo + .desc = Un taglio forte utilizzato per parare gli attacchi +common-abilities-sword-crippling_fell_strike = Colpo deciso devastante + .desc = Un taglio forte e veloce che può far sanguinare l'avversario +common-abilities-sword-cleaving_fell_strike = Colpo deciso fendente + .desc = Un taglio forte e veloce che può squarciare i nemici +veloren-core-pseudo_abilities-sword-skewer = Pugnalata + .desc = + Una stoccata + Viene modificata a seconda della posizione di guardia +common-abilities-sword-basic_skewer = Pugnalata base + .desc = Una semplice pugnalata +common-abilities-sword-heavy_skewer = Pugnalata potente + .desc = Una pugnalata che può stordire +common-abilities-sword-agile_skewer = Pugnalata agile + .desc = Una rapida pugnalata +common-abilities-sword-defensive_skewer = Pugnalata difensiva + .desc = Una pugnalata che può parare +common-abilities-sword-crippling_skewer = Pugnalata devastante + .desc = Una pugnalata che può far sanguinare l'avversario +common-abilities-sword-cleaving_skewer = Pugnalata fendente + .desc = Una pugnalata che può squarciare gli avversari +veloren-core-pseudo_abilities-sword-cascade = Cascata + .desc = + Una fendente dall'alto + Viene modificata a seconda della postura +common-abilities-sword-basic_cascade = Colpo dall'alto base + .desc = Un semplice colpo di spada dall'alto +common-abilities-sword-heavy_cascade = Cascata potente + .desc = Un colpo di spada dall'alto che può stordire +common-abilities-sword-agile_cascade = Cascata agile + .desc = Un rapido colpo di spada dall'alto +common-abilities-sword-defensive_cascade = Cascata difensiva + .desc = Un colpo di spada dall'alto che può parare +common-abilities-sword-crippling_cascade = Cascata devastante + .desc = Un colpo di spada dall'alto che può far sanguinare l'avversario +common-abilities-sword-cleaving_cascade = Cascata fendente + .desc = Un colpo di spada dall'alto che può spaccare i nemici +veloren-core-pseudo_abilities-sword-cross_cut = Taglio incrociato + .desc = + Un taglio destro e sinistro + È modificato a seconda della tua postura +common-abilities-sword-basic_cross_cut = Taglio incrociato base + .desc = Colpi a destra e a manca di base +common-abilities-sword-heavy_cross_cut = Taglio incrociato potente + .desc = Colpi a destra e a manca che possono sbilanciare +common-abilities-sword-agile_cross_cut = Taglio incrociato agile + .desc = Rapidi colpi a destra e a manca +common-abilities-sword-defensive_cross_cut = Taglio incrociato difensivo + .desc = Colpi a destra e a manca che può parare i colpi +common-abilities-sword-crippling_cross_cut = Taglio incrociato devastante + .desc = Devastanti colpi a destra e a manca +common-abilities-sword-cleaving_cross_cut = Taglio incrociato fendente + .desc = Colpi a destra e a manca che possono squarciare i nemici +common-abilities-sword-basic_dual_cross_cut = Taglio incrociato base + .desc = Un attacco di base con colpi da destra e da sinistra +common-abilities-sword-heavy_dual_cross_cut = Taglio incrociato potente + .desc = Un attacco simultaneo di taglio destro e sinistro che possono ciascuno sbilanciare il nemico +common-abilities-sword-agile_dual_cross_cut = Taglio incrociato agile + .desc = Un rapido attacco simultaneo di taglio destro e sinistro +common-abilities-sword-defensive_dual_cross_cut = Taglio incrociato difensivo + .desc = Un attacco simultaneo di destro e di sinistro che può parare i colpi +common-abilities-sword-crippling_dual_cross_cut = Taglio incrociato debilitante + .desc = Un attacco simultaneo di taglio destro e sinistro che può lacerare il nemico +common-abilities-sword-cleaving_dual_cross_cut = Taglio incrociato fendente + .desc = Un attacco simultaneo di taglio destro e sinistro che può colpire più nemici +veloren-core-pseudo_abilities-sword-finisher = Colpo di grazia + .desc = + Un'abilità che usa le combo con lo scopo di porre fine a un combattimento + Il finisher sarà diverso a seconda della tua posizione +common-abilities-sword-basic_mighty_strike = Attacco possente + .desc = + Un taglio semplice e potente + Richiede una moderata quantità di combo da usare +common-abilities-sword-heavy_guillotine = Ghigliottina + .desc = + Un forte fendente che probabilmente farà vacillare ciò che non uccide + Richiede una moderata quantità di combo da usare +common-abilities-sword-agile_hundred_cuts = Cento tagli + .desc = + Molti colpi molto rapidi su un bersaglio + Richiede una moderata quantità di combo da usare +common-abilities-sword-defensive_counter = Contromossa + .desc = + Un attacco lanciato rapidamente che infligge molti più danni a un nemico sulla difensiva + Richiede una moderata quantità di combo da usare +common-abilities-sword-crippling_mutilate = Mutilare + .desc = + Mutila il tuo nemico segando le sue ferite, infligge più danni ai nemici sanguinanti + Richiede una moderata quantità di combo da usare +common-abilities-sword-cleaving_bladestorm = Tempesta di lame + .desc = + Decima i tuoi nemici con oscillazioni cicliche della tua spada + Richiede una moderata quantità di combo da usare +common-abilities-sword-cleaving_dual_bladestorm = Tempesta di lame + .desc = + Decima i tuoi nemici con oscillazioni cicliche di entrambe le spade + Richiede una moderata quantità di combo da usare +common-abilities-sword-heavy_sweep = Spazzata potente + .desc = + Un colpo potente, ampio e travolgente che infligge più danni a un nemico barcollante + Entra in una posizione potente +common-abilities-sword-heavy_pommel_strike = Colpo dell'elsa + .desc = + Colpisci il tuo nemico con un colpo contundente alla testa + Entra in una posizione potente +common-abilities-sword-agile_quick_draw = Avvicinamento veloce + .desc = + Scatta in avanti mentre estrai la spada per un attacco rapido + Entra in una posizione agile +common-abilities-sword-agile_feint = Finta + .desc = + Spostati di lato e poi indietro prima di colpire + Entra in una posizione agile +common-abilities-sword-defensive_riposte = Risposta + .desc = + Para un colpo prima di contrattaccare istantaneamente + Entra in posizione difensiva +common-abilities-sword-defensive_disengage = Disimpegnarsi + .desc = + Ritirarsi di un passo indietro dopo aver colpito + Entra in posizione difensiva +common-abilities-sword-crippling_gouge = Sfregia + .desc = + Infliggi una ferita sanguinante e duratura al tuo nemico + Entra in una posizione paralizzante +common-abilities-sword-crippling_hamstring = Azzoppa + .desc = + Ferisci i tendini del tuo nemico, rendendoli meno manovrabili + Entra in una posizione paralizzante +common-abilities-sword-cleaving_whirlwind_slice = Fendenti turbinanti + .desc = + Colpisci tutti i nemici circostanti con attacchi circolari + Entra in posizione fendente +common-abilities-sword-cleaving_dual_whirlwind_slice = Taglio vorticante + .desc = + Colpisci tutti i nemici circostanti con attacchi circolari di entrambe le spade + Entra in posizione fendente +common-abilities-sword-cleaving_earth_splitter = Spaccaterra + .desc = + Spacca la terra, se usato in caduta avrà un impatto molto più forte + Entra in posizione di scissione +common-abilities-sword-heavy_fortitude = Resistenza + .desc = + Aumenta la resistenza allo stordimento e man mano che subisci più danni i tuoi attacchi saranno più sbalorditivi + Richiede una posizione pesante +common-abilities-sword-heavy_pillar_thrust = Spinta del pilatro + .desc = + Trafiggi la tua spada attraverso il nemico, fino in fondo al terreno, è più potente se usata mentre cadi + Richiede una posizione potente +common-abilities-sword-agile_dancing_edge = Contorno danzante + .desc = + Muoviti e attacca più rapidamente + Richiede una posizione agile +common-abilities-sword-agile_flurry = Raffica + .desc = + Molteplici coltellate rapide + Richiede una posizione agile +common-abilities-sword-agile_dual_flurry = Raffica + .desc = + Molteplici coltellate rapide con entrambe le spade + Richiede una posizione agile +common-abilities-sword-defensive_stalwart_sword = Spada coraggiosa + .desc = + Scrollati di dosso il peso degli attacchi, i danni subiti sono ridotti + Richiede una posizione difensiva +common-abilities-sword-defensive_deflect = Defletti + .desc = + Una manovra abbastanza rapida da bloccare persino i proiettili + Richiede una posizione difensiva +common-abilities-sword-crippling_eviscerate = Sventrare + .desc = + Distrugge ulteriormente le ferite, infligge più danni ai nemici mutilati + Richiede una posizione paralizzante +common-abilities-sword-crippling_bloody_gash = Lacerazione sanguinolenta + .desc = + Colpisci crudelmente una ferita già aperta, infligge più danni ai nemici sanguinanti + Richiede una posizione paralizzante +common-abilities-sword-cleaving_blade_fever = Frenesia della spada + .desc = + Attacca in modo sprezzante, aumentando la potenza dei tuoi colpi lasciandoti aperto agli attacchi in arrivo + Richiede una posizione di taglio +common-abilities-sword-cleaving_sky_splitter = Spaccacieli + .desc = + Un potente colpo che potrebbe persino spaccare il cielo, ma spaccherà i nemici + Richiede una posizione di taglio +# Axe abilities +common-abilities-axe-triple_chop = Triplo colpo + .desc = Tre colpi rapidi +common-abilities-axe-cleave = Fendente + .desc = Un colpo discendente che può costruire combo multiple +common-abilities-axe-brutal_swing = Colpo brutale + .desc = Uno squarcio rotante attorno a te +common-abilities-axe-berserk = Furia + .desc = Aumenta la tua forza rendendoti più vulnerabile +common-abilities-axe-rising_tide = Flusso crescente + .desc = Un colpo ascendente che aumenta notevolmente la combo +common-abilities-axe-savage_sense = Senso selvaggio + .desc = Individua un punto vitale sul tuo bersaglio assicurando un danno critico al prossimo colpo +common-abilities-axe-adrenaline_rush = Scatto di adrenalina + .desc = + Consuma tutta la tua combo per ripristinare la tua stamina + Scalabile con la combo all'attivazione, consuma tutta la combo +common-abilities-axe-execute = Esecuzione + .desc = + Un colpo devastante noto per essere fatale + Richiede 30 combo per l'uso + Si trasforma automaticamente in Vortice a 50 combo se sbloccato +common-abilities-axe-maelstrom = Vortice + .desc = + Colpisci tutto nelle tue vicinanze con un colpo rotante devastante + Si trasforma automaticamente da Esecuzione a 50 combo +common-abilities-axe-rake = Raschiamento + .desc = Trascina la tua ascia sul tuo nemico causando sanguinamento +common-abilities-axe-bloodfeast = Festa di sangue + .desc = La tua ascia ha sete del sangue dei tuoi nemici, rigenerandoti con ogni colpo inflitto a un nemico sanguinante +common-abilities-axe-fierce_raze = Taglio feroce + .desc = Un rapido scroscio di colpi sul tuo nemico +common-abilities-axe-dual_fierce_raze = Doppio taglio feroce + .desc = Un rapido scroscio di colpi sul tuo nemico usando entrambe le tue asce +common-abilities-axe-furor = Furia + .desc = Man mano che la tua furia aumenta i tuoi colpi generano più combo +common-abilities-axe-fracture = Frattura + .desc = + Un colpo invalidante che ostacola il movimento del tuo nemico + Scalabile con la combo all'attivazione, consuma metà della combo +common-abilities-axe-lacerate = Lacerazione + .desc = + Lacerare il tuo bersaglio facendo scorrere il loro sangue vitale + Richiede 30 combo per l'uso + Si trasforma automaticamente in Marea a 50 combo se sbloccato +common-abilities-axe-riptide = Marea + .desc = + Sfregare tutto nelle vicinanze separandoli dal loro sangue + Si trasforma automaticamente in Lacerazione a 50 combo +common-abilities-axe-skull_bash = Colpo di testa + .desc = Un colpo con il lato piatto della tua ascia che può stordire +common-abilities-axe-sunder = Smantellare + .desc = Cambiando la tua presa diventi in grado di aggirare l'armatura del tuo nemico mentre ripristini la tua energia in modo più efficace +common-abilities-axe-plunder = Saccheggio + .desc = Avanza velocemente verso il tuo nemico, privandolo del suo equilibrio con un colpo +common-abilities-axe-defiance = Sfida + .desc = Fissa la morte negli occhi più a lungo e ti rendi più resistente sia agli stordimenti che alla morte +common-abilities-axe-keelhaul = Gancio + .desc = + Aggancia il tuo avversario per tirarlo più vicino a te + Scalabile con la combo all'attivazione consuma metà della combo +common-abilities-axe-bulkhead = Murata + .desc = + Un colpo pesante che alcuni dicono possa persino stordire i titani + Richiede 30 combo per l'uso + Si trasforma automaticamente in Capovolgimento a 50 combo se sbloccato +common-abilities-axe-capsize = Capovolgimento + .desc = + Stordisci tutto nelle vicinanze con un colpo rotante pesante + Si trasforma automaticamente in Murata a 50 combo +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-heavy_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-agile_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-defensive_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crippling_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cleaving_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-basic_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-heavy_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-agile_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-defensive_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crippling_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cleaving_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-double_slash = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-modified_depending_stance = "" diff --git a/assets/voxygen/i18n/it/hud/bag.ftl b/assets/voxygen/i18n/it/hud/bag.ftl new file mode 100644 index 0000000..7bdaf88 --- /dev/null +++ b/assets/voxygen/i18n/it/hud/bag.ftl @@ -0,0 +1,43 @@ +hud-bag-inventory = Inventario di { $playername } +hud-bag-stats_title = Statistiche di { $playername } +hud-bag-armor = Armatura +hud-bag-stats = Statistiche +hud-bag-head = Testa +hud-bag-neck = Collo +hud-bag-tabard = Tabarro +hud-bag-shoulders = Spalle +hud-bag-chest = Torace +hud-bag-hands = Mani +hud-bag-lantern = Lanterna +hud-bag-glider = Deltaplano +hud-bag-belt = Cintura +hud-bag-ring = Anello +hud-bag-back = Schiena +hud-bag-backpack = Zaino +hud-bag-legs = Gambe +hud-bag-feet = Piedi +hud-bag-mainhand = Mano principale +hud-bag-offhand = Mano secondaria +hud-bag-inactive_mainhand = Mano principale inattiva +hud-bag-inactive_offhand = Mano secondaria inattiva +hud-bag-swap_equipped_weapons_title = Scambia le armi impugnate +hud-bag-swap_equipped_weapons_desc = Premi { $key } +hud-bag-bag = Borsa +hud-bag-health = Salute +hud-bag-energy = Energia +hud-bag-combat_rating = Grado di combattimento +hud-bag-protection = Protezione +hud-bag-stun_res = Resilienza allo stordimento +hud-bag-stealth = Movimento furtivo +hud-bag-combat_rating_desc = + Calcolata dal tuo + equipaggiamento e dalla tua salute. +hud-bag-protection_desc = Riduzione danno tramite armatura +hud-bag-stun_res_desc = + Resilienza contro l'essere stordito da colpi consecutivi. + Si rigenera come l'energia. +hud-bag-sort_by_name = Ordina per nome +hud-bag-sort_by_quality = Ordina per qualità +hud-bag-sort_by_category = Ordina per categoria +hud-bag-sort_by_tag = Ordina per etichetta +hud-bag-sort_by_quantity = Ordina per quantità diff --git a/assets/voxygen/i18n/it/hud/char_window.ftl b/assets/voxygen/i18n/it/hud/char_window.ftl new file mode 100644 index 0000000..5116db8 --- /dev/null +++ b/assets/voxygen/i18n/it/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Nome del personaggio +character_window-character_stats = + Resistenza + + Fitness + + Volontà + + Protezione diff --git a/assets/voxygen/i18n/it/hud/chat.ftl b/assets/voxygen/i18n/it/hud/chat.ftl new file mode 100644 index 0000000..5e2e62e --- /dev/null +++ b/assets/voxygen/i18n/it/hud/chat.ftl @@ -0,0 +1,189 @@ +## Player events, $user_gender should be available + +hud-chat-online_msg = + { $user_gender -> + [she] { "[" }{ $name }] si è connessa. + *[he] { "[" }{ $name }] si è connesso. + } +hud-chat-offline_msg = + { $user_gender -> + [she] { "[" }{ $name }] si è disconnessa. + *[he] { "[" }{ $name }] si è disconnesso. + } +hud-chat-goodbye = Arrivederci! +hud-chat-connection_lost = + { $user_gender -> + [she] Connessione persa. Verrai scollegata tra { $time } secondi. + *[he] Connessione persa. Verrai scollegato tra { $time } secondi. + } + +## Player /tell messages, $user_gender should be available + +hud-chat-tell-to = Per [{ $alias }]: { $msg } +hud-chat-tell-from = Da [{ $alias }]: { $msg } + +# Npc /tell messages, no gender info, sadly + +hud-chat-tell-to-npc = Per [{ $alias }]: { $msg } +hud-chat-tell-from-npc = Da [{ $alias }]: { $msg } + +# Generic messages + +hud-chat-message = { "[" }{ $alias }]: { $msg } +hud-chat-message-with-name = { "[" }{ $alias }] { $name }: { $msg } +hud-chat-message-in-group = ({ $group }) [{ $alias }]: { $msg } +hud-chat-message-in-group-with-name = ({ $group }) [{ $alias }] { $name }: { $msg } + +## PvP Buff deaths, both $attacker_gender and $victim_gender are available + +hud-chat-died_of_pvp_buff_msg = + .burning = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta bruciata da [{ $attacker }] + *[he] { "[" }{ $victim }] è morto bruciato da [{ $attacker }] + } + .bleeding = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta dissanguata da [{ $attacker }] + *[he] { "[" }{ $victim }] è morto dissanguato da [{ $attacker }] + } + .curse = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta per una maledizione di [{ $attacker }] + *[he] { "[" }{ $victim }] è morto per una maledizione di [{ $attacker }] + } + .crippled = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta mutilata da [{ $attacker }] + *[he] { "[" }{ $victim }] è morto mutilato da [{ $attacker }] + } + .frozen = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta congelata da [{ $attacker }] + *[he] { "[" }{ $victim }] è morto congelato da [{ $attacker }] + } + .mysterious = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta per cause misteriose a causa di [{ $attacker }] + *[he] { "[" }{ $victim }] è morto per cause misteriose a causa di [{ $attacker }] + } + +## PvE Buff deaths, only $victim_gender is available + +hud-chat-died_of_npc_buff_msg = + .burning = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta bruciata da { $attacker } + *[he] { "[" }{ $victim }] è morto bruciato da { $attacker } + } + .bleeding = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta dissanguata da { $attacker } + *[he] { "[" }{ $victim }] è morto dissanguato da { $attacker } + } + .curse = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta per una maledizione di { $attacker } + *[he] { "[" }{ $victim }] è morto per una maledizione di { $attacker } + } + .crippled = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta per mutilazioni subite da { $attacker } + *[he] { "[" }{ $victim }] è morto per mutilazioni subite da { $attacker } + } + .frozen = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta congelata da { $attacker } + *[he] { "[" }{ $victim }] è morto congelato da { $attacker } + } + .mysterious = + { $victim_gender -> + [she] { "[" }{ $victim }] è stata uccisa in circostanze misteriose da { $attacker } + *[he] { "[" }{ $victim }] è stato ucciso in circostanze misteriose da { $attacker } + } + +## Random Buff deaths, only $victim_gender is available + +hud-chat-died_of_buff_nonexistent_msg = + .burning = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta bruciata + *[he] { "[" }{ $victim }] è morto bruciato + } + .bleeding = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta dissanguata + *[he] { "[" }{ $victim }] è morto dissanguato + } + .curse = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta per una maledizione + *[he] { "[" }{ $victim }] è morto per una maledizione + } + .crippled = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta per mutilazioni subite + *[he] { "[" }{ $victim }] è morto per mutilazioni subite + } + .frozen = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta congelata + *[he] { "[" }{ $victim }] è morto congelato + } + .mysterious = + { $victim_gender -> + [she] { "[" }{ $victim }] è morta in circostanze misteriose + *[he] { "[" }{ $victim }] è morto in circostanze misteriose + } + +## Other PvP deaths, both $attacker_gender and $victim_gender are available + +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] ha sconfitto [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] ha assassinato [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] ha fatto esplodere [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] ha ucciso [{ $victim }] con la magia +hud-chat-pvp_other_kill_msg = { "[" }{ $attacker }] ha ucciso [{ $victim }] + +## Other PvE deaths, only $victim_gender is available + +hud-chat-npc_melee_kill_msg = { $attacker } ha ucciso [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } ha assassinato [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } ha fatto esplodere [{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } ha ucciso [{ $victim }] con la magia +hud-chat-npc_other_kill_msg = { $attacker } ha ucciso [{ $victim }] + +## Other deaths, only $victim_gender is available + +hud-chat-fall_kill_msg = + { $victim_gender -> + [she] { "[" }{ $name }] è caduta ed è morta + *[he] { "[" }{ $name }] è caduto ed è morto + } +hud-chat-suicide_msg = + { $victim_gender -> + [she] { "[" }{ $name }] è morta per ferite auto inflitte + *[he] { "[" }{ $name }] è morto per ferite auto inflitte + } +hud-chat-default_death_msg = + { "[" }{ $name }] { $victim_gender -> + [she] { "[" }{ $name }] è morta + *[he] { "[" }{ $name }] è morto + } + +## Chat utils + +hud-chat-all = Tutti +hud-chat-chat_tab_hover_tooltip = Click destro per le impostazioni + +## HUD Pickup message + +hud-loot-pickup-msg-you = + { $amount -> + [1] Hai raccolto { $item } + *[other] Hai raccolto { $amount }x { $item } + } +hud-loot-pickup-msg = + { $amount -> + [1] { $actor } ha raccolto { $item } + *[other] { $actor } ha raccolto { $amount }x { $item } + } diff --git a/assets/voxygen/i18n/it/hud/crafting.ftl b/assets/voxygen/i18n/it/hud/crafting.ftl new file mode 100644 index 0000000..955abe5 --- /dev/null +++ b/assets/voxygen/i18n/it/hud/crafting.ftl @@ -0,0 +1,51 @@ +hud-crafting = Creazione +hud-crafting-recipes = Ricette +hud-crafting-ingredients = Ingredienti: +hud-crafting-craft = Crea +hud-crafting-craft_all = Crea tutti +hud-crafting-repair = Ripara +hud-crafting-repair_equipped = Ripara equipaggiamento +hud-crafting-repair_all = Ripara tutto +hud-crafting-tool_cata = Richiede: +hud-crafting-req_crafting_station = Richiede: +hud-crafting-anvil = Incudine +hud-crafting-cauldron = Calderone +hud-crafting-cooking_pot = Pentola +hud-crafting-crafting_bench = Banco da lavoro +hud-crafting-forge = Forgia +hud-crafting-loom = Telaio per la tessitura +hud-crafting-spinning_wheel = Filatoio +hud-crafting-tanning_rack = Telaio per la concia +hud-crafting-salvaging_station = Stazione di recupero +hud-crafting-repair_bench = Banco di riparazione +hud-crafting-campfire = Falò +hud-crafting-tabs-all = Tutto +hud-crafting-tabs-armor = Armatura +hud-crafting-tabs-dismantle = Smantella +hud-crafting-tabs-food = Cibo +hud-crafting-tabs-glider = Deltaplani +hud-crafting-tabs-potion = Pozioni +hud-crafting-tabs-tool = Strumenti +hud-crafting-tabs-utility = Utilità +hud-crafting-tabs-weapon = Armi +hud-crafting-tabs-bag = Borse +hud-crafting-tabs-processed_material = Materiali +hud-crafting-dismantle_title = Smantellamento +hud-crafting-dismantle_explanation = + Passa il mouse sopra i tuoi oggetti nella borsa per vedere + cosa puoi recuperare. + + Fai Doppio Click per iniziare a smantellarlo. +hud-crafting-modular_desc = Trascina qui le parti oggetto per creare un'arma +hud-crafting-mod_weap_prim_slot_title = Componente principale dell'arma +hud-crafting-mod_weap_prim_slot_desc = Posiziona qui un componente dell'arma principale (ad esempio una lama di spada, una testa di ascia o una parte di arco). +hud-crafting-mod_weap_sec_slot_title = Componente dell'arma secondaria +hud-crafting-mod_weap_sec_slot_desc = Posiziona qui un componente di un'arma secondaria (ad esempio un'elsa della spada, una presa dell'arco o un nucleo di una verga). +hud-crafting-mod_comp_metal_prim_slot_title = Lingotto di metallo +hud-crafting-mod_comp_metal_prim_slot_desc = Metti qui un lingotto di metallo, solo alcuni metalli possono essere usati per fabbricare armi. +hud-crafting-mod_comp_wood_prim_slot_title = Legno +hud-crafting-mod_comp_wood_prim_slot_desc = Metti qui pezzo di legno, solo alcuni legni possono essere usati per fabbricare armi. +hud-crafting-mod_comp_sec_slot_title = Componente animale +hud-crafting-mod_comp_sec_slot_desc = Facoltativamente, posiziona un ingrediente animale, solo alcuni ingredienti possono essere utilizzati per potenziare le armi. +hud-crafting-repair_slot_title = Oggetto danneggiato +hud-crafting-repair_slot_desc = Posiziona qui un oggetto per vedere il costo della riparazione al suo attuale livello di resistenza. diff --git a/assets/voxygen/i18n/it/hud/group.ftl b/assets/voxygen/i18n/it/hud/group.ftl new file mode 100644 index 0000000..63e4a1c --- /dev/null +++ b/assets/voxygen/i18n/it/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Gruppo +hud-group-invite_to_join = [{ $name }] ti ha invitato a unirti al loro gruppo. +hud-group-invite_to_trade = [{ $name }] vorrebbe commerciare con te. +hud-group-invite = Invita +hud-group-kick = Espelli +hud-group-assign_leader = Assegna leader +hud-group-leave = Lascia gruppo +hud-group-dead = Morto +hud-group-out_of_range = Fuori portata +hud-group-add_friend = Aggiungi agli amici +hud-group-link_group = Unisci i gruppi +hud-group-in_menu = Nel menu +hud-group-members = Membri del gruppo diff --git a/assets/voxygen/i18n/it/hud/map.ftl b/assets/voxygen/i18n/it/hud/map.ftl new file mode 100644 index 0000000..8fe0433 --- /dev/null +++ b/assets/voxygen/i18n/it/hud/map.ftl @@ -0,0 +1,40 @@ +hud-map-map_title = Mappa +hud-map-qlog_title = Missioni +hud-map-topo_map = Topografica +hud-map-difficulty = Difficoltà +hud-map-towns = Città +hud-map-castles = Castelli +hud-map-dungeons = Sotterranei +hud-map-caves = Caverne +hud-map-cave = Caverna +hud-map-peaks = Montagne +hud-map-biomes = Biomi +hud-map-voxel_map = Mappa con i voxel +hud-map-trees = Alberi giganti +hud-map-tree = Albero gigante +hud-map-town = Città +hud-map-castle = Castello +hud-map-bridge = Ponte +hud-map-dungeon = Sotterraneo +hud-map-df_mine = Miniera +hud-map-difficulty_dungeon = + Sotterraneo + + Difficoltà: { $difficulty } +hud-map-drag = Trascina +hud-map-zoom = Zoom +hud-map-mid_click = Imposta destinazione +hud-map-recenter = Ricentra +hud-map-marked_location = Posizione contrassegnata +hud-map-marked_location_remove = Clicca per rimuovere +hud-map-change_map_mode = Cambia modalità della mappa +hud-map-toggle_minimap_voxel = Abilità la visione della minimappa con i voxel +hud-map-zoom_minimap_explanation = + Ingrandisci la minimappa per vedere + l'area intorno a te più dettagliata +hud-map-gnarling = Fortificazione Gnarling +hud-map-chapel_site = Cappella del mare +hud-map-adlet = Fortezza degli Adlet +hud-map-haniwa = Catacomba Haniwa +hud-map-terracotta = Rovine di terracotta +hud-map-placed_by = Piazzato da { $name } diff --git a/assets/voxygen/i18n/it/hud/misc.ftl b/assets/voxygen/i18n/it/hud/misc.ftl new file mode 100644 index 0000000..cf4fc11 --- /dev/null +++ b/assets/voxygen/i18n/it/hud/misc.ftl @@ -0,0 +1,80 @@ +hud-do_not_show_on_startup = Non mostrare all'avvio +hud-show_tips = Mostra consigli +hud-quests = Missioni +hud-you_died = Sei morto +hud-waypoint_saved = Waypoint salvato +hud-sp_arrow_txt = PA +hud-inventory_full = Inventario pieno +hud-someone_else = qualcun altro +hud-another_group = un altro gruppo +hud-owned_by_for_secs = Posseduto da { $name } per { $secs } secondi +hud-press_key_to_show_keybindings_fmt = Configurazione dei tasti { "[" }{ $key }] +hud-press_key_to_toggle_lantern_fmt = Lanterna [{ $key }] +hud-press_key_to_show_debug_info_fmt = Premi { $key } per mostrare le info di debug +hud-press_key_to_toggle_keybindings_fmt = Premi { $key } per attivare/disattivare la configurazione dei tasti +hud-press_key_to_toggle_debug_info_fmt = Premi { $key } per attivare/disattivare le informazioni di debug +hud_items_lost_dur = Il tuo equipaggiamento ha perso resistenza. +hud-press_key_to_respawn = Premi { $key } per rinascere all'ultimo falò che hai visitato. +hud-tutorial_btn = Addestramento +hud-tutorial_click_here = Premi [ { $key } ] per liberare il tuo cursore e cliccare questo pulsante! +hud-tutorial_elements = Creazione +hud-temp_quest_headline = Saluti viandante! +hud-temp_quest_text = + Per iniziare la tua avventura potresti cominciare col controllare questo villaggio e raccogliere delle provviste. + + Sei il benvenuto a prendere qualunque cosa di cui hai bisogno per il tuo viaggio! + + Guarda in basso a destra dello schermo per trovare varie cose come la tua borse, il menù di creazione e la mappa. + + Il menù di creazione ti permette di creare armature, armi, cibo e molto altro! + + Gli animali selvatici intorno alla città sono una grande fonte di pelle per creare alcune protezioni contro i pericoli del mondo. + + Quando ti sentirai pronto, prova a ottenere un equipaggiamento migliore dalle tante sfide segnate sulla tua mappa! +hud-spell = Incantesimi +hud-diary = Diario +hud-free_look_indicator = Visuale libera attiva. Premi { $key } per disabilitarla. +hud-camera_clamp_indicator = Morsetto camera verticale attiva. Premi { $key } per disabilitarlo. +hud-auto_walk_indicator = Camminata/nuoto automatico attivo +hud-zoom_lock_indicator-remind = Zoom bloccato +hud-zoom_lock_indicator-enable = Zoom bloccato +hud-zoom_lock_indicator-disable = Zoom sbloccato +hud-activate = Attiva +hud-deactivate = Disattiva +hud-collect = Raccogli +hud-pick_up = Prendi +hud-open = Apri +hud-use = Usa +hud-read = Leggi +hud-unlock-requires = Serve { $item } +hud-unlock-consumes = Usa { $item } per aprire +hud-mine = Mina +hud-dig = Scava +hud-mine-needs_pickaxe = Serve un piccone +hud-mine-needs_shovel = Serve una pala +hud-mine-needs_unhandled_case = Serve ??? +hud-talk = Parla +hud-trade = Commercia +hud-mount = Monta +hud-follow = Segui +hud-stay = Fermati +hud-sit = Siediti +hud-steer = Guida +hud-lay = Sdraiati +hud-portal = Portale +hud-init-stage-singleplayer = Avvio gioco per giocatore singolo... +hud-init-stage-server-db-migrations = { "[" }Server]: Aggiornamento del database... +hud-init-stage-server-db-vacuum = { "[" }Server]: Pulizia del database... +hud-init-stage-server-worldsim-erosion = { "[" }Server]: Erosione { $percentage }% +hud-init-stage-server-worldciv-civcreate = { "[" }Server]: Generati { $generated } di { $total } civiltà +hud-init-stage-server-worldciv-site = { "[" }Server]: Generazione siti... +hud-init-stage-server-economysim = { "[" }Server]: Simulazione economia... +hud-init-stage-server-spotgen = { "[" }Server]: Generazione luoghi... +hud-init-stage-server-starting = { "[" }Server]: Avvio server... +hud-init-stage-multiplayer = Avvio gioco multigiocatore +hud-init-stage-client-connection-establish = { "[" }Client]: Connessione al server... +hud-init-stage-client-request-server-version = { "[" }Client]: In attesa della versione del server... +hud-init-stage-client-authentication = { "[" }Client]: Autenticazione... +hud-init-stage-client-load-init-data = { "[" }Client]: Lettura informazioni iniziali dal server... +hud-init-stage-client-starting-client = { "[" }Client]: Preparazione client... +hud-init-stage-render-pipeline = Generazione motore grafico ({ $done }/{ $total }) diff --git a/assets/voxygen/i18n/it/hud/quest.ftl b/assets/voxygen/i18n/it/hud/quest.ftl new file mode 100644 index 0000000..d81a9e6 --- /dev/null +++ b/assets/voxygen/i18n/it/hud/quest.ftl @@ -0,0 +1,7 @@ +hud-quest = Missione +hud-quest-intro = Saluti, { $playername }! +hud-quest-desc-fetch = Per piacere, aiutami a cercare: +hud-quest-desc-kill = Mi puoi aiutare ad eliminare +hud-quest-reward = Ti ricompenserò con: +hud-quest-accept = Accetta +hud-quest-decline = Rifiuta diff --git a/assets/voxygen/i18n/it/hud/sct.ftl b/assets/voxygen/i18n/it/hud/sct.ftl new file mode 100644 index 0000000..d502b07 --- /dev/null +++ b/assets/voxygen/i18n/it/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } PE +hud-sct-block = PARATO diff --git a/assets/voxygen/i18n/it/hud/settings.ftl b/assets/voxygen/i18n/it/hud/settings.ftl new file mode 100644 index 0000000..54bdfd9 --- /dev/null +++ b/assets/voxygen/i18n/it/hud/settings.ftl @@ -0,0 +1,164 @@ +hud-settings-general = Generale +hud-settings-none = Nessuno +hud-settings-press_behavior-toggle = Attiva/disattiva +hud-settings-autopress_behavior-toggle = Attiva/disattiva +hud-settings-autopress_behavior-auto = Automatico +hud-settings-press_behavior-hold = Tieni premuto +hud-settings-help_window = Finestra d'aiuto +hud-settings-debug_info = Info debug +hud-settings-show_hitboxes = Mostra le hitbox +hud-settings-show_chat = Mostra la chat +hud-settings-show_hotkey_hints = Mostra suggerimenti per i tasti di scelta rapida +hud-settings-tips_on_startup = Consigli all'avvio +hud-settings-ui_scale = Scala UI +hud-settings-relative_scaling = Ridimensionamento relativo +hud-settings-custom_scaling = Ridimensionamento personalizzato +hud-settings-crosshair = Mirino +hud-settings-opacity = Trasparenza +hud-settings-hotbar = Slot rapido +hud-settings-slots = Slot +hud-settings-toggle_shortcuts = Attiva/disattiva tasti rapidi +hud-settings-buffs_skillbar = Buff alla barra delle abilità +hud-settings-buffs_mmap = Buff alla minimappa +hud-settings-use_prefixes = Usa prefissi SI per le quantità +hud-settings-prefix_switch_point = Limite di cifre per prefissi SI +hud-settings-toggle_bar_experience = Attiva/disattiva barra dell'esperienza +hud-settings-scrolling_combat_text = Testo del combattimento a scorrimento +hud-settings-damage_accumulation_duration = Durata di accumulo del danno +hud-settings-round_damage = Arrotonda danno +hud-settings-incoming_damage = Danno in entrata +hud-settings-incoming_damage_accumulation_duration = Durata di accumulo del danno +hud-settings-speech_bubble = Fumetto +hud-settings-speech_bubble_self = Mostra i propri fumetti +hud-settings-speech_bubble_dark_mode = Fumetto modalità scura +hud-settings-speech_bubble_icon = Icona a fumetto +hud-settings-energybar_numbers = Numeri sulla barra dell'energia +hud-settings-always_show_bars = Mostra sempre la barra dell'energia +hud-settings-enable_poise_bar = Abilita la barra dell'equilibrio +hud-settings-experience_numbers = Punti esperienza +hud-settings-accumulate_experience = Accumula punti esperienza +hud-settings-values = Valori +hud-settings-percentages = Percentuali +hud-settings-chat = Chat +hud-settings-background_opacity = Trasparenza sfondo +hud-settings-chat_character_name = Nome personaggi in chat +hud-settings-loading_tips = Consigli schermata di caricamento +hud-settings-reset_interface = Ripristina predefiniti +hud-settings-pan_sensitivity = Sensibilità camera +hud-settings-zoom_sensitivity = Sensibilità zoom +hud-settings-camera_clamp_angle = Angolo per la modalità camera verticale +hud-settings-invert_scroll_zoom = Zoom invertito +hud-settings-invert_mouse_y_axis = Asse Y del mouse invertita +hud-settings-invert_controller_y_axis = Asse Y del controller invertita +hud-settings-enable_mouse_smoothing = Camera cinematica +hud-settings-free_look_behavior = Comportamento visuale libera +hud-settings-auto_walk_behavior = Comp. camminata automatica +hud-settings-walking_speed_behavior = Comportamento velocità camminata +hud-settings-walking_speed = Velocità camminata +hud-settings-camera_clamp_behavior = Comportamento morsetto camera +hud-settings-zoom_lock_behavior = Comportamento blocco zoom +hud-settings-aim_offset_x = Compensazione puntamento orizzontale +hud-settings-aim_offset_y = Compensazione puntamento verticale +hud-settings-player_physics_behavior = Fisica del giocatore (sperimentale) +hud-settings-stop_auto_walk_on_input = Interrompi camminata automatica quando ti muovi. +hud-settings-auto_camera = Camera automatica +hud-settings-bow_zoom = Fai uno zoom quando carichi un arco +hud-settings-zoom_lock = Blocco zoom +hud-settings-reset_gameplay = Ripristina predefiniti +hud-settings-view_distance = Distanza di vista +hud-settings-entity_view_distance = Distanza di vista delle entità +hud-settings-lod_distance = Distanza di vista dei dettagli +hud-settings-sprites_view_distance = Distanza di vista degli sprite +hud-settings-entities_detail_distance = Distanza di vista dei dettagli delle entità +hud-settings-maximum_fps = FPS massimi +hud-settings-background_fps = FPS nel background +hud-settings-present_mode = Modalità di presentazione +hud-settings-present_mode-vsync_capped = VSync limitato +hud-settings-present_mode-vsync_adaptive = VSync adattivo +hud-settings-present_mode-vsync_uncapped = VSync illimitato +hud-settings-present_mode-vsync_off = VSync spento +hud-settings-fov = Campo visivo (gradi) +hud-settings-gamma = Gamma +hud-settings-exposure = Esposizione +hud-settings-ambiance = Luminosità ambiente +hud-settings-antialiasing_mode = Modalità antialiasing +hud-settings-upscale_factor = Risoluzione interna +hud-settings-cloud_rendering_mode = Modalità renderizzazione nuvole +hud-settings-fluid_rendering_mode = Modalità renderizzazione fluido +hud-settings-fluid_rendering_mode-low = Bassa +hud-settings-fluid_rendering_mode-medium = Media +hud-settings-fluid_rendering_mode-high = Alta +hud-settings-cloud_rendering_mode-minimal = Minimo +hud-settings-reflection_rendering_mode = Modalità renderizzazione dei riflessi +hud-settings-reflection_rendering_mode-low = Bassa +hud-settings-reflection_rendering_mode-medium = Media +hud-settings-reflection_rendering_mode-high = Alta +hud-settings-cloud_rendering_mode-low = Bassa +hud-settings-cloud_rendering_mode-medium = Media +hud-settings-cloud_rendering_mode-high = Alta +hud-settings-cloud_rendering_mode-ultra = Ultra +hud-settings-fullscreen = Schermo intero +hud-settings-fullscreen_mode = Modalità schermo intero +hud-settings-fullscreen_mode-exclusive = Esclusiva +hud-settings-fullscreen_mode-borderless = Senza bordi +hud-settings-gpu_profiler = Abilita sincronizzazione GPU (non supportata ovunque) +hud-settings-particles = Particellari +hud-settings-lossy_terrain_compression = Compressione terreno con perdite +hud-settings-weapon_trails = Tracce delle armi +hud-settings-flashing_lights = Luci lampeggianti +hud-settings-flashing_lights_info = Disabilita tutti i tipi di lampeggiamento, ad es. sfarfalli o lampi +hud-settings-resolution = Risoluzione +hud-settings-bit_depth = Profondità bit +hud-settings-refresh_rate = Frequenza di aggiornamento +hud-settings-lighting_rendering_mode = Modalità renderizzazione luce +hud-settings-lighting_rendering_mode-ashikhmin = Tipo A - buona +hud-settings-lighting_rendering_mode-blinnphong = Tipo B - media +hud-settings-lighting_rendering_mode-lambertian = Tipo L - veloce +hud-settings-shadow_rendering_mode = Modalità renderizzazione ombra +hud-settings-shadow_rendering_mode-none = Nessuna +hud-settings-shadow_rendering_mode-cheap = Economica +hud-settings-shadow_rendering_mode-map = Mappa +hud-settings-shadow_rendering_mode-map-resolution = Risoluzione +hud-settings-rain_occlusion-resolution = Risoluzione dell'occlusione della pioggia +hud-settings-lod_detail = Livello di dettaglio +hud-settings-save_window_size = Salva dim. finestra +hud-settings-reset_graphics = Ripristina predefiniti +hud-settings-minimal_graphics = Minimo +hud-settings-low_graphics = Basso +hud-settings-medium_graphics = Medio +hud-settings-high_graphics = Alto +hud-settings-ultra_graphics = Ultra +hud-settings-bloom = Luccichio +hud-settings-point_glow = Effetto luce +hud-settings-master_volume = Volume principale +hud-settings-inactive_master_volume_perc = Volume finestra inattiva +hud-settings-music_volume = Volume musica +hud-settings-sound_effect_volume = Volume effetti sonori +hud-settings-ambience_volume = Volume suoni ambientali +hud-settings-combat_music = Musica combattimento +hud-settings-music_spacing = Volume della musica +hud-settings-audio_device = Dispositivo audio +hud-settings-reset_sound = Ripristina predefiniti +hud-settings-english_fallback = Mostra testo in inglese per traduzioni mancanti +hud-settings-language_send_to_server = Invia la lingua configurata ai server (per localizzare le regole e il messaggio del giorno) +hud-settings-awaitingkey = Premi un tasto... +hud-settings-unbound = Nessuno +hud-settings-reset_keybinds = Ripristina predefiniti +hud-settings-chat_tabs = Schede Chat +hud-settings-label = Etichetta: +hud-settings-delete = Cancella +hud-settings-show_all = Mostra tutto +hud-settings-messages = Messaggi +hud-settings-activity = Attività +hud-settings-death = Morte +hud-settings-group = Gruppo +hud-settings-faction = Fazione +hud-settings-world = Mondo +hud-settings-region = Regione +hud-settings-say = Parla +hud-settings-all = Tutti +hud-settings-group_only = Solo gruppo +hud-settings-reset_chat = Ripristina predefiniti +hud-settings-third_party_integrations = Integrazioni di terze parti +hud-settings-enable_discord_integration = Integrazione con Discord +hud-settings-subtitles = Sottotitoli diff --git a/assets/voxygen/i18n/it/hud/signs.ftl b/assets/voxygen/i18n/it/hud/signs.ftl new file mode 100644 index 0000000..18be85c --- /dev/null +++ b/assets/voxygen/i18n/it/hud/signs.ftl @@ -0,0 +1 @@ +common-signs-keep_out = Vietato entrare diff --git a/assets/voxygen/i18n/it/hud/skills.ftl b/assets/voxygen/i18n/it/hud/skills.ftl new file mode 100644 index 0000000..f2aba5a --- /dev/null +++ b/assets/voxygen/i18n/it/hud/skills.ftl @@ -0,0 +1,146 @@ +hud-rank_up = Nuovo punto abilità +hud-skill-sp_available = + { $number -> + [0] Nessun punto abilità disponibile + [1] { $number } punto abilità disponibile + *[other] { $number } punti abilità disponibili + } +hud-skill-not_unlocked = Non ancora sbloccato +hud-skill-req_sp = { "\u000A" }Richiede { $number } PA +hud-skill-set_as_exp_bar = Segna i progressi sulla barra dell'esperienza +hud-skill-unlck_sword_title = Sblocca spada +hud-skill-unlck_sword = Sblocca l'albero di abilità per la spada{ $SP } +hud-skill-unlck_axe_title = Sblocca ascia +hud-skill-unlck_axe = Sblocca l'albero di abilità per l'ascia{ $SP } +hud-skill-unlck_hammer_title = Sblocca martello +hud-skill-unlck_hammer = Sblocca l'albero di abilità per il martello{ $SP } +hud-skill-unlck_bow_title = Sblocca arco +hud-skill-unlck_bow = Sblocca l'albero di abilità per l'arco{ $SP } +hud-skill-unlck_staff_title = Sblocca bastone +hud-skill-unlck_staff = Sblocca l'albero di abilità per il bastone{ $SP } +hud-skill-unlck_sceptre_title = Sblocca scettro +hud-skill-unlck_sceptre = Sblocca l'albero di abilità per lo scettro{ $SP } +hud-skill-climbing_title = Arrampicata +hud-skill-climbing = Sali più in alto +hud-skill-climbing_cost_title = Costo arrampicata +hud-skill-climbing_cost = Arrampicarsi usa il { $boost }% in meno di energia{ $SP } +hud-skill-climbing_speed_title = Velocità arrampicata +hud-skill-climbing_speed = Arrampicati il { $boost }% più velocemente{ $SP } +hud-skill-swim_title = Nuoto +hud-skill-swim = Muoviti in ambienti bagnati +hud-skill-swim_speed_title = Velocità nuoto +hud-skill-swim_speed = Nuoti il { $boost }% più velocemente{ $SP } +hud-skill-sc_lifesteal_title = Raggio rubavita +hud-skill-sc_lifesteal = Assorbi la vita dai tuoi nemici +hud-skill-sc_lifesteal_damage_title = danno +hud-skill-sc_lifesteal_damage = Infliggi il { $boost }% di danno in più{ $SP } +hud-skill-sc_lifesteal_range_title = Portata +hud-skill-sc_lifesteal_range = Il tuo raggio ha una portata aggiuntiva del { $boost }%{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Rubavita +hud-skill-sc_lifesteal_lifesteal = Converti un addizionale { $boost }% di danno in salute{ $SP } +hud-skill-sc_lifesteal_regen_title = Rigenerazione Energia +hud-skill-sc_lifesteal_regen = Recupera la tua energia di un addizionale { $boost }%{ $SP } +hud-skill-sc_heal_title = Aura guaritrice +hud-skill-sc_heal = Cura i tuoi alleati utilizzando il sangue dei tuoi nemici +hud-skill-sc_heal_heal_title = Cura +hud-skill-sc_heal_heal = Incrementa la cura verso altri del { $boost }%{ $SP } +hud-skill-sc_heal_cost_title = Costo energia +hud-skill-sc_heal_cost = Curare gli altri richiede il { $boost }% di energia in meno{ $SP } +hud-skill-sc_heal_duration_title = Durata +hud-skill-sc_heal_duration = Gli effetti della tua aura curativa durano il { $boost }% di più{ $SP } +hud-skill-sc_heal_range_title = Portata +hud-skill-sc_heal_range = Il tuo raggio ha una portata aggiuntiva del { $boost }%{ $SP } +hud-skill-sc_wardaura_unlock_title = Sblocca aura protettiva +hud-skill-sc_wardaura_unlock = Ti permette di proteggere i tuoi alleati contro gli attacchi nemici{ $SP } +hud-skill-sc_wardaura_strength_title = Forza +hud-skill-sc_wardaura_strength = La forza della tua protezione aumenta del { $boost }%{ $SP } +hud-skill-sc_wardaura_duration_title = Durata +hud-skill-sc_wardaura_duration = Gli effetti della tua protezione durano il { $boost }% in più{ $SP } +hud-skill-sc_wardaura_range_title = Portata +hud-skill-sc_wardaura_range = La tua protezione ha una portata aggiuntiva del { $boost }%{ $SP } +hud-skill-sc_wardaura_cost_title = Costo energia +hud-skill-sc_wardaura_cost = Creare la protezione richiede richiede il { $boost }% di energia in meno{ $SP } +hud-skill-st_shockwave_range_title = Gamma onda d'urto +hud-skill-st_shockwave_range = Lancia cose che di solito erano fuori portata, portata aumentata del { $boost }%{ $SP } +hud-skill-st_shockwave_cost_title = Costo onda d'urto +hud-skill-st_shockwave_cost = Diminuisce il costo d'energia per allontanare gli abitanti indifesi del { $boost }%{ $SP } +hud-skill-st_shockwave_knockback_title = Contraccolpo onda d'urto +hud-skill-st_shockwave_knockback = Incrementa il potenziale di lancio del { $boost }%{ $SP } +hud-skill-st_shockwave_damage_title = Danno onda d'urto +hud-skill-st_shockwave_damage = Incrementa il danno inflitto del { $boost }%{ $SP } +hud-skill-st_shockwave_unlock_title = Sblocca onda d'urto +hud-skill-st_shockwave_unlock = Sblocca l'abilità di lanciare via i nemici utilizzando il fuoco{ $SP } +hud-skill-st_flamethrower_title = Lanciafiamme +hud-skill-st_flamethrower = Lancia fiamme, cucinali tutti +hud-skill-st_flame_velocity_title = Velocità fiamme +hud-skill-st_flame_velocity = Fa arrivare il fuoco più velocemente, il { $boost }% più velocemente{ $SP } +hud-skill-st_flamethrower_range_title = Portata lanciafiamme +hud-skill-st_flamethrower_range = Per quando le fiamma semplicemente non arrivano, vanno il { $boost }% più lontano{ $SP } +hud-skill-st_energy_drain_title = Drena energia +hud-skill-st_energy_drain = Diminuisce la velocità a cui l'energia viene drenata del { $boost }%{ $SP } +hud-skill-st_flamethrower_damage_title = Danno lanciafiamme +hud-skill-st_flamethrower_damage = Incrementa il danno del { $boost }%{ $SP } +hud-skill-st_explosion_radius_title = Portata esplosione +hud-skill-st_explosion_radius = Più grande è meglio, aumenta la portata dell'esplosione del { $boost }%{ $SP } +hud-skill-st_energy_regen_title = Rigenerazione energia +hud-skill-st_energy_regen = Incrementa l'energia ottenuta del { $boost }%{ $SP } +hud-skill-st_fireball_title = Palla di fuoco +hud-skill-st_fireball = Spara una palla di fuoco che esplode all'impatto +hud-skill-st_damage_title = Danno +hud-skill-st_damage = Incrementa il danno del { $boost }%{ $SP } +hud-skill-bow_projectile_speed_title = Velocità proiettile +hud-skill-bow_projectile_speed = Ti permette di sparare frecce più lontano, più velocemente, del { $boost }%{ $SP } +hud-skill-bow_charged_title = Colpo caricato +hud-skill-bow_charged = Perché hai aspettato più a lungo +hud-skill-bow_charged_damage_title = Danno caricato +hud-skill-bow_charged_damage = Incrementa il danno del { $boost }%{ $SP } +hud-skill-bow_charged_energy_regen_title = Rigenerazione caricata +hud-skill-bow_charged_energy_regen = Incrementa il recupero dell'energia del { $boost }%{ $SP } +hud-skill-bow_charged_knockback_title = Contraccolpo caricato +hud-skill-bow_charged_knockback = Spinge i nemici il { $boost }% più lontano{ $SP } +hud-skill-bow_charged_speed_title = Velocità caricata +hud-skill-bow_charged_speed = Incrementa la velocità a cui carichi l'attacco del { $boost }%{ $SP } +hud-skill-bow_charged_move_title = Velocità di movimento caricata +hud-skill-bow_charged_move = Incrementa quanto velocemente puoi muoverti mentre carichi l'attacco del { $boost }%{ $SP } +hud-skill-bow_repeater_title = Ripetitore +hud-skill-bow_repeater = Più tempo spari, maggiore è il tuo rateo di fuoco +hud-skill-bow_repeater_damage_title = Danno ripetitore +hud-skill-bow_repeater_damage = Incrementa il danno inflitto del { $boost }%{ $SP } +hud-skill-bow_repeater_cost_title = Costo ripetitore +hud-skill-bow_repeater_cost = Diminuisce il costo d'energia per diventare un ripetitore del { $boost }%{ $SP } +hud-skill-bow_repeater_speed_title = Velocità ripetitore +hud-skill-bow_repeater_speed = Incrementa il rateo con cui spari del { $boost }%{ $SP } +hud-skill-bow_shotgun_unlock_title = Sblocca colpo multiplo +hud-skill-bow_shotgun_unlock = Sblocca l'abilità di sparare più frecce alla volta{ $SP } +hud-skill-bow_shotgun_damage_title = Danno colpo multiplo +hud-skill-bow_shotgun_damage = Incrementa il danno fatto del { $boost }%{ $SP } +hud-skill-bow_shotgun_cost_title = Costo colpo multiplo +hud-skill-bow_shotgun_cost = Diminuisce il costo del colpo multiplo del { $boost }%{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Frecce colpo multiplo +hud-skill-bow_shotgun_arrow_count = Incrementa il numero di frecce nel colpo del { $boost }{ $SP } +hud-skill-bow_shotgun_spread_title = Propagazione colpo multiplo +hud-skill-bow_shotgun_spread = Diminuisce la propagazione delle frecce del { $boost }%{ $SP } +hud-skill-mining_title = Estrazione mineraria +hud-skill-pick_strike_title = Picconata +hud-skill-pick_strike = Colpisci rocce col piccone per ottenere materiale grezzo, gemme ed esperienza +hud-skill-pick_strike_speed_title = Velocità picconata +hud-skill-pick_strike_speed = Scavi le rocce più velocemente{ $SP } +hud-skill-pick_strike_oregain_title = Resa materiali grezzi picconata +hud-skill-pick_strike_oregain = Possibilità di ottenere materiale grezzo extra del ({ $boost }% per livello){ $SP } +hud-skill-pick_strike_gemgain_title = Resa gemme picconata +hud-skill-pick_strike_gemgain = Possibilità di ottenere gemme extra del ({ $boost }% per livello){ $SP } +# Internal terms, currently only used in es +# If we remove them here, they also get auto-removed in es, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-sc_wardaura_title = "" +# Internal terms, currently only used in es +# If we remove them here, they also get auto-removed in es, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-bow_shotgun_title = "" +# Internal terms, currently only used in es +# If we remove them here, they also get auto-removed in es, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-st_shockwave_title = "" diff --git a/assets/voxygen/i18n/it/hud/social.ftl b/assets/voxygen/i18n/it/hud/social.ftl new file mode 100644 index 0000000..d1673c0 --- /dev/null +++ b/assets/voxygen/i18n/it/hud/social.ftl @@ -0,0 +1,14 @@ +hud-social = Giocatori +hud-social-online = Online: +hud-social-friends = Amici +hud-social-not_yet_available = Non ancora disponibile +hud-social-faction = Fazione +hud-social-play_online_fmt = + { $nb_player -> + [1] { $nb_player } giocatore connesso + *[other] { $nb_player } giocatori connessi + } +hud-social-name = Nome +hud-social-level = Livello +hud-social-zone = Zona +hud-social-account = Account diff --git a/assets/voxygen/i18n/it/hud/subtitles.ftl b/assets/voxygen/i18n/it/hud/subtitles.ftl new file mode 100644 index 0000000..d6ae30a --- /dev/null +++ b/assets/voxygen/i18n/it/hud/subtitles.ftl @@ -0,0 +1,163 @@ +subtitle-campfire = Falò scoppiettante +subtitle-bird_call = Uccelli canterini +subtitle-bees = Api che ronzano +subtitle-owl = Gufo che bubola +subtitle-running_water = Acqua gorgogliante +subtitle-lavapool = Pozza di lava +subtitle-lightning = Tuono +subtitle-portal-activated = Portale attivato +subtitle-portal-teleported = Teletrasportato dal portale + +subtitle-footsteps_grass = Passi sull'erba +subtitle-footsteps_earth = Passi sulla terra +subtitle-footsteps_rock = Passi sulla roccia +subtitle-footsteps_snow = Passi sulla neve +subtitle-pickup_item = Oggetto raccolto +subtitle-pickup_failed = Impossibile raccogliere + +subtitle-glider_open = Deltaplano aperto +subtitle-glider_close = Deltaplano chiuso +subtitle-glide = Planata +subtitle-roll = Rotolamento +subtitle-swim = Nuoto +subtitle-climb = Arrampicata +subtitle-damage = Danno +subtitle-death = Morte + +subtitle-wield_bow = Arco impugnato +subtitle-unwield_bow = Arco riposto +subtitle-pickup_bow = Arco raccolto + +subtitle-wield_sword = Spada sfoderata +subtitle-unwield_sword = Spada riposta +subtitle-sword_attack = Spada brandita +subtitle-pickup_sword = Spada raccolta + +subtitle-wield_axe = Ascia impugnata +subtitle-unwield_axe = Ascia riposta +subtitle-axe_attack = Ascia brandita +subtitle-pickup_axe = Ascia raccolta + +subtitle-wield_hammer = Martello impugnato +subtitle-unwield_hammer = Martello riposto +subtitle-hammer_attack = Martello brandito +subtitle-pickup_hammer = Martello raccolto + +subtitle-wield_staff = Bastone impugnato +subtitle-unwield_staff = Bastone riposto +subtitle-fire_shot = Colpo di fuoco +subtitle-staff_attack = Colpo di bastone +subtitle-pickup_staff = Bastone raccolto + +subtitle-wield_sceptre = Scretto impugnato +subtitle-unwield_sceptre = Scettro riposto +subtitle-sceptre_heal = Aura curativa dello scettro +subtitle-pickup_sceptre = Scettro raccolto + +subtitle-wield_dagger = Pugnale impugnato +subtitle-uwield_dagger = Pugnale riposto +subtitle-dagger_attack = Pugnale brandito +subtitle-pickup_dagger = Pugnale raccolto + +subtitle-wield_shield = Scudo equipaggiato +subtitle-unwield_shield = Scudo riposto +subtitle-shield_attack = Colpo di scudo +subtitle-pickup_shield = Scudo raccolto + +subtitle-pickup_pick = Piccone raccolto +subtitle-pickup_gemstone = Gemma raccolta + +subtitle-instrument_organ = Strumento suonato + +subtitle-wield_instrument = Strumento impugnato +subtitle-unwield_instrument = Strumento riposto +subtitle-instrument_double_bass = Contrabbasso che suona +subtitle-instrument_flute = Flauto che suona +subtitle-instrument_glass_flute = Flauto di vetro che suona +subtitle-instrument_lyre = Lira che suona +subtitle-instrument_icy_talharpa = Tagelharpa ghiacciata che suona +subtitle-instrument_kalimba = Kalimba che suona +subtitle-instrument_melodica = Diamonica che suona +subtitle-instrument_lute = Liuto che suona +subtitle-instrument_steeldrum = Suono di rullante in acciaio +subtitle-instrument_shamisen = Suono di shamisen +subtitle-instrument_sitar = Sitar che suona +subtitle-instrument_guitar = Chitarra che suona +subtitle-instrument_dark_guitar = Chitarra nera che suona +subtitle-instrument_washboard = Washboard che suona +subtitle-instrument_wildskin_drum = Bongo che suona +subtitle-pickup_instrument = Strumento musicale raccolto + +subtitle-explosion = Esplosione + +subtitle-arrow_shot = Freccia scoccata +subtitle-arrow_miss = Colpo di freccia mancato +subtitle-arrow_hit = Colpo di freccia a segno +subtitle-skill_point = Punto abilità guadagnato +subtitle-sceptre_beam = Raggio dello scettro +subtitle-flame_thrower = Fiammata +subtitle-break_block = Blocco distrutto +subtitle-attack_blocked = Attacco bloccato +subtitle-parry = Parata +subtitle-interrupted = Interrotto +subtitle-stunned = Stordito +subtitle-dazed = Disorientato +subtitle-knocked_down = Incosciente + +subtitle-attack-ground_slam = Schianto a terra +subtitle-attack-laser_beam = Raggio laser +subtitle-attack-cyclops_charge = Carica ciclopica +subtitle-giga_roar = Ruggito del gigante del gelo +subtitle-attack-fuse_charge = Fusibile che sfrigola +subtitle-deep_laugh = Profonda risata +subtitle-attack-flash_freeze = Lampo ghiacciante +subtitle-attack-icy_spikes = Punte di ghiaccio +subtitle-attack-ice_crack = Crepa di ghiaccio +subtitle-attack-steam = Vapore +subtitle-attack-shovel = Scavo con la pala +subtitle-attack-from-the-ashes = Suono di cura + +subtitle-consume_potion = Pozione bevuta +subtitle-consume_apple = Mela morsa +subtitle-consume_cheese = Formaggio mangiato +subtitle-consume_food = Mangiando +subtitle-consume_liquid = Bevendo + +subtitle-utterance-alligator-angry = Trimbulo dell'alligatore +subtitle-utterance-antelope-angry = Antilope che sbuffa +subtitle-utterance-biped_large-angry = Forte grugnire +subtitle-utterance-bird-angry = Uccello che stride +subtitle-utterance-adlet-angry = Adlet che abbaia +subtitle-utterance-pig-angry = Grugnito +subtitle-utterance-reptile-angry = Rettile che sibila +subtitle-utterance-sea_crocodile-angry = Coccodrillo di mare che sibila +subtitle-utterance-saurok-angry = Saurok sibilante +subtitle-utterance-cat-calm = Gatto che miagola +subtitle-utterance-cow-calm = Vacca che muggisce +subtitle-utterance-fungome-calm = Fungome che stride +subtitle-utterance-goat-calm = Capra che bela +subtitle-utterance-pig-calm = Maiale calmo +subtitle-utterance-sheep-calm = Pecora serena +subtitle-utterance-truffler-calm = Truffler calmo +subtitle-utterance-human-greeting = Saluto +subtitle-utterance-adlet-hurt = Adlet che piagnucola +subtitle-utterance-antelope-hurt = Antilope che duole +subtitle-utterance-biped_large-hurt = Grande lamento +subtitle-utterance-human-hurt = Umano dolorante +subtitle-utterance-lion-hurt = Leone che ringhia +subtitle-utterance-mandroga-hurt = Mandragora che strilla +subtitle-utterance-maneater-hurt = Maneater ferito +subtitle-utterance-marlin-hurt = Marlin ferito +subtitle-utterance-mindflayer-hurt = Illithid ferito +subtitle-utterance-dagon-hurt = Dagon ferito +subtitle-utterance-asp-angry = Asp sibilante +subtitle-utterance-asp-calm = Asp gracchiante +subtitle-utterance-asp-hurt = Asp ferito +subtitle-utterance-wendigo-angry = Windigo urlante +subtitle-utterance-wendigo-calm = Windigo borbottante +subtitle-utterance-wolf-angry = Lupo ringhiante +subtitle-utterance-wolf-hurt = Lupo che guaisce +subtitle-utterance-wyvern-angry = Ruggito di viverna +subtitle-utterance-wyvern-hurt = Viverna ferita +subtitle-utterance-phoenix-angry = Fenice che urla +subtitle-utterance-phoenix-hurt = Fenice che ferisce diff --git a/assets/voxygen/i18n/it/hud/trade.ftl b/assets/voxygen/i18n/it/hud/trade.ftl new file mode 100644 index 0000000..a9604c9 --- /dev/null +++ b/assets/voxygen/i18n/it/hud/trade.ftl @@ -0,0 +1,34 @@ +hud-trade-trade_window = Finestra di scambio +hud-trade-phase1_description = + Trascina gli oggetti che vuoi commerciare + nell'area corrispondente. +hud-trade-phase2_description = + Lo scambio è ora sospeso per darti + il tempo di revisionarlo. +hud-trade-phase3_description = Lo scambio sta venendo processato. +hud-trade-persons_offer = Offerta di { $playername } +hud-trade-has_accepted = + { $playername } + ha accettato +hud-trade-accept = Accetta +hud-trade-decline = Rifiuta +hud-trade-invite_sent = Richiesta di scambio inviata a { $playername }. +hud-trade-result-completed = Scambio completato con successo. +hud-trade-result-declined = Scambio rifiutato. +hud-trade-result-nospace = Non c'è abbastanza spazio per completare lo scambio. +hud-trade-buy = + Prezzo di acquisto: { $coin_num -> + [1] una moneta + *[other] { $coin_formatted } monete + } +hud-trade-sell = + Prezzo di vendita: { $coin_num -> + [one] una moneta. + *[other] { $coin_formatted } monete + } +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = La tua offerta +hud-trade-their_offer = La sua offerta +hud-trade-amount_input = Seleziona un oggetto +hud-confirm-trade-for-nothing = Vuoi veramente donare tutto questo per niente? diff --git a/assets/voxygen/i18n/it/item/admin.ftl b/assets/voxygen/i18n/it/item/admin.ftl new file mode 100644 index 0000000..cfcbc0f --- /dev/null +++ b/assets/voxygen/i18n/it/item/admin.ftl @@ -0,0 +1,34 @@ +armor-tabard_admin = Giubba dell'amministratore + .desc = Da un grande potere derivano grandi responsabilità. +armor-misc-back-admin = Cappa dell'amministratore + .desc = Da un grande potere derivano grandi responsabilità. +armor-tabard-admin_tabard = Giubba dell'amministratore + .desc = Da un grande potere derivano grandi responsabilità. +armor-misc-back-admin_back = Cappa dell'amministratore + .desc = Da un grande potere derivano grandi responsabilità. +armor-misc-bag-admin_black_hole = Buco nero dell'amministratore + .desc = Dicono che si adatterà a qualsiasi cosa. +armor-velorite-back = Cappa da amministratore di velorite + .desc = Dove ho messo la mia bannazza? +armor-velorite-belt = Cintura di velorite + .desc = { "" } +armor-velorite-boots = Stivali di velorite + .desc = { "" } +armor-velorite-chest = Corpetto di velorite + .desc = { "" } +armor-velorite-hands = Guanti di velorite + .desc = { "" } +armor-velorite-legs = Gonna di velorite + .desc = { "" } +armor-velorite-shoulder = Mantello di velorite + .desc = { "" } +object-item_cheese = Formaggio dorato + .desc = Dicono che gli dei lo mangino per ottenere l'eterna giovinezza. +weapon-tool-broom_belzeshrub_purple = Belzeshrub il Dio della scopa + .desc = Puoi sentirlo ridere ogni volta che colpisci il terreno un po' troppo forte... +weapon-sword-frost-admin_sword = Spadone dell'amministratore + .desc = Non dovrebbe essere un martello? +weapon-bow-velorite-debug = Arco di velorite dell'amministratore + .desc = Infuso con il potere di velorite. +other-glider-vroom-debug = Aliante vroom + .desc = fa brrr diff --git a/assets/voxygen/i18n/it/item/armor/armor.ftl b/assets/voxygen/i18n/it/item/armor/armor.ftl new file mode 100644 index 0000000..9f9fa53 --- /dev/null +++ b/assets/voxygen/i18n/it/item/armor/armor.ftl @@ -0,0 +1,843 @@ +armor-hide-carapace-back = Cappa di carapace + .desc = Fatta dalla corazza che un tempo proteggeva una bestia. + +armor-hide-carapace-belt = Cintura di carapace + .desc = Fatta dalla corazza che un tempo proteggeva una bestia. + +armor-hide-carapace-chest = Corazza di carapace + .desc = Fatta dalla corazza che un tempo proteggeva una bestia. + +armor-hide-carapace-foot = Solette di carapace + .desc = Fatta dalla corazza che un tempo proteggeva una bestia. + +armor-hide-carapace-hand = Impugnature di carapace + .desc = Fatta dalla corazza che un tempo proteggeva una bestia. + +armor-hide-carapace-pants = Gambiere di carapace + .desc = Fatta dalla corazza che un tempo proteggeva una bestia. + +armor-hide-carapace-shoulder = Paraspalle di carapace + .desc = Fatta dalla corazza che un tempo proteggeva una bestia. + +armor-hide-primal-back = Cappa primordiale + .desc = Forgiata da una pelle più resistente dell'acciaio. + +armor-hide-primal-belt = Fascia primordiale + .desc = Forgiata da una pelle più resistente dell'acciaio. + +armor-hide-primal-chest = Corazza primordiale + .desc = Forgiata da una pelle più resistente dell'acciaio. + +armor-hide-primal-foot = Stivali primordiali + .desc = Forgiata da una pelle più resistente dell'acciaio. + +armor-hide-primal-hand = Guanti primordiali + .desc = Forgiata da una pelle più resistente dell'acciaio. + +armor-hide-primal-pants = Pantaloni primordiali + .desc = Forgiata da una pelle più resistente dell'acciaio. + +armor-hide-primal-shoulder = Paraspalle primordiali + .desc = Forgiata da una pelle più resistente dell'acciaio. + +armor-hide-leather-back = Cappa di pelle + .desc = Veloce come il vento. + +armor-hide-leather-belt = Cintura di pelle + .desc = Veloce come il vento. + +armor-hide-leather-chest = Corpetto di pelle + .desc = Veloce come il vento. + +armor-hide-leather-foot = Stivali di pelle + .desc = Veloce come il vento. + +armor-hide-leather-hand = Guanti di pelle + .desc = Veloce come il vento. + +armor-misc-head-leather-0 = Berretto di pelle + .desc = Veloce come il vento. + +armor-hide-leather-pants = Pantaloni di pelle + .desc = Veloce come il vento. + +armor-hide-leather-shoulder = Paraspalle di pelle + .desc = Veloce come il vento. + +armor-hide-rawhide-back = Cappa di cuoio grezzo + .desc = Pezzi di cuoio ben compatti. Leggero e robusto! + +armor-hide-rawhide-belt = Cintura di cuoio grezzo + .desc = Pezzi di cuoio ben compatti. Leggero e robusto! + +armor-hide-rawhide-chest = Corpetto di cuoio grezzo + .desc = Pezzi di cuoio ben compatti. Leggero e robusto! + +armor-hide-rawhide-foot = Calzari di cuoio grezzo + .desc = Pezzi di cuoio ben compatti. Leggero e robusto! + +armor-hide-rawhide-hand = Bracciali di cuoio grezzo + .desc = Pezzi di cuoio ben compatti. Leggero e robusto! + +armor-hide-rawhide-pants = Pantaloni di cuoio grezzo + .desc = Pezzi di cuoio ben compatti. Leggero e robusto! + +armor-hide-rawhide-shoulder = Paraspalle di cuoio grezzo + .desc = Pezzi di cuoio ben compatti. Leggero e robusto! + +armor-hide-scale-back = Cappa di scaglie + .desc = Ogni scaglia incorporata fornisce una protezione aggiuntiva. + +armor-hide-scale-belt = Cintura di scaglie + .desc = Ogni scaglia incorporata fornisce una protezione aggiuntiva. + +armor-hide-scale-chest = Corpetto di scaglie + .desc = Ogni scaglia incorporata fornisce una protezione aggiuntiva. + +armor-hide-scale-foot = Sabatons di scaglie + .desc = Ogni scaglia incorporata fornisce una protezione aggiuntiva. + +armor-hide-scale-hand = Mitteni di scaglie + .desc = Ogni scaglia incorporata fornisce una protezione aggiuntiva. + +armor-hide-scale-pants = Pantaloni di scaglie + .desc = Ogni scaglia incorporata fornisce una protezione aggiuntiva. + +armor-hide-scale-shoulder = Paraspalle di scaglie + .desc = Ogni scaglia incorporata fornisce una protezione aggiuntiva. + +armor-hide-dragonscale-back = Cappa di scaglie di drago + .desc = Realizzata dalle scaglie di una creatura leggendaria, si può sentire il potere pulsare attraverso di essa. + +armor-hide-dragonscale-belt = Fascia di scaglie di drago + .desc = Realizzata dalle scaglie di una creatura leggendaria, si può sentire il potere pulsare attraverso di essa. + +armor-hide-dragonscale-chest = Corpetto di scaglie di drago + .desc = Realizzata dalle scaglie di una creatura leggendaria, si può sentire il potere pulsare attraverso di essa. + +armor-hide-dragonscale-foot = Speroni di scaglie di drago + .desc = Realizzata dalle scaglie di una creatura leggendaria, si può sentire il potere pulsare attraverso di essa. + +armor-hide-dragonscale-hand = Mitteni di scaglie di drago + .desc = Realizzata dalle scaglie di una creatura leggendaria, si può sentire il potere pulsare attraverso di essa. + +armor-hide-dragonscale-pants = Leggings di scaglie di drago + .desc = Realizzata dalle scaglie di una creatura leggendaria, si può sentire il potere pulsare attraverso di essa. + +armor-hide-dragonscale-shoulder = Mantello di scaglie di drago + .desc = Realizzata dalle scaglie di una creatura leggendaria, si può sentire il potere pulsare attraverso di essa. + +armor-cloth_blue-belt = Cintura di lino blu + .desc = Una cintura elegante di tessuto grezzo, tinta di blu. + +armor-cloth_blue-chest = Petto di lino blu + .desc = Un elegante surcot di tessuto grezzo, tinto di blu. + +armor-cloth_blue-foot = Stivali di lino blu + .desc = Stivali di tessuto grezzo, tinti di blu. + +armor-cloth_blue-hand = Polso di lino blu + .desc = Braccialetti di tessuto grezzo che offrono uno stile alla moda, tinti di blu. + +armor-cloth_blue-pants = Gonna di lino blu + .desc = Una elegante gonna di tessuto grezzo, tinta di blu. + +armor-cloth_blue-shoulder_0 = Cappotto di lino blu + .desc = Un cappotto di tessuto grezzo, tinto di blu. + +armor-cloth_blue-shoulder_1 = Paraspalle di tessuto blu + .desc = Paraspalle semplici fatti di tessuto blu. + +armor-boreal-back = Mantello boreale + .desc = Spesso ma sorprendentemente freddo. + +armor-boreal-belt = Cintura boreale + .desc = È fredda. + +armor-boreal-chest = Corazza boreale + .desc = Così fredda che la puoi sentire nel tuo cuore. + +armor-boreal-foot = Avvolgimenti boreale + .desc = Il freddo pungente rende difficile muoversi. + +armor-boreal-hand = Guanti boreale + .desc = Più freddi del tocco della morte. + +armor-boreal-pants = Tonaca boreale + .desc = Più fredda del clima che protegge. + +armor-boreal-shoulder = Paraspalle boreale + .desc = Come se la stretta ghiacciata della morte toccasse la tua spalla. + +armor-brinestone-back = Mantello di pietrasale + .desc = Non è debole. + +armor-brinestone-belt = Cintura di pietrasale + .desc = Lega insieme. + +armor-brinestone-chest = Corazza di pietrasale + .desc = Difficile da penetrare. + +armor-brinestone-crown = Corona di pietrasale + .desc = Ti fa sembrare più alto. + +armor-brinestone-foot = Stivali di pietrasale + .desc = Non molto confortevoli. + +armor-brinestone-hand = Mitteni di pietrasale + .desc = Colpisce come una roccia. + +armor-brinestone-pants = Schinieri di pietrasale + .desc = Non rovinare. + +armor-brinestone-shoulder = Paraspalle di pietrasale + .desc = Quasi troppo pesante. + +armor-misc-foot-cloth_sandal = Sandali consunti + .desc = Compagni leali, anche se non sembrano poter andare molto lontano. + +armor-misc-neck-abyssal_gorget = Gorgiera abissale + .desc = Vigore incanalato delle maree. + +armor-misc-neck-amethyst = Collana d'ametista + .desc = Una collana di stagno bordata di ametiste. + +armor-misc-neck-ankh_of_life = Ankh della vita + .desc = Una collana unica di origine sconosciuta... Puoi sentire il potere scorrere attraverso di essa. + +armor-misc-neck-carcanet_of_wrath = Collana dell'ira + .desc = Una collana che dona potere anche agli esseri più deboli. + +armor-misc-neck-diamond = Collana di diamanti + .desc = Una costosa collana d'oro, ornata di squisiti diamanti. + +armor-misc-neck-emerald = Collana di smeraldi + .desc = Una collana di cobalto con splendidi smeraldi. + +armor-misc-neck-fang = Collana di zanne + .desc = Solo gli esseri più selvaggi possono gestire il potere di questa collana... + +armor-misc-neck-resilience_gem = Gemma della resilienza + .desc = Circondata da una luce magica discreta. + +armor-misc-neck-gold = Collana d'oro + .desc = Una costosa collana d'oro... sembra rubata. + +armor-misc-neck-haniwa_talisman = Talismano Haniwa + .desc = Un talismano raffigurante una figura di origine sconosciuta. + +armor-misc-neck-honeycomb_pendant = Ciondolo a nido d'ape + .desc = Questo ciondolo sta sempre spruzzando miele... + +armor-misc-neck-pendant_of_protection = Ciondolo della protezione + .desc = Senti una sorta di presenza che ti tiene al sicuro... + +armor-misc-neck-ruby = Collana di rubini + .desc = Una collana d'argento ornata, incastonata con bellissimi rubini. + +armor-misc-neck-sapphire = Collana di zaffiri + .desc = Una robusta collana di ferro, con zaffiri lucidati incastonati. + +armor-misc-neck-scratched = Collana graffiata + .desc = Una collana scadente con un filo che sta per spezzarsi... + +armor-misc-neck-shell = Collana di conchiglie + .desc = Contiene l'aura protettrice dell'oceano. + +armor-misc-neck-topaz = Collana di topazi + .desc = Una collana di rame, con un topazio incastonato al centro. + +armor-misc-head-bamboo_twig = Ramoscello di bambù + .desc = Un piccolo germoglio staccato da un fusto di bambù più grande. + +armor-misc-head-bear_bonnet = Berretto d'orso + .desc = Assumi l'aspetto di un orso feroce, la sua furia diventa tua. + +armor-misc-head-boreal_warhelm = Elmo da guerra boreale + .desc = Mi chiedo dove stia puntando... + +armor-misc-head-crown = Corona + .desc = Una corona adatta a una statura regale. + +armor-misc-head-facegourd = Zucca in testa + .desc = Testa di zucca. + +armor-misc-head-gnarling_mask = Maschera del capo tribù + .desc = Puzza di legno bruciato. + +armor-misc-head-helmet = Elmo + .desc = {""} + +armor-misc-head-hog_hood = Cappuccio di maiale + .desc = Assumi l'aspetto di un grande maiale ora abbattuto, così potrai onorarne il sacrificio. + +armor-misc-head-hood = Cappuccio + .desc = Diventa uno con le cime degli alberi. + +armor-misc-head-hood_dark = Cappuccio oscuro + .desc = È un po' più spesso. + +armor-misc-head-howl_cowl = Cappuccio da lupo + .desc = Assumere l'aspetto di un feroce lupo si addice a un temibile cacciatore. + +armor-misc-head-mitre = Mitra + .desc = Richiama la forza dall'alto. + +armor-misc-head-spikeguard = Corona appuntita + .desc = Somiglia a una sorta di corona spinosa. + +armor-misc-head-straw = Cappello di paglia + .desc = Spesso indossato dai paesani. È semplice e alla moda! + +armor-misc-head-wanderers_hat = Cappello da viandante + .desc = L'accessorio perfetto per chi si sente a casa sulle strade e sentieri di Veloren. + +armor-misc-head-winged_coronet = Coroncina alata + .desc = Ti senti più connesso con la natura. + +armor-misc-head-bandana-red = Bandana rossa + .desc = Molto furtiva, tuttavia di un rosso acceso. + +armor-misc-head-bandana-thief = Bandana del ladro + .desc = Maschera comune del bandito. + +armor-misc-pants-grayscale = Pantaloni da caccia + .desc = Realizzati in morbida e flessibile pelle. + +armor-misc-pants-worker_blue = Pantaloni blu del lavoratore + .desc = Resistenti e affidabili. + +armor-misc-pants-worker_brown = Pantaloni comodi da lavoro + .desc = Resistenti e affidabili. + +armor-misc-shoulder-iron_spikes = Paraspalle di ferro con Punte + .desc = La pesante e grezza lamina di ferro ha punte incrociate infilate attraverso diverse fessure al centro per dissuadere gli attaccanti. + +armor-misc-shoulder-leather_iron_0 = Paraspalle di ferro e cuoio + .desc = Spalle di cuoio decorate con robusti ganci di ferro forniscono protezione a chi le indossa. + +armor-misc-shoulder-leather_iron_1 = Paraspalle di ferro e cuoio + .desc = Cuoio inserito con pesanti punte di ferro fornisce una solida protezione a chi lo indossa. + +armor-misc-shoulder-leather_iron_2 = Paraspalle di ferro e cuoio + .desc = Cuoio inserito con pesanti fasce di ferro fornisce protezione a chi lo indossa. + +armor-misc-shoulder-leather_iron_3 = Paraspalle di ferro e cuoio + .desc = Cuoio inserito con frammenti di ferro fornisce protezione a chi lo indossa. + +armor-misc-shoulder-leather_strip = Strisce di cuoio + .desc = Strisce di pelle di animale conciato formate in spallacci sciolti. + +armor-misc-chest-worker_green = Camicia verde da lavoratore + .desc = Usata da un contadino fino a poco tempo fa. + +armor-misc-chest-shirt_white = Camicia verde da lavoratore + .desc = Usata da un contadino fino a poco tempo fa. + +armor-misc-chest-worker_orange_0 = Camicia arancione del lavoratore + .desc = Usata da un contadino fino a poco tempo fa. + +armor-misc-chest-worker_orange_1 = Camicia arancione del lavoratore + .desc = Usata da un contadino fino a poco tempo fa. + +armor-misc-chest-worker_purple_0 = Camicia viola da lavoro + .desc = Resistenti e affidabili. + +armor-misc-chest-worker_purple_1 = Camicia viola da lavoro + .desc = Usata da un contadino fino a poco tempo fa. + +armor-misc-chest-worker_purp_brown = Camicia viola da lavoro + .desc = Resistenti e affidabili. + +armor-misc-chest-worker_red_0 = Camicia rossa da lavoro + .desc = Usata da un contadino fino a poco tempo fa. + +armor-misc-chest-worker_red_1 = Camicia rossa da lavoro + .desc = Usata da un contadino fino a poco tempo fa. + +armor-misc-chest-worker_yellow_0 = Camicia gialla da lavoro + .desc = Usata da un contadino fino a poco tempo fa. + +armor-misc-chest-worker_yellow_1 = Camicia gialla da lavoro + .desc = Usata da un contadino fino a poco tempo fa. + +armor-misc-ring-amethyst = Anello d'ametista + .desc = Un anello di latta con una gemma di ametista. + +armor-misc-ring-diamond = Anello di diamante + .desc = Un anello d'oro con un diamante costoso. + +armor-misc-ring-emerald = Anello di smeraldo + .desc = Un anello di cobalto con un smeraldo incastonato. + +armor-misc-ring-gold = Anello d'oro + .desc = Un semplice anello d'oro... quasi come se mancasse una gemma. + +armor-misc-ring-ruby = Anello di rubino + .desc = Un anello d'argento con un rubino incastonato. + +armor-misc-ring-sapphire = Anello di zaffiro + .desc = Un anello di ferro con un zaffiro incastonato. + +armor-misc-ring-scratched = Anello graffiato + .desc = Stenta a stare al tuo dito. + +armor-misc-ring-topaz = Anello di topazio + .desc = Un anello di rame con un topazio incastonato. + +armor-misc-back-backpack-traveler = Zaino del viaggiatore + .desc = Comodo e abbastanza capiente, è il miglior amico dell'accumulatore. + +armor-misc-back-dungeon_purple = Cappa del cultista viola + .desc = Profuma di magia oscura e candele. + +armor-misc-back-short-0 = Cappa corta di pelle + .desc = Probabilmente fatto della miglior pelle. + +armor-misc-back-short-1 = Coperta verde + .desc = Mantiene caldi i tuoi spalle. + +armor-savage-back = Cappa selvaggia + .desc = Porta la furia dei barbari. + +armor-savage-belt = Cintura selvaggia + .desc = Porta la furia dei barbari. + +armor-savage-chest = Cotta selvaggia + .desc = Porta la furia dei barbari. + +armor-savage-foot = Stivali selvaggi + .desc = Porta la furia dei barbari. + +armor-savage-hand = Guanti selvaggi + .desc = Porta la furia dei barbari. + +armor-savage-pants = Calzoni selvaggi + .desc = Porta la furia dei barbari. + +armor-savage-shoulder = Paraspalle selvaggio + .desc = Porta la furia dei barbari. + +armor-witch-hat = Cappello da strega + .desc = Attinge forza dalle arti oscure. + +armor-pirate-hat = Cappello da pirata + .desc = Sembra che un pappagallo sia stato qui appollaiato. + +armor-twigsleaves-belt = Cintura fogliosa + .desc = Foglie secche coprono la normale cintura di ramoscelli, fornendo una consistenza leggermente diversa. + +armor-twigsleaves-chest = Maglia fogliosa + .desc = Le foglie coprono la magica maglia di ramoscelli, conferendole un aspetto più naturale. + +armor-twigsleaves-foot = Stivali fogliosi + .desc = Le foglie coprono i ramoscelli magici intrecciati per fornire una semplice protezione dagli elementi. + +armor-twigsleaves-hand = Avvolgimenti fogliosi + .desc = Le foglie aiutano a nascondere i ramoscelli magici intrecciati, fornendo una leggera protezione dagli elementi. + +armor-twigsleaves-pants = Pantaloni fogliosi + .desc = Le foglie coprono i ramoscelli magici imbottiti, fornendo protezione dagli elementi. + +armor-twigsleaves-shoulder = Paraspalle fogliosi + .desc = Le foglie coprono i ramoscelli per fornire una migliore protezione dagli elementi. + +armor-twigsflowers-belt = Cintura fiorita + .desc = Ramoscelli magicamente imbevuti, tenuti insieme da un fiore che intreccia il suo stelo per mantenere la cintura unita. + +armor-twigsflowers-chest = Maglia fiorita + .desc = Ramoscelli magicamente imbevuti decorati con fiori e i loro steli, comunicando agli altri le tue intenzioni di pace e amore. + +armor-twigsflowers-foot = Stivali fioriti + .desc = Intrecciati e magicamente imbevuti, questi stivali di ramoscelli e fiori forniscono una semplice protezione e pace a chi li indossa. + +armor-twigsflowers-hand = Avvolgimenti fioriti + .desc = Ramoscelli avvolti e intrecciati tenuti insieme con magia e fiori con i loro steli, fornendo pace e protezione a chi li indossa. + +armor-twigsflowers-pants = Pantaloni fioriti + .desc = Ramoscelli di maglia rinforzati con steli di fiori per fornire protezione e pace. + +armor-twigsflowers-shoulder = Paraspalle fioriti + .desc = I fiori si uniscono ai ramoscelli legati per fornire protezione e pace a chi li indossa. + +armor-leather_plate-belt = Cintura di piastre di pelle + .desc = Pelle adornata con acciaio per una migliore protezione. + +armor-leather_plate-chest = Piastra toracica di pelle + .desc = Pelle adornata con acciaio per una migliore protezione. + +armor-leather_plate-foot = Stivali di piastre di pelle + .desc = Pelle adornata con acciaio per una migliore protezione. + +armor-leather_plate-hand = Guanti di piastre di pelle + .desc = Pelle adornata con acciaio per una migliore protezione. + +armor-leather_plate-pants = Calzoni di piastre di pelle + .desc = Pelle adornata con acciaio per una migliore protezione. + +armor-leather_plate-shoulder = Paraspalle di piastre di pelle + .desc = Pelle adornata con acciaio per una migliore protezione. + +armor-mail-bloodsteel-back = Cappa di ferrosangue + .desc = Forgiata per preservare la vita, al costo di un'altra. + +armor-mail-bloodsteel-belt = Cintura di ferrosangue + .desc = Forgiata per preservare la vita, al costo di un'altra. + +armor-mail-bloodsteel-chest = Corazza di ferrosangue + .desc = Forgiata per preservare la vita, al costo di un'altra. + +armor-mail-bloodsteel-foot = Calzari in ferrosangue + .desc = Forgiata per preservare la vita, al costo di un'altra. + +armor-mail-bloodsteel-hand = Mitteni di ferrosangue + .desc = Forgiata per preservare la vita, al costo di un'altra. + +armor-mail-bloodsteel-pants = Gambali in ferrosangue + .desc = Forgiata per preservare la vita, al costo di un'altra. + +armor-mail-bloodsteel-shoulder = Paraspalle in ferrosangue + .desc = Forgiata per preservare la vita, al costo di un'altra. + +armor-mail-cobalt-back = Cappa di cobalto + .desc = Ornamentale e impenetrabile, il metallo non si appannerà mai. + +armor-mail-cobalt-belt = Cintura di cobalto + .desc = Ornamentale e impenetrabile, il metallo non si appannerà mai. + +armor-mail-cobalt-chest = Corazza di cobalto + .desc = Ornamentale e impenetrabile, il metallo non si appannerà mai. + +armor-mail-cobalt-foot = Copripiante di cobalto + .desc = Ornamentale e impenetrabile, il metallo non si appannerà mai. + +armor-mail-cobalt-hand = Guanti di cobalto + .desc = Ornamentale e impenetrabile, il metallo non si appannerà mai. + +armor-mail-cobalt-pants = Calzamaglia di cobalto + .desc = Ornamentale e impenetrabile, il metallo non si appannerà mai. + +armor-mail-cobalt-shoulder = Paraspalle di cobalto + .desc = Ornamentale e impenetrabile, il metallo non si appannerà mai. + +armor-mail-bronze-back = Mantello di bronzo + .desc = Pesante e opaco, ma può resistere a un colpo. + +armor-mail-bronze-belt = Cintura di bronzo + .desc = Pesante e opaco, ma può resistere a un colpo. + +armor-mail-bronze-chest = Corazza di bronzo + .desc = Pesante e opaco, ma può resistere a un colpo. + +armor-mail-bronze-foot = Calzari di bronzo + .desc = Pesante e opaco, ma può resistere a un colpo. + +armor-mail-bronze-hand = Guanti di bronzo + .desc = Pesante e opaco, ma può resistere a un colpo. + +armor-mail-bronze-pants = Schinieri di bronzo + .desc = Pesante e opaco, ma può resistere a un colpo. + +armor-mail-bronze-shoulder = Spalline di bronzo + .desc = Pesante e opaco, ma può resistere a un colpo. + +armor-mail-orichalcum-6 = Cappa di oricalco + .desc = Un antico lega. I miti narrano di eroi che una volta indossavano questo metallo. + +armor-mail-orichalcum-2 = Cintura di oricalco + .desc = Un antico lega. I miti narrano di eroi che una volta indossavano questo metallo. + +armor-mail-orichalcum = Corazza di oricalco + .desc = Un antico lega. I miti narrano di eroi che una volta indossavano questo metallo. + +armor-mail-orichalcum-3 = Stivali da guerra di oricalco + .desc = Un antico lega. I miti narrano di eroi che una volta indossavano questo metallo. + +armor-mail-orichalcum-4 = Guanti di oricalco + .desc = Un antico lega. I miti narrano di eroi che una volta indossavano questo metallo. + +armor-mail-orichalcum-1 = Schinieri di oricalco + .desc = Un antico lega. I miti narrano di eroi che una volta indossavano questo metallo. + +armor-mail-orichalcum-5 = Mantello di oricalco + .desc = Un antico lega. I miti narrano di eroi che una volta indossavano questa armatura. + +armor-mail-steel-back = Cappa d'acciaio + .desc = Piastre interconnesse di lega metallica per migliorare la protezione. + +armor-mail-steel-belt = Cintura d'acciaio + .desc = Piastre interconnesse di lega metallica per migliorare la protezione. + +armor-mail-steel-chest = Corazza d'acciaio + .desc = La lega metallica fornisce una corazza leggermente più resistente. + +armor-mail-steel-foot = Stivali d'acciaio + .desc = Stivali di lega metallica che forniscono una protezione più comoda e resistente. + +armor-mail-steel-hand = Guanti d'acciaio + .desc = La lega metallica fornisce una protezione migliore e un peso più leggero, un guanto piuttosto comodo. + +armor-mail-steel-pants = Calzoni d'acciaio + .desc = La lega metallica fornisce miglioramenti in termini di vestibilità, resistenza e leggerezza. + +armor-mail-steel-shoulder = Paraspalle d'acciaio + .desc = Le piastre di lega metallica forniscono una migliore protezione e comfort. + +armor-mail-iron-back = Mantello di ferro + .desc = Robusto e implacabile, attraverso epoche di guerra. + +armor-mail-iron-belt = Cintura di ferro + .desc = Robusto e implacabile, attraverso epoche di guerra. + +armor-mail-iron-chest = Corazza di ferro + .desc = Robusto e implacabile, attraverso epoche di guerra. + +armor-mail-iron-foot = Stivali di ferro + .desc = Robusto e implacabile, attraverso epoche di guerra. + +armor-mail-iron-hand = Mitteni di ferro + .desc = Robusto e implacabile, attraverso epoche di guerra. + +armor-mail-iron-pants = Schinieri di ferro + .desc = Robusto e implacabile, attraverso epoche di guerra. + +armor-mail-iron-shoulder = Paraspalle in ferro + .desc = Robusto e implacabile, attraverso epoche di guerra. + +armor-cloth_purple-belt = Cintura di lino viola + .desc = Una cintura di tessuto grezzo alla moda, tinta di viola. + +armor-cloth_purple-chest = Petto di lino viola + .desc = Un surcot di tessuto grezzo alla moda, tinto di viola. + +armor-cloth_purple-foot = Stivali di lino viola + .desc = Stivali di tessuto grezzo cuciti, tinguti di viola. + +armor-cloth_purple-hand = Polso di lino viola + .desc = Braccialetti di stoffa grezza che offrono uno stile elegante, tinguti di viola. + +armor-cloth_purple-pants = Gonna di lino viola + .desc = Una gonna di tessuto grezzo alla moda, tinta di viola. + +armor-cloth_purple-shoulder = Cappotto di lino viola + .desc = Un cappotto di tessuto grezzo, tinto di viola. + +armor-rugged-chest = Camicia robusta + .desc = Profumo di avventura. + +armor-rugged-pants = Robusti pantaloni comuni + .desc = Ti ricordano i vecchi tempi. + +armor-cloth_green-belt = Cintura di lino verde + .desc = Una cintura di tessuto grezzo alla moda, tinta di verde. + +armor-cloth_green-chest = Petto di lino verde + .desc = Un surcot di tessuto grezzo alla moda, tinto di verde. + +armor-cloth_green-foot = Stivali di lino verde + .desc = Stivali di tessuto grezzo cuciti, tinguti di verde. + +armor-cloth_green-hand = Polso di lino verde + .desc = Braccialetti di stoffa grezza che offrono uno stile elegante, tinguti di verde. + +armor-cloth_green-pants = Gonna di lino verde + .desc = Una gonna di tessuto grezzo alla moda, tinta di verde. + +armor-cloth_green-shoulder = Cappotto di lino verde + .desc = Un cappotto di tessuto grezzo, tinto di verde. + +armor-merchant-turban = Turbante impressionante + .desc = Un turbante incredibilmente elegante e leggero, anche piuttosto costoso. + +armor-tarasque-belt = Cintura della tarasca + .desc = Fascia frantumata di un guscio di tarasca, che forma una cintura resistente. + +armor-tarasque-chest = Corazza della tarasca + .desc = Il ventre inferiore ruvido e protettivo di una tarasca, modellato per adattarsi alle proporzioni di un umanoide. + +armor-tarasque-foot = Stivali della tarasca + .desc = Le artigli della tarasca formano l'esterno di questi stivali, proteggendo i piedi del portatore. + +armor-tarasque-hand = Mitteni della tarasca + .desc = Frammenti frantumati provenienti da un guscio di tarasca modellati in guanti protettivi. + +armor-tarasque-pants = Calzoni della tarasca + .desc = Guscio di tarasca frammentato legato insieme per formare una protezione per le gambe. + +armor-tarasque-shoulder = Paraspalle della tarasca + .desc = Frammenti appuntiti di guscio di tarasca formati come protezioni per le spalle. + +armor-twigs-belt = Cintura di rametti + .desc = Piccoli frammenti di natura tenuti insieme magicamente nella forma di una cintura. + +armor-twigs-chest = Maglia di rametti + .desc = Piccoli bastoncini magici imbottiti per formare una maglia. + +armor-twigs-foot = Stivali di rametti + .desc = Piccoli ramoscelli intrecciati e imbottiti di magia per fornire una protezione semplice. + +armor-twigs-hand = Bendaggi di rametti + .desc = Ramoscelli magicamente imbottiti intrecciati in semplici bendaggi per le mani. + +armor-twigs-pants = Pantaloni di rametti + .desc = Ramoscelli magicamente imbottiti formati in anelli simili a maglia. + +armor-twigs-shoulder = Spalline di rametti + .desc = Spalline fatte con ramoscelli stretti legati insieme. + +armor-cultist-bandana = Bandana del cultista + .desc = Abito cerimoniale usato dai membri. + +armor-cultist-belt = Cintura del cultista + .desc = Abito cerimoniale usato dai membri. + +armor-cultist-chest = Petto del cultista + .desc = Abito cerimoniale usato dai membri. + +armor-cultist-foot = Stivali del cultista + .desc = Abito cerimoniale usato dai membri. + +armor-cultist-hand = Guanti del cultista + .desc = Abito cerimoniale usato dai membri. + +armor-cultist-necklace = Amuleto del cultista + .desc = Puoi ancora percepire la presenza di un illithid in questo amuleto... + +armor-cultist-pants = Gonna del cultista + .desc = Abito cerimoniale usato dai membri. + +armor-cultist-ring = Anello con sigillo del cultista + .desc = Appartenuto una volta a un cultista. + +armor-cultist-shoulder = Mantello del cultista + .desc = Abito cerimoniale usato dai membri. + +armor-cloth-moonweave-back = Cappa di tessitura lunare + .desc = Il tessuto danza silenziosamente, come la luce della luna. + +armor-cloth-moonweave-belt = Cintura di tessitura lunare + .desc = Il tessuto danza silenziosamente, come la luce della luna. + +armor-cloth-moonweave-chest = Gilet di tessitura lunare + .desc = Il tessuto danza silenziosamente, come la luce della luna. + +armor-cloth-moonweave-foot = Stivali di tessitura lunare + .desc = Il tessuto danza silenziosamente, come la luce della luna. + +armor-cloth-moonweave-hand = Guanti di tessitura lunare + .desc = Il tessuto danza silenziosamente, come la luce della luna. + +armor-cloth-moonweave-pants = Gambali di tessitura lunare + .desc = Il tessuto danza silenziosamente, come la luce della luna. + +armor-cloth-moonweave-shoulder = Spalline di tessitura lunare + .desc = Il tessuto danza silenziosamente, come la luce della luna. + +armor-cloth-linen-back = Scialle di lino + .desc = Cucito grossolanamente, ma sembra reggere. + +armor-cloth-linen-belt = Fascia di lino + .desc = Cucito grossolanamente, ma sembra reggere. + +armor-cloth-linen-chest = Gilet di lino + .desc = Cucito grossolanamente, ma sembra reggere. + +armor-cloth-linen-foot = Calzature di lino + .desc = Cucito grossolanamente, ma sembra reggere. + +armor-cloth-linen-hand = Bendaggi per le mani di lino + .desc = Cucito grossolanamente, ma sembra reggere. + +armor-cloth-linen-pants = Pantaloni di lino + .desc = Cucito grossolanamente, ma sembra reggere. + +armor-cloth-linen-shoulder = Spalline di lino + .desc = Cucito grossolanamente, ma sembra reggere. + +armor-cloth-sunsilk-back = Cappa di seta solare + .desc = Irradia con il potere del sole e la grazia di controllarlo. + +armor-cloth-sunsilk-belt = Fascia di seta solare + .desc = Irradia con il potere del sole e la grazia di controllarlo. + +armor-cloth-sunsilk-chest = Tunica di seta solare + .desc = Irradia con il potere del sole e la grazia di controllarlo. + +armor-cloth-sunsilk-foot = Bendaggi per i piedi di seta solare + .desc = Irradia con il potere del sole e la grazia di controllarlo. + +armor-cloth-sunsilk-hand = Bendaggi per le mani di seta solare + .desc = Irradia con il potere del sole e la grazia di controllarlo. + +armor-cloth-sunsilk-pants = Kilt di seta solare + .desc = Irradia con il potere del sole e la grazia di controllarlo. + +armor-cloth-sunsilk-shoulder = Spalline di seta solare + .desc = Irradia con il potere del sole e la grazia di controllarlo. + +armor-cloth-woolen-back = Cappa di lana + .desc = Spessa e pronta per la neve. + +armor-cloth-woolen-belt = Cintura di lana + .desc = Spessa e pronta per la neve. + +armor-cloth-woolen-chest = Parka di lana + .desc = Spessa e pronta per la neve. + +armor-cloth-woolen-foot = Stivali di lana + .desc = Spessa e pronta per la neve. + +armor-cloth-woolen-hand = Guanti di lana + .desc = Spessa e pronta per la neve. + +armor-cloth-woolen-pants = Pantaloni di lana + .desc = Spessa e pronta per la neve. + +armor-cloth-woolen-shoulder = Spalline di lana + .desc = Spessa e pronta per la neve. + +armor-cloth-silken-back = Cappa di seta + .desc = Tessuta con cura da un sarto esperto. + +armor-cloth-silken-belt = Fascia di seta + .desc = Tessuta con cura da un sarto esperto. + +armor-cloth-silken-chest = Abito di seta + .desc = Tessuta con cura da un sarto esperto. + +armor-cloth-silken-foot = Calzature di seta + .desc = Tessuta con cura da un sarto esperto. + +armor-cloth-silken-hand = Bendaggi di seta + .desc = Tessuta con cura da un sarto esperto. + +armor-cloth-silken-pants = Gonna di seta + .desc = Tessuta con cura da un sarto esperto. + +armor-cloth-silken-shoulder = Spalline di seta + .desc = Tessuta con cura da un sarto esperto. + +armor-cloth-druid-back = Cappa del druido + .desc = Incredibilmente leggera, con l'essenza della natura. + +armor-cloth-druid-belt = Fascia del druido + .desc = Incredibilmente leggera, con l'essenza della natura. + +armor-cloth-druid-chest = Corazza del druido + .desc = Incredibilmente leggera, con l'essenza della natura. + +armor-cloth-druid-foot = Stivali del druido + .desc = Incredibilmente leggera, con l'essenza della natura. + +armor-cloth-druid-hand = Bendaggi per le mani del druido + .desc = Incredibilmente leggera, con l'essenza della natura. + +armor-cloth-druid-pants = Pantaloni del druido + .desc = Incredibilmente leggera, con l'essenza della natura. + +armor-cloth-druid-shoulder = Spalline del druido + .desc = Incredibilmente leggera, con l'essenza della natura. + +armor-misc-head-woolly_wintercap = Berretto invernale di lana + .desc = Semplice, elegante e festivo. + diff --git a/assets/voxygen/i18n/it/item/armor/npc.ftl b/assets/voxygen/i18n/it/item/armor/npc.ftl new file mode 100644 index 0000000..1714ea9 --- /dev/null +++ b/assets/voxygen/i18n/it/item/armor/npc.ftl @@ -0,0 +1,906 @@ +common-items-npc_armor-pants-leather_blue = Protezioni in pelle blu + .desc = {""} + +common-items-npc_armor-pants-plate_red = Paragambali di ferro + .desc = Paragambali forgiati dal ferro. + +common-items-npc_armor-bird_large-phoenix = Armatura di fenice + .desc = La piuma più spessa che tu abbia mai visto! + +common-items-npc_armor-bird_large-wyvern = Armatura di viverna + .desc = Protezione generica. + +common-items-npc_armor-golem-claygolem = Armatura di golem d'argilla + .desc = Indossata dal golem d'argilla. + +common-items-npc_armor-golem-woodgolem = Armatura di golem di legno + .desc = Yeet + +common-items-npc_armor-golem-ancienteffigy = Armatura dell'antica effigie + .desc = Indossata da una antica effigie. + +common-items-npc_armor-golem-gravewarden = Armatura del custode di tombe + .desc = Indossata dal custode di tombe. + +common-items-npc_armor-golem-mogwai = Armatura Mogwai + .desc = Indossata dai mogwai. + +common-items-npc_armor-biped_small-myrmidon-foot-hoplite = Mirmidone oplita + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-foot-marksman = Mirmidone tiratore scelto + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-foot-strategian = Mirmidone stratega + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-head-hoplite = Mirmidone oplita + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-head-marksman = Mirmidone tiratore scelto + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-head-strategian = Mirmidone stratega + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-pants-hoplite = Mirmidone oplita + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-pants-marksman = Mirmidone tiratore scelto + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-pants-strategian = Mirmidone stratega + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-chest-hoplite = Mirmidone oplita + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-chest-marksman = Mirmidone tiratore scelto + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-chest-strategian = Mirmidone stratega + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-hand-hoplite = Mirmidone oplita + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-hand-marksman = Mirmidone tiratore scelto + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-hand-strategian = Mirmidone stratega + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-tail-hoplite = Mirmidone oplita + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-tail-marksman = Mirmidone tiratore scelto + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-myrmidon-tail-strategian = Mirmidone stratega + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-foot-sniper = Cecchino Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-foot-sorcerer = Stregone Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-foot-spearman = Lanciere Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-head-sniper = Cecchino Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-head-sorcerer = Stregone Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-head-spearman = Lanciere Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-pants-sniper = Cecchino Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-pants-sorcerer = Stregone Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-pants-spearman = Lanciere Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-chest-sniper = Cecchino Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-chest-sorcerer = Stregone Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-chest-spearman = Lanciere Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-hand-sniper = Cecchino Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-hand-sorcerer = Stregone Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-hand-spearman = Lanciere Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-tail-sniper = Cecchino Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-tail-sorcerer = Stregone Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-sahagin-tail-spearman = Lanciere Sahagin + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-foot-hunter = Cacciatore adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-foot-icepicker = Raccoglitore di ghiaccio adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-foot-tracker = Esploratore adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-head-hunter = Cacciatore adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-head-icepicker = Raccoglitore di ghiaccio adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-head-tracker = Esploratore adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-pants-hunter = Cacciatore adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-pants-icepicker = Raccoglitore di ghiaccio adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-pants-tracker = Esploratore adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-chest-hunter = Cacciatore adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-chest-icepicker = Raccoglitore di ghiaccio adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-chest-tracker = Esploratore adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-hand-hunter = Cacciatore adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-hand-icepicker = Raccoglitore di ghiaccio adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-hand-tracker = Esploratore adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-tail-hunter = Cacciatore adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-tail-icepicker = Raccoglitore di ghiaccio adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-adlet-tail-tracker = Esploratore adlet + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-foot-chieftain = Capo dei bitorzoluti + .desc = Indossato solo dai bitorzoluti più spirituali. + +common-items-npc_armor-biped_small-gnarling-foot-logger = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-foot-mugger = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-foot-stalker = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-head-chieftain = Capo dei bitorzoluti + .desc = Indossato solo dai bitorzoluti più spirituali. + +common-items-npc_armor-biped_small-gnarling-head-logger = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-head-mugger = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-head-stalker = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-pants-chieftain = Capo dei bitorzoluti + .desc = Indossato solo dai bitorzoluti più spirituali. + +common-items-npc_armor-biped_small-gnarling-pants-logger = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-pants-mugger = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-pants-stalker = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-chest-chieftain = Capo dei bitorzoluti + .desc = Indossato solo dai bitorzoluti più spirituali. + +common-items-npc_armor-biped_small-gnarling-chest-logger = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-chest-mugger = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-chest-stalker = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-hand-chieftain = Capo dei bitorzoluti + .desc = Indossato solo dai bitorzoluti più spirituali. + +common-items-npc_armor-biped_small-gnarling-hand-logger = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-hand-mugger = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-hand-stalker = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-tail-chieftain = Capo dei bitorzoluti + .desc = Indossato solo dai bitorzoluti più spirituali. + +common-items-npc_armor-biped_small-gnarling-tail-logger = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-tail-mugger = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnarling-tail-stalker = Bitorzoluti + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-kappa-foot-kappa = Kappa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-kappa-head-kappa = Kappa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-kappa-pants-kappa = Kappa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-kappa-chest-kappa = Kappa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-kappa-hand-kappa = Kappa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-kappa-tail-kappa = Kappa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-boreal-foot-warrior = Avvolgimenti boreale + .desc = Il freddo pungente rende difficile muoversi. + +common-items-npc_armor-biped_small-boreal-head-warrior = Elmo boreale + .desc = Qualcuno ha detto... CONGELAMENTO MENTALE? + +common-items-npc_armor-biped_small-boreal-pants-warrior = Tonaca boreale + .desc = Più fredda del clima che protegge. + +common-items-npc_armor-biped_small-boreal-chest-warrior = Corazza boreale + .desc = Così fredda che la puoi sentire nel tuo cuore. + +common-items-npc_armor-biped_small-boreal-hand-warrior = Guanti boreale + .desc = Più freddi del tocco della morte. + +common-items-npc_armor-biped_small-bushly-foot-bushly = Folletto del bosco + .desc = Creatura vegetale. + +common-items-npc_armor-biped_small-bushly-pants-bushly = Folletto del bosco + .desc = Creatura vegetale. + +common-items-npc_armor-biped_small-bushly-chest-bushly = Folletto del bosco + .desc = Creatura vegetale. + +common-items-npc_armor-biped_small-bushly-hand-bushly = Mandragora + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-iron_dwarf-foot-iron_dwarf = Piede meccanico + .desc = Piede meccanico. + +common-items-npc_armor-biped_small-iron_dwarf-head-iron_dwarf = Testa meccanica + .desc = Testa di orologeria. + +common-items-npc_armor-biped_small-iron_dwarf-pants-iron_dwarf = Pantaloni meccanici + .desc = Pantaloni di orologeria. + +common-items-npc_armor-biped_small-iron_dwarf-chest-iron_dwarf = Corpetto meccanico + .desc = Petto di orologeria. + +common-items-npc_armor-biped_small-iron_dwarf-hand-iron_dwarf = Mano meccanica + .desc = Mano di orologeria. + +common-items-npc_armor-biped_small-haniwa-foot-archer = Arciere Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-foot-guard = Guardia Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-foot-soldier = Soldato Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-head-archer = Arciere Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-head-guard = Guardia Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-head-soldier = Soldato Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-pants-archer = Arciere Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-pants-guard = Guardia Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-pants-soldier = Soldato Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-chest-archer = Arciere Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-chest-guard = Guardia Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-chest-soldier = Soldato Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-hand-archer = Arciere Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-hand-guard = Guardia Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-haniwa-hand-soldier = Soldato Haniwa + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-husk-foot-husk = Guscio + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-husk-head-husk = Guscio + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-husk-pants-husk = Guscio + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-husk-chest-husk = Guscio + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-husk-hand-husk = Guscio + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-husk-tail-husk = Guscio + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-flamekeeper-foot-flamekeeper = Piede guardiano della fiamma + .desc = Piede guardiano della fiamma + +common-items-npc_armor-biped_small-flamekeeper-head-flamekeeper = Testa guardiano della fiamma + .desc = Testa del guardiano della fiamma. + +common-items-npc_armor-biped_small-flamekeeper-pants-flamekeeper = Pantaloni guardiano della fiamma + .desc = Pantaloni del guardiano della fiamma. + +common-items-npc_armor-biped_small-flamekeeper-chest-flamekeeper = Corpetto guardiano della fiamma + .desc = Petto del guardiano della fiamma. + +common-items-npc_armor-biped_small-flamekeeper-hand-flamekeeper = Mano guardiano della fiamma + .desc = Mano del guardiano della fiamma. + +common-items-npc_armor-biped_small-gnome-foot-gnome = Gnomo + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnome-head-gnome = Gnomo + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnome-pants-gnome = Gnomo + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnome-chest-gnome = Gnomo + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnome-hand-gnome = Gnomo + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-mandragora-foot-mandragora = Mandragora + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-mandragora-pants-mandragora = Mandragora + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-mandragora-chest-mandragora = Mandragora + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-mandragora-hand-mandragora = Mandragora + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-mandragora-tail-mandragora = Mandragora + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-irrwurz-foot-irrwurz = Erba dell'inganno + .desc = Creatura vegetale. + +common-items-npc_armor-biped_small-irrwurz-pants-irrwurz = Erba dell'inganno + .desc = Creatura vegetale. + +common-items-npc_armor-biped_small-irrwurz-chest-irrwurz = Erba dell'inganno + .desc = Creatura vegetale. + +common-items-npc_armor-biped_small-irrwurz-hand-irrwurz = Erba dell'inganno + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-foot-rogue = Gnoll ladro + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-foot-shaman = Gnoll sciamano + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-foot-trapper = Gnoll trappolatore + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-head-rogue = Gnoll ladro + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-head-shaman = Gnoll sciamano + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-head-trapper = Gnoll trappolatore + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-pants-rogue = Gnoll ladro + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-pants-shaman = Gnoll sciamano + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-pants-trapper = Gnoll trappolatore + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-chest-rogue = Gnoll ladro + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-chest-shaman = Gnoll sciamano + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-chest-trapper = Gnoll trappolatore + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-hand-rogue = Gnoll ladro + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-hand-shaman = Gnoll sciamano + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-hand-trapper = Gnoll trappolatore + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-tail-rogue = Gnoll ladro + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-tail-shaman = Gnoll sciamano + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-gnoll-tail-trapper = Gnoll trappolatore + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-jiangshi-head-jiangshi = Jiangshi + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-jiangshi-chest-jiangshi = Jiangshi + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-jiangshi-pants-jiangshi = Jiangshi + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-jiangshi-hand-jiangshi = Jiangshi + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-jiangshi-foot-jiangshi = Jiangshi + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-shamanic_spirit-head-shamanic_spirit = Spirito sciamanico + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-shamanic_spirit-chest-shamanic_spirit = Spirito sciamanico + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-shamanic_spirit-pants-shamanic_spirit = Spirito sciamanico + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-biped_small-shamanic_spirit-hand-shamanic_spirit = Spirito sciamanico + .desc = Abito cerimoniale usato dai membri. + +common-items-npc_armor-chest-plate_red = Pettorale di ferro + .desc = Un pettorale forgiato dal ferro. + +common-items-npc_armor-arthropod-generic = Armatura di artropode + .desc = Indossata dagli artropodi. + +common-items-npc_armor-arthropod-leafbeetle = Armatura del coleottero foglia + .desc = Indossata dagli artropodi. + +common-items-npc_armor-arthropod-weevil = Armatura di coleottero + .desc = Indossata dagli artropodi. + +common-items-npc_armor-quadruped_low-basilisk = Armatura di basilisco + .desc = Composta da piastre spesse e pesanti. + +common-items-npc_armor-quadruped_low-crocodylia = Armatura di coccodrillo + .desc = Squamoso. + +common-items-npc_armor-quadruped_low-dagon = Scaglie di Dagon + .desc = Abbastanza rigide da resistere alla pressione dell'oceano profondo. + +common-items-npc_armor-quadruped_low-drake = Armatura di drago + .desc = Adattabile alla temperatura. + +common-items-npc_armor-quadruped_low-generic = Generico quadrupede basso + .desc = Squamoso. + +common-items-npc_armor-quadruped_low-sandshark = Armatura di squalo della sabbia + .desc = Come va sulla terra? + +common-items-npc_armor-quadruped_low-shell = Quadrupede basso con guscio + .desc = Guscio. + +common-items-npc_armor-quadruped_low-snapper = Guscio di testuggine + .desc = È solo un guscio. + +common-items-npc_armor-quadruped_medium-bonerattler = Armatura di scuotiossa + .desc = Realizzata con le ossa delle sue prede per proteggere la sua pelle flessibile. + +common-items-npc_armor-quadruped_medium-broad = Armatura generica media di quadrupede + .desc = Test123 + +common-items-npc_armor-quadruped_medium-catoblepas = Armatura di catoblepa + .desc = Spesso e rigido. + +common-items-npc_armor-quadruped_medium-claysteed = Pelle spessa dei destrieri d'argilla. + .desc = Test123 + +common-items-npc_armor-quadruped_medium-dreadhorn = Armatura del Cornoterrore + .desc = Spesso e rigido. + +common-items-npc_armor-quadruped_medium-equus = Armatura di cavallo + .desc = Test123 + +common-items-npc_armor-quadruped_medium-frostfang = Pelle spessa di zanne di ghiaccio + .desc = Test123 + +common-items-npc_armor-quadruped_medium-hirdrasil = Benedizione di hirdrasil + .desc = Test123 + +common-items-npc_armor-quadruped_medium-roshwalr = Pelle spessa di roshwalr + .desc = Test123 + +common-items-npc_armor-quadruped_medium-wolf = Armatura di lupo + .desc = Test123 + +common-items-npc_armor-quadruped_small-boar = Armatura di cinghiale + .desc = Indossata da piccole creature. + +common-items-npc_armor-quadruped_small-hyena = Armatura di iena + .desc = Indossata da piccole creature. + +common-items-npc_armor-quadruped_small-mossysnail = Guscio muschioso + .desc = La robusta casa di un piccolo amico. + +common-items-npc_armor-theropod-raptor = Pelle di rapace + .desc = Forte. + +common-items-npc_armor-theropod-rugged = Teropode robusto + .desc = Forte. + +common-items-npc_armor-theropod-yale = Armatura di yak + .desc = Sofficissimo per difendersi dal freddo. + +common-items-npc_armor-biped_large-cyclops = Armatura del ciclope + .desc = Fatta di misteri. + +common-items-npc_armor-biped_large-dullahan = Proprio l'armatura di Dullahan + .desc = Fatta di se stesso. + +common-items-npc_armor-biped_large-generic = Bipede generico grande + .desc = Indossato dai bipedi. + +common-items-npc_armor-biped_large-gigas_frost = Armatura di gigante del gelo + .desc = La migliore difesa è un buon attacco. + +common-items-npc_armor-biped_large-harvester = Maglietta del mietitore + .desc = Fatta di girasoli. + +common-items-npc_armor-biped_large-mindflayer = Armatura dell'illithid + .desc = Indossato dagli illithid. + +common-items-npc_armor-biped_large-minotaur = Armatura di minotauro + .desc = La migliore difesa è un buon attacco. + +common-items-npc_armor-biped_large-tidal_warrior = Armatura del guerriero delle maree + .desc = Fatta di squame di pesce. + +common-items-npc_armor-biped_large-tursus = Pelle di tursus + .desc = Nato con questo. + +common-items-npc_armor-biped_large-warlock = Torace del gigante stregone + .desc = Fatto di seta oscura. + +common-items-npc_armor-biped_large-warlord = Torace del gigante signore della guerra + .desc = Fatto d'acciaio scuro. + +common-items-npc_armor-biped_large-yeti = Pelle di yeti + .desc = Forte quanto lo yeti stesso. + +common-items-npc_armor-biped_large-haniwageneral = Uniforme generale Haniwa + .desc = Ha visto il combattimento. + +common-items-npc_armor-biped_large-terracotta = Armatura di terracotta + .desc = Solo un po' polverosa, è tutto. + +armor-leather_blue-pants = Corazza in pelle blu + .desc = {""} + +armor-leather_blue-back = Cappotto da viaggiatore blu + .desc = {""} + +armor-velorite_battlemage-back = Mantello da mago da battaglia di velorite + .desc = Mantiene caldi i tuoi spalle. + +armor-velorite_battlemage-belt = Cintura da mago da battaglia di velorite + .desc = {""} + +armor-velorite_battlemage-chest = Gilet da mago da battaglia di velorite + .desc = {""} + +armor-velorite_battlemage-foot = Stivali da mago da battaglia di velorite + .desc = {""} + +armor-velorite_battlemage-hand = Guanti da mago da battaglia di velorite + .desc = {""} + +armor-velorite_battlemage-pants = Kilt da mago da battaglia di velorite + .desc = {""} + +armor-velorite_battlemage-shoulder = Paraspalle da mago da battaglia di velorite + .desc = {""} + +armor-cardinal-belt = Cintura del cardinale + .desc = Cangiante. + +armor-cardinal-chest = Mantello del cardinale + .desc = Una parte dello splendido mantello da cardinale. + +armor-cardinal-foot = Stivali del cardinale + .desc = Gli stivali con milioni di passi. + +armor-cardinal-hand = Guanti del cardinale + .desc = Macchiati di sangue e robusti. + +armor-cardinal-mitre = Mitra del cardinale + .desc = Induce rispetto. + +armor-cardinal-pants = Jeans del cardinale + .desc = Pantaloni con molte esperienze. + +armor-cardinal-shoulder = Paraspalle del cardinale + .desc = L'altro è stato perso in una lotta feroce. + +armor-merchant-back = Zaino del mercante + .desc = {""} + +armor-merchant-belt = Cintura del mercante + .desc = {""} + +armor-merchant-chest = Giacca del mercante + .desc = {""} + +armor-merchant-foot = Stivali del mercante + .desc = {""} + +armor-merchant-hand = Guanti del mercante + .desc = {""} + +armor-merchant-pants = Pantaloni del mercante + .desc = {""} + +armor-merchant-shoulder_l = Mantello del mercante + .desc = {""} + +common-items-armor-alchemist-belt = Cintura dell'alchimista + .desc = {""} + +common-items-armor-alchemist-chest = Giacca dell'alchimista + .desc = {""} + +common-items-armor-alchemist-hat = Cappello dell'alchimista + .desc = Sembra che un pappagallo sia stato qui appollaiato. + +common-items-armor-alchemist-pants = Pantaloni dell'alchimista + .desc = {""} + +common-items-armor-misc-head-headband = Fascia per la fronte + .desc = Una semplice fascia per la fronte, niente di speciale. + +common-items-armor-witch-back = Cappa della strega + .desc = {""} + +common-items-armor-witch-belt = Cintura della strega + .desc = {""} + +common-items-armor-witch-chest = Veste della strega + .desc = {""} + +common-items-armor-witch-foot = Stivali della strega + .desc = {""} + +common-items-armor-witch-hand = Riscaldamani della strega + .desc = {""} + +common-items-armor-witch-pants = Gonna della strega + .desc = {""} + +common-items-armor-witch-shoulder = Mantello della strega + .desc = {""} + +common-items-armor-pirate-belt = Cintura del pirata + .desc = {""} + +common-items-armor-pirate-chest = Giacca del pirata + .desc = {""} + +common-items-armor-pirate-foot = Stivali del pirata + .desc = {""} + +common-items-armor-pirate-hand = Guanti del pirata + .desc = {""} + +common-items-armor-pirate-pants = Pantaloni del pirata + .desc = {""} + +common-items-armor-pirate-shoulder = Mantello del pirata + .desc = {""} + +armor-miner-helmet = Casco del minatore + .desc = Qualcuno ha inciso 'Mio!' all'interno. + +common-items-armor-miner-back = Zaino del minatore + .desc = Martoriato da pesanti rocce trasportate all'interno. + +common-items-armor-miner-belt = Cintura del minatore + .desc = {""} + +common-items-armor-miner-chest = Veste del minatore + .desc = La polvere di roccia copre la maggior parte delle parti in cuoio. + +common-items-armor-miner-foot = Calzature del minatore + .desc = Qualcuno ha inciso 'Mio!' all'interno. + +common-items-armor-miner-hand = Guanti del minatore + .desc = Qualcuno ha inciso 'Mio!' all'interno. + +common-items-armor-miner-pants = Calzoni del minatore + .desc = {""} + +common-items-armor-miner-shoulder = Spallacci del minatore + .desc = Protegge dentro e fuori dalla cava. + +common-items-armor-miner-shoulder_captain = Spallacci del capitano + .desc = {""} + +common-items-armor-miner-shoulder_flame = Spallacci del guardiano della fiamma + .desc = {""} + +common-items-armor-miner-shoulder_overseer = Spallacci dell'amministratore + .desc = {""} + +common-items-armor-chef-belt = Cintura dello chef + .desc = {""} + +common-items-armor-chef-chest = Giacca dello chef + .desc = {""} + +common-items-armor-chef-hat = Cappello dello chef + .desc = {""} + +common-items-armor-chef-pants = Pantaloni dello chef + .desc = {""} + +common-items-armor-blacksmith-belt = Cintura del fabbro + .desc = {""} + +common-items-armor-blacksmith-chest = Giacca del fabbro + .desc = {""} + +common-items-armor-blacksmith-hand = Guanti del fabbro + .desc = {""} + +common-items-armor-blacksmith-hat = Cappello del fabbro + .desc = {""} + +common-items-armor-blacksmith-pants = Pantaloni del fabbro + .desc = {""} + +common-items-armor-leather_plate-helmet = Elmo in cuoio e piastre + .desc = Pelle adornata con acciaio per una migliore protezione. + +armor-assassin-belt = Cintura dell'assassino + .desc = Solo il meglio per un membro del credo. + +armor-assassin-chest = Corazza dell'assassino + .desc = Solo il meglio per un membro del credo. + +armor-assassin-foot = Stivali dell'assassino + .desc = Solo il meglio per un membro del credo. + +armor-assassin-hand = Guanti dell'assassino + .desc = Solo il meglio per un membro del credo. + +armor-misc-head-assa_mask-0 = Maschera oscura dell'assassino + .desc = Una maschera generica per assassinare che impedisce di essere identificato. + +armor-assassin-pants = Pantaloni dell'assassino + .desc = Solo il meglio per un membro del credo. + +armor-assassin-shoulder = Paraspalle dell'assassino + .desc = Solo il meglio per un membro del credo. + +armor-ferocious-back = Mantello feroce + .desc = Il lato oscuro della natura. + +armor-ferocious-belt = Fascia feroce + .desc = Il lato oscuro della natura. + +armor-ferocious-chest = Camicia feroce + .desc = Il lato oscuro della natura. + +armor-ferocious-foot = Waraji feroce + .desc = Il lato oscuro della natura. + +armor-ferocious-hand = Bendaggi feroci + .desc = Il lato oscuro della natura. + +armor-ferocious-pants = Pantaloncini feroci + .desc = Il lato oscuro della natura. + +armor-ferocious-shoulder = Protezioni feroci + .desc = Il lato oscuro della natura. + +armor-bonerattler-belt = Cintura del scuotiossa + .desc = Sezioni di vertebre fissate insieme con pelle e l'occhio di uno scuotiossa come fibbia. + +armor-bonerattler-chest = Corazza dello scuotiossa + .desc = Il dorso spinoso e la pelle di uno scuotiossa fissati insieme in una corazza protettiva. + +armor-bonerattler-foot = Stivali del scuotiossa + .desc = Stivali fatti con gli artigli e la pelle di uno scuotiossa. + +armor-bonerattler-hand = Guanti dello scuotiossa + .desc = La pelle e l'osso di un scuotiossa forniscono una forte protezione a chi li indossa. + +armor-bonerattler-pants = Calzoni dello scuotiossa + .desc = Ossa e pelle assortite da uno scuotiossa forniscono protezione intorno alle gambe di chi li indossa. + +armor-bonerattler-shoulder = Paraspalle dello scuotiossa + .desc = Pelle di scuotiossa formata grossolanamente fornisce una certa protezione forte. + +armor-misc-head-exclamation = Cappello di esclamazione + .desc = Hai voglia di conferire missioni. + +armor-misc-foot-iceskate = Pattini da ghiaccio + .desc = Da usare al meglio su un lago ghiacciato. + +armor-misc-foot-jackalope = Pantofole soffici di lepre cornuta + .desc = Così calde e accoglienti! + +armor-misc-foot-ski = Sci di legno + .desc = Da usare al meglio in discesa sulla neve. + diff --git a/assets/voxygen/i18n/it/item/armor/other.ftl b/assets/voxygen/i18n/it/item/armor/other.ftl new file mode 100644 index 0000000..d8b7e89 --- /dev/null +++ b/assets/voxygen/i18n/it/item/armor/other.ftl @@ -0,0 +1,114 @@ +lantern-magic_lantern = Lanterna magica + .desc = Illumina anche il dungeon più buio. Una grande creatura è stata uccisa per questo oggetto. + +lantern-black = Lanterna nera + .desc = Abbastanza comune grazie all'uso diffuso tra gli aspiranti avventurieri! + +lantern-blue = Lanterna blu fredda + .desc = Questa lanterna è sorprendentemente fredda quando è accesa. + +lantern-geode_purp = Geode viola + .desc = Emette una luce rilassante, aiuta a calmare i nervi. + +lantern-green = Lanterna al profumo di lime + .desc = Ha un'apertura che potrebbe ospitare un anello... + +lantern-polaris = Polaris + .desc = Lanterna di Natale. + +lantern-pumpkin = Zucca inquietante + .desc = Ha appena fatto un cenno? + +lantern-red = Lanterna rossa + .desc = Attenzione: contenuto caldo. + +glider-basic_red = Aliante di stoffa rosso + .desc = Un aliante semplice, ma con un colore rosso vivace. + +glider-basic_white = Aliante di stoffa semplice + .desc = Semplice, ma elegante. + +glider-blue = Falcone blu + .desc = Color del cielo. + +glider-butterfly-moonlit_love = Amore al chiaro di luna + .desc = L'amore è nell'aria. + +glider-cloverleaf = Foglia di trifoglio + .desc = Porta fortuna al proprietario. Leggero e economico da realizzare, e anche molto carino! + +glider-leaves = Aliante di foglie + .desc = Sollevati tra gli alberi. + +glider-butterfly-orange_monarch = Monarca arancione + .desc = Le ali delicate tremano leggermente. + +glider-moonrise = Notte acquatica + .desc = Le stelle sono splendide stasera. + +glider-butterfly-blue_morpho = Morpho blu + .desc = Le ali delicate tremano leggermente. + +glider-moth = Luna verde + .desc = Le ali delicate tremano leggermente. + +glider-sandraptor = Ali di rapace della sabbia + .desc = Alza il volo con le ali di un predatore assetato. + +glider-cultists = Ghigno d'ossa + .desc = Morte dall'alto. + +glider-snowraptor = Ali di rapace di neve + .desc = Alza il volo con le ali di un predatore a sangue freddo. + +glider-sunset = Orizzonte + .desc = Non è mezzogiorno. + +glider-winter_wings = Ali d'inverno + .desc = Scintilla in modo brillante e fresco anche sotto il caldo sole. + +glider-woodraptor = Ali di rapace di legno + .desc = Alza il volo con le ali di un predatore furtivo. + +armor-misc-back-backpack = Zaino robusto + .desc = Contiene tutti il tuo equipaggiamento. + +armor-misc-bag-heavy_seabag = Sacca marina pesante + .desc = Comunemente usata dai marinai. + +armor-misc-bag-knitted_red_pouch = Borsa rossa intrecciata + .desc = Una borsa rossa di dimensioni considerevoli con due tasche, realizzata in lana tinta. + +armor-misc-bag-liana_kit = Kit di liane + .desc = Tessuto da liane essiccate. + +armor-misc-bag-mindflayer_spellbag = Borsa per incantesimi dell'illithid + .desc = Puoi quasi percepire la malvagità di un illithid che scorre attraverso il tessuto. + +armor-misc-bag-reliable_backpack = Zaino affidabile + .desc = Non ti deluderà mai. + +armor-misc-bag-reliable_leather_pack = Zaino affidabile in pelle + .desc = Non ti deluderà mai. + +armor-misc-bag-soulkeeper_cursed = Custode d'anima maledetto + .desc = Lavoro in corso + +armor-misc-bag-soulkeeper_pure = Custode d'anima Purificato + .desc = Lavoro in corso + +armor-misc-bag-sturdy_red_backpack = Sacca di sella rossa robusta + .desc = Una borsa davvero affidabile e capiente, ricamata con ametista e cuoio spesso. + +armor-misc-bag-tiny_leather_pouch = Piccola Borsa in pelle affidabile + .desc = Una piccola ma affidabile borsa in pelle. + +armor-misc-bag-tiny_red_pouch = Minuscola borsa rossa + .desc = Realizzata con diverse toppe di stoffa colorata. + +armor-misc-bag-troll_hide_pack = Zaino di pelle troll + .desc = I troll sono stati sicuramente feriti per realizzare questo. + +armor-misc-bag-woven_red_bag = Borsa rossa intrecciata + .desc = Una borsa rossa di dimensioni moderate. Anche se sembra ancora abbastanza limitata. + diff --git a/assets/voxygen/i18n/it/item/items/crafting.ftl b/assets/voxygen/i18n/it/item/items/crafting.ftl new file mode 100644 index 0000000..f98eb52 --- /dev/null +++ b/assets/voxygen/i18n/it/item/items/crafting.ftl @@ -0,0 +1,337 @@ +sprite-grass-grass_long_5 = Erba lunga + .desc = Più verde del naso di un orco. + +sprite-wood-item-bamboo = Bambù + .desc = Un gigantesco prato legnoso. Può essere usato per la creazione di armi di legno. + +sprite-wood-item-eldwood = Tronchi di legno antico + .desc = Vecchi tronchi che emanano magia. Possono essere usati per la creazione di armi di legno. + +sprite-wood-item-frostwood = Tronchi di legno gelido + .desc = Legno freddo proveniente da biomi freddi. Freddo al tatto. Può essere usato per la creazione di armi di legno. + +sprite-wood-item-hardwood = Tronchi di legno duro + .desc = Tronchi extra spessi e robusti. Possono essere usati per la creazione di armi di legno. + +sprite-wood-item-ironwood = Tronchi di legno di ferro + .desc = Un legno particolarmente resistente. Può essere usato per la creazione di armi di legno. + +sprite-wood-item-wood = Tronchi di legno + .desc = Normali robusti tronchi di legno. Possono essere usati per la creazione di armi di legno. + +sprite-crafting_ing-abyssal_heart = Cuore abissale + .desc = Fonte del potere di dagon. + +sprite-crafting_ing-bowl = Ciotola + .desc = Una semplice ciotola per preparare i pasti. + +sprite-crafting_ing-brinestone = Pietrasale + .desc = Usata per la creazione di armature. + +sprite-cacti-flat_cactus_med = Cactus + .desc = Cresce in luoghi caldi e secchi. Molto pungente! + +sprite-crafting_ing-coral_branch = Ramo di corallo + .desc = Tesoro dal fondo del mare. + +sprite-crafting_ing-cotton_boll = Baccello di cotone + .desc = Colto da una comune pianta di cotone. + +sprite-crafting_ing-living_embers = Braci viventi + .desc = I resti ardenti di una creatura infuocata. + +sprite-crafting_ing-oil = Olio + .desc = Una misura di olio denso e melmoso. + +sprite-crafting_ing-pearl = Perla + .desc = Sarebbe ideale per fare una bella lampada. + +sprite-crafting_ing-resin = Resina + .desc = Usata per la lavorazione del legno. + +sprite-seashells-shell-0 = Conchiglie marine + .desc = Conchiglie provenienti da una creatura marina. + +sprite-crafting_ing-sentient_seed = Seme sensiente + .desc = La progenie non sviluppata di una pianta senziente. + +sprite-crafting_ing-sticky_thread = Filo appiccicoso + .desc = Un estratto disordinato di ragno, ma un sarto saprebbe come usarlo. + +sprite-rocks-rock-0 = Pietre + .desc = Ciottoli per pavimentazione, niente di straordinario. + +sprite-twigs-twigs-0 = Rametti + .desc = Trova vicino agli alberi, deve essere caduto da uno scoiattolo. + +sprite-crafting_ing-hide-animal_hide = Pelle animale + .desc = Una pelle comune dalla maggior parte degli animali. Puoi costruire del cuoio. + +sprite-crafting_ing-hide-carapace = Guscio resistente + .desc = Un guscio resistente e duro, uno scudo per molte creature. + +sprite-crafting_ing-hide-dragon_scale = Scaglia di drago + .desc = Scaglia resistente da una bestia leggendaria, calda al tatto. + +sprite-crafting_ing-hide-troll_hide = Pelle di troll + .desc = Depredata dai troll delle caverne. + +sprite-crafting_ing-hide-plate = Piastra + .desc = Piastra resistente proveniente da un animale corazzato. + +sprite-crafting_ing-hide-rugged_hide = Pelle robusta + .desc = Una pelle resistente proveniente da creature feroci, apprezzata dai conciatori. + +sprite-crafting_ing-hide-scale = Scaglia + .desc = Scaglie lucenti trovate su un animale. + +sprite-crafting_ing-hide-tough_hide = Pelle resistente + .desc = Una pelle relativamente resistente e ruvida. Puoi ricavarne del cuoio. + +sprite-crafting_ing-animal_misc-claw = Artiglio di oredatore + .desc = + L'agile artiglio di un feroce predatore. + + Può essere usato per creare armi veloci ed agili. + +sprite-crafting_ing-animal_misc-fur = Pelliccia morbida + .desc = Pelliccia morbida proveniente da un animale. + +sprite-crafting_ing-animal_misc-grim_eyeball = Occhio sinistro + .desc = Scaglia uno sguardo pietrificante. + +sprite-crafting_ing-animal_misc-large_horn = Corno grande + .desc = + Un grande corno di una temibile bestia. + + Le armi fatte con questo hanno effetti potenziati. + +sprite-crafting_ing-animal_misc-lively_vine = Vite animata + .desc = Penso che si sia appena mosso... + +sprite-crafting_ing-animal_misc-phoenix_feather = Piuma di fenice + .desc = Si dice che abbia proprietà magiche. + +sprite-crafting_ing-animal_misc-sharp_fang = Zanna affilata + .desc = + Dente affilato come una lama da un feroce animale. + + Le armi fatte con questo hanno effetti duraturi più potenti. + +sprite-crafting_ing-animal_misc-venom_sac = Sacca di Veleno + .desc = Una sacca velenosa proveniente da una creatura velenosa. + +sprite-crafting_ing-animal_misc-viscous_ooze = Melma viscosa + .desc = Una misura di melma viscida proveniente da una creatura viscida. + +sprite-crafting_ing-leather-leather_strips = Strisce di cuoio + .desc = Semplice e versatile. + +sprite-crafting_ing-leather-rigid_leather = Pelle rigida + .desc = Leggera ma stratificata, perfetta per la protezione. + +sprite-crafting_ing-leather-simple_leather = Pelle semplice + .desc = Leggera e flessibile. + +sprite-crafting_ing-leather-thick_leather = Pelle spessa + .desc = Robusta e resistente. + +sprite-crafting_ing-cloth-cloth_strips = Strisce di stoffa + .desc = Piccolo e morbido, ma utile. + +sprite-crafting_ing-cloth-cotton = Cotone + .desc = Facile da lavorare e multifunzionale. + +sprite-crafting_ing-cloth-lifecloth = Stoffa della vita + .desc = Un tessuto intriso della dolcezza che la natura ha da offrire. + +sprite-crafting_ing-cloth-linen = Lino + .desc = Un tessuto fatto da fibre di lino. + +sprite-crafting_ing-cloth-linen_red = Lino rosso + .desc = Un tessuto di fibre di lino tinto per distinguersi. + +sprite-crafting_ing-cloth-moonweave = Tessuto lunare + .desc = Un tessuto leggero ma molto resistente. + +sprite-crafting_ing-cloth-silk = Seta + .desc = Una fibra fine e resistente prodotta dagli ragni. + +sprite-crafting_ing-cloth-sunsilk = Seta solare + .desc = Un tessuto straordinariamente resistente. + +sprite-crafting_ing-cloth-wool = Lana morbida + .desc = Lana morbida proveniente da un animale. + +sprite-flowers-moonbell = Campana lunare + .desc = Brilla splendidamente alla luce della luna. + +sprite-crafting_ing-plant_fiber = Fibra vegetale + .desc = Un filo di materiale vegetale grezzo. + +sprite-flowers-pyrebloom = Fiore di fuoco + .desc = Caldo al tatto, anche molto tempo dopo essere stato raccolto. + +sprite-flowers-flower_red-4 = Fiore rosso + .desc = Può essere utilizzato come ingrediente per tingere. + +sprite-flowers-sunflower_1 = Girasole + .desc = Profuma di estate. + +sprite-flowers-flax = Lino selvatico + .desc = Potrebbe essere usato per filare del tessuto semplice. + +sprite-flowers-yellow = Fiore giallo + .desc = Brilla come il sole. + +object-v-coin = Monete + .desc = Monete preziose, possono essere scambiate per beni e servizi. + +object-collar = Collare + .desc = Addomestica animali selvatici neutrali entro 5 blocchi. + +object-training_dummy = Manichino da allenamento + .desc = Il suo nome è Guglielmo, colpiscilo a volontà. + +object-mortar_pestle = Mortaio e pestello + .desc = Schiaccia e macina le cose in una polvere fine o pasta. Necessario per costruire vari oggetti. + +object-sewing_set = Set da cucito + .desc = Usato per costruire vari oggetti. + +object-potion_empty = Fiala vuota + .desc = Una semplice fiala di vetro utilizzata per contenere un liquido. + +object-glacial_crystal = Cristallo glaciale + .desc = La forma più pura di ghiaccio, abbastanza fredda da raffreddare la lava. + +object-honey = Miele + .desc = Rubato da un alveare. Sicuramente le api non saranno contente di questo! + +object-glowing_remains = Resti Luminosi + .desc = + Depredato da un essere malvagio. + + Con un po' di lavoro aggiuntivo può sicuramente essere + riportato al suo antico splendore... + +object-elegant_crest = Stemma elegante + .desc = + Piumaggio luminoso un tempo appartenente a una varipinta creatura. + + Può essere usato per creare armi rapide ed energetiche. + +object-ice_shard = Frammento gelido + .desc = Depredato da una creatura ghiacciata. + +object-long_tusk = Zanna lunga + .desc = + Un impressionante lunga zanna di bestia orgogliosa. + + Può essere usato per creare armi efficienti a lungo raggio. + +object-raptor_feather = Piuma di rapace + .desc = Una grande piuma colorata di un rapace. + +object-strong_pincer = Chela forte + .desc = + Una poderosa pinza da una creatura dal guscio duro. + + Ha effetti di potenziamento quando si creano armi. + +sprite-mineral-ore-bloodstone = Minerale di pietrasangue + .desc = Un minerale rosso intenso che ti ricorda il sangue. + +sprite-mineral-ore-coal = Carbone + .desc = Una fonte di energia combustibile scura. + +sprite-mineral-ore-cobalt = Minerale di cobalto + .desc = Un minerale blu e lucente. + +sprite-mineral-ore-copper = Minerale di rame + .desc = Un metallo marrone. Parte chiave del bronzo. + +sprite-mineral-ore-gold = Minerale d'oro + .desc = Un prezioso metallo giallo. + +sprite-mineral-ore-iron = Minerale di ferro + .desc = Un metallo incredibilmente comune ma incredibilmente versatile. + +sprite-mineral-ore-silver = Minerale d'argento + .desc = Un prezioso metallo grigio-argento e lucente. + +sprite-mineral-ore-tin = Minerale di stagno + .desc = Un metallo argentato. Uno ingrediente del bronzo. + +sprite-velorite-velorite_ore = Velorite + .desc = Un minerale stranamente lucente e bizzarro, la sua origine sembra avvolta nel mistero. + +sprite-velorite-velorite = Frammento di velorite + .desc = Piccole rune scintillano sulla sua superficie, anche se non sai cosa significhino. + +sprite-mineral-ingot-bloodsteel = Lingotto di pietrasangue + .desc = + Una lega di pietrasangue e ferro, dal colore rosso scuro. + + Può essere utilizzato nella creazione di armi metalliche. + +sprite-mineral-ingot-bronze = Lingotto di bronzo + .desc = + Una resistente lega ottenuta combinando rame e stagno. + + Può essere utilizzata per la creazione di armi metalliche. + +sprite-mineral-ingot-cobalt = Lingotto di cobalto + .desc = + Un lingotto di un blu sorprendente. + + Può essere utilizzato per forgiare armi metalliche. + +sprite-mineral-ingot-copper = Lingotto di rame + .desc = Un lingotto dal colore marrone unico. + +sprite-mineral-ingot-gold = Lingotto d'oro + .desc = Un lingotto fatto di oro metallico raffinato. + +sprite-mineral-ingot-iron = Lingotto di ferro + .desc = + Un metallo incredibilmente comune. + + Può essere utilizzato per forgiare armi metalliche. + +sprite-mineral-ingot-orichalcum = Lingotto di oricalco + .desc = + Un lingotto fatto di oricalco raffinato. + + Può essere utilizzato per forgiare armi metalliche. + +sprite-mineral-ingot-silver = Lingotto d'argento + .desc = Un lingotto fatto di argento metallico raffinato. + +sprite-mineral-ingot-steel = Lingotto d'acciaio + .desc = + Un'lega di ferro e carbone che è molto più resistente dei suoi componenti. + + Può essere utilizzato per forgiare armi metalliche. + +sprite-mineral-ingot-tin = Lingotto di stagno + .desc = Un lingotto utilizzato principalmente per creare il bronzo. + +sprite-mineral-gem-amethystgem = Ametista + .desc = Una preziosa gemma viola. + +sprite-mineral-gem-diamondgem = Diamante + .desc = Una scintillante gemma argentea. + +sprite-mineral-gem-emeraldgem = Smeraldo + .desc = Una vibrante gemma viridiana. + +sprite-mineral-gem-rubygem = Rubino + .desc = Un superbo gioiello scarlatto. + +sprite-mineral-gem-sapphiregem = Zaffiro + .desc = Una colorata gemma di cobalto. + +sprite-mineral-gem-topazgem = Topazio + .desc = Un eccezionale gioiello arancione. + diff --git a/assets/voxygen/i18n/it/item/items/food.ftl b/assets/voxygen/i18n/it/item/items/food.ftl new file mode 100644 index 0000000..d791077 --- /dev/null +++ b/assets/voxygen/i18n/it/item/items/food.ftl @@ -0,0 +1,63 @@ +sprite-carrot-carrot = Carota + .desc = Una radice vegetale arancione. Si dice che migliorerà la tua vista! +sprite-cabbage-cabbage = Lattuga + .desc = Un vibrante vegetale a foglia verde. Facciamo una insalata! +sprite-mushrooms-mushroom-10 = Fungo + .desc = Speriamo che questo non sia velenoso. +sprite-food-salad_plain = Insalata semplice + .desc = Letteralmente solo lattuga tritata. Questo conta davvero come un'insalata? +sprite-tomato-tomato = Pomodoro + .desc = Un frutto rosso. In realtà non è una verdura! +sprite-food-salad_tomato = Insalata di pomodoro + .desc = Insalata verde con alcuni pomodori succosi tagliati. +sprite-food-meat-beast_large_cooked = Fetta di carne cotta + .desc = Medio rara. +sprite-food-meat-beast_large_raw = Fetta di carne cruda + .desc = Pezzo di carne da animale bestiale, migliore dopo la cottura. +sprite-food-meat-beast_small_cooked = Fetta Sottile di carne cotta + .desc = Medio rara. +sprite-food-meat-beast_small_raw = Fetta Sottile di carne cruda + .desc = Piccolo pezzo di carne da animale bestiale, migliore dopo la cottura. +sprite-food-meat-bird_cooked = Carne di uccello cotta + .desc = Da gustare con una in ogni mano. +sprite-food-meat-bird_large_cooked = Enorme coscia di pollo cotta + .desc = Fa un pasto leggendario. +sprite-food-meat-bird_large_raw = Enorme coscia di pollo cruda + .desc = È magnifica. +sprite-food-meat-bird_raw = Carne di uccello cruda + .desc = Una coscia robusta. +sprite-food-meat-fish_cooked = Pesce cotto + .desc = Un fresco filetto di frutti di mare cucinato. +sprite-food-meat-fish_raw = Pesce crudo + .desc = Un filetto tagliato da un pesce, decisamente più appetibile dopo la cottura. +sprite-food-meat-tough_cooked = Carne dura cotta + .desc = Sapore esotico. +sprite-food-meat-tough_raw = Carne dura cruda + .desc = Pezzo strano di carne, migliore dopo la cottura. +object-apple_half = Mela + .desc = Rossa e succosa. +object-mushroom_curry = Curry di funghi + .desc = Chi potrebbe dire di no a questo? +object-apple_stick = Spiedino di mela + .desc = Il bastone facilita il trasporto! +object-blue_cheese = Formaggio blu + .desc = Pungente e nutriente. +object-cactus_drink = Cactus cocktail + .desc = Ti dà quella particolare sensazione di pungente. +object-cheese = Formaggio nanico + .desc = Fatto con latte di capra dalla migliore produzione dei nani. Aromatico e nutriente! +object-coconut_half = Cocco + .desc = Fonte affidabile di acqua e grassi. Spesso si trova sugli alberi di palma. +object-honeycorn = Mais al miele + .desc = Dolce. +object-mushroom_stick = Spiedino di funghi + .desc = Funghi arrostiti su uno stecco per un facile trasporto. +object-pumpkin_spice_brew = Birra speziata alla zucca + .desc = Birra fatta con zucche ammuffite. +object-sunflower_ice_tea = Tè freddo di girasole + .desc = Preparato da semi di girasole appena sgusciati. +sprite-spore-corruption_spore = Spora di corruzione + .desc = + Senti una forza malvagia pulsare dentro. + + Può essere poco saggio tenerlo per troppo tempo... diff --git a/assets/voxygen/i18n/it/item/items/internal.ftl b/assets/voxygen/i18n/it/item/items/internal.ftl new file mode 100644 index 0000000..e7e9410 --- /dev/null +++ b/assets/voxygen/i18n/it/item/items/internal.ftl @@ -0,0 +1,213 @@ +common-items-food-coltsfoot = Farfara + .desc = Un fiore simile a una margherita spesso usato nelle tisane. + +common-items-food-dandelion = Dente di leone + .desc = Un piccolo fiore giallo. Usa il vento per diffondere i suoi semi. + +common-items-food-garlic = Aglio + .desc = Assicurati di lavarti i denti dopo aver mangiato. + +common-items-food-meat = Carne + .desc = Carne. La linfa vitale dell'umanità. + +common-items-food-onion = Cipolla + .desc = Una verdura che fa piangere anche gli uomini più duri. + +common-items-food-sage = Salvia + .desc = Una erba comunemente usata nelle tisane. + +common-items-tag_examples-cultist = Qualunque cosa relativa ai cultisti + .desc = Questi oggetti sono un po' inquietanti. + +common-items-grasses-medium = Erba media + .desc = Più verde del naso di un orco. + +common-items-grasses-short = Erba corta + .desc = Più verde del naso di un orco. + +common-items-boss_drops-exp_flask = Fiaschetta di polvere di velorite + .desc = Assumere con abbondante acqua. + +common-items-boss_drops-xp_potion = Pozione di abilità + .desc = Non sembra stia facendo nulla... + +common-items-crafting_ing-rock = Roccia + .desc = Composta da un mucchio di minerali diversi, sembra che farebbe male essere colpiti con essa. + +common-items-crafting_ing-animal_misc-bone = Osso spesso + .desc = Un osso spesso, sembra abbastanza robusto per essere lavorato. + +common-items-crafting_ing-animal_misc-ember = Brace + .desc = Una brace scrintillante lasciata da una creatura infuocata. + +common-items-crafting_ing-animal_misc-feather = Piuma + .desc = Piuma di un uccello. + +common-items-tag_examples-gnarling = Vestiti delle tribù dei bitorzoluti + .desc = Indossato dai bitorzoluti e dai loro capi. + +common-items-flowers-blue = Fiore blu + .desc = Si abbina al colore del cielo. + +common-items-flowers-pink = Fiore rosa + .desc = Sembra un lecca-lecca. + +common-items-flowers-white = Fiore bianco + .desc = Puro e prezioso. + +common-items-mineral-stone-basalt = Basalto + .desc = Una roccia vulcanica scura, la maggior parte delle rocce vulcaniche tende ad essere basalto. + +common-items-mineral-stone-granite = Granito + .desc = Una roccia ignea di colore chiaro, a grana grossa e formata per intrusione. + +common-items-mineral-stone-obsidian = Ossidiana + .desc = Una roccia ignea che proviene da lava felsica, non sembra mai diminuire. + +common-items-mineral-stone-coal = Carbone + .desc = Una roccia nera combustibile, ottima da bruciare. + +common-items-weapons-sceptre-belzeshrub = Belzeshrub il Dio della scopa + .desc = È... vivo? + +common-items-tool-pickaxe_velorite = Piccone di velorite + .desc = Consente di scavare rapidamente qualsiasi minerale in vista. + +common-items-testing-test_bag_18_slot = Borsa di test da 18 slot + .desc = Usato per test di unità. Non cancellare. + +common-items-testing-test_bag_9_slot = Borsa di test da 9 slot + .desc = Usato per test di unità. Non cancellare. + +common-items-testing-test_boots = Stivali di test + .desc = Speriamo che questo test non si rompa! + +common-items-weapons-empty-empty = Oggetto vuoto + .desc = Questo oggetto può conferire abilità, ma è invisibile. + +common-items-modular-weapon-primary-bow-bow = Archetto + .desc = {""} + +common-items-modular-weapon-primary-bow-composite = Archetto Composito + .desc = {""} + +common-items-modular-weapon-primary-bow-greatbow = Arco potente + .desc = {""} + +common-items-modular-weapon-primary-bow-longbow = Arco lungo + .desc = {""} + +common-items-modular-weapon-primary-bow-ornate = Archetto ornato + .desc = {""} + +common-items-modular-weapon-primary-bow-shortbow = Arco corto + .desc = {""} + +common-items-modular-weapon-primary-bow-warbow = Flettenti da guerra + .desc = {""} + +common-items-modular-weapon-primary-axe-axe = Testa dell'ascia + .desc = {""} + +common-items-modular-weapon-primary-axe-battleaxe = Testa di ascia da battaglia + .desc = {""} + +common-items-modular-weapon-primary-axe-greataxe = Testa d'ascia da battaglia + .desc = {""} + +common-items-modular-weapon-primary-axe-jagged = Testa dell'ascia dentellata + .desc = {""} + +common-items-modular-weapon-primary-axe-labrys = Testa di lábrys + .desc = {""} + +common-items-modular-weapon-primary-axe-ornate = Testa dell'ascia ornata + .desc = {""} + +common-items-modular-weapon-primary-axe-poleaxe = Testa del mazzapicchio + .desc = {""} + +common-items-modular-weapon-primary-staff-brand = Asta marchiata + .desc = {""} + +common-items-modular-weapon-primary-staff-grandstaff = Asta del grandbastone + .desc = {""} + +common-items-modular-weapon-primary-staff-longpole = Asta lunga + .desc = {""} + +common-items-modular-weapon-primary-staff-ornate = Asta dello scettro ornato + .desc = {""} + +common-items-modular-weapon-primary-staff-pole = Asta del piccone + .desc = {""} + +common-items-modular-weapon-primary-staff-rod = Asta della verga + .desc = {""} + +common-items-modular-weapon-primary-staff-staff = Asta dello scettro + .desc = {""} + +common-items-modular-weapon-primary-sword-greatsword = Lama della spada a due mani + .desc = {""} + +common-items-modular-weapon-primary-sword-katana = Lama della katana + .desc = {""} + +common-items-modular-weapon-primary-sword-longsword = Lama della spada lunga + .desc = {""} + +common-items-modular-weapon-primary-sword-ornate = Lama della spada ornata + .desc = {""} + +common-items-modular-weapon-primary-sword-sabre = Lama di sciabola + .desc = {""} + +common-items-modular-weapon-primary-sword-sawblade = Spada sega + .desc = {""} + +common-items-modular-weapon-primary-sword-zweihander = Lama della zweihänder + .desc = {""} + +common-items-modular-weapon-primary-sceptre-arbor = Asta d'albero + .desc = {""} + +common-items-modular-weapon-primary-sceptre-cane = Asta del bastone + .desc = {""} + +common-items-modular-weapon-primary-sceptre-crook = Asta dell'uncino + .desc = {""} + +common-items-modular-weapon-primary-sceptre-crozier = Asta del pastorale + .desc = {""} + +common-items-modular-weapon-primary-sceptre-grandsceptre = Asta del grandscettro + .desc = {""} + +common-items-modular-weapon-primary-sceptre-ornate = Asta dello scettro ornato + .desc = {""} + +common-items-modular-weapon-primary-sceptre-sceptre = Asta dello scettro + .desc = {""} + +common-items-modular-weapon-primary-hammer-greathammer = Testa del martello da guerra + .desc = {""} + +common-items-modular-weapon-primary-hammer-greatmace = Testa della mazza da guerra + .desc = {""} + +common-items-modular-weapon-primary-hammer-hammer = Testa del martello + .desc = {""} + +common-items-modular-weapon-primary-hammer-maul = Testa di maglio + .desc = {""} + +common-items-modular-weapon-primary-hammer-ornate = Testa del martello ornato + .desc = {""} + +common-items-modular-weapon-primary-hammer-spikedmace = Testa del maglio chiodato + .desc = {""} + +common-items-modular-weapon-primary-hammer-warhammer = Testa del martello da guerra + .desc = {""} + diff --git a/assets/voxygen/i18n/it/item/items/key.ftl b/assets/voxygen/i18n/it/item/items/key.ftl new file mode 100644 index 0000000..eff1cb5 --- /dev/null +++ b/assets/voxygen/i18n/it/item/items/key.ftl @@ -0,0 +1,42 @@ +object-lockpick = Grimaldello comune + .desc = Usato per aprire serrature comuni. Si romperà dopo l'uso. + +object-key-bone = Chiave d'osso + .desc = Usato per aprire serrature di ossa. Si romperà dopo l'uso. + +object-key-glass = Chiave di vetro + .desc = Usato per aprire barriere di vetro. Si romperà dopo l'uso. + +object-key-rusty = Chiave arrugginita della torre + .desc = Sente di magia con un po' di... formaggio? + +object-key-quarry-ancient = Chiave antica + .desc = Se hai fortuna, funzionerà ancora una volta prima di rompersi. + +object-key-quarry-backdoor = Chiave per un passaggio segreto + .desc = Se hai fortuna, funzionerà ancora una volta prima di rompersi. + +object-key-quarry-overseer = Chiave del sovrintendente + .desc = Se hai fortuna, funzionerà ancora una volta prima di rompersi. + +object-key-quarry-smelting = Chiave della stanza di fusione + .desc = Se hai fortuna, funzionerà ancora una volta prima di rompersi. + +object-key-quarry-keeper_goggle_left = Vetro d'occhiale sinistro + .desc = Sembra che potrebbe aprire una porta... + +object-key-quarry-keeper_goggle_right = Vetro d'occhiale destro + .desc = Sembra che potrebbe aprire una porta... + +object-key-cyclops_eyeball = Occhio del ciclope + .desc = Sembra che possa aprire un meccanismo antico. + +object-key-haniwa = Chiave Haniwa + .desc = Usata per aprire porte. Si romperà dopo l'uso. + +object-key-terracotta_chest = Chiave del baule di terracotta + .desc = Usata per aprire i bauletti. Si romperà dopo l'uso. + +object-key-terracotta_door = Chiave della porta di terracotta + .desc = Usata per aprire porte. Si romperà dopo l'uso. + diff --git a/assets/voxygen/i18n/it/item/items/potion.ftl b/assets/voxygen/i18n/it/item/items/potion.ftl new file mode 100644 index 0000000..dcaa33d --- /dev/null +++ b/assets/voxygen/i18n/it/item/items/potion.ftl @@ -0,0 +1,30 @@ +object-potion_red = Pozione potente + .desc = Una potente pozione curativa. + +object-curious_potion = Pozione curiosa + .desc = Chissà cosa fa... + +object-potion_agility = Pozione di agilità + .desc = Volate, sciocchi! + +object-potion_big = Pozione grande + .desc = Medicina preziosa, crea la più grande fiaschetta rigenerativa finora. + +object-potion_combustion = Pozione di combustione + .desc = Fa ardere chi lo usa. + +object-potion_med = Pozione media + .desc = Un'innovativa invenzione di un erborista, migliore dei suoi predecessori più piccoli. + +object-potion_minor = Pozione minore + .desc = Una piccola pozione con mele e miele mescolati. + +object-burning_charm = Amuleto ardente + .desc = Il fuoco è il tuo alleato, sfrutta il suo potere per bruciare i tuoi nemici. + +object-frozen_charm = Amuleto gelido + .desc = Fai sentire ai tuoi nemici il pungiglione del freddo mentre li congeli sul posto. + +object-lifesteal_charm = Amuleto risucchia vita + .desc = Risucchia la vita del tuo bersaglio e usala a tuo vantaggio. + diff --git a/assets/voxygen/i18n/it/item/weapon/modular.ftl b/assets/voxygen/i18n/it/item/weapon/modular.ftl new file mode 100644 index 0000000..8dc7cc1 --- /dev/null +++ b/assets/voxygen/i18n/it/item/weapon/modular.ftl @@ -0,0 +1,990 @@ +weapon-sword-greatsword-iron-2h = Spadone di ferro + .desc = {""} + +weapon-sword-katana-iron-2h = Katana di ferro + .desc = {""} + +weapon-sword-katana-iron-1h = Lama rapida di ferro + .desc = {""} + +weapon-sword-sawblade-iron-2h = Lama circolare di ferro + .desc = {""} + +weapon-sword-sawblade-iron-1h = Spada sega di ferro + .desc = {""} + +weapon-sword-sabre-iron-2h = Sciabola di ferro + .desc = {""} + +weapon-sword-sabre-iron-1h = Scimitarra di ferro + .desc = {""} + +weapon-sword-ornate-iron-2h = Spada ornata di ferro + .desc = {""} + +weapon-sword-ornate-iron-1h = Spada da ronza di ferro + .desc = {""} + +weapon-sword-longsword-iron-2h = Spadone di ferro + .desc = {""} + +weapon-sword-longsword-iron-1h = Spadino di ferro + .desc = {""} + +weapon-sword-zweihander-iron-2h = Zweihander di ferro + .desc = {""} + +weapon-bow-shortbow-wood = Arco corto di legno + .desc = {""} + +weapon-bow-longbow-wood = Arco lungo di legno + .desc = {""} + +weapon-bow-ornate-wood = Arco ornato di legno + .desc = {""} + +weapon-bow-greatbow-wood = Arco grande di legno + .desc = {""} + +weapon-bow-composite-wood = Arco composito di legno + .desc = {""} + +weapon-bow-bow-wood = Arco di legno + .desc = {""} + +weapon-bow-warbow-wood = Arco da guerra di legno + .desc = {""} + +weapon-hammer-maul-bronze-2h = Mazza di bronzo + .desc = {""} + +weapon-hammer-hammer-bronze-2h = Martello di bronzo + .desc = {""} + +weapon-hammer-hammer-bronze-1h = Mazza da club di bronzo + .desc = {""} + +weapon-hammer-greatmace-bronze-2h = Granmazza di bronzo + .desc = {""} + +weapon-hammer-spikedmace-bronze-2h = Mazza chiodata di bronzo + .desc = {""} + +weapon-hammer-spikedmace-bronze-1h = Mazza di bronzo + .desc = {""} + +weapon-hammer-greathammer-bronze-2h = Granmartello di bronzo + .desc = {""} + +weapon-hammer-warhammer-bronze-2h = Martello da guerra di bronzo + .desc = {""} + +weapon-hammer-warhammer-bronze-1h = Mazzuolo di bronzo + .desc = {""} + +weapon-hammer-ornate-bronze-2h = Martello ornato di bronzo + .desc = {""} + +weapon-hammer-ornate-bronze-1h = Clava di bronzo + .desc = {""} + +weapon-hammer-maul-bloodsteel-2h = Mazza di ferrosangue + .desc = {""} + +weapon-hammer-greathammer-bloodsteel-2h = Granmartello di ferrosangue + .desc = {""} + +weapon-hammer-ornate-bloodsteel-2h = Martello ornato di ferrosangue + .desc = {""} + +weapon-hammer-ornate-bloodsteel-1h = Clava di ferrosangue + .desc = {""} + +weapon-hammer-hammer-bloodsteel-2h = Martello di ferrosangue + .desc = {""} + +weapon-hammer-hammer-bloodsteel-1h = Mazza da club di ferrosangue + .desc = {""} + +weapon-hammer-spikedmace-bloodsteel-2h = Mazza chiodata di ferrosangue + .desc = {""} + +weapon-hammer-spikedmace-bloodsteel-1h = Mazza di ferrosangue + .desc = {""} + +weapon-hammer-greatmace-bloodsteel-2h = Granmazza di ferrosangue + .desc = {""} + +weapon-hammer-warhammer-bloodsteel-2h = Martello da guerra di ferrosangue + .desc = {""} + +weapon-hammer-warhammer-bloodsteel-1h = Mazzuolo di ferrosangue + .desc = {""} + +weapon-sceptre-ornate-frostwood = Scettro ornato di legno gelido + .desc = {""} + +weapon-sceptre-sceptre-frostwood = Scettro di legno gelido + .desc = {""} + +weapon-sceptre-crook-frostwood = Bastone ricurvo di legno gelido + .desc = {""} + +weapon-sceptre-grandsceptre-frostwood = Gran scettro di legno gelido + .desc = {""} + +weapon-sceptre-cane-frostwood = Bastone di legno gelido + .desc = {""} + +weapon-sceptre-crozier-frostwood = Bastone pastorale di legno gelido + .desc = {""} + +weapon-sceptre-arbor-frostwood = Arco di legno gelido + .desc = {""} + +weapon-bow-bow-eldwood = Arco di legno antico + .desc = {""} + +weapon-bow-warbow-eldwood = Arco da guerra di legno antico + .desc = {""} + +weapon-bow-greatbow-eldwood = Gran arco di legno antico + .desc = {""} + +weapon-bow-ornate-eldwood = Arco ornato di legno antico + .desc = {""} + +weapon-bow-longbow-eldwood = Arco lungo di legno antico + .desc = {""} + +weapon-bow-composite-eldwood = Arco composito di legno antico + .desc = {""} + +weapon-bow-shortbow-eldwood = Arco corto di legno antico + .desc = {""} + +weapon-axe-axe-bloodsteel-2h = Ascia di ferrosangue + .desc = {""} + +weapon-axe-axe-bloodsteel-1h = Accetta di ferrosangue + .desc = {""} + +weapon-axe-ornate-bloodsteel-2h = Ascia ornamentale di ferrosangue + .desc = {""} + +weapon-axe-ornate-bloodsteel-1h = Kilonda di ferrosangue + .desc = {""} + +weapon-axe-jagged-bloodsteel-2h = Ascia dentata di ferrosangue + .desc = {""} + +weapon-axe-jagged-bloodsteel-1h = Tomahawk di ferrosangue + .desc = {""} + +weapon-axe-battleaxe-bloodsteel-2h = Ascia da battaglia di ferrosangue + .desc = {""} + +weapon-axe-battleaxe-bloodsteel-1h = Mannarino di ferrosangue + .desc = {""} + +weapon-axe-greataxe-bloodsteel-2h = Ascia da battaglia di ferrosangue + .desc = {""} + +weapon-axe-labrys-bloodsteel-2h = Lábrys di ferrosangue + .desc = {""} + +weapon-axe-poleaxe-bloodsteel-2h = Mazzapicchio di ferrosangue + .desc = {""} + +weapon-axe-poleaxe-cobalt-2h = Mazzapicchio di cobalto + .desc = {""} + +weapon-axe-jagged-cobalt-2h = Ascia dentata di cobalto + .desc = {""} + +weapon-axe-jagged-cobalt-1h = Tomahawk di cobalto + .desc = {""} + +weapon-axe-labrys-cobalt-2h = Lábrys di cobalto + .desc = {""} + +weapon-axe-axe-cobalt-2h = Ascia di cobalto + .desc = {""} + +weapon-axe-axe-cobalt-1h = Accetta di cobalto + .desc = {""} + +weapon-axe-ornate-cobalt-2h = Ascia ornamentale di cobalto + .desc = {""} + +weapon-axe-ornate-cobalt-1h = Kilonda di cobalto + .desc = {""} + +weapon-axe-greataxe-cobalt-2h = Ascia da battaglia di cobalto + .desc = {""} + +weapon-axe-battleaxe-cobalt-2h = Ascia da battaglia di cobalto + .desc = {""} + +weapon-axe-battleaxe-cobalt-1h = Mannarino di cobalto + .desc = {""} + +weapon-hammer-maul-iron-2h = Mazza di ferro + .desc = {""} + +weapon-hammer-ornate-iron-2h = Martello ornamentale di ferro + .desc = {""} + +weapon-hammer-ornate-iron-1h = Mazza ferrata di ferro + .desc = {""} + +weapon-hammer-spikedmace-iron-2h = Mazza chiodata di ferro + .desc = {""} + +weapon-hammer-spikedmace-iron-1h = Mazza di ferro + .desc = {""} + +weapon-hammer-hammer-iron-2h = Martello di ferro + .desc = {""} + +weapon-hammer-hammer-iron-1h = Clava di ferro + .desc = {""} + +weapon-hammer-warhammer-iron-2h = Martello da guerra di ferro + .desc = {""} + +weapon-hammer-warhammer-iron-1h = Mazzuolo di ferro + .desc = {""} + +weapon-hammer-greathammer-iron-2h = Granmartello di ferro + .desc = {""} + +weapon-hammer-greatmace-iron-2h = Granmazza di ferro + .desc = {""} + +weapon-sword-zweihander-steel-2h = Zweihander d'acciaio + .desc = {""} + +weapon-sword-longsword-steel-2h = Spadone lungo d'acciaio + .desc = {""} + +weapon-sword-longsword-steel-1h = Spadino d'acciaio + .desc = {""} + +weapon-sword-katana-steel-2h = Katana d'acciaio + .desc = {""} + +weapon-sword-katana-steel-1h = Lama rapida d'acciaio + .desc = {""} + +weapon-sword-greatsword-steel-2h = Spadone d'acciaio + .desc = {""} + +weapon-sword-ornate-steel-2h = Spada ornamentale d'acciaio + .desc = {""} + +weapon-sword-ornate-steel-1h = Stocco d'acciaio + .desc = {""} + +weapon-sword-sawblade-steel-2h = Lama sega d'acciaio + .desc = {""} + +weapon-sword-sawblade-steel-1h = Lama con sega d'acciaio + .desc = {""} + +weapon-sword-sabre-steel-2h = Sciabola d'acciaio + .desc = {""} + +weapon-sword-sabre-steel-1h = Scimitarra d'acciaio + .desc = {""} + +weapon-staff-grandstaff-hardwood = Granbastone di legno duro + .desc = {""} + +weapon-staff-rod-hardwood = Asta di legno duro + .desc = {""} + +weapon-staff-brand-hardwood = Marchio di legno duro + .desc = {""} + +weapon-staff-longpole-hardwood = Asta Lunga di legno duro + .desc = {""} + +weapon-staff-staff-hardwood = Bastone di legno duro + .desc = {""} + +weapon-staff-ornate-hardwood = Bastone ornamentale di legno duro + .desc = {""} + +weapon-staff-pole-hardwood = Palo di legno duro + .desc = {""} + +weapon-axe-ornate-orichalcum-2h = Ascia ornamentale di oricalco + .desc = {""} + +weapon-axe-ornate-orichalcum-1h = Kilonda di oricalco + .desc = {""} + +weapon-axe-jagged-orichalcum-2h = Ascia dentata di oricalco + .desc = {""} + +weapon-axe-jagged-orichalcum-1h = Tomahawk di oricalco + .desc = {""} + +weapon-axe-axe-orichalcum-2h = Ascia di oricalco + .desc = {""} + +weapon-axe-axe-orichalcum-1h = Accetta di oricalco + .desc = {""} + +weapon-axe-battleaxe-orichalcum-2h = Ascia da battaglia di oricalco + .desc = {""} + +weapon-axe-battleaxe-orichalcum-1h = Mannarino di oricalco + .desc = {""} + +weapon-axe-greataxe-orichalcum-2h = Ascia gigante di oricalco + .desc = {""} + +weapon-axe-poleaxe-orichalcum-2h = Mazzapicchio di oricalco + .desc = {""} + +weapon-axe-labrys-orichalcum-2h = lábrys di oricalco + .desc = {""} + +weapon-bow-greatbow-bamboo = Arco lungo di bambù + .desc = {""} + +weapon-bow-longbow-bamboo = Arco lungo di bambù + .desc = {""} + +weapon-bow-composite-bamboo = Arco composito di bambù + .desc = {""} + +weapon-bow-ornate-bamboo = Arco ornamentale di bambù + .desc = {""} + +weapon-bow-shortbow-bamboo = Arco corto di bambù + .desc = {""} + +weapon-bow-bow-bamboo = Arco di bambù + .desc = {""} + +weapon-bow-warbow-bamboo = Arco da guerra di bambù + .desc = {""} + +weapon-bow-ornate-frostwood = Arco ornamentale di legno gelido + .desc = {""} + +weapon-bow-composite-frostwood = Arco composito di legno gelido + .desc = {""} + +weapon-bow-warbow-frostwood = Arco da guerra di legno gelido + .desc = {""} + +weapon-bow-shortbow-frostwood = Arco corto di legno gelido + .desc = {""} + +weapon-bow-longbow-frostwood = Arco lungo di legno gelido + .desc = {""} + +weapon-bow-bow-frostwood = Arco di legno gelido + .desc = {""} + +weapon-bow-greatbow-frostwood = Grande arco di legno gelido + .desc = {""} + +weapon-staff-ornate-frostwood = Bastone ornamentale di legno gelido + .desc = {""} + +weapon-staff-pole-frostwood = Palo di legno gelido + .desc = {""} + +weapon-staff-longpole-frostwood = Asta lunga di legno gelido + .desc = {""} + +weapon-staff-grandstaff-frostwood = Granbastone di legno gelido + .desc = {""} + +weapon-staff-rod-frostwood = Asta di legno gelido + .desc = {""} + +weapon-staff-staff-frostwood = Bastone di legno gelido + .desc = {""} + +weapon-staff-brand-frostwood = Marchio di legno gelido + .desc = {""} + +weapon-bow-greatbow-hardwood = Grande arco di legno duro + .desc = {""} + +weapon-bow-warbow-hardwood = Arco da guerra di legno duro + .desc = {""} + +weapon-bow-shortbow-hardwood = Arco corto di legno duro + .desc = {""} + +weapon-bow-bow-hardwood = Arco di legno duro + .desc = {""} + +weapon-bow-composite-hardwood = Arco composito di legno duro + .desc = {""} + +weapon-bow-ornate-hardwood = Arco ornamentale di legno duro + .desc = {""} + +weapon-bow-longbow-hardwood = Arco Lungo di legno duro + .desc = {""} + +weapon-sceptre-cane-ironwood = Bastone di legno di ferro + .desc = {""} + +weapon-sceptre-ornate-ironwood = Scettro ornamentale di legno di ferro + .desc = {""} + +weapon-sceptre-grandsceptre-ironwood = Granscettro di legno di ferro + .desc = {""} + +weapon-sceptre-arbor-ironwood = Arco di legno di ferro + .desc = {""} + +weapon-sceptre-crozier-ironwood = Croce pastorale di legno di ferro + .desc = {""} + +weapon-sceptre-crook-ironwood = Bastone curvo di legno di ferro + .desc = {""} + +weapon-sceptre-sceptre-ironwood = Scettro di legno di ferro + .desc = {""} + +weapon-axe-greataxe-iron-2h = Ascia gigante di ferro + .desc = {""} + +weapon-axe-jagged-iron-2h = Ascia dentata di ferro + .desc = {""} + +weapon-axe-jagged-iron-1h = Tomahawk di ferro + .desc = {""} + +weapon-axe-battleaxe-iron-2h = Ascia da battaglia di ferro + .desc = {""} + +weapon-axe-battleaxe-iron-1h = Mannarino di ferro + .desc = {""} + +weapon-axe-labrys-iron-2h = Lábrys di ferro + .desc = {""} + +weapon-axe-axe-iron-2h = Ascia di ferro + .desc = {""} + +weapon-axe-axe-iron-1h = Accetta di ferro + .desc = {""} + +weapon-axe-ornate-iron-2h = Ascia ornamentale di ferro + .desc = {""} + +weapon-axe-ornate-iron-1h = Kilonda di ferro + .desc = {""} + +weapon-axe-poleaxe-iron-2h = Mazzapicchio di ferro + .desc = {""} + +weapon-axe-greataxe-steel-2h = Ascia gigante d'acciaio + .desc = {""} + +weapon-axe-ornate-steel-2h = Ascia ornamentale d'acciaio + .desc = {""} + +weapon-axe-ornate-steel-1h = Kilonda d'acciaio + .desc = {""} + +weapon-axe-jagged-steel-2h = Ascia dentata d'acciaio + .desc = {""} + +weapon-axe-jagged-steel-1h = Tomahawk d'acciaio + .desc = {""} + +weapon-axe-battleaxe-steel-2h = Ascia da battaglia d'acciaio + .desc = {""} + +weapon-axe-battleaxe-steel-1h = Mannarino d'acciaio + .desc = {""} + +weapon-axe-poleaxe-steel-2h = Mazzapicchio d'acciaio + .desc = {""} + +weapon-axe-labrys-steel-2h = Lábrys d'acciaio + .desc = {""} + +weapon-axe-axe-steel-2h = Ascia d'acciaio + .desc = {""} + +weapon-axe-axe-steel-1h = Accetta d'acciaio + .desc = {""} + +weapon-sword-longsword-bronze-2h = Spadone lungo di bronzo + .desc = {""} + +weapon-sword-longsword-bronze-1h = Spadino di bronzo + .desc = {""} + +weapon-sword-zweihander-bronze-2h = Zweihander di bronzo + .desc = {""} + +weapon-sword-greatsword-bronze-2h = Grande spada di bronzo + .desc = {""} + +weapon-sword-katana-bronze-2h = Katana di bronzo + .desc = {""} + +weapon-sword-katana-bronze-1h = Lama rapida di bronzo + .desc = {""} + +weapon-sword-sabre-bronze-2h = Sciabola di bronzo + .desc = {""} + +weapon-sword-sabre-bronze-1h = Scimitarra di bronzo + .desc = {""} + +weapon-sword-ornate-bronze-2h = Spada ornamentale di bronzo + .desc = {""} + +weapon-sword-ornate-bronze-1h = Stocco di bronzo + .desc = {""} + +weapon-sword-sawblade-bronze-2h = Lama sega di bronzo + .desc = {""} + +weapon-sword-sawblade-bronze-1h = Lama con sega di bronzo + .desc = {""} + +weapon-sceptre-crozier-wood = Croce pastorale di legno + .desc = {""} + +weapon-sceptre-sceptre-wood = Scettro di legno + .desc = {""} + +weapon-sceptre-cane-wood = Bastone di legno + .desc = {""} + +weapon-sceptre-ornate-wood = Scettro ornamentale di legno + .desc = {""} + +weapon-sceptre-arbor-wood = Arco di legno + .desc = {""} + +weapon-sceptre-crook-wood = Bastone curvo di legno + .desc = {""} + +weapon-sceptre-grandsceptre-wood = Granscettro di legno + .desc = {""} + +weapon-staff-brand-bamboo = Marchio di bambù + .desc = {""} + +weapon-staff-grandstaff-bamboo = Granbastone di bambù + .desc = {""} + +weapon-staff-pole-bamboo = Palo di bambù + .desc = {""} + +weapon-staff-staff-bamboo = Bastone di bambù + .desc = {""} + +weapon-staff-rod-bamboo = Asta di bambù + .desc = {""} + +weapon-staff-longpole-bamboo = Asta lunga di bambù + .desc = {""} + +weapon-staff-ornate-bamboo = Bastone ornamentale di bambù + .desc = {""} + +weapon-hammer-warhammer-orichalcum-2h = Martello da guerra di oricalco + .desc = {""} + +weapon-hammer-warhammer-orichalcum-1h = Mazzuolo di oricalco + .desc = {""} + +weapon-hammer-greathammer-orichalcum-2h = Granmartello di oricalco + .desc = {""} + +weapon-hammer-greatmace-orichalcum-2h = Granmazza di oricalco + .desc = {""} + +weapon-hammer-hammer-orichalcum-2h = Martello di oricalco + .desc = {""} + +weapon-hammer-hammer-orichalcum-1h = Clava di oricalco + .desc = {""} + +weapon-hammer-spikedmace-orichalcum-2h = Mazza chiodata di oricalco + .desc = {""} + +weapon-hammer-spikedmace-orichalcum-1h = Mazza di oricalco + .desc = {""} + +weapon-hammer-ornate-orichalcum-2h = Martello ornamentale di oricalco + .desc = {""} + +weapon-hammer-ornate-orichalcum-1h = Mazza ferrata di oricalco + .desc = {""} + +weapon-hammer-maul-orichalcum-2h = Mazza di oricalco + .desc = {""} + +weapon-bow-shortbow-ironwood = Arco corto di legno di ferro + .desc = {""} + +weapon-bow-greatbow-ironwood = Grande arco di legno di ferro + .desc = {""} + +weapon-bow-ornate-ironwood = Arco ornamentale di legno di ferro + .desc = {""} + +weapon-bow-longbow-ironwood = Arco lungo di legno di ferro + .desc = {""} + +weapon-bow-warbow-ironwood = Arco da guerra di legno di ferro + .desc = {""} + +weapon-bow-composite-ironwood = Arco composito di legno di ferro + .desc = {""} + +weapon-bow-bow-ironwood = Arco di legno di ferro + .desc = {""} + +weapon-hammer-ornate-cobalt-2h = Martello ornamentale di cobalto + .desc = {""} + +weapon-hammer-ornate-cobalt-1h = Mazza ferrata di cobalto + .desc = {""} + +weapon-hammer-hammer-cobalt-2h = Martello di cobalto + .desc = {""} + +weapon-hammer-hammer-cobalt-1h = Clava di cobalto + .desc = {""} + +weapon-hammer-greatmace-cobalt-2h = Granmazza di cobalto + .desc = {""} + +weapon-hammer-spikedmace-cobalt-2h = Mazza chiodata di cobalto + .desc = {""} + +weapon-hammer-spikedmace-cobalt-1h = Mazza di cobalto + .desc = {""} + +weapon-hammer-greathammer-cobalt-2h = Granmartello di cobalto + .desc = {""} + +weapon-hammer-maul-cobalt-2h = Mazza di cobalto + .desc = {""} + +weapon-hammer-warhammer-cobalt-2h = Martello da guerra di cobalto + .desc = {""} + +weapon-hammer-warhammer-cobalt-1h = Mazzuolo di cobalto + .desc = {""} + +weapon-staff-ornate-wood = Bastone ornamentale di legno + .desc = {""} + +weapon-staff-pole-wood = Palo di legno + .desc = {""} + +weapon-staff-rod-wood = Asta di legno + .desc = {""} + +weapon-staff-brand-wood = Marchio di legno + .desc = {""} + +weapon-staff-grandstaff-wood = Granbastone di legno + .desc = {""} + +weapon-staff-staff-wood = Bastone di legno + .desc = {""} + +weapon-staff-longpole-wood = Asta lunga di legno + .desc = {""} + +weapon-hammer-ornate-steel-2h = Martello ornamentale d'acciaio + .desc = {""} + +weapon-hammer-ornate-steel-1h = Clava d'acciaio + .desc = {""} + +weapon-hammer-hammer-steel-2h = Martello d'acciaio + .desc = {""} + +weapon-hammer-hammer-steel-1h = Clava d'acciaio + .desc = {""} + +weapon-hammer-greathammer-steel-2h = Granmartello d'acciaio + .desc = {""} + +weapon-hammer-spikedmace-steel-2h = Mazza chiodata d'acciaio + .desc = {""} + +weapon-hammer-spikedmace-steel-1h = Mazza d'acciaio + .desc = {""} + +weapon-hammer-greatmace-steel-2h = Granmazza d'acciaio + .desc = {""} + +weapon-hammer-maul-steel-2h = Mazza d'acciaio + .desc = {""} + +weapon-hammer-warhammer-steel-2h = Martello da guerra d'acciaio + .desc = {""} + +weapon-hammer-warhammer-steel-1h = Mazzuolo d'acciaio + .desc = {""} + +weapon-sceptre-grandsceptre-bamboo = Granscettro di bambù + .desc = {""} + +weapon-sceptre-cane-bamboo = Bastone di bambù + .desc = {""} + +weapon-sceptre-crozier-bamboo = Croce pastorale di bambù + .desc = {""} + +weapon-sceptre-crook-bamboo = Bastone curvo di bambù + .desc = {""} + +weapon-sceptre-sceptre-bamboo = Scettro di bambù + .desc = {""} + +weapon-sceptre-arbor-bamboo = Arco di bambù + .desc = {""} + +weapon-sceptre-ornate-bamboo = Scettro ornamentale di bambù + .desc = {""} + +weapon-staff-grandstaff-ironwood = Granbastone di legno di ferro + .desc = {""} + +weapon-staff-rod-ironwood = Asta di legno di ferro + .desc = {""} + +weapon-staff-brand-ironwood = Marchio di legno di ferro + .desc = {""} + +weapon-staff-longpole-ironwood = Asta lunga di legno di ferro + .desc = {""} + +weapon-staff-staff-ironwood = Bastone di legno di ferro + .desc = {""} + +weapon-staff-pole-ironwood = Palo di legno di ferro + .desc = {""} + +weapon-staff-ornate-ironwood = Bastone ornamentale di legno di ferro + .desc = {""} + +weapon-staff-ornate-eldwood = Bastone ornamentale di legno antico + .desc = {""} + +weapon-staff-longpole-eldwood = Asta lunga di legno antico + .desc = {""} + +weapon-staff-rod-eldwood = Bastone di legno antico + .desc = {""} + +weapon-staff-pole-eldwood = Palo di legno antico + .desc = {""} + +weapon-staff-staff-eldwood = Bastone di legno antico + .desc = {""} + +weapon-staff-brand-eldwood = Marchio di legno antico + .desc = {""} + +weapon-staff-grandstaff-eldwood = Granbastone di legno antico + .desc = {""} + +weapon-sceptre-arbor-eldwood = Arco di legno antico + .desc = {""} + +weapon-sceptre-crook-eldwood = Bastone curvo di legno antico + .desc = {""} + +weapon-sceptre-crozier-eldwood = Croce pastorale di legno antico + .desc = {""} + +weapon-sceptre-cane-eldwood = Bastone di legno antico + .desc = {""} + +weapon-sceptre-grandsceptre-eldwood = Granscettro di legno antico + .desc = {""} + +weapon-sceptre-ornate-eldwood = Scettro ornamentale di legno antico + .desc = {""} + +weapon-sceptre-sceptre-eldwood = Scettro di legno antico + .desc = {""} + +weapon-sword-sabre-bloodsteel-2h = Sciabola d'acciaio del sangue + .desc = {""} + +weapon-sword-sabre-bloodsteel-1h = Scimitarra d'acciaio del sangue + .desc = {""} + +weapon-sword-zweihander-bloodsteel-2h = Zweihander d'acciaio del sangue + .desc = {""} + +weapon-sword-greatsword-bloodsteel-2h = Grande spada d'acciaio del sangue + .desc = {""} + +weapon-sword-katana-bloodsteel-2h = Katana d'acciaio del sangue + .desc = {""} + +weapon-sword-katana-bloodsteel-1h = Lama rapida d'acciaio del sangue + .desc = {""} + +weapon-sword-longsword-bloodsteel-2h = Spadone lungo d'acciaio del sangue + .desc = {""} + +weapon-sword-longsword-bloodsteel-1h = Spadino d'acciaio del sangue + .desc = {""} + +weapon-sword-ornate-bloodsteel-2h = Spada ornamentale d'acciaio del sangue + .desc = {""} + +weapon-sword-ornate-bloodsteel-1h = Stocco d'acciaio del sangue + .desc = {""} + +weapon-sword-sawblade-bloodsteel-2h = Lama sega di ferrosangue + .desc = {""} + +weapon-sword-sawblade-bloodsteel-1h = Lama con sega di ferrosangue + .desc = {""} + +weapon-sword-sabre-orichalcum-2h = Sciabola di oricalco + .desc = {""} + +weapon-sword-sabre-orichalcum-1h = Scimitarra di oricalco + .desc = {""} + +weapon-sword-greatsword-orichalcum-2h = Grande spada di oricalco + .desc = {""} + +weapon-sword-sawblade-orichalcum-2h = Lama sega di oricalco + .desc = {""} + +weapon-sword-sawblade-orichalcum-1h = Lama con sega di oricalco + .desc = {""} + +weapon-sword-longsword-orichalcum-2h = Spadone lungo di oricalco + .desc = {""} + +weapon-sword-longsword-orichalcum-1h = Spadino di oricalco + .desc = {""} + +weapon-sword-katana-orichalcum-2h = Katana di oricalco + .desc = {""} + +weapon-sword-katana-orichalcum-1h = Lama rapida di oricalco + .desc = {""} + +weapon-sword-zweihander-orichalcum-2h = Zweihander di oricalco + .desc = {""} + +weapon-sword-ornate-orichalcum-2h = Spada ornamentale di oricalco + .desc = {""} + +weapon-sword-ornate-orichalcum-1h = Stocco di oricalco + .desc = {""} + +weapon-axe-poleaxe-bronze-2h = Mazzapicchio di bronzo + .desc = {""} + +weapon-axe-ornate-bronze-2h = Ascia ornamentale di bronzo + .desc = {""} + +weapon-axe-ornate-bronze-1h = Kilonda di bronzo + .desc = {""} + +weapon-axe-labrys-bronze-2h = Lábrys di bronzo + .desc = {""} + +weapon-axe-battleaxe-bronze-2h = Ascia da battaglia di bronzo + .desc = {""} + +weapon-axe-battleaxe-bronze-1h = Mannarino di bronzo + .desc = {""} + +weapon-axe-axe-bronze-2h = Ascia di bronzo + .desc = {""} + +weapon-axe-axe-bronze-1h = Accetta di bronzo + .desc = {""} + +weapon-axe-jagged-bronze-2h = Ascia dentata di bronzo + .desc = {""} + +weapon-axe-jagged-bronze-1h = Tomahawk di bronzo + .desc = {""} + +weapon-axe-greataxe-bronze-2h = Grande ascia di bronzo + .desc = {""} + +weapon-sceptre-sceptre-hardwood = Scettro di legno duro + .desc = {""} + +weapon-sceptre-cane-hardwood = Bastone di legno duro + .desc = {""} + +weapon-sceptre-arbor-hardwood = Arco di legno duro + .desc = {""} + +weapon-sceptre-crozier-hardwood = Croce pastorale di legno duro + .desc = {""} + +weapon-sceptre-ornate-hardwood = Scettro ornamentale di legno duro + .desc = {""} + +weapon-sceptre-crook-hardwood = Bastone curvo di legno duro + .desc = {""} + +weapon-sceptre-grandsceptre-hardwood = Granscettro di legno duro + .desc = {""} + +weapon-sword-longsword-cobalt-2h = Spadone di cobalto + .desc = {""} + +weapon-sword-longsword-cobalt-1h = Spadino di cobalto + .desc = {""} + +weapon-sword-sawblade-cobalt-2h = Lama sega di cobalto + .desc = {""} + +weapon-sword-sawblade-cobalt-1h = Lama con sega di cobalto + .desc = {""} + +weapon-sword-greatsword-cobalt-2h = Grande spada di cobalto + .desc = {""} + +weapon-sword-katana-cobalt-2h = Katana di cobalto + .desc = {""} + +weapon-sword-katana-cobalt-1h = Lama rapida di cobalto + .desc = {""} + +weapon-sword-zweihander-cobalt-2h = Zweihander di cobalto + .desc = {""} + +weapon-sword-ornate-cobalt-2h = Spada ornamentale di cobalto + .desc = {""} + +weapon-sword-ornate-cobalt-1h = Stocco di cobalto + .desc = {""} + +weapon-sword-sabre-cobalt-2h = Sciabola di cobalto + .desc = {""} + +weapon-sword-sabre-cobalt-1h = Scimitarra di cobalto + .desc = {""} + diff --git a/assets/voxygen/i18n/it/item/weapon/musical_instrument.ftl b/assets/voxygen/i18n/it/item/weapon/musical_instrument.ftl new file mode 100644 index 0000000..f7684ab --- /dev/null +++ b/assets/voxygen/i18n/it/item/weapon/musical_instrument.ftl @@ -0,0 +1,45 @@ +weapon-tool-wooden_bass = Contrabbasso + .desc = Contrabbasso di legno + +weapon-tool-wooden_flute = Flauto + .desc = Flauto di legno + +weapon-tool-glass_flute = Flauto di vetro + .desc = Cosa ci fa il cardinale con questo? + +weapon-tool-wooden_guitar = Chitarra + .desc = Chitarra di legno + +weapon-tool-black_velvet_guitar = Chitarra oscura + .desc = Sembra dark. + +weapon-tool-icy_talharpa = Talharpa gelida + .desc = Talharpa gelida + +weapon-tool-wooden_kalimba = Kalimba + .desc = Kalimba di legno. + +weapon-tool-wooden_lute = Liuto + .desc = Liuto di legno. + +weapon-tool-wooden_lyre = Lira + .desc = Lira di legno. + +weapon-tool-melodica = Melodica + .desc = Melodica di legno. + +weapon-tool-wooden_sitar = Sitar + .desc = Sitar di legno. + +weapon-tool-washboard = Battipanni + .desc = Battipanni + +weapon-tool-wildskin_drum = Tamburo di pelle selvaggia + .desc = Uno, due, continua tu! + +weapon-tool-steeltonguedrum = Tamburo a lingue d'acciaio + .desc = Tamburo a lingue d'acciaio. + +weapon-tool-shamisen = Shamisen + .desc = Shamisen. + diff --git a/assets/voxygen/i18n/it/item/weapon/npc.ftl b/assets/voxygen/i18n/it/item/weapon/npc.ftl new file mode 100644 index 0000000..daa46b9 --- /dev/null +++ b/assets/voxygen/i18n/it/item/weapon/npc.ftl @@ -0,0 +1,453 @@ +common-items-npc_weapons-biped_small-mandragora = Mandragora + .desc = Test + +common-items-npc_weapons-biped_small-myrmidon-hoplite = Lancia dell'oplita + .desc = {""} + +common-items-npc_weapons-biped_small-myrmidon-marksman = Arco del tiratore scelto + .desc = {""} + +common-items-npc_weapons-biped_small-myrmidon-strategian = Ascia dello stratega + .desc = {""} + +common-items-npc_weapons-biped_small-sahagin-sniper = Arco del cecchino + .desc = {""} + +common-items-npc_weapons-biped_small-sahagin-sorcerer = Bastone del mago + .desc = {""} + +common-items-npc_weapons-biped_small-sahagin-spearman = Lancia Sahagin + .desc = {""} + +common-items-npc_weapons-biped_small-adlet-hunter = Lancia dell'esploratore + .desc = {""} + +common-items-npc_weapons-biped_small-adlet-icepicker = Piccone del raccoglighiaccio + .desc = {""} + +common-items-npc_weapons-biped_small-adlet-tracker = Arco del segugio + .desc = {""} + +common-items-npc_weapons-biped_small-gnarling-chieftain = Bastone del capo tribù + .desc = {""} + +common-items-npc_weapons-biped_small-gnarling-greentotem = Totem verde dei bitorzoluti + .desc = Yeet + +common-items-npc_weapons-biped_small-gnarling-logger = Ascia del boscaiolo + .desc = {""} + +common-items-npc_weapons-biped_small-gnarling-mugger = Pugnale del birbone + .desc = {""} + +common-items-npc_weapons-biped_small-gnarling-redtotem = Totem rosso dei bitorzoluti + .desc = Yeet + +common-items-npc_weapons-biped_small-gnarling-stalker = Bocchino del molestatore + .desc = {""} + +common-items-npc_weapons-biped_small-gnarling-whitetotem = Totem bianco dei bitorzoluti + .desc = Yeet + +common-items-npc_weapons-biped_small-boreal-bow = Arco boreale + .desc = {""} + +common-items-npc_weapons-biped_small-boreal-hammer = Martello boreale + .desc = {""} + +common-items-npc_weapons-biped_small-haniwa-archer = Arco dell'arciere + .desc = {""} + +common-items-npc_weapons-biped_small-haniwa-guard = Lancia della guardia + .desc = {""} + +common-items-npc_weapons-biped_small-haniwa-soldier = Spada del soldato + .desc = {""} + +common-items-npc_weapons-bow-bipedlarge-velorite = Arco gigante di velorite + .desc = Infuso con il potere di velorite. + +common-items-npc_weapons-bow-saurok_bow = Arco saurok + .desc = Segnaposto + +common-items-npc_weapons-bow-terracotta_besieger_bow = Arco dell'assediante di terracotta + .desc = Segnaposto + +common-items-npc_weapons-axe-gigas_frost_axe = Ascia del gigante del gelo + .desc = Segnaposto + +common-items-npc_weapons-axe-minotaur_axe = Ascia del minotauro + .desc = Segnaposto + +common-items-npc_weapons-axe-oni_blue_axe = Ascia dell'oni blu + .desc = Segnaposto + +common-items-npc_weapons-staff-bipedlarge-cultist = Bastone del cultista gigante + .desc = Il fuoco non emana calore. + +common-items-npc_weapons-staff-mindflayer_staff = Bastone dell'illithid + .desc = Segnaposto + +common-items-npc_weapons-staff-ogre_staff = Bastone dell'orco + .desc = Segnaposto + +common-items-npc_weapons-staff-saurok_staff = Bastone saurok + .desc = Segnaposto + +common-items-npc_weapons-sword-adlet_elder_sword = Spada dell'anziano adlet + .desc = Segnaposto + +common-items-npc_weapons-sword-bipedlarge-cultist = Spada gigante del cultista + .desc = Questo apparteneva a un malvagio signore del culto. + +common-items-npc_weapons-sword-dullahan_sword = Spada del Dullahan + .desc = Segnaposto + +common-items-npc_weapons-sword-pickaxe_velorite_sword = Piccone di velorite + .desc = {""} + +common-items-npc_weapons-sword-saurok_sword = Spada saurok + .desc = Segnaposto + +common-items-npc_weapons-sword-haniwa_general_sword = Spada del generale Haniwa + .desc = Segnaposto + +common-items-npc_weapons-sword-terracotta_pursuer_sword = Spada del perseguitatore di terracotta + .desc = Segnaposto + +common-items-npc_weapons-unique-akhlut = Semplice quadrupede medio + .desc = {""} + +common-items-npc_weapons-unique-beast_claws = Artigli di bestia + .desc = Era attaccato a una bestia. + +common-items-npc_weapons-unique-birdlargebasic = Uccello grande base + .desc = {""} + +common-items-npc_weapons-unique-birdlargebreathe = Uccello grande del soffio + .desc = {""} + +common-items-npc_weapons-unique-birdlargefire = Uccello grande del fuoco + .desc = Tocco infuocato di una potente bestia aerea + +common-items-npc_weapons-unique-birdmediumbasic = Uccello medio basico + .desc = Mordi mordi mordi!!! Combatti combatti combatti!!! + +common-items-npc_weapons-unique-bushly = Grazia dell'iniziato + .desc = Non preoccuparti, i principianti non piangeranno. + +common-items-npc_weapons-unique-cardinal = Caduceo + .desc = Sembra che i serpenti del bastone di Esculapio siano vivi + +common-items-npc_weapons-unique-clay_golem_fist = Pugni del golem d'argilla + .desc = Yeet + +common-items-npc_weapons-unique-iron_dwarf = Orologeria + .desc = {""} + +common-items-npc_weapons-unique-cloudwyvern = Viverna delle nuvole + .desc = {""} + +common-items-npc_weapons-unique-coral_golem_fist = Pugni del golem di corallo + .desc = Yeet + +common-items-npc_weapons-unique-crab_pincer = Tenaglia di granchio + .desc = {""} + +common-items-npc_weapons-unique-dagon = Kit del Dagon + .desc = Potere dell'oceano! + +common-items-npc_weapons-unique-deadwood = Legno morto + .desc = {""} + +common-items-npc_weapons-unique-driggle = Grazia dell'iniziato + .desc = Non preoccuparti, i principianti non piangeranno. + +common-items-npc_weapons-unique-emberfly = Grazia dell'iniziato + .desc = Non preoccuparti, i principianti non piangeranno. + +common-items-npc_weapons-unique-fiery_tornado = Tornado infuocato + .desc = Arma del tornado infuocato + +common-items-npc_weapons-unique-flamekeeper_staff = Bastone del guardiano della fiamma + .desc = Bastone del guardiano della fiamma + +common-items-npc_weapons-unique-cursekeeper_sceptre = Scettro del custode della maledizione + .desc = Scettro del custode della maledizione + +common-items-npc_weapons-unique-cursekeeper_sceptre_fake = Scettro del custode della maledizione + .desc = Scettro del custode della maledizione + +common-items-npc_weapons-unique-jiangshi = Magia Jiangshi + .desc = Magia Jiangshi + +common-items-npc_weapons-unique-mogwai = Magia Mogwai + .desc = Magia Mogwai + +common-items-npc_weapons-unique-shamanic_spirit = Spirito sciamanico + .desc = Spirito sciamanico + +common-items-npc_weapons-unique-terracotta_demolisher_fist = Pugno del demolitore di terracotta + .desc = Pugno del demolitore di terracotta + +common-items-npc_weapons-unique-terracotta_statue = Statua di terracotta + .desc = Statua di terracotta + +common-items-npc_weapons-unique-flamethrower = Lanciafiamme + .desc = Colpisce con il fuoco + +common-items-npc_weapons-unique-flamewyvern = Viverna di fuoco + .desc = {""} + +common-items-npc_weapons-unique-frostfang = Zanna gelida + .desc = {""} + +common-items-npc_weapons-unique-frostwyvern = Viverna del gelo + .desc = {""} + +common-items-npc_weapons-unique-haniwa_sentry = Sentinella Haniwa + .desc = Arma a torretta rotante + +common-items-npc_weapons-unique-hermit_alligator = Denti dell'alligatore eremita + .desc = Grrr! + +common-items-npc_weapons-unique-husk = Guscio + .desc = {""} + +common-items-npc_weapons-unique-husk_brute = Bruto del guscio + .desc = {""} + +common-items-npc_weapons-unique-icedrake = Drago del ghiaccio + .desc = {""} + +common-items-npc_weapons-unique-irrwurz = Grazia dell'iniziato + .desc = Non preoccuparti, i principianti non piangeranno. + +common-items-npc_weapons-unique-maneater = Mangiatore di uomini + .desc = {""} + +common-items-npc_weapons-unique-mossysnail = Grazia dell'iniziato + .desc = Non preoccuparti, i principianti non piangeranno. + +common-items-npc_weapons-unique-organ = Aura d'organo + .desc = Melodia motivazionale + +common-items-npc_weapons-unique-quadlowbasic = Semplice quadrupede basso + .desc = {""} + +common-items-npc_weapons-unique-quadlowbeam = Raggio quadrupede piccolo + .desc = {""} + +common-items-npc_weapons-unique-quadlowbreathe = Respiro di quadrupede basso + .desc = {""} + +common-items-npc_weapons-unique-quadlowquick = Movimento rapido quadrupede basso + .desc = {""} + +common-items-npc_weapons-unique-quadlowtail = Coda di quadrupede basso + .desc = {""} + +common-items-npc_weapons-unique-quadmedbasic = Semplice quadrupede medio + .desc = {""} + +common-items-npc_weapons-unique-quadmedbasicgentle = Semplice quadrupede medio + .desc = {""} + +common-items-npc_weapons-unique-quadmedcharge = Carica quadrupede media + .desc = {""} + +common-items-npc_weapons-unique-quadmedhoof = Zoccolo quadrupede medio + .desc = {""} + +common-items-npc_weapons-unique-quadmedjump = Salto quadrupede medio + .desc = {""} + +common-items-npc_weapons-unique-quadmedquick = Movimento rapido quadrupede medio + .desc = {""} + +common-items-npc_weapons-unique-quadsmallbasic = Quadrupede basico piccolo + .desc = {""} + +common-items-npc_weapons-unique-roshwalr = Roshwalr + .desc = {""} + +common-items-npc_weapons-unique-sea_bishop_sceptre = Scettro del vescovo del mare + .desc = Colpisce come un'onda. + +common-items-npc_weapons-unique-seawyvern = Viverna del mare + .desc = {""} + +common-items-npc_weapons-unique-simpleflyingbasic = Semplioce combattimento aereo + .desc = Credo di poter volare! + +common-items-npc_weapons-unique-stone_golems_fist = Pugno del golem di pietra + .desc = Era attaccato a un possente golem di pietra. + +common-items-npc_weapons-unique-theropodbasic = Teropode Base + .desc = {""} + +common-items-npc_weapons-unique-theropodbird = Uccello teropode + .desc = {""} + +common-items-npc_weapons-unique-theropodcharge = Carica teropode + .desc = {""} + +common-items-npc_weapons-unique-theropodsmall = Teropode piccolo + .desc = {""} + +common-items-npc_weapons-unique-tidal_claws = Artigli delle maree + .desc = Artigliano a scatto + +common-items-npc_weapons-unique-tidal_totem = Totem delle maree + .desc = Yeet + +common-items-npc_weapons-unique-tornado = Tornado + .desc = Arma del tornado + +common-items-npc_weapons-unique-treantsapling = Grazia dell'iniziato + .desc = Non preoccuparti, i principianti non piangeranno. + +common-items-npc_weapons-unique-turret = Torretta + .desc = Arma della torretta + +common-items-npc_weapons-unique-tursus_claws = Artigli di tursus + .desc = Era attaccato a una bestia. + +common-items-npc_weapons-unique-wealdwyvern = Viverna della Foresta + .desc = {""} + +common-items-npc_weapons-unique-wendigo_magic = Magia del windigo + .desc = Spaventoso. + +common-items-npc_weapons-unique-wood_golem_fist = Pugni del golem di legno + .desc = Yeet + +common-items-npc_weapons-unique-ancient_effigy_eyes = Occhi di effigie antica + .desc = {""} + +common-items-npc_weapons-unique-claysteed = Zoccolo di Claysteed + .desc = {""} + +common-items-npc_weapons-unique-gravewarden_fist = Pugno del guardiano di tombe + .desc = {""} + +common-items-npc_weapons-unique-arthropods-antlion = Formica leone + .desc = {""} + +common-items-npc_weapons-unique-arthropods-blackwidow = Vedova nera + .desc = {""} + +common-items-npc_weapons-unique-arthropods-cavespider = Ragno delle caverne + .desc = {""} + +common-items-npc_weapons-unique-arthropods-dagonite = Dagonite + .desc = {""} + +common-items-npc_weapons-unique-arthropods-hornbeetle = Scarabeo cornuto + .desc = {""} + +common-items-npc_weapons-unique-arthropods-leafbeetle = Scarabeo foglia + .desc = {""} + +common-items-npc_weapons-unique-arthropods-moltencrawler = Lumacone di lava + .desc = {""} + +common-items-npc_weapons-unique-arthropods-mosscrawler = Ramino muschioso + .desc = {""} + +common-items-npc_weapons-unique-arthropods-tarantula = Tarantola + .desc = {""} + +common-items-npc_weapons-unique-arthropods-weevil = Coleottero + .desc = {""} + +common-items-npc_weapons-unique-quadruped_low-asp = Asp + .desc = {""} + +common-items-npc_weapons-unique-quadruped_low-basilisk = Basilisco + .desc = {""} + +common-items-npc_weapons-unique-quadruped_low-deadwood = Legno morto + .desc = {""} + +common-items-npc_weapons-unique-quadruped_low-hakulaq = Hakulaq + .desc = {""} + +common-items-npc_weapons-unique-quadruped_low-icedrake = Drago del ghiaccio + .desc = {""} + +common-items-npc_weapons-unique-quadruped_low-lavadrake = Drago della lava + .desc = {""} + +common-items-npc_weapons-unique-quadruped_low-maneater = Mangiatore di uomini + .desc = {""} + +common-items-npc_weapons-unique-quadruped_low-tortoise = Tartaruga + .desc = {""} + +common-items-npc_weapons-unique-quadruped_medium-alpaca = Alpaca + .desc = {""} + +common-items-npc_weapons-unique-quadruped_medium-antelope = Antilope + .desc = {""} + +common-items-npc_weapons-unique-quadruped_medium-donkey = Asino + .desc = {""} + +common-items-npc_weapons-unique-quadruped_medium-grolgar = Grolgar + .desc = {""} + +common-items-npc_weapons-unique-quadruped_medium-highland = Bovino delle Highland + .desc = {""} + +common-items-npc_weapons-unique-quadruped_medium-horse = Cavallo + .desc = {""} + +common-items-npc_weapons-unique-quadruped_medium-moose = Alce + .desc = {""} + +common-items-npc_weapons-unique-quadruped_medium-mouflon = Mouflone + .desc = {""} + +common-items-npc_weapons-unique-quadruped_medium-wolf = Lupo + .desc = {""} + +common-items-npc_weapons-unique-quadruped_small-boar = Cinghiale + .desc = {""} + +common-items-npc_weapons-unique-quadruped_small-hyena = Iena + .desc = {""} + +common-items-npc_weapons-unique-quadruped_small-rodent = Roditore + .desc = {""} + +common-items-npc_weapons-unique-theropod-yale = Yale + .desc = {""} + +common-items-npc_weapons-hammer-bipedlarge-cultist = Martello da guerra del cultista gigante + .desc = Questo apparteneva a un malvagio signore del culto. + +common-items-npc_weapons-hammer-cyclops_hammer = Martello del ciclope + .desc = Segnaposto + +common-items-npc_weapons-hammer-harvester_scythe = Falcetto del mietitore + .desc = Segnaposto + +common-items-npc_weapons-hammer-ogre_hammer = Martello dell'ogre + .desc = Segnaposto + +common-items-npc_weapons-hammer-oni_red_hammer = Martello dell'oni rosso + .desc = Segnaposto + +common-items-npc_weapons-hammer-troll_hammer = Martello del troll + .desc = Segnaposto + +common-items-npc_weapons-hammer-wendigo_hammer = Martello del windigo + .desc = Segnaposto + +common-items-npc_weapons-hammer-yeti_hammer = Martello dello yeti + .desc = Segnaposto + +common-items-npc_weapons-hammer-terracotta_punisher_club = Mazza del punitore di terracotta + .desc = Segnaposto + diff --git a/assets/voxygen/i18n/it/item/weapon/primary_component.ftl b/assets/voxygen/i18n/it/item/weapon/primary_component.ftl new file mode 100644 index 0000000..1f01110 --- /dev/null +++ b/assets/voxygen/i18n/it/item/weapon/primary_component.ftl @@ -0,0 +1,756 @@ +weapon-component-sword-greatsword-iron = Lama della grande spada di ferro + .desc = {""} + +weapon-component-sword-katana-iron = Lama del katana di ferro + .desc = {""} + +weapon-component-sword-sawblade-iron = Lama circolare di ferro + .desc = {""} + +weapon-component-sword-sabre-iron = Lama della sciabola di ferro + .desc = {""} + +weapon-component-sword-ornate-iron = Lama della spada ornamentale di ferro + .desc = {""} + +weapon-component-sword-longsword-iron = Lama della spada lunga di ferro + .desc = {""} + +weapon-component-sword-zweihander-iron = Lama dello zweihander di ferro + .desc = {""} + +weapon-component-bow-shortbow-wood = Flettenti del corto arco di legno + .desc = {""} + +weapon-component-bow-longbow-wood = Flettenti del lungo arco di legno + .desc = {""} + +weapon-component-bow-ornate-wood = Flettenti del legno ornamentale dell'arco di legno + .desc = {""} + +weapon-component-bow-greatbow-wood = Flettenti del grande arco di legno + .desc = {""} + +weapon-component-bow-composite-wood = Flettenti dell'arco composito di legno + .desc = {""} + +weapon-component-bow-bow-wood = Flettenti dell'arco di legno + .desc = {""} + +weapon-component-bow-warbow-wood = Flettenti dell'arco da guerra di legno + .desc = {""} + +weapon-component-hammer-maul-bronze = Testa di mazza di bronzo + .desc = {""} + +weapon-component-hammer-hammer-bronze = Testa di martello di bronzo + .desc = {""} + +weapon-component-hammer-greatmace-bronze = Testa di granmazza di bronzo + .desc = {""} + +weapon-component-hammer-spikedmace-bronze = Testa di mazza chiodata di bronzo + .desc = {""} + +weapon-component-hammer-greathammer-bronze = Testa di granmartello di bronzo + .desc = {""} + +weapon-component-hammer-warhammer-bronze = Testa di martello da guerra di bronzo + .desc = {""} + +weapon-component-hammer-ornate-bronze = Testa di martello ornamentale di bronzo + .desc = {""} + +weapon-component-hammer-maul-bloodsteel = Testa di mazza di ferrosangue + .desc = {""} + +weapon-component-hammer-greathammer-bloodsteel = Testa di granmartello di ferrosangue + .desc = {""} + +weapon-component-hammer-ornate-bloodsteel = Testa di martello ornamentale di ferrosangue + .desc = {""} + +weapon-component-hammer-hammer-bloodsteel = Testa di martello di ferrosangue + .desc = {""} + +weapon-component-hammer-spikedmace-bloodsteel = Testa di mazza chiodata di ferrosangue + .desc = {""} + +weapon-component-hammer-greatmace-bloodsteel = Testa di granmazza di ferrosangue + .desc = {""} + +weapon-component-hammer-warhammer-bloodsteel = Testa di martello da guerra di ferrosangue + .desc = {""} + +weapon-component-sceptre-ornate-frostwood = Asta dello scettro ornamentale di legno gelido + .desc = {""} + +weapon-component-sceptre-sceptre-frostwood = Asta dello scettro di legno gelido + .desc = {""} + +weapon-component-sceptre-crook-frostwood = Asta del bastone curvo di legno gelido + .desc = {""} + +weapon-component-sceptre-grandsceptre-frostwood = Asta del granscettro di legno gelido + .desc = {""} + +weapon-component-sceptre-cane-frostwood = Asta del bastone di legno gelido + .desc = {""} + +weapon-component-sceptre-crozier-frostwood = Asta della croce pastorale di legno gelido + .desc = {""} + +weapon-component-sceptre-arbor-frostwood = Asta dell'arco di legno gelido + .desc = {""} + +weapon-component-bow-bow-eldwood = Flettenti dell'arco di legno antico + .desc = {""} + +weapon-component-bow-warbow-eldwood = Flettenti dell'arco da guerra di legno antico + .desc = {""} + +weapon-component-bow-greatbow-eldwood = Flettenti del grande arco di legno antico + .desc = {""} + +weapon-component-bow-ornate-eldwood = Flettenti dell'arco ornamentale di legno antico + .desc = {""} + +weapon-component-bow-longbow-eldwood = Flettenti del lungo arco di legno antico + .desc = {""} + +weapon-component-bow-composite-eldwood = Flettenti dell'arco composito di legno antico + .desc = {""} + +weapon-component-bow-shortbow-eldwood = Flettenti dell'arco corto di legno antico + .desc = {""} + +weapon-component-axe-axe-bloodsteel = Testa della ascia di ferrosangue + .desc = {""} + +weapon-component-axe-ornate-bloodsteel = Testa dell'ascia ornamentale di ferrosangue + .desc = {""} + +weapon-component-axe-jagged-bloodsteel = Testa dell'ascia dentata di ferrosangue + .desc = {""} + +weapon-component-axe-battleaxe-bloodsteel = Testa dell'ascia da battaglia di ferrosangue + .desc = {""} + +weapon-component-axe-greataxe-bloodsteel = Testa della grande ascia di ferrosangue + .desc = {""} + +weapon-component-axe-labrys-bloodsteel = Testa del lábrys di ferrosangue + .desc = {""} + +weapon-component-axe-poleaxe-bloodsteel = Testa del mazzapicchio di ferrosangue + .desc = {""} + +weapon-component-axe-poleaxe-cobalt = Testa di mazzapicchio di cobalto + .desc = {""} + +weapon-component-axe-jagged-cobalt = Testa dell'ascia dentata di cobalto + .desc = {""} + +weapon-component-axe-labrys-cobalt = Testa del lábrys di cobalto + .desc = {""} + +weapon-component-axe-axe-cobalt = Testa dell'ascia di cobalto + .desc = {""} + +weapon-component-axe-ornate-cobalt = Testa dell'ascia ornamentale di cobalto + .desc = {""} + +weapon-component-axe-greataxe-cobalt = Testa della grande ascia di cobalto + .desc = {""} + +weapon-component-axe-battleaxe-cobalt = Testa dell'ascia da battaglia di cobalto + .desc = {""} + +weapon-component-hammer-maul-iron = Testa di mazza di ferro + .desc = {""} + +weapon-component-hammer-ornate-iron = Testa di martello ornamentale di ferro + .desc = {""} + +weapon-component-hammer-spikedmace-iron = Testa di mazza chiodata di ferro + .desc = {""} + +weapon-component-hammer-hammer-iron = Testa di martello di ferro + .desc = {""} + +weapon-component-hammer-warhammer-iron = Testa di martello da guerra di ferro + .desc = {""} + +weapon-component-hammer-greathammer-iron = Testa di granmartello di ferro + .desc = {""} + +weapon-component-hammer-greatmace-iron = Testa di granmazza di ferro + .desc = {""} + +weapon-component-sword-zweihander-steel = Lama dello zweihander d'acciaio + .desc = {""} + +weapon-component-sword-longsword-steel = Lama della spada lunga d'acciaio + .desc = {""} + +weapon-component-sword-katana-steel = Lama del katana d'acciaio + .desc = {""} + +weapon-component-sword-greatsword-steel = Lama della grande spada d'acciaio + .desc = {""} + +weapon-component-sword-ornate-steel = Lama della spada ornamentale d'acciaio + .desc = {""} + +weapon-component-sword-sawblade-steel = Lama sega d'acciaio + .desc = {""} + +weapon-component-sword-sabre-steel = Lama della sciabola d'acciaio + .desc = {""} + +weapon-component-staff-grandstaff-hardwood = Asta del granbastone di legno duro + .desc = {""} + +weapon-component-staff-rod-hardwood = Asta di legno duro + .desc = {""} + +weapon-component-staff-brand-hardwood = Asta del marchio di legno duro + .desc = {""} + +weapon-component-staff-longpole-hardwood = Asta dell'asta lunga di legno duro + .desc = {""} + +weapon-component-staff-staff-hardwood = Asta del bastone di legno duro + .desc = {""} + +weapon-component-staff-ornate-hardwood = Asta del bastone ornamentale di legno duro + .desc = {""} + +weapon-component-staff-pole-hardwood = Asta del palo di legno duro + .desc = {""} + +weapon-component-axe-ornate-orichalcum = Testa dell'ascia ornamentale di oricalco + .desc = {""} + +weapon-component-axe-jagged-orichalcum = Testa dell'ascia dentata di oricalco + .desc = {""} + +weapon-component-axe-axe-orichalcum = Testa dell'ascia di oricalco + .desc = {""} + +weapon-component-axe-battleaxe-orichalcum = Testa dell'ascia da battaglia di oricalco + .desc = {""} + +weapon-component-axe-greataxe-orichalcum = Testa della grande ascia di oricalco + .desc = {""} + +weapon-component-axe-poleaxe-orichalcum = Testa di mazzapicchio di oricalco + .desc = {""} + +weapon-component-axe-labrys-orichalcum = Testa del lábrys di oricalco + .desc = {""} + +weapon-component-bow-greatbow-bamboo = Flettenti del grande arco di bambù + .desc = {""} + +weapon-component-bow-longbow-bamboo = Flettenti del lungo arco di bambù + .desc = {""} + +weapon-component-bow-composite-bamboo = Flettenti dell'arco composito di bambù + .desc = {""} + +weapon-component-bow-ornate-bamboo = Flettenti dell'arco ornamentale di bambù + .desc = {""} + +weapon-component-bow-shortbow-bamboo = Flettenti dell'arco corto di bambù + .desc = {""} + +weapon-component-bow-bow-bamboo = Flettenti dell'arco di bambù + .desc = {""} + +weapon-component-bow-warbow-bamboo = Flettenti dell'arco da guerra di bamboo + .desc = {""} + +weapon-component-bow-ornate-frostwood = Flettenti dell'arco ornamentale di legno gelido + .desc = {""} + +weapon-component-bow-composite-frostwood = Flettenti dell'arco composito di legno gelido + .desc = {""} + +weapon-component-bow-warbow-frostwood = Flettenti dell'arco da guerra di legno gelido + .desc = {""} + +weapon-component-bow-shortbow-frostwood = Flettenti dell'arco corto di legno gelido + .desc = {""} + +weapon-component-bow-longbow-frostwood = Flettenti dell'arco lungo di legno gelido + .desc = {""} + +weapon-component-bow-bow-frostwood = Flettenti dell'arco di legno gelido + .desc = {""} + +weapon-component-bow-greatbow-frostwood = Flettenti del grande arco di legno gelido + .desc = {""} + +weapon-component-staff-ornate-frostwood = Asta dello scettro ornamentale di legno gelido + .desc = {""} + +weapon-component-staff-pole-frostwood = Asta del palo di legno gelido + .desc = {""} + +weapon-component-staff-longpole-frostwood = Asta del bastone lungo di legno gelido + .desc = {""} + +weapon-component-staff-grandstaff-frostwood = Asta del granbastone di legno gelido + .desc = {""} + +weapon-component-staff-rod-frostwood = Asta di legno gelido + .desc = {""} + +weapon-component-staff-staff-frostwood = Asta del bastone di legno gelido + .desc = {""} + +weapon-component-staff-brand-frostwood = Asta del marchio di legno gelido + .desc = {""} + +weapon-component-bow-greatbow-hardwood = Flettenti del grande arco di legno duro + .desc = {""} + +weapon-component-bow-warbow-hardwood = Flettenti dell'arco da guerra di legno duro + .desc = {""} + +weapon-component-bow-shortbow-hardwood = Flettenti dell'arco corto di legno duro + .desc = {""} + +weapon-component-bow-bow-hardwood = Flettenti dell'arco di legno duro + .desc = {""} + +weapon-component-bow-composite-hardwood = Flettenti dell'arco composito di legno duro + .desc = {""} + +weapon-component-bow-ornate-hardwood = Flettenti dell'arco ornamentale di legno duro + .desc = {""} + +weapon-component-bow-longbow-hardwood = Flettenti dell'arco lungo di legno duro + .desc = {""} + +weapon-component-sceptre-cane-ironwood = Asta del bastone di legno di ferro + .desc = {""} + +weapon-component-sceptre-ornate-ironwood = Asta dello scettro ornamentale di legno di ferro + .desc = {""} + +weapon-component-sceptre-grandsceptre-ironwood = Asta del granbastone di legno di ferro + .desc = {""} + +weapon-component-sceptre-arbor-ironwood = Asta dell'arco di legno di ferro + .desc = {""} + +weapon-component-sceptre-crozier-ironwood = Asta della croce pastorale di legno di ferro + .desc = {""} + +weapon-component-sceptre-crook-ironwood = Asta del bastone curvo di legno di ferro + .desc = {""} + +weapon-component-sceptre-sceptre-ironwood = Asta dello scettro di legno di ferro + .desc = {""} + +weapon-component-axe-greataxe-iron = Testa di granascia di ferro + .desc = {""} + +weapon-component-axe-jagged-iron = Testa di ascia dentata di ferro + .desc = {""} + +weapon-component-axe-battleaxe-iron = Testa di ascia da battaglia di ferro + .desc = {""} + +weapon-component-axe-labrys-iron = Testa di lábrys di ferro + .desc = {""} + +weapon-component-axe-axe-iron = Testa di ascia di ferro + .desc = {""} + +weapon-component-axe-ornate-iron = Testa di ascia ornamentale di ferro + .desc = {""} + +weapon-component-axe-poleaxe-iron = Testa di mazzapicchio di ferro + .desc = {""} + +weapon-component-axe-greataxe-steel = Testa di granascia d'acciaio + .desc = {""} + +weapon-component-axe-ornate-steel = Testa di ascia ornamentale d'acciaio + .desc = {""} + +weapon-component-axe-jagged-steel = Testa di ascia dentata d'acciaio + .desc = {""} + +weapon-component-axe-battleaxe-steel = Testa di ascia da battaglia d'acciaio + .desc = {""} + +weapon-component-axe-poleaxe-steel = Testa di mazzapicchio d'acciaio + .desc = {""} + +weapon-component-axe-labrys-steel = Testa di lábrys d'acciaio + .desc = {""} + +weapon-component-axe-axe-steel = Testa di ascia di acciaio + .desc = {""} + +weapon-component-sword-longsword-bronze = Lama della spada lunga di bronzo + .desc = {""} + +weapon-component-sword-zweihander-bronze = Lama dello Zweihander di bronzo + .desc = {""} + +weapon-component-sword-greatsword-bronze = Lama della grande spada di bronzo + .desc = {""} + +weapon-component-sword-katana-bronze = Lama del katana di bronzo + .desc = {""} + +weapon-component-sword-sabre-bronze = Lama della sciabola di bronzo + .desc = {""} + +weapon-component-sword-ornate-bronze = Lama della spada ornamentale di bronzo + .desc = {""} + +weapon-component-sword-sawblade-bronze = Lama sega di bronzo + .desc = {""} + +weapon-component-sceptre-crozier-wood = Asta della croce pastorale di legno + .desc = {""} + +weapon-component-sceptre-sceptre-wood = Asta dello scettro di legno + .desc = {""} + +weapon-component-sceptre-cane-wood = Asta del bastone di legno + .desc = {""} + +weapon-component-sceptre-ornate-wood = Asta dello scettro ornamentale di legno + .desc = {""} + +weapon-component-sceptre-arbor-wood = Asta dell'arco di legno + .desc = {""} + +weapon-component-sceptre-crook-wood = Asta del bastone curvo di legno + .desc = {""} + +weapon-component-sceptre-grandsceptre-wood = Asta del granscettro di legno + .desc = {""} + +weapon-component-staff-brand-bamboo = Asta del marchio di bambù + .desc = {""} + +weapon-component-staff-grandstaff-bamboo = Asta del granbastone di bambù + .desc = {""} + +weapon-component-staff-pole-bamboo = Asta di bastone di bambù + .desc = {""} + +weapon-component-staff-staff-bamboo = Asta dello staff di bambù + .desc = {""} + +weapon-component-staff-rod-bamboo = Asta di canna di bambù + .desc = {""} + +weapon-component-staff-longpole-bamboo = Asta lunga di bambù + .desc = {""} + +weapon-component-staff-ornate-bamboo = Asta dello staff ornamentale di bambù + .desc = {""} + +weapon-component-hammer-warhammer-orichalcum = Testa di martello da guerra di oricalco + .desc = {""} + +weapon-component-hammer-greathammer-orichalcum = Testa di granmartello di oricalco + .desc = {""} + +weapon-component-hammer-greatmace-orichalcum = Testa di granmazza di oricalco + .desc = {""} + +weapon-component-hammer-hammer-orichalcum = Testa di martello di oricalco + .desc = {""} + +weapon-component-hammer-spikedmace-orichalcum = Testa di mazza chiodata di oricalco + .desc = {""} + +weapon-component-hammer-ornate-orichalcum = Testa di martello ornamentale di oricalco + .desc = {""} + +weapon-component-hammer-maul-orichalcum = Testa di mazza da guerra di oricalco + .desc = {""} + +weapon-component-bow-shortbow-ironwood = Flettenti del corto arco di legno di ferro + .desc = {""} + +weapon-component-bow-greatbow-ironwood = Flettenti del grande arco di legno di ferro + .desc = {""} + +weapon-component-bow-ornate-ironwood = Flettenti dell'arco ornamentale di legno di ferro + .desc = {""} + +weapon-component-bow-longbow-ironwood = Flettenti dell'arco lungo di legno di ferro + .desc = {""} + +weapon-component-bow-warbow-ironwood = Flettenti dell'arco da guerra di legno di ferro + .desc = {""} + +weapon-component-bow-composite-ironwood = Flettenti dell'arco composito di legno di ferro + .desc = {""} + +weapon-component-bow-bow-ironwood = Flettenti dell'arco di legno di ferro + .desc = {""} + +weapon-component-hammer-ornate-cobalt = Testa di martello ornamentale di cobalto + .desc = {""} + +weapon-component-hammer-hammer-cobalt = Testa di martello di cobalto + .desc = {""} + +weapon-component-hammer-greatmace-cobalt = Testa di granmazza di cobalto + .desc = {""} + +weapon-component-hammer-spikedmace-cobalt = Testa di mazza chiodata di cobalto + .desc = {""} + +weapon-component-hammer-greathammer-cobalt = Testa di granmartello di cobalto + .desc = {""} + +weapon-component-hammer-maul-cobalt = Testa di mazza da guerra di cobalto + .desc = {""} + +weapon-component-hammer-warhammer-cobalt = Testa di martello da guerra di cobalto + .desc = {""} + +weapon-component-staff-ornate-wood = Asta dello staff ornamentale di legno + .desc = {""} + +weapon-component-staff-pole-wood = Asta del bastone di legno + .desc = {""} + +weapon-component-staff-rod-wood = Asta di canna di legno + .desc = {""} + +weapon-component-staff-brand-wood = Asta del marchio di legno + .desc = {""} + +weapon-component-staff-grandstaff-wood = Asta del granbastone di legno + .desc = {""} + +weapon-component-staff-staff-wood = Asta dello staff di legno + .desc = {""} + +weapon-component-staff-longpole-wood = Asta lunga di legno + .desc = {""} + +weapon-component-hammer-ornate-steel = Testa di martello ornamentale d'acciaio + .desc = {""} + +weapon-component-hammer-hammer-steel = Testa di martello d'acciaio + .desc = {""} + +weapon-component-hammer-greathammer-steel = Testa di granmartello d'acciaio + .desc = {""} + +weapon-component-hammer-spikedmace-steel = Testa di mazza chiodata d'acciaio + .desc = {""} + +weapon-component-hammer-greatmace-steel = Testa di granmazza d'acciaio + .desc = {""} + +weapon-component-hammer-maul-steel = Testa di mazza d'acciaio + .desc = {""} + +weapon-component-hammer-warhammer-steel = Testa di martello da guerra d'acciaio + .desc = {""} + +weapon-component-sceptre-grandsceptre-bamboo = Asta del granscettro di bambù + .desc = {""} + +weapon-component-sceptre-cane-bamboo = Asta del bastone di bambù + .desc = {""} + +weapon-component-sceptre-crozier-bamboo = Asta della croce pastorale di bambù + .desc = {""} + +weapon-component-sceptre-crook-bamboo = Asta del bastone curvo di bambù + .desc = {""} + +weapon-component-sceptre-sceptre-bamboo = Asta dello scettro di bambù + .desc = {""} + +weapon-component-sceptre-arbor-bamboo = Asta dell'arco di bambù + .desc = {""} + +weapon-component-sceptre-ornate-bamboo = Asta dello scettro ornamentale di bambù + .desc = {""} + +weapon-component-staff-grandstaff-ironwood = Asta del granbastone di legno di ferro + .desc = {""} + +weapon-component-staff-rod-ironwood = Asta di canna di legno di ferro + .desc = {""} + +weapon-component-staff-brand-ironwood = Asta del marchio di legno di ferro + .desc = {""} + +weapon-component-staff-longpole-ironwood = Asta lunga di legno di ferro + .desc = {""} + +weapon-component-staff-staff-ironwood = Asta dello staff di legno di ferro + .desc = {""} + +weapon-component-staff-pole-ironwood = Asta del bastone di legno di ferro + .desc = {""} + +weapon-component-staff-ornate-ironwood = Asta dello staff ornamentale di legno di ferro + .desc = {""} + +weapon-component-staff-ornate-eldwood = Asta dello staff ornamentale di legno antico + .desc = {""} + +weapon-component-staff-longpole-eldwood = Asta lunga di legno antico + .desc = {""} + +weapon-component-staff-rod-eldwood = Asta di canna di legno antico + .desc = {""} + +weapon-component-staff-pole-eldwood = Asta del bastone di legno antico + .desc = {""} + +weapon-component-staff-staff-eldwood = Asta dello staff di legno antico + .desc = {""} + +weapon-component-staff-brand-eldwood = Asta del marchio di legno antico + .desc = {""} + +weapon-component-staff-grandstaff-eldwood = Asta del granbastone di legno antico + .desc = {""} + +weapon-component-sceptre-arbor-eldwood = Asta dell'arco di legno antico + .desc = {""} + +weapon-component-sceptre-crook-eldwood = Asta del bastone curvo di legno antico + .desc = {""} + +weapon-component-sceptre-crozier-eldwood = Asta della croce pastorale di legno antico + .desc = {""} + +weapon-component-sceptre-cane-eldwood = Asta del bastone di legno antico + .desc = {""} + +weapon-component-sceptre-grandsceptre-eldwood = Asta del granscettro di legno antico + .desc = {""} + +weapon-component-sceptre-ornate-eldwood = Asta dello scettro ornamentale di legno antico + .desc = {""} + +weapon-component-sceptre-sceptre-eldwood = Asta dello scettro di legno antico + .desc = {""} + +weapon-component-sword-sabre-bloodsteel = Lama della sciabola in ferrosangue + .desc = {""} + +weapon-component-sword-zweihander-bloodsteel = Lama dello Zweihander in ferrosangue + .desc = {""} + +weapon-component-sword-greatsword-bloodsteel = Lama della grande spada in ferrosangue + .desc = {""} + +weapon-component-sword-katana-bloodsteel = Lama del katana in ferrosangue + .desc = {""} + +weapon-component-sword-longsword-bloodsteel = Lama della spada lunga in ferrosangue + .desc = {""} + +weapon-component-sword-ornate-bloodsteel = Lama della spada ornamentale in ferrosangue + .desc = {""} + +weapon-component-sword-sawblade-bloodsteel = Lama sega di ferrosangue + .desc = {""} + +weapon-component-sword-sabre-orichalcum = Lama della sciabola in oricalco + .desc = {""} + +weapon-component-sword-greatsword-orichalcum = Lama della grande spada in oricalco + .desc = {""} + +weapon-component-sword-sawblade-orichalcum = Lama sega di oricalco + .desc = {""} + +weapon-component-sword-longsword-orichalcum = Lama della spada lunga in oricalco + .desc = {""} + +weapon-component-sword-katana-orichalcum = Lama del katana in oricalco + .desc = {""} + +weapon-component-sword-zweihander-orichalcum = Lama dello Zweihander in oricalco + .desc = {""} + +weapon-component-sword-ornate-orichalcum = Lama della spada ornamentale in oricalco + .desc = {""} + +weapon-component-axe-poleaxe-bronze = Testa di mazzapicchio di bronzo + .desc = {""} + +weapon-component-axe-ornate-bronze = Testa di ascia ornamentale di bronzo + .desc = {""} + +weapon-component-axe-labrys-bronze = Testa di lábrys di bronzo + .desc = {""} + +weapon-component-axe-battleaxe-bronze = Testa di ascia da battaglia di bronzo + .desc = {""} + +weapon-component-axe-axe-bronze = Testa di ascia di bronzo + .desc = {""} + +weapon-component-axe-jagged-bronze = Testa di ascia dentata di bronzo + .desc = {""} + +weapon-component-axe-greataxe-bronze = Testa di granascia di bronzo + .desc = {""} + +weapon-component-sceptre-sceptre-hardwood = Asta dello scettro di legno duro + .desc = {""} + +weapon-component-sceptre-cane-hardwood = Asta del bastone di legno duro + .desc = {""} + +weapon-component-sceptre-arbor-hardwood = Asta dell'arco di legno duro + .desc = {""} + +weapon-component-sceptre-crozier-hardwood = Asta della croce pastorale di legno duro + .desc = {""} + +weapon-component-sceptre-ornate-hardwood = Asta dello scettro ornamentale di legno duro + .desc = {""} + +weapon-component-sceptre-crook-hardwood = Asta del bastone curvo di legno duro + .desc = {""} + +weapon-component-sceptre-grandsceptre-hardwood = Asta del granscettro di legno duro + .desc = {""} + +weapon-component-sword-longsword-cobalt = Lama della spada lunga di cobalto + .desc = {""} + +weapon-component-sword-sawblade-cobalt = Lama sega di cobalto + .desc = {""} + +weapon-component-sword-greatsword-cobalt = Lama della grande spada di cobalto + .desc = {""} + +weapon-component-sword-katana-cobalt = Lama del katana di cobalto + .desc = {""} + +weapon-component-sword-zweihander-cobalt = Lama dello Zweihander di cobalto + .desc = {""} + +weapon-component-sword-ornate-cobalt = Lama della spada ornamentale di cobalto + .desc = {""} + +weapon-component-sword-sabre-cobalt = Lama della sciabola di cobalto + .desc = {""} + diff --git a/assets/voxygen/i18n/it/item/weapon/projectile.ftl b/assets/voxygen/i18n/it/item/weapon/projectile.ftl new file mode 100644 index 0000000..aaf6371 --- /dev/null +++ b/assets/voxygen/i18n/it/item/weapon/projectile.ftl @@ -0,0 +1,14 @@ +object-bomb = Bomba + .desc = Un dispositivo altamente esplosivo, adorato dai demolitori! +weapon-projectile-fireworks_blue = Fuoco d'artificio blu + .desc = Distanza consigliata: 42 blocchi. +weapon-projectile-fireworks_green = Fuoco d'artificio verde + .desc = Attenzione agli alberi. +weapon-projectile-fireworks_purple = Fuoco d'artificio viola + .desc = Preferito dalla setta. +weapon-projectile-fireworks_red = Fuoco d'artificio rosso + .desc = A volte gli umani li usano come segnale di emergenza. +weapon-projectile-fireworks_white = Fuoco d'artificio bianco + .desc = Brilla come le stelle. +weapon-projectile-fireworks_yellow = Fuoco d'artificio giallo + .desc = Il grande dottore è deceduto dopo aver testato questa invenzione al chiuso. diff --git a/assets/voxygen/i18n/it/item/weapon/secondary_component.ftl b/assets/voxygen/i18n/it/item/weapon/secondary_component.ftl new file mode 100644 index 0000000..d7c9366 --- /dev/null +++ b/assets/voxygen/i18n/it/item/weapon/secondary_component.ftl @@ -0,0 +1,54 @@ +weapon-component-bow-grip-long = Impugnatura lunga per arco + .desc = {""} + +weapon-component-bow-grip-medium = Impugnatura media per arco + .desc = {""} + +weapon-component-bow-grip-short = Impugnatura corta per arco + .desc = {""} + +weapon-component-axe-haft-long = Manico lungo per ascia + .desc = {""} + +weapon-component-axe-haft-medium = Manico medio per ascia + .desc = {""} + +weapon-component-axe-haft-short = Manico corto per ascia + .desc = {""} + +weapon-component-staff-core-heavy = Nucleo piroclastico pesante + .desc = {""} + +weapon-component-staff-core-light = Nucleo piroclastico leggero + .desc = {""} + +weapon-component-staff-core-medium = Nucleo piroclastico + .desc = {""} + +weapon-component-sword-hilt-long = Impugnatura lunga per spada + .desc = {""} + +weapon-component-sword-hilt-medium = Impugnatura media per spada + .desc = {""} + +weapon-component-sword-hilt-short = Impugnatura corta per spada + .desc = {""} + +weapon-component-sceptre-core-heavy = Nucleo biologico pesante + .desc = {""} + +weapon-component-sceptre-core-light = Nucleo biologico leggero + .desc = {""} + +weapon-component-sceptre-core-medium = Nucleo biologico + .desc = {""} + +weapon-component-hammer-shaft-long = Manico lungo per martello + .desc = {""} + +weapon-component-hammer-shaft-medium = Manico medio per martello + .desc = {""} + +weapon-component-hammer-shaft-short = Manico corto per martello + .desc = {""} + diff --git a/assets/voxygen/i18n/it/item/weapon/tool.ftl b/assets/voxygen/i18n/it/item/weapon/tool.ftl new file mode 100644 index 0000000..b702d99 --- /dev/null +++ b/assets/voxygen/i18n/it/item/weapon/tool.ftl @@ -0,0 +1,33 @@ +weapon-tool-broom = Scopa + .desc = Sta cominciando a cadere a pezzi. + +weapon-tool-fishing_rod_blue = Canna da pesca + .desc = Profuma di pesce. + +weapon-tool-golf_club = Mazza da golf + .desc = Scaccia campagnoli. Fieramente antisociale. Crisi climatica? Ma quale crisi climatica? + +weapon-tool-hoe_green = Zappa + .desc = È sporca di terra. + +weapon-tool-pitchfork = Forcone + .desc = Una delle punte è rotta. + +weapon-tool-rake = Rastrello + .desc = Tenuto insieme con dello spago. + +weapon-tool-shovel_green = Pala + .desc = È ricoperta di letame. + +weapon-tool-shovel_gold = Pala + .desc = È stata pulita di recente. + +weapon-tool-pickaxe_green = Piccone + .desc = Ha un bordo scheggiato. + +weapon-tool-pickaxe_steel = Piccone d'acciaio + .desc = Consente di scavare rapidamente qualsiasi minerale in vista. + +weapon-tool-pickaxe_stone = Piccone di pietra + .desc = Colpisci la terra! + diff --git a/assets/voxygen/i18n/it/item/weapon/weapon.ftl b/assets/voxygen/i18n/it/item/weapon/weapon.ftl new file mode 100644 index 0000000..8623ebd --- /dev/null +++ b/assets/voxygen/i18n/it/item/weapon/weapon.ftl @@ -0,0 +1,66 @@ +weapon-shield-wood-0 = Uno scudo consunto + .desc = Dovrebbe resistere a qualche colpo in più, speriamo... +weapon-shield-starter = Scudo di legno + .desc = Potrebbe non resistere al fuoco. +weapon-dagger-dagger_basic-0 = Coltello di carta sospetto + .desc = Apre velocemente le lettere. +weapon-dagger-dagger_cult-0 = Pugnale magico del cultista + .desc = Questo apparteneva a un malvagio signore del culto. +weapon-dagger-dagger_rusty = Pugnale arrugginito + .desc = Facilmente occultabile. +weapon-bow-sagitta = Freccia + .desc = Si dice che abbia ucciso un drago con una sola freccia. +weapon-bow-starter = Arco storto + .desc = Qualcuno ha inciso sopra le proprie iniziali. +weapon-bow-velorite = Arco di velorite + .desc = Infuso con il potere di velorite. +weapon-sword-starter_1h = Gladio danneggiato + .desc = Questa lama ha visto giorni migliori, ma sicuramente durerà. +weapon-axe-2haxe_malachite-0 = Ascia di malachite + .desc = Testa di ascia incisa decorata con malachite sulle lame per conferire proprietà magiche. +weapon-axe-parashu = Parashu + .desc = Si dice che possa fendere i cieli. +weapon-axe-2haxe_rusty = Ascia scanalata + .desc = Ogni ammaccatura racconta la storia di un albero abbattuto. +weapon-staff-firestaff_cultist = Bastone del cultista + .desc = Il fuoco non emana calore. +weapon-staff-laevateinn = Laevateinn + .desc = Può infrangere la porta della morte. +weapon-staff-firestaff_humble_stick = Bastone umile + .desc = Bastone da passeggio con l'estremità affilata. +weapon-staff-firestaff_starter = Asticciato + .desc = Profuma di resina e magia. +weapon-sword-caladbolg = Caladbolg + .desc = Percepisci una presenza mistica che ti osserva. +weapon-sword-cultist = Spadone magico del cultista + .desc = Questo apparteneva a un malvagio signore del culto. +weapon-sword-frost-0 = Mannarino di ghiaccio + .desc = Irradia un'aura gelida. +weapon-sword-frost-1 = Sega di ghiaccio + .desc = Forgiata da un unico pezzo di ghiaccio eterno. +weapon-sword-starter = Spadone danneggiato + .desc = La lama potrebbe spezzarsi in qualsiasi momento, ma speriamo che resista ai combattimenti futuri. +weapon-sceptre-amethyst = Bastone d'ametista + .desc = La sua pietra è la cosa più vicina alla perfezione. +weapon-sceptre-caduceus = Caduceo + .desc = I serpenti sembrano essere vivi. +weapon-sceptre-root_evil = La radice del male + .desc = Tutto ha un prezzo... +weapon-sceptre-ore-nature = Scettro di velorite + .desc = Cura i tuoi alleati con l'aura mistica di velorite. +weapon-sceptre-wood-simple = Bastone da passeggio naturalista + .desc = Cura i tuoi alleati con il potere della natura. +weapon-hammer-burnt_drumstick = Cosciotto bruciato + .desc = Potrebbe essere necessaria più pratica... +weapon-hammer-cult_purp-0 = Martello dagGuerra magico del cultista + .desc = Questo apparteneva a un malvagio signore del culto. +weapon-hammer-2hhammer_flimsy = Martello fragile + .desc = La testa è appena fissata. +weapon-hammer-2hhammer_rusty = Mazzuolo rudimentale + .desc = Spezza le ossa come bastoni e pietre. +weapon-hammer-2hhammer_mjolnir = Mjolnir + .desc = Distrugge con un fulime. +weapon-hammer-2hhammer_starter = Vecchio martello robusto + .desc = 'Proprietà di...' Il resto manca. +weapon-hammer-craftsman = Martello dell'artigiano + .desc = Usato per costruire vari oggetti. diff --git a/assets/voxygen/i18n/it/main.ftl b/assets/voxygen/i18n/it/main.ftl new file mode 100644 index 0000000..fa3609f --- /dev/null +++ b/assets/voxygen/i18n/it/main.ftl @@ -0,0 +1,115 @@ +main-username = Nome utente +main-server = Server +main-password = Password +main-connecting = Connessione in corso +main-creating_world = Creazione mondo +main-tip = Consiglio: +main-unbound_key_tip = Slega +main-notice = + Benvenuto nella versione Alpha di Veloren! + + Prima di tuffarti nel divertimento, ti preghiamo di tenere a mente che: + + - Questa è una versione alpha molto prematura. Aspettati errori, giocabilità non completa, meccaniche non rifinite e funzioni mancanti. + + - Se hai critiche costruttive o errori da segnalare, ci puoi contattare tramite Reddit, GitLab o il server Discord della nostra community. + + - Veloren è concesso in licenza con la licenza open-source GPL 3. Il che vuol dire che sei libero di giocare, modificare e ridistribuire il gioco come + tu desideri (purché il lavoro che ne derivi sia sempre sotto licenza GPL 3). + + - Veloren è un progetto comunitario no-profit, e chiunque ci lavori sopra è un volontario. + Se ti piace ciò che vedi, sei il benvenuto ad unirti ai team di sviluppo e artistico! + + Grazie per aver dedicato del tempo a leggere questo avviso, speriamo che ti divertirai col gioco! + + ~ Il team di sviluppo di Veloren +main-login_process = + Informazioni sul processo di autenticazione: + + Notare che hai bisogno di un account + per giocare su server con autenticazione abilitata. + + Puoi creare un account su + + https://veloren.net/account/. +main-singleplayer-new = Nuovo +main-singleplayer-delete = Cancella +main-singleplayer-regenerate = Rigenera +main-singleplayer-create_custom = Crea personalizzato +main-singleplayer-invalid_name = Errore: Nome non valido +main-singleplayer-seed = Seme +main-singleplayer-random_seed = Casuale +main-singleplayer-day_length = Durata del giorno +main-singleplayer-size_lg = Scala logaritmica +main-singleplayer-map_large_warning = Attenzione: mondi di grandi dimensioni impiegheranno molto tempo per avviarsi per la prima volta +main-singleplayer-world_name = Nome del mondo +main-singleplayer-map_scale = Scala verticale +main-singleplayer-map_erosion_quality = Qualità dell'erosione +main-singleplayer-map_shape = Forma +main-singleplayer-play = Gioca +main-singleplayer-generate_and_play = Genera & Gioca +menu-singleplayer-confirm_delete = Sei sicuro di voler cancellare "{ $world_name }"? +menu-singleplayer-confirm_regenerate = Sei sicuro di voler rigenerare "{ $world_name }"? +main-login-server_not_found = Server non trovato +main-login-authentication_error = Errore di autenticazione sul server +main-login-internal_error = Errore interno al client (probabilmente, il personaggio è stato cancellato) +main-login-failed_auth_server_url_invalid = Connessione al server di autenticazione fallita +main-login-insecure_auth_scheme = Lo schema di autenticazione HTTP non è supportato. Non è sicuro! Per motivi di sviluppo, l'HTTP è permesso per 'localhost' o build di debug +main-login-server_full = Il server è pieno +main-login-untrusted_auth_server = Il server di autenticazione non è affidabile +main-login-outdated_client_or_server = ServerWentMad: Probabilmente le versioni del client o del server sono incompatibili, verifica gli aggiornamenti. +main-login-timeout = Timeout: Il server non ha risposto in tempo. (Sovraccaricato o problemi di rete). +main-login-server_shut_down = Il server è stato chiuso +main-login-network_error = Errore di rete +main-login-network_wrong_version = Versioni di server e client non corrispondenti, per favore aggiorna il tuo client. +main-login-failed_sending_request = La richiesta al server di autenticazione è fallita +main-login-invalid_character = Il personaggio selezionato è invalido +main-login-client_crashed = Si è verificato un errore che ha terminato il client +main-login-not_on_whitelist = Hai bisogno di essere inserito nella whitelist da parte di un amministratore per unirti +main-login-banned = Sei stato bandito per la seguente ragione +main-login-kicked = Sei stato rimosso per la seguente ragione +main-login-select_language = Seleziona una lingua +main-login-client_version = Versione client +main-login-server_version = Versione server +main-login-client_init_failed = Inizializzazione del client fallita: { $init_fail_reason } +main-login-username_bad_characters = Il nome utente contiene caratteri non validi! (Sono permessi solo caratteri alfanumerici, '_' e '-') +main-login-username_too_long = Il nome utente è troppo lungo! La lunghezza massima è: { $max_len } +main-servers-select_server = Seleziona un server +main-servers-singleplayer_error = Connessione al server interno fallita: { $sp_error } +main-servers-network_error = Errore network/socket del server : { $raw_error } +main-servers-participant_error = Errore di disconnessione/protocollo del partecipante: { $raw_error } +main-servers-stream_error = Errore di connessione/compressione/(de)serializzazione del client: { $raw_error } +main-servers-database_error = Errore sul database del server: { $raw_error } +main-servers-persistence_error = Errore di persistenza del server (probabilmente causato da asset/dati dei personaggi): { $raw_error } +main-servers-other_error = Errore generale del server: { $raw_error } +main-server-rules = Questo server ha regole che devono essere accettate +main-server-rules-seen-before = Queste regole sono cambiate dall'ultima volta che le hai accettate +main-credits = Crediti +main-credits-created_by = creato da +main-credits-music = Musica +main-credits-fonts = Font +main-credits-other_art = Altra arte +main-credits-contributors = Contributori +loading-tips = + .a0 = Premi '{ $gameinput-togglelantern }' per accendere la tua lanterna. + .a1 = Premi '{ $gameinput-help }' per vedere tutte le combinazioni di tasti base. + .a2 = Puoi scrivere /say o /s per chattare solo con giocatori attorno a te. + .a3 = Puoi scrivere /region o /r per chattare solo con giocatori entro qualche centinaio di blocchi attorno a te. + .a4 = Gli amministratori possono usare il comando /build per entrare in modalità costruzione. + .a5 = Puoi scrivere /group o /g per chattare solo con giocatori attualmente nel tuo gruppo. + .a6 = Per mandare messaggi privati scrivi /tell seguito dal nome di un giocatore e dal tuo messaggio. + .a7 = Fai attenzione al cibo, ai forzieri e ad altro bottino sparso per tutto il mondo! + .a8 = Inventario pieno di cibo? Prova a utilizzarlo per crearne di migliore! + .a9 = Ti stai chiedendo cosa ci sia da fare? Prova uno dei dungeon segnati sulla mappa! + .a10 = Non dimenticare di sistemare la grafica secondo il tuo sistema. Premi '{ $gameinput-settings }' per aprire le impostazioni. + .a11 = Giocare con altri è divertente! Premi '{ $gameinput-social }' per vedere chi è online. + .a12 = Premi '{ $gameinput-dance }' per ballare. Festeggia! + .a13 = Premi '{ $gameinput-glide }' per aprire il tuo deltaplano e conquistare i cieli. + .a14 = Veloren è ancora in pre-alpha. Facciamo del nostro meglio per migliorarlo ogni giorno! + .a15 = Se vuoi unirti al team di sviluppo o se vuoi solamente chattare con noi, unisciti al nostro server Discord. + .a16 = Puoi scegliere di mostrare la tua quantità di vita sulla barra della vita dalle impostazioni. + .a17 = Siedi vicino a un fuoco (col tasto '{ $gameinput-sit }') per riprenderti lentamente dalle lesioni. + .a18 = Hai bisogno di più borse o di armature migliori per continuare la tua avventura? Premi '{ $gameinput-crafting }' per aprire la finestra di creazione! + .a19 = Premi '{ $gameinput-roll }' per rotolare. Il rotolamento può essere usato per muoversi più velocemente ed evitare gli attacchi nemici. + .a20 = Ti stai chiedendo a cosa serve un certo oggetto? Cerca 'input:' la finestra di creazione per vedere in quali ricette è usato. + .a21 = Hai trovato qualcosa di bello? Fai una foto con '{ $gameinput-screenshot }'. diff --git a/assets/voxygen/i18n/it/npc.ftl b/assets/voxygen/i18n/it/npc.ftl new file mode 100644 index 0000000..e033369 --- /dev/null +++ b/assets/voxygen/i18n/it/npc.ftl @@ -0,0 +1,320 @@ +npc-speech-villager = + .a0 = Amo il formaggio. +npc-speech-villager_open = + .a0 = Mi chiedo cosa pensino i catoblepa quando mangiano l'erba. + .a1 = Cosa pensi che renda i Resti Splendenti splendenti? + .a2 = Hai mai sentito dei feroci squali di terra? Ho sentito dire che vivono nei deserti. + .a3 = Mi chiedo cosa ci sia dall'altro lato delle montagne. + .a4 = Ho lasciato del formaggio ad una persona. Ora non so se esista o meno. Io lo chiamo il formaggio di Schrödinger. + .a5 = Hai mai catturato una lucciola? + .a6 = Dicono che gemme luccicanti di tutti i tipi possono essere trovate nelle caverne. + .a7 = Proprio non capisco da dove continuino ad arrivare quei saurok. + .a8 = Quando il gorgonzola va a male fa la muffa? + .a9 = Un tè ghiacciato ai girasoli è un toccasana. + .a10 = Meglio fare una cosa bene che cento male. +npc-speech-villager_adventurous = + .a0 = Spero di potermi costruire un deltaplano mio un giorno. + .a1 = Mi piacerebbe fare speleologia in una grotta quando sarò più forte. + .a2 = Voglio scalare la montagna più alta. + .a3 = Cavalcherò verso terre lontane. + .a4 = Mi piacerebbe viaggiare in mongolfiera + .a5 = Vorrei fare una crociera in dirigibile. +npc-speech-villager_closed = + .a0 = Non sei di queste parti vero? + .a1 = Non pensi che il nostro villaggio sia il migliore? + .a2 = Dicono che i funghi fanno bene alla salute. Non li ho mai mangiati io. + .a3 = Essere o non essere? Penso che sarò un contadino. +npc-speech-villager_conscientious = + .a0 = Mi tengo occupato. C'è sempre qualcosa da fare. + .a1 = Spero che piova presto. Sarebbe un bene per i raccolti. + .a2 = Com'è misera la vita negli abusi di potere +npc-speech-villager_busybody = + .a0 = Le persone dovrebbero parlare meno e lavorare di più. +npc-speech-villager_unconscientious = + .a0 = Penso che sia il momento per una seconda colazione! + .a1 = Vorrei che la mia casa non fosse un disastro. Però dovrei mettere in ordine! Ah ah! + .a2 = Dove ho lasciato quella cosa... + .a3 = Come il cacio sui maccheroni. + .a4 = Tarapìa tapiòco! +npc-speech-villager_extroverted = + .a0 = Non crederai a quello che ho fatto questo fine settimana! + .a1 = Ti auguro una splendida giornata. + .a2 = Cosa ne pensi di questo tempo? + .a3 = Sono solo cracker per il formaggio! + .a4 = Non dimenticare i crackers! + .a5 = Semplicemente adoro il formaggio nanico. Mi piacerebbe poterlo fare. + .a6 = Ho avuto un sogno meraviglio sul formaggio la scorsa notte. Cosa vorrà dire? + .a7 = Adoro il miele! Ma odio le api. + .a8 = Al contadin non far sapere quanto è buono il formaggio con le pere. +npc-speech-villager_sociable = + .a0 = Vuoi unirti a noi? Stiamo per mangiare del formaggio! + .a1 = Ti piacerebbe vedere il mio giardino? Va bene, forse qualche altra volta. +npc-speech-villager_introverted = + .a0 = Ciao. + .a1 = Chi io? Niente di speciale. +npc-speech-villager_agreeable = + .a0 = Come stai oggi? + .a1 = Fammi sapere se hai bisogno di qualcosa. + .a2 = Hai visto il mio gatto? + .a3 = Hai visto il mio cavallo? Ha il mio collare. +npc-speech-villager_worried = + .a0 = Stai attento, va bene? Ci sono così tanti pericoli là fuori. +npc-speech-villager_disagreeable = + .a0 = Dico le cose così come sono. Se alla gente non piace, peggio per loro. + .a1 = Le persone si offendono troppo facilmente. +npc-speech-villager_neurotic = + .a0 = Pensare a quei sotterranei mi spaventa. Spero che qualcuno li ripulisca. + .a1 = Qualcuno dovrebbe fare qualcosa a proposito di quei cultisti. Preferibilmente non io. + .a2 = Ho la sensazione che accadrà qualcosa di brutto. + .a3 = Spero che qualcuno tenga i lupi alla larga dal villaggio. + .a4 = Son tempi bui. + .a5 = Le strade non sono sicure come sembrano. + .a6 = Fai attenzione, girano dei brutti ceffi. +npc-speech-villager_sad_loner = + .a0 = Sono così solo. + .a1 = { "." }.. Scusa per questo silenzio imbarazzante. Non sono così bravo con le persone. +npc-speech-villager_seeker = + .a0 = Voglio vedere il mondo un giorno. Ci deve essere dell'altro nella vita oltre questo villaggio. + .a1 = Chissà cosa c'è al di là delle montagne... +npc-speech-villager_stable = + .a0 = Non è una bella giornata? + .a1 = La vita non è male. + .a2 = Una piacevole giornata per una passeggiata nel bosco! +npc-speech-villager_decline_trade = + .a0 = Mi dispiace, non ho nulla da commerciare. + .a1 = Commerciare? Come se avessi qualcosa che potrebbe interessarti. + .a2 = La mie cose sono mie e non la scambierei per nulla. +npc-speech-villager_busy = + .a0 = Mi spiace, non posso parlare ora. + .a1 = Parleremo dopo, ora sono occupato. + .a2 = Magari un'altra volta. +npc-speech-merchant_advertisement = + .a0 = Sei interessato ad uno scambio? + .a1 = Vuoi commerciare con me? + .a2 = Ho molti oggetti, vuoi dare un'occhiata? + .a3 = Perché non compri qualcosa? Ho della buona merce. +npc-speech-merchant_busy = + .a0 = Ehi, aspetta il tuo turno. + .a1 = Per piacere di aspettare, sono solo una persona. + .a2 = La vedi l'altra persona davanti a te? + .a3 = Solo un momento, lasciami finire. + .a4 = Non si salta la fila. + .a5 = Sono occupato ora con un cliente, torna più tardi. +npc-speech-merchant_busy_rude = + .a0 = Ehi, aspetta il tuo turno. + .a1 = Vedi l'altra persona di fronte a te? + .a2 = Non si salta la fila. +npc-speech-merchant_trade_successful = + .a0 = Grazie per aver fatto affari con me. + .a1 = Grazie a te. +npc-speech-merchant_trade_declined = + .a0 = Magari un'altra volta, abbi una buona giornata! + .a1 = Peccato, magari la prossima volta allora! + .a2 = Arrivederci a presto. +npc-speech-merchant_trade_cancelled_hostile = + .a0 = Scusate se tagliamo corto, abbiamo un problema da risolvere qui! + .a1 = Faremo commercio più tardi, prima devo occuparmi di questo! +npc-speech-ambush = + .a0 = Non è saggio viaggiare da soli. Vuota il sacco! + .a1 = Sarà come rubare caramelle a un bambino. Vuota le tasche! + .a2 = Fammi vedere cosa hai nella borsa! + .a3 = O la borsa o la vita! + .a4 = Dammi tutte le tue monete! +npc-speech-villager_cultist_alarm = + .a0 = Fai attenzione! C'è un cultista in giro! + .a1 = Alle armi! I cultisti stanno attaccando! + .a2 = Come osano i cultisti attaccare il nostro villaggio! + .a3 = Morte ai cultisti! + .a4 = I cultisti non saranno tollerati qui! + .a5 = Cultista assassino! + .a6 = Assaggia la lama della mia spada, sporco cultista! + .a7 = Nulla può pulire il sangue dalle tue mani, cultista! + .a8 = Per miliardi di cirripedi blu ricoperti di vesciche! Un cultista è tra noi! + .a9 = I mali di questo cultista stanno per finire! + .a10 = Questo cultista è mio! + .a11 = Preparati a incontrare il tuo creatore, schifoso cultista! + .a12 = Vedo un cultista! Prendeteli! + .a13 = Vedo un cultista! Attaccate! + .a14 = Vedo un cultista! Non lasciateli scappare! + .a15 = L'onorabile cultista gradirebbe della MORTE! + .a16 = Mai perdonare! Mai dimenticare! Cultista, pentiti! + .a17 = Muori cultista! + .a18 = Il tuo regno di terrore cesserà! + .a19 = Questo è per tutto quello che hai fatto! + .a20 = Non ci vanno a genio quelli come te qui in giro. + .a21 = Saresti dovuto rimanere nel sottosuolo! +npc-speech-villager_under_attack = + .a0 = Aiuto, mi stanno attaccando! + .a1 = Aiuto! Sono sotto attacco! + .a2 = Ouch! Sono sotto attacco! + .a3 = Ouch! Sono sotto attacco! Aiuto! + .a4 = Aiutatemi! Sono sotto attacco! + .a5 = Sono sotto attacco! Aiuto! + .a6 = Sono sotto attacco! Aiutatemi! + .a7 = Aiuto! + .a8 = Aiuto! Aiuto! + .a9 = Aiuto! Aiuto! Aiuto! + .a10 = Sono sotto attacco! + .a11 = AAAHHH! Sono sotto attacco! + .a12 = AAAHHH! Sono sotto attacco! Aiuto! + .a13 = Aiuto! Siamo sotto attacco! + .a14 = Aiuto! Assassino! + .a15 = Aiuto! C'è un assassino a piede libero! + .a16 = Aiuto! Stanno cercando di uccidermi + .a17 = Guardie sono sotto attacco! + .a18 = Guardie! Sono sotto attacco! + .a19 = Sono sotto attacco! Guardie! + .a20 = Aiuto! Guardie! Sono sotto attacco! + .a21 = Guardie! Venite veloci! + .a22 = Guardie! Guardie! + .a23 = Guardie! C'è un delinquente che mi sta attaccando! + .a24 = Guardie, uccidete questa schifosa canaglia! + .a25 = Guardie! C'è un assassino! + .a26 = Guardie soccorretemi! + .a27 = Non la farai franca! Guardie! + .a28 = Mostro! Sei solo un MOSTRO! + .a29 = Aiutatemi! + .a30 = Aiuto! Per favore! + .a31 = Ouch! Guardie! Aiuto! + .a32 = Stanno venendo per me! + .a33 = Aiuto! Aiuto! Sto vogliono uccidermi! + .a34 = Ah, ora vediamo la violenza innata nel sistema. + .a35 = È solo un graffio! + .a36 = Smettila! + .a37 = Che ti ho mai fatto?! + .a38 = Per favore smettila di attaccarmi! + .a39 = Ehi! Stai attento a dove punti quella cosa! + .a40 = Odioso miserabile, finiscila! + .a41 = Smettila! Vai via! + .a42 = Ora mi stai facendo arrabbiare! + .a43 = Oi! Chi pensi di essere?! + .a44 = Avrò la tua testa per ciò! + .a45 = Smettila, per favore! Non porto nulla di valore! + .a46 = Ti metterò contro mio fratello, è più grande di me! + .a47 = Nooo, lo dico alla mamma! + .a48 = Maledetto! + .a49 = Per favore non farlo. + .a50 = Non è stato molto carino! + .a51 = La tua arma funziona, mettila via ora! + .a52 = Risparmiami! Non hai motivo di fare così. + .a53 = Per favore, ho una famiglia! + .a54 = Sono troppo giovane per morire! + .a55 = Possiamo parlarne? La violenza è l'ultimo rifugio degli incapaci. + .a56 = La violenza non è mai la risposta! + .a57 = Oggi la giornata sta diventando brutta... + .a58 = Ehi, mi hai fatto male! + .a59 = Bruto! + .a60 = Quanto sei violento! + .a61 = Fermati, ti prego! + .a62 = Che ti ammali! + .a63 = Non è divertente. + .a64 = Come ti permetti?! + .a65 = La pagherai! + .a66 = Continua così e te ne pentirai! + .a67 = Non mi costringere a farti del male! + .a68 = Deve esserci un qualche malinteso! + .a69 = Non hai bisogno di fare così! + .a70 = Scompari, mostro! + .a71 = Ha fatto molto male! + .a72 = Perché mai dovresti farlo? + .a73 = Per gli spiriti, finiscila! + .a74 = Devi avermi confuso con qualcun altro! + .a75 = Non me lo merito! + .a76 = Per favore non lo fare di nuovo. + .a77 = Guardie, lanciate questo mostro nel lago! + .a78 = Sguinzaglierò il mio tarasca su di te! + .a79 = Perché me? + .a80 = Odio i bulli. Tutti odiano i bulli. + .a81 = Non sei nato cattivo e puoi scegliere di non esserlo! + .a82 = Fermati! Non sono un cultista. +npc-speech-villager_enemy_killed = + .a0 = Ho distrutto il mio nemico! + .a1 = Finalmente in pace! + .a2 = { "." }.. ora, che cosa stavo facendo? +npc-speech-menacing = + .a0 = Ti sto avvertendo! + .a1 = Vieni più vicino e ti attacco! + .a2 = Tu non mi spaventi! + .a3 = Vattene via da qui! + .a4 = Vattene se vuoi vivere! + .a5 = Tu non sei il benvenuto qui! +npc-speech-cultist_low_health_fleeing = + .a0 = Ritirati per la causa! + .a1 = Ritirata! + .a2 = Maledizione! + .a3 = Ti maledirò nell'aldilà! + .a4 = Devo riposare! + .a5 = Sono troppo forti! +npc-speech-prisoner = + .a0 = Devi trovare la chiave! + .a1 = Essere intrappolati non è divertente. + .a2 = Non ci si può fidare di quel cardinale. + .a3 = Questi chierici non hanno niente di buono. +npc-speech-moving_on = + .a0 = È un po' che sono qui, proseguo verso { $site }! +npc-speech-migrating = + .a0 = Non voglio più restare qui. È tempo di trasferirmi a { $site }. + .a1 = È ora di trasferirsi a { $site }, ne ho abbastanza di questo posto. +npc-speech-night_time = + .a0 = È buio, è tempo di tornare a casa. + .a1 = Sono stanco. + .a2 = Il letto mi chiama! +npc-speech-day_time = + .a0 = Un nuovo giorno ha inizio! + .a1 = Non mi è mai piaciuto alzarmi al mattino... +npc-speech-start_hunting = + .a0 = È ora di andare a caccia! +npc-speech-guard_thought = + .a0 = Mio fratello è andato a combattere gli orchi. Cosa ne ricavo? Un turno di guardia... + .a1 = Un ultimo giro di ronda, poi posso tornare a casa. + .a2 = Nessun bandito mi passerà d'avanti. +npc-speech-merchant_sell_undirected = + .a0 = Tutti i miei prodotti sono della migliore qualità! + .a1 = Chi è interessato alla mia merce? + .a2 = Ho l'offerta migliore della città. + .a3 = Cerchi rifornimenti? Io posso provvedere. +npc-speech-merchant_sell_directed = + .a0 = Ehi tu! Ti serve qualche cosa? + .a1 = Hai fame? Sono sicuro di avere del formaggio che puoi comprare. + .a2 = Sembra che ti andrebbe bene una nuova armatura! +npc-speech-tell_site = + .a0 = Hai visitato { $site }? È { $dist } andando a { $dir }! + .a1 = Dovresti andare a { $site } qualche volta, { $dist } verso { $dir }. + .a2 = Potresti andare a { $site }, è { $dist } verso { $dir }. + .a3 = Verso { $dir } troverai { $site }, è { $dist }. + .a4 = Se cerchi un posto { $dist } allora vai a { $site }, viaggiando in direzione { $dir }. +npc-speech-tell_monster = + .a0 = Dicono che c'è un { $body } verso { $dir }, { $dist }... + .a1 = Credi di essere forte? A { $dir } c'è un { $body } { $dist }. + .a2 = Qualcuno ha visto { $dist } un { $body } a { $dir }. + .a3 = Se cerchi un { $body } ce n'è uno proprio a { $dir }, { $dist }. +npc-speech-witness_murder = + .a0 = Assassino! + .a1 = Come hai potuto farlo? + .a2 = Nooo! +npc-speech-witness_enemy_murder = + .a0 = Mio eroe! + .a1 = Finalmente qualcuno lo ha fatto! + .a2 = Evviva! +npc-speech-witness_death = + .a0 = No! + .a1 = Questo è terribile! + .a2 = Oh, maledizione! +npc-speech-welcome-aboard = + .a0 = Benvenuto a bordo! + .a1 = Posso vedere il tuo biglietto? Scherzo, è gratuito! + .a2 = Buon viaggio! +npc-speech-dir_north = nord +npc-speech-dir_north_east = nord-est +npc-speech-dir_east = est +npc-speech-dir_south_east = sud-est +npc-speech-dir_south = sud +npc-speech-dir_south_west = sud-ovest +npc-speech-dir_west = ovest +npc-speech-dir_north_west = nord-ovest +npc-speech-dist_very_far = molto lontano +npc-speech-dist_far = lontano +npc-speech-dist_ahead = non distante +npc-speech-dist_near = vicino +npc-speech-dist_near_to = molto vicino +npc-speech-arena = Andiamo a sederci lì! diff --git a/assets/voxygen/i18n/ja/_manifest.ron b/assets/voxygen/i18n/ja/_manifest.ron new file mode 100644 index 0000000..c87f5f9 --- /dev/null +++ b/assets/voxygen/i18n/ja/_manifest.ron @@ -0,0 +1,32 @@ +/// 警告: ローカライズファイルは、UTF-8のBOM無しで保存する必要があります + +/// Localization for 日本語 Japanese +( + metadata: ( + language_name: "日本語 (Japanese)", + language_identifier: "ja", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 0.9, + ), + "metamorph": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 0.9, + ), + } +) diff --git a/assets/voxygen/i18n/ja/body.ftl b/assets/voxygen/i18n/ja/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ja/buff.ftl b/assets/voxygen/i18n/ja/buff.ftl new file mode 100644 index 0000000..b325384 --- /dev/null +++ b/assets/voxygen/i18n/ja/buff.ftl @@ -0,0 +1,25 @@ +buff-remove = クリックして削除 +buff-heal = ヒール + .desc = 時間とともに体力を回復 + .stat = 体力を{ $str_total }回復 +buff-potion = ポーション + .desc = 飲むと… +buff-saturation = サチュレーション + .desc = アイテムを使って一定時間体力を増やす +buff-campfire_heal = キャンプファイヤー ヒール + .desc = 焚き火のそばに座ると1秒毎に{ $rate }%体力回復 +buff-invulnerability = インバルネラビリティ + .desc = どんな攻撃のダメージも受けない + .stat = 不死身になる +buff-protectingward = プロテクティング ワード + .desc = 攻撃からある程度、守られる +buff-bleed = ブリーディング + .desc = 通常のダメージを与える。 +buff-cursed = カースド + .desc = あなたは呪われた。 +buff-increase_max_energy = + .stat = スタミナ最大値を{ $strength }上げる +buff-increase_max_health = + .stat = 体力最大値を{ $strength }上げる +buff-text-over_seconds = { $dur_secs }秒以上 +buff-text-for_seconds = { $dur_secs }秒間 diff --git a/assets/voxygen/i18n/ja/char_selection.ftl b/assets/voxygen/i18n/ja/char_selection.ftl new file mode 100644 index 0000000..089e3ef --- /dev/null +++ b/assets/voxygen/i18n/ja/char_selection.ftl @@ -0,0 +1,20 @@ +char_selection-loading_characters = キャラクターをロード中... +char_selection-delete_permanently = このキャラクターを永久に削除しますか? +char_selection-change_server = サーバーを変更 +char_selection-enter_world = 世界に入る +char_selection-logout = ログアウト +char_selection-create_new_character = 新しいキャラクターを作成 +char_selection-creating_character = キャラクターを作成中... +char_selection-character_creation = キャラクター作成 +char_selection-human_default = 人間 規定 +char_selection-level_fmt = レベル { $level_nb } +char_selection-uncanny_valley = Wilderness +char_selection-plains_of_uncertainty = Plains of Uncertainty +char_selection-beard = 髭 +char_selection-hair_style = 髪型 +char_selection-hair_color = 髪の色 +char_selection-eye_color = 瞳の色 +char_selection-skin = 肌 +char_selection-eyeshape = 目元 +char_selection-accessories = アクセサリー +char_selection-create_info_name = キャラクターには名前が必要です! diff --git a/assets/voxygen/i18n/ja/common.ftl b/assets/voxygen/i18n/ja/common.ftl new file mode 100644 index 0000000..694eb10 --- /dev/null +++ b/assets/voxygen/i18n/ja/common.ftl @@ -0,0 +1,83 @@ +common-username = ユーザー名 +common-singleplayer = シングルプレイ +common-multiplayer = マルチプレイ +common-servers = サーバー +common-quit = 終了 +common-settings = 設定 +common-languages = 言語 +common-interface = インターフェース +common-gameplay = ゲーム環境 +common-controls = 操作 +common-video = グラフィック +common-sound = サウンド +common-resume = 中断 +common-characters = キャラクター +common-close = 閉じる +common-yes = はい +common-no = いいえ +common-back = 戻る +common-create = 作成 +common-okay = OK +common-add = 追加 +common-accept = 承諾 +common-decline = 辞退 +common-disclaimer = 放棄 +common-cancel = キャンセル +common-none = なし +common-error = エラー +common-fatal_error = 致命的なエラー +common-you = あなた +common-automatic = 自動 +common-random = ランダム +common-empty = 空 +common-interface_settings = インターフェース設定 +common-gameplay_settings = ゲーム環境設定 +common-controls_settings = 操作設定 +common-video_settings = グラフィック設定 +common-sound_settings = サウンド設定 +common-language_settings = 言語設定 +common-connection_lost = + 接続が切断されました! + サーバーを再起動しましたか? + クライアントをアップデートしましたか? +common-species-orc = オーク +common-species-human = 人間 +common-species-dwarf = ドワーフ +common-species-elf = エルフ +common-species-draugr = アンデッド +common-species-danari = デナリ +common-weapons-axe = 斧 +common-weapons-sword = 剣 +common-weapons-staff = 杖 +common-weapons-bow = 弓矢 +common-weapons-hammer = ハンマー +common-weapons-general = 戦闘全般 +common-weapons-sceptre = セプター +common-weapons-shield = 盾 +common-weapons-spear = 槍 +common-weapons-hammer_simple = シンプルなハンマー +common-weapons-sword_simple = シンプルな剣 +common-weapons-staff_simple = シンプルな杖 +common-weapons-axe_simple = シンプルな斧 +common-weapons-bow_simple = シンプルな弓矢 +common-weapons-unique = ユニーク +common-tool-debug = デバッグ +common-tool-farming = 農機具 +common-tool-pick = つるはし +common-kind-modular_component = Modular Component +common-kind-glider = グライダー +common-kind-consumable = 消耗品 +common-kind-throwable = 投げられます +common-kind-utility = ユーティリティ +common-kind-ingredient = 材料 +common-kind-lantern = ランタン +common-hands-one = 片手持ち +common-hands-two = 両手持ち +common-rand_appearance = ランダムに見た目を選択 +common-rand_name = ランダムに名前を選ぶ +common-stats-power = Power +common-stats-speed = Speed +common-stats-precision_mult = Crit Mult +common-stats-armor = Armor +common-stats-poise_res = Poise res +common-stats-slots = Slots diff --git a/assets/voxygen/i18n/ja/esc_menu.ftl b/assets/voxygen/i18n/ja/esc_menu.ftl new file mode 100644 index 0000000..6313875 --- /dev/null +++ b/assets/voxygen/i18n/ja/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = ログアウト +esc_menu-quit_game = ゲーム終了 \ No newline at end of file diff --git a/assets/voxygen/i18n/ja/gameinput.ftl b/assets/voxygen/i18n/ja/gameinput.ftl new file mode 100644 index 0000000..1a2c2d2 --- /dev/null +++ b/assets/voxygen/i18n/ja/gameinput.ftl @@ -0,0 +1,59 @@ +gameinput-primary = 基本攻撃 +gameinput-secondary = 第二攻撃/防御/狙う +gameinput-slot1 = ホットバー スロット1 +gameinput-slot2 = ホットバー スロット2 +gameinput-slot3 = ホットバー スロット3 +gameinput-slot4 = ホットバー スロット4 +gameinput-slot5 = ホットバー スロット5 +gameinput-slot6 = ホットバー スロット6 +gameinput-slot7 = ホットバー スロット7 +gameinput-slot8 = ホットバー スロット8 +gameinput-slot9 = ホットバー スロット9 +gameinput-slot10 = ホットバー スロット10 +gameinput-swaploadout = 武器切り替え +gameinput-togglecursor = カーソル切り替え +gameinput-help = ヘルプウィンドウ表示切り替え +gameinput-toggleinterface = インターフェース表示切り替え +gameinput-toggledebug = FPSとデバッグ情報表示切り替え +gameinput-screenshot = スクリーンショットを撮る +gameinput-toggleingameui = ネームタグ表示切り替え +gameinput-fullscreen = フルスクリーン表示切り替え +gameinput-moveforward = 前に移動 +gameinput-moveleft = 左に移動 +gameinput-moveright = 右に移動 +gameinput-moveback = 後に移動 +gameinput-jump = ジャンプ +gameinput-glide = グライダー開く +gameinput-roll = 前転 +gameinput-climb = よじ登る +gameinput-climbdown = よじ降りる +gameinput-wallleap = 障害乗り越え +gameinput-togglelantern = ランタン切り替え +gameinput-mount = マウント +gameinput-chat = チャット +gameinput-command = コマンド +gameinput-escape = メニューへ +gameinput-map = 地図 +gameinput-bag = バッグ +gameinput-trade = 取引 +gameinput-social = ソーシャル +gameinput-sit = 座る +gameinput-spellbook = 唱える +gameinput-settings = 設定 +gameinput-respawn = リスポーン +gameinput-charge = チャージ +gameinput-togglewield = 振り回し切り替え +gameinput-interact = アクション +gameinput-freelook = 見回す +gameinput-autowalk = 自動移動 +gameinput-cameraclamp = カメラ移動制限 +gameinput-dance = ダンス +gameinput-select = エンティティ選択 +gameinput-acceptgroupinvite = グループの招待承認 +gameinput-declinegroupinvite = グループの招待辞退 +gameinput-cyclecamera = カメラ切り替え +gameinput-crafting = クラフト +gameinput-fly = 飛ぶ +gameinput-sneak = スニーク +gameinput-swimdown = 下に泳ぐ +gameinput-swimup = 上に泳ぐ \ No newline at end of file diff --git a/assets/voxygen/i18n/ja/hud/ability.ftl b/assets/voxygen/i18n/ja/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ja/hud/bag.ftl b/assets/voxygen/i18n/ja/hud/bag.ftl new file mode 100644 index 0000000..35764f0 --- /dev/null +++ b/assets/voxygen/i18n/ja/hud/bag.ftl @@ -0,0 +1,27 @@ +hud-bag-inventory = { $playername }の持ち物 +hud-bag-stats_title = { $playername }の状態 +hud-bag-armor = 鎧 +hud-bag-stats = 状態 +hud-bag-head = 頭 +hud-bag-neck = 首 +hud-bag-tabard = タバード +hud-bag-shoulders = 肩 +hud-bag-chest = 胸 +hud-bag-hands = 手 +hud-bag-lantern = ランタン +hud-bag-glider = グライダー +hud-bag-belt = ベルト +hud-bag-ring = 指輪 +hud-bag-back = 背中 +hud-bag-legs = 脚 +hud-bag-feet = 足 +hud-bag-mainhand = 利き手 +hud-bag-offhand = 非利き手 +hud-bag-bag = バッグ +hud-bag-health = 体力 +hud-bag-energy = スタミナ +hud-bag-combat_rating = 戦闘レート +hud-bag-protection = 防御力 +hud-bag-combat_rating_desc = + 装備と体力から + 計算されます diff --git a/assets/voxygen/i18n/ja/hud/char_window.ftl b/assets/voxygen/i18n/ja/hud/char_window.ftl new file mode 100644 index 0000000..10d6680 --- /dev/null +++ b/assets/voxygen/i18n/ja/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = キャラクター名 +character_window-character_stats = + 持久力 + + 適応性 + + 自制心 + + 防御性 diff --git a/assets/voxygen/i18n/ja/hud/chat.ftl b/assets/voxygen/i18n/ja/hud/chat.ftl new file mode 100644 index 0000000..0ba1c78 --- /dev/null +++ b/assets/voxygen/i18n/ja/hud/chat.ftl @@ -0,0 +1,16 @@ +hud-chat-online_msg = { "[" }{ $name }]がオンラインになりました +hud-chat-offline_msg = { "[" }{ $name }]がオフラインになりました +hud-chat-default_death_msg = { "[" }{ $name }]は死んでしまった +hud-chat-fall_kill_msg = { "[" }{ $name }]は落下のダメージで死亡しました +hud-chat-suicide_msg = { "[" }{ $name }]は自傷行為により死亡しました +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }]は[{ $victim }]を倒した +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }]は[{ $victim }]を撃った +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }]は[{ $victim }]を爆破した +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }]は魔法で[{ $victim }]を殺しました +hud-chat-npc_melee_kill_msg = { $attacker }は[{ $victim }]を殺しました +hud-chat-npc_ranged_kill_msg = { $attacker }は[{ $victim }]を撃ちました +hud-chat-npc_explosion_kill_msg = { $attacker }は[{ $victim }]を爆破しました +hud-chat-npc_energy_kill_msg = { $attacker }は魔法で[{ $victim }]を殺しました +hud-chat-npc_other_kill_msg = { $attacker }は[{ $victim }]を殺しました +hud-chat-goodbye = さようなら! +hud-chat-connection_lost = 接続が切れました。キックされて{ $time }秒。 diff --git a/assets/voxygen/i18n/ja/hud/crafting.ftl b/assets/voxygen/i18n/ja/hud/crafting.ftl new file mode 100644 index 0000000..480fb66 --- /dev/null +++ b/assets/voxygen/i18n/ja/hud/crafting.ftl @@ -0,0 +1,5 @@ +hud-crafting = クラフト +hud-crafting-recipes = レシピ +hud-crafting-ingredients = 材料: +hud-crafting-craft = クラフト +hud-crafting-tool_cata = 必要: \ No newline at end of file diff --git a/assets/voxygen/i18n/ja/hud/group.ftl b/assets/voxygen/i18n/ja/hud/group.ftl new file mode 100644 index 0000000..74d3d2b --- /dev/null +++ b/assets/voxygen/i18n/ja/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = グループ +hud-group-invite_to_join = [{ $name }]があなたをグループに招待しました! +hud-group-invite_to_trade = [{ $name }]があなたと取引を希望しています。 +hud-group-invite = 招待 +hud-group-kick = キック +hud-group-assign_leader = リーダーに設定 +hud-group-leave = グループを離れる +hud-group-dead = 死亡 +hud-group-out_of_range = 範囲外 +hud-group-add_friend = フレンドに追加 +hud-group-link_group = グループをリンク +hud-group-in_menu = メニュー内 +hud-group-members = グループメンバー \ No newline at end of file diff --git a/assets/voxygen/i18n/ja/hud/map.ftl b/assets/voxygen/i18n/ja/hud/map.ftl new file mode 100644 index 0000000..04c2dbc --- /dev/null +++ b/assets/voxygen/i18n/ja/hud/map.ftl @@ -0,0 +1,20 @@ +hud-map-map_title = 地図 +hud-map-qlog_title = クエスト +hud-map-difficulty = 難所 +hud-map-towns = 街 +hud-map-castles = 城 +hud-map-dungeons = ダンジョン +hud-map-caves = 洞窟 +hud-map-cave = 洞窟 +hud-map-trees = 巨木 +hud-map-tree = 巨木 +hud-map-town = 街 +hud-map-castle = 城 +hud-map-dungeon = ダンジョン +hud-map-difficulty_dungeon = + ダンジョン + + 難易度: { $difficulty } +hud-map-drag = ドラッグ +hud-map-zoom = ズーム +hud-map-recenter = 中心に移動 \ No newline at end of file diff --git a/assets/voxygen/i18n/ja/hud/misc.ftl b/assets/voxygen/i18n/ja/hud/misc.ftl new file mode 100644 index 0000000..bdaf9e3 --- /dev/null +++ b/assets/voxygen/i18n/ja/hud/misc.ftl @@ -0,0 +1,33 @@ +hud-do_not_show_on_startup = 起動時に表示しない +hud-show_tips = ヒント表示 +hud-quests = クエスト +hud-you_died = あなたは死にました +hud-waypoint_saved = 場所が記録されました +hud-sp_arrow_txt = SP +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] キー設定 +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] ランタン +hud-press_key_to_show_debug_info_fmt = { $key }キーを押してデバッグ情報を表示 +hud-press_key_to_toggle_keybindings_fmt = { $key }キーを押してキー設定表示を切り替え +hud-press_key_to_toggle_debug_info_fmt = { $key }キーを押してデバッグ情報表示を切り替え +hud-press_key_to_respawn = { $key }を押すと最後に訪れた焚き火から再開します。 +hud-tutorial_btn = チュートリアル +hud-tutorial_click_here = { "[" } { $key } ]キーを押してカーソルロックを解除して、こちらのボタンを押してください! +hud-tutorial_elements = クラフト +hud-temp_quest_headline = 旅人へのご挨拶 +hud-temp_quest_text = + 旅を始めるには、まず、この村を見て回って必要な物を集めるといいでしょう。 + + 旅に必要になるものは、何を持っていってもいいですよ! + + 画面右下には、バッグやクラフトメニュー、地図などが表示されています。 + + クラフトメニューでは、武器や防具、食料などが作れますよ! + + 町の周辺にいる野生動物は、危険な世界から身を守る物に必要な「革の切れっぱし」の供給源です。 + + 準備ができれば、地図に記された数々のクエストに挑戦して、さらに優れた装備を手に入れましょう! +hud-spell = 呪文 +hud-diary = 日記 +hud-free_look_indicator = 見回しています。{ $key }キーを押すと解除されます。 +hud-camera_clamp_indicator = カメラの垂直移動が無効になっています。{ $key }キーを押すと解除されます。 +hud-auto_walk_indicator = 自動移動が有効です diff --git a/assets/voxygen/i18n/ja/hud/quest.ftl b/assets/voxygen/i18n/ja/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ja/hud/sct.ftl b/assets/voxygen/i18n/ja/hud/sct.ftl new file mode 100644 index 0000000..7d7a340 --- /dev/null +++ b/assets/voxygen/i18n/ja/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Exp +hud-sct-block = ブロック diff --git a/assets/voxygen/i18n/ja/hud/settings.ftl b/assets/voxygen/i18n/ja/hud/settings.ftl new file mode 100644 index 0000000..13ee6b0 --- /dev/null +++ b/assets/voxygen/i18n/ja/hud/settings.ftl @@ -0,0 +1,85 @@ +hud-settings-general = 全般 +hud-settings-none = なし +hud-settings-press_behavior-toggle = トグル +hud-settings-press_behavior-hold = 固定 +hud-settings-help_window = ヘルプウィンドウ表示 +hud-settings-debug_info = デバッグ情報表示 +hud-settings-tips_on_startup = スタート時のヒント +hud-settings-ui_scale = UIスケール +hud-settings-relative_scaling = 相対的スケール +hud-settings-custom_scaling = カスタムスケール +hud-settings-crosshair = 十字線 +hud-settings-opacity = 透明度 +hud-settings-hotbar = ホットバー +hud-settings-toggle_shortcuts = ショートカット表示切り替え +hud-settings-buffs_skillbar = Buffs at Skillbar +hud-settings-buffs_mmap = Buffs at Minimap +hud-settings-toggle_bar_experience = 経験値バーの切り替え +hud-settings-scrolling_combat_text = 戦闘メッセージのスクロール +hud-settings-incoming_damage = Incoming Damage +hud-settings-speech_bubble = 吹き出し +hud-settings-speech_bubble_dark_mode = ダークモード吹き出し +hud-settings-speech_bubble_icon = アイコン吹き出し +hud-settings-energybar_numbers = 体力バー数値表示 +hud-settings-values = 数値 +hud-settings-percentages = パーセント +hud-settings-chat = チャット +hud-settings-background_opacity = 背景透明度 +hud-settings-chat_character_name = チャット内にキャラクター名表示 +hud-settings-loading_tips = ロード画面のヒント表示 +hud-settings-reset_interface = デフォルトに戻す +hud-settings-pan_sensitivity = パン感度 +hud-settings-zoom_sensitivity = ズーム感度 +hud-settings-camera_clamp_angle = カメラ移動制限モードの垂直角度 +hud-settings-invert_scroll_zoom = スクロールズーム反転 +hud-settings-invert_mouse_y_axis = マウスY軸反転 +hud-settings-invert_controller_y_axis = コントローラーY軸反転 +hud-settings-enable_mouse_smoothing = カメラ スムージング +hud-settings-free_look_behavior = 見回すの挙動 +hud-settings-auto_walk_behavior = 自動移動の挙動 +hud-settings-camera_clamp_behavior = カメラ移動制限の挙動 +hud-settings-stop_auto_walk_on_input = 移動すると自動移動を停止する +hud-settings-reset_gameplay = デフォルトに戻す +hud-settings-view_distance = ビュー距離 +hud-settings-sprites_view_distance = スプライトビュー距離 +hud-settings-maximum_fps = FPS最大値 +hud-settings-fov = 視野(角度) +hud-settings-gamma = ガンマ +hud-settings-exposure = 露出 +hud-settings-ambiance = 周りの明るさ +hud-settings-antialiasing_mode = アンチエイリアス モード +hud-settings-upscale_factor = 内部解像度 +hud-settings-cloud_rendering_mode = 雲レンダリングモード +hud-settings-fluid_rendering_mode = 流体レンダリングモード +hud-settings-cloud_rendering_mode-minimal = 最低 +hud-settings-cloud_rendering_mode-low = 低い +hud-settings-cloud_rendering_mode-medium = 普通 +hud-settings-cloud_rendering_mode-high = 高い +hud-settings-cloud_rendering_mode-ultra = 最高 +hud-settings-fullscreen = フルスクリーン +hud-settings-fullscreen_mode = フルスクリーン モード +hud-settings-fullscreen_mode-exclusive = 排他的 +hud-settings-fullscreen_mode-borderless = ボーダーレス +hud-settings-particles = パーティクル +hud-settings-resolution = 解像度 +hud-settings-bit_depth = ビット深度 +hud-settings-refresh_rate = リフレッシュレート +hud-settings-lighting_rendering_mode = 光源レンダリングモード +hud-settings-lighting_rendering_mode-ashikhmin = Type A - 高い +hud-settings-lighting_rendering_mode-blinnphong = Type B - 普通 +hud-settings-lighting_rendering_mode-lambertian = Type L - チープ +hud-settings-shadow_rendering_mode = 影レンダリングモード +hud-settings-shadow_rendering_mode-none = なし +hud-settings-shadow_rendering_mode-cheap = チープ +hud-settings-shadow_rendering_mode-map = マップ +hud-settings-shadow_rendering_mode-map-resolution = 解像度 +hud-settings-lod_detail = LoDディテール +hud-settings-save_window_size = ウィンドウサイズ保存 +hud-settings-reset_graphics = デフォルトに戻す +hud-settings-music_volume = 音楽ボリューム +hud-settings-sound_effect_volume = 効果音ボリューム +hud-settings-audio_device = オーディオデバイス +hud-settings-reset_sound = デフォルトに戻す +hud-settings-awaitingkey = キーを押してください... +hud-settings-unbound = なし +hud-settings-reset_keybinds = デフォルトに戻す diff --git a/assets/voxygen/i18n/ja/hud/skills.ftl b/assets/voxygen/i18n/ja/hud/skills.ftl new file mode 100644 index 0000000..b474d24 --- /dev/null +++ b/assets/voxygen/i18n/ja/hud/skills.ftl @@ -0,0 +1,99 @@ +hud-rank_up = スキルポイント獲得 +hud-skill-sp_available = { $number } SP 利用可能 +hud-skill-not_unlocked = 解除されていません +hud-skill-req_sp = + { "\u000A" } + + { $number }SP必要 +hud-skill-unlck_sword_title = 剣解除 +hud-skill-unlck_sword = 剣のスキルツリーを解除 { $SP } +hud-skill-unlck_axe_title = 斧解除 +hud-skill-unlck_axe = 斧のスキルツリーを解除 { $SP } +hud-skill-unlck_hammer_title = ハンマー解除 +hud-skill-unlck_hammer = ハンマーのスキルツリーを解除 { $SP } +hud-skill-unlck_bow_title = 弓矢解除 +hud-skill-unlck_bow = 弓矢のスキルツリーを解除 { $SP } +hud-skill-unlck_staff_title = 杖解除 +hud-skill-unlck_staff = 杖のスキルツリーを解除 { $SP } +hud-skill-unlck_sceptre_title = セプター解除 +hud-skill-unlck_sceptre = セプターのスキルツリーを解除 { $SP } +hud-skill-climbing_title = よじ登り +hud-skill-climbing = より高く登ります +hud-skill-climbing_cost_title = よじ登り コスト +hud-skill-climbing_cost = よじ登りのスタミナ消費を{ $boost }%減少 { $SP } +hud-skill-climbing_speed_title = よじ登り 速度 +hud-skill-climbing_speed = よじ登り速度を{ $boost }%加速 { $SP } +hud-skill-swim_title = 泳ぎ +hud-skill-swim = 水中の移動 +hud-skill-swim_speed_title = 泳ぎ 速度 +hud-skill-swim_speed = 泳ぎの速度を{ $boost }%加速 { $SP } +hud-skill-sc_lifesteal_title = ライフスティール ビーム +hud-skill-sc_lifesteal = 敵の体力を奪う +hud-skill-sc_lifesteal_damage_title = ダメージ +hud-skill-sc_lifesteal_damage = ダメージを{ $boost }%多く与える { $SP } +hud-skill-sc_lifesteal_range_title = 範囲 +hud-skill-sc_lifesteal_range = ビームの距離を{ $boost }%増加 { $SP } +hud-skill-sc_lifesteal_lifesteal_title = ライフスティール +hud-skill-sc_lifesteal_lifesteal = 敵の体力を{ $boost }%増しで奪う { $SP } +hud-skill-sc_lifesteal_regen_title = スタミナ再生 +hud-skill-sc_lifesteal_regen = スタミナをさらに{ $boost }%回復 { $SP } +hud-skill-sc_heal_title = ヒーリング ビーム +hud-skill-sc_heal = 敵の血を使って仲間を回復する +hud-skill-sc_heal_heal_title = 回復 +hud-skill-sc_heal_heal = 体力の回復量を{ $boost }%増加 { $SP } +hud-skill-sc_heal_cost_title = スタミナ コスト +hud-skill-sc_heal_cost = 回復に必要なスタミナを{ $boost }%減少 { $SP } +hud-skill-sc_heal_range_title = 範囲 +hud-skill-sc_heal_range = ビームの距離を{ $boost }%増加 { $SP } +hud-skill-sc_wardaura_unlock_title = 結界オーラを解除 +hud-skill-sc_wardaura_unlock = 敵の攻撃を防ぐ結界が張れます { $SP } +hud-skill-sc_wardaura_strength_title = 強度 +hud-skill-sc_wardaura_strength = 結界の強度を{ $boost }%強化 { $SP } +hud-skill-sc_wardaura_duration_title = 効果 +hud-skill-sc_wardaura_duration = 結界の効果時間を{ $boost }%延長 { $SP } +hud-skill-sc_wardaura_range_title = 範囲 +hud-skill-sc_wardaura_range = 結界の範囲を{ $boost }%増加 { $SP } +hud-skill-sc_wardaura_cost_title = スタミナ コスト +hud-skill-sc_wardaura_cost = 結界に必要なエネルギー消費を{ $boost }%減少 { $SP } +hud-skill-st_shockwave_range_title = ショックウェーブ 範囲 +hud-skill-st_shockwave_range = 距離を{ $boost }%増加して手の届かない物も投げられる { $SP } +hud-skill-st_shockwave_cost_title = ショックウェーブ コスト +hud-skill-st_shockwave_cost = 無力な村人を投げるエネルギー消費を{ $boost }%減少 { $SP } +hud-skill-st_shockwave_knockback_title = ショックウェーブ ノックバック +hud-skill-st_shockwave_knockback = 投げる能力を{ $boost }%増加 { $SP } +hud-skill-st_shockwave_damage_title = ショックウェーブ ダメージ +hud-skill-st_shockwave_damage = 与えるダメージを{ $boost }%増加 { $SP } +hud-skill-st_shockwave_unlock_title = ショックウェーブ解除 +hud-skill-st_shockwave_unlock = 炎で敵を吹き飛ばす能力を解除 { $SP } +hud-skill-st_flamethrower_title = フレームスロワー +hud-skill-st_flamethrower = 火炎放射で丸焼きにします +hud-skill-st_flame_velocity_title = フレーム 速度 +hud-skill-st_flame_velocity = 炎の放射速度を{ $boost }%加速 { $SP } +hud-skill-st_flamethrower_range_title = フレームスロワー 範囲 +hud-skill-st_flamethrower_range = 炎が届かない場合に距離を{ $boost }%アップ { $SP } +hud-skill-st_energy_drain_title = エナジードレイン +hud-skill-st_energy_drain = エネルギー消費量を{ $boost }%減少 { $SP } +hud-skill-st_flamethrower_damage_title = フレームスロワー ダメージ +hud-skill-st_flamethrower_damage = ダメージを{ $boost }%増加 { $SP } +hud-skill-st_explosion_radius_title = エクスプロージョン 範囲 +hud-skill-st_explosion_radius = 大きいのはいいですよね。爆発半径を{ $boost }%増加 { $SP } +hud-skill-st_energy_regen_title = スタミナ 再生 +hud-skill-st_energy_regen = スタミナ獲得量を{ $boost }%増加 { $SP } +hud-skill-st_fireball_title = ファイアーボール +hud-skill-st_fireball = 敵と一緒に遊びましょう +hud-skill-st_damage_title = ダメージ +hud-skill-st_damage = ダメージを{ $boost }%増加 { $SP } +hud-skill-bow_projectile_speed_title = 発射 速度 +hud-skill-bow_projectile_speed = 矢の距離と速度を{ $boost }%アップ { $SP } +hud-skill-bow_repeater_cost_title = リピーター コスト +hud-skill-bow_repeater_cost = 連射のエネルギー消費を{ $boost }%減少 { $SP } +hud-skill-bow_repeater_damage_title = リピーター ダメージ +hud-skill-bow_repeater_damage = 与えるダメージを{ $boost }%増加 { $SP } +hud-skill-bow_charged_title = チャージドシュート +hud-skill-bow_charged = 長く待ったので… +hud-skill-bow_charged_knockback_title = チャージド ノックバック +hud-skill-bow_charged_knockback = 後方の敵に{ $boost }%ダメージを与える { $SP } +hud-skill-bow_charged_speed_title = チャージド スピード +hud-skill-bow_charged_speed = Increases the rate that you charge the attack by { $boost }%{ $SP } +hud-skill-bow_charged_damage_title = チャージド ダメージ +hud-skill-bow_charged_damage = Increases damage by { $boost }%{ $SP } diff --git a/assets/voxygen/i18n/ja/hud/social.ftl b/assets/voxygen/i18n/ja/hud/social.ftl new file mode 100644 index 0000000..4707c26 --- /dev/null +++ b/assets/voxygen/i18n/ja/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = ほかのプレーヤー +hud-social-online = オンライン: +hud-social-friends = 友達 +hud-social-not_yet_available = 利用不可 +hud-social-faction = 陣営 +hud-social-play_online_fmt = { $nb_player }人がオンライン +hud-social-name = 名前 +hud-social-level = レベル +hud-social-zone = ゾーン +hud-social-account = アカウント diff --git a/assets/voxygen/i18n/ja/hud/subtitles.ftl b/assets/voxygen/i18n/ja/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ja/hud/trade.ftl b/assets/voxygen/i18n/ja/hud/trade.ftl new file mode 100644 index 0000000..fb173c3 --- /dev/null +++ b/assets/voxygen/i18n/ja/hud/trade.ftl @@ -0,0 +1,18 @@ +hud-trade-trade_window = 取引ウィンドウ +hud-trade-phase1_description = + 取引するアイテムを + 所定の場所にドラッグしてください +hud-trade-phase2_description = + 取引はロックされています + まだ確認する時間はあります +hud-trade-phase3_description = 取引は進行中です +hud-trade-persons_offer = { $playername }の提示 +hud-trade-has_accepted = + { $playername } + は承諾しました +hud-trade-accept = 承諾 +hud-trade-decline = 辞退 +hud-trade-invite_sent = { $playername }に取引リクエストを送りました。 +hud-trade-result-completed = 取引は成立しました。 +hud-trade-result-declined = 取引は不成立でした。 +hud-trade-result-nospace = 取引を完了するためのスペースがありません。 diff --git a/assets/voxygen/i18n/ja/main.ftl b/assets/voxygen/i18n/ja/main.ftl new file mode 100644 index 0000000..6e172a4 --- /dev/null +++ b/assets/voxygen/i18n/ja/main.ftl @@ -0,0 +1,72 @@ +main-username = ユーザー名 +main-server = サーバー +main-password = パスワード +main-connecting = 接続中 +main-creating_world = 世界を生成中 +main-tip = ヒント: +main-notice = + Velorenアルファ版へようこそ! + + 楽しいゲームへ飛び込む前に、いくつか注意事項があります。 + + - このゲームは、非常に開発初期状態のアルファ版ゲームです。バグ、極めて未完成なゲーム性、洗練されていない操作性、不足している機能が予想されます。 + + - あなたが建設的なフィードバックやバグ報告をしたいなら、Reddit、GitLab、コミュニティのDiscordサーバーから英語で私たちにご連絡ください。 + + - VelorenはGPL 3のオープンソースライセンスの下に提供されています。つまり、あなたはゲームを自由に遊んだり、改造したりコピーできます + (派生した作品もGPL 3の下ならばという条件でです) + + - Velorenは非営利のコミュニティプロジェクトで、作業をしている人も全員、無償のボランティアです。 + 気に入ったなら、開発チームやアートチームにぜひご参加ください。 + + このお知らせを読んでいただき、ありがとうございます。それではゲームを楽しんでください! + + ~ Veloren開発チームより +main-login_process = + ログインについてのご案内 + + 認証が必要なサーバーでプレイするには + アカウントが必要です。 + + アカウントは、以下のURLで作成できます。 + + https://veloren.net/account/ +main-login-server_not_found = サーバーが見つかりません +main-login-authentication_error = サーバーで認証エラーです +main-login-failed_auth_server_url_invalid = 認証サーバーへの接続に失敗しました +main-login-insecure_auth_scheme = HTTPの認証機構はサポートしていません。これは安全ではありません。HTTPは、開発目的向けにlocalhostまたはデバッグビルドだけに許可されています。 +main-login-server_full = サーバーがいっぱいです +main-login-untrusted_auth_server = 信頼できない認証サーバーです +main-login-outdated_client_or_server = サーバーがおかしいです: おそらく、このバージョンには互換性がありません。アップデートをチェックしてください。 +main-login-timeout = タイムアウト: サーバーは時間内に応答しませんでした。(サーバー過負荷かネットワークの問題の可能性) +main-login-server_shut_down = サーバーが起動していません +main-login-network_error = ネットワーク エラー +main-login-network_wrong_version = サーバーは、あなたのバージョンと異なるバージョンが使われています。バージョンの確認をして、ゲームをアップデートしてください。 +main-login-failed_sending_request = 認証サーバーへのリクエストが失敗しました +main-login-invalid_character = 選択したキャラクターは無効です +main-login-client_crashed = クライアントがクラッシュしました +main-login-not_on_whitelist = 参加するには管理者の許可リストへの登録が必要です +main-login-banned = あなたは以下の理由で利用停止されています +main-login-kicked = あなたは以下の理由で利用できません +main-login-select_language = 言語の選択 +main-servers-select_server = サーバーの選択 +loading-tips = + .a0 = { $gameinput-togglelantern }キーを押すとランタンが灯ります。 + .a1 = { $gameinput-help }キーを押すとすべてのデフォルトキー設定の確認できます。 + .a2 = /sayまたは/sと入力すると自分の周りのプレイヤーとだけチャットできます。 + .a3 = /regionまたは/rと入力すると自分の周辺、数百ブロックのプレーヤーとだけチャットできます。 + .a4 = 管理者は、/buildコマンドでビルドモードに入れます。 + .a5 = /groupまたは/gと入力すると現在所属しているグループのプレイヤーとだけチャットできます。 + .a6 = プライベートメッセージを送るには、/tellと入力したあと、プレイヤー名とメッセージを入力します。 + .a7 = 世界中に散らばっている食料やチェストに注目してみましょう! + .a8 = 持ち物が食料でいっぱいですか?それを使ってもっといい食料をクラフトしてみましょう! + .a9 = 何をしたらいいかわからないですか?地図にあるダンジョンに挑戦してみましょう! + .a10 = お使いのシステムに合わせてグラフィックの調整もお忘れなく。{ $gameinput-settings }キーを押すと設定が開きます。 + .a11 = 誰かと一緒に遊ぶのは楽しいですよね!{ $gameinput-social }キーを押すと誰がオンラインかわかります。 + .a12 = { $gameinput-dance }キーを押すとダンスします。パーティ! + .a13 = { $gameinput-glide }キーを押すとグライダーが開いて空を攻略できます。 + .a14 = Velorenは、まだアルファ版です。私たちは日々、改善のためにベストを尽くしています! + .a15 = 開発チームに参加したい方や私たちとチャットしたい方はDiscordサーバーに参加しましょう。 + .a16 = 体力バーに表示される体力量の表示は、設定で切り替えられます。 + .a17 = { $gameinput-sit }キーを押して焚き火のそばに座ると体力がゆっくり回復します + .a18 = 冒険のためにバッグやいい鎧が欲しいですか?Cキーを押すとクラフトメニューが開きます。 diff --git a/assets/voxygen/i18n/ja/npc.ftl b/assets/voxygen/i18n/ja/npc.ftl new file mode 100644 index 0000000..f66ed57 --- /dev/null +++ b/assets/voxygen/i18n/ja/npc.ftl @@ -0,0 +1,159 @@ +npc-speech-villager = + .a0 = こんな素敵な日があってもいいよね? + .a1 = ご機嫌いかが? + .a2 = 最高の朝を迎えましょう! + .a3 = カトブレパスは なにを考えて草を食べてるのだろう + .a4 = この天気についてどうお考えですか? + .a5 = あのダンジョンの事を考えると怖くなります。誰かがあそこをクリアしてくれないだろうか + .a6 = 強くなったら洞窟に探検に行きたいですね + .a7 = 私の猫チャンを見かけなかった? + .a8 = ランドシャークという獰猛なサメをご存知ですか?なんでも砂漠に住んでるらしいですよ + .a9 = 洞窟には さまざまな種類の光り輝く宝石が見つかるらしいですよ + .a10 = やっぱ チーズにはクラッカー! + .a11 = 寄っていきませんか?ちょうどチーズを食べようとしてたところなんです + .a12 = マッシュルームは健康に良いと言われてます。自分は食べないですけど + .a13 = クラッカーを忘れるな! + .a14 = 私はシンプルにドワーフチーズに憧れてます。作れたらなぁ + .a15 = 山の向こう側には何があるのだろう + .a16 = いつの日か 自分のグライダーを作ってみたいですね + .a17 = 私の庭を見ていかない?うん また今度ね + .a18 = 森を散歩するには なんて素敵な日なんだ! + .a19 = なるべきか ならざるべきか… 僕は農家にだけど + .a20 = 私たちの村が一番だと思わない? + .a21 = なんで光る死体は光っているんだろう? + .a22 = 二度目の朝ゴハンの時間だよ! + .a23 = ホタルを捕まえたことはある? + .a24 = あのサウロクたちが どこから来ているのか想像できませんね + .a25 = 誰か狼を村から遠ざけてくれればいいのに + .a26 = 昨晩 素敵なチーズの夢を見ました。それってどういう意味なの? + .a27 = 兄にチーズを残してきました。でも 今となってはそれが存在するのかわかりません。だから 私は「シュレディンガーのチーズ」と呼んでいます + .a28 = 妹にチーズを残してきました。でも 今となってはそれが存在するのかわかりません。だから 私は「シュレディンガーのチーズ」と呼んでいます + .a29 = 誰かが あのカルト教団をなんとかしないといけない。私は やりたくないけど + .a30 = 早く雨が降ってほしい。雨は作物にいいからね + .a31 = ハチミツ大好き! でも ハチは大嫌い! + .a32 = 私はいつか世界を見てみたい。この村よりももっと豊かな人生があるはずだから +npc-speech-villager_decline_trade = + .a0 = ごめんなさい、取引するものがありません。 + .a1 = 取引?あなたの興味のあるものを持ってきたら考えますよ。 + .a2 = この家は私の物です。この家に取引するものはありません。 +npc-speech-merchant_advertisement = + .a0 = 取引に興味はありますか? + .a1 = 私と取引しませんか? + .a2 = 商品がたくさんあるけど、ちょっと見ていきませんか? +npc-speech-merchant_busy = + .a0 = おい、順番を待ちな + .a1 = ちょっと待ってください。私の体は一つしかないんですよ + .a2 = 目の前にいる人を見て言ってますか? + .a3 = ちょっと待って。最後まで取引させて + .a4 = 割り込まないでください。 + .a5 = 忙しいから、また後で来てね。 +npc-speech-merchant_trade_successful = + .a0 = 取引をしてくれて、ありがとう! + .a1 = ありがとう! +npc-speech-merchant_trade_declined = + .a0 = また、機会があれば、よろしくお願いします + .a1 = 残念です。またの機会によろしく! +npc-speech-villager_cultist_alarm = + .a0 = 気をつけて!信者が逃げてるぞ! + .a1 = 武器を取れ!カルト信者が襲ってくるぞ! + .a2 = よくもまあ、私たちの村をカルトが襲うなんて! + .a3 = カルト信者に死を! + .a4 = ここではカルト信者でいることは許されません! + .a5 = 人殺しカルト教団! + .a6 = うす汚いカルト信者よ。俺の刃を味わえ! + .a7 = カルト信者よ、その手の血を拭うことはできないぞ! + .a8 = まばゆいばかりに光り輝く数十億の青いフジツボ!カルト信者が紛れ込んでいるぞ! + .a9 = この邪悪な信者はもうすぐ終わる! + .a10 = カルト信者は私のもの! + .a11 = 創造主に会う準備をしろ、このうす汚いカルト信者! + .a12 = 信者を見つけたぞ!捕まえろ! + .a13 = 信者を見つけたぞ!攻撃しろ! + .a14 = 信者を見つけたぞ!ヤツらを逃すな! + .a15 = 最も高潔なカルト信者は死を望むのか!? + .a16 = 忘れるな!忘れるな!カルト信者よ、悔改めよ! + .a17 = 死ね、カルト信者! + .a18 = 恐怖の支配が始まるぞ! + .a19 = これまでの活動に感謝します! + .a20 = ここではあなたのような方は歓迎されませんよ。 + .a21 = 地下にずっと潜ってりゃよかったのに! +npc-speech-villager_under_attack = + .a0 = 助けて、襲撃されてます! + .a1 = 助けて!襲われてます! + .a2 = ああっ!襲われてます! + .a3 = ああっ!襲撃されてます!助けて! + .a4 = 助けてください!襲われてます! + .a5 = 襲われています!助けて! + .a6 = 襲われています!助けてください! + .a7 = 助けて! + .a8 = 助けて!助けて! + .a9 = 助けて!助けて!助けて! + .a10 = 襲われています! + .a11 = あああああ!襲われてます! + .a12 = あああああ!襲撃されてます!助けて! + .a13 = 助けて!私たちは襲撃されてます! + .a14 = 助けて!人殺し! + .a15 = 助けて!人殺しが逃亡しています! + .a16 = 助けて!私を殺そうとしています! + .a17 = 衛兵さん、襲われています! + .a18 = 衛兵!襲われてます! + .a19 = 襲われています!衛兵! + .a20 = 助けて!衛兵!襲われてます! + .a21 = 衛兵!早く来て! + .a22 = 衛兵!衛兵! + .a23 = 衛兵!悪党に襲ってきた! + .a24 = 衛兵、うす汚い悪党を切って! + .a25 = 衛兵!人殺しがいる! + .a26 = 衛兵!助けてください! + .a27 = このままでは許さないぞ!衛兵! + .a28 = この、悪魔め! + .a29 = 助けてください! + .a30 = 助けて!お願い! + .a31 = ああっ!衛兵!助けて! + .a32 = 狙われてます! + .a33 = 助けて!助けて!私は抑圧されてる! + .a34 = ああ、システムに内在する暴力が見えてきた。 + .a35 = ただのかすり傷だ! + .a36 = 止めてくれ! + .a37 = お前に何をしたっていうんだよ! + .a38 = お願いですから、攻撃を止めてください! + .a39 = ヘイ!どこに向けてるんだ! + .a40 = 凶暴な奴らは消えてしまえ! + .a41 = 止まれ!出ていけ! + .a42 = 私は怒っている! + .a43 = おい!!お前は何様だと思ってるんだ! + .a44 = お前の首を取ってやるぜ! + .a45 = 止めて、お願い!金目のものは持ってないんだ! + .a46 = 兄貴を連れてくるぞ、俺よりデカいんだからな! + .a47 = ノー!母ちゃんにいいつけてやる! + .a48 = 呪ってやる! + .a49 = お願いだから止めてください。 + .a50 = ひでえな! + .a51 = 武器は使ったんだから、もうしまってくれよ! + .a52 = 惜しい! + .a53 = お願い、私には家族がいます! + .a54 = 私は死ぬには若すぎます! + .a55 = 話し合いませんか? + .a56 = 暴力は解決策ではないぞ! + .a57 = 今日は最悪の日だ… + .a58 = おい、痛いって! + .a59 = えっ! + .a60 = 失礼な! + .a61 = 止めてくださいよ! + .a62 = 毒を食わわば皿まで! + .a63 = それは楽しくないです。 + .a64 = よくもそんなことを! + .a65 = この代償は大きいぞ! + .a66 = そんな調子だと後悔するぞ! + .a67 = 痛い目に合わせないでくれよ! + .a68 = なにか勘違いしていないか! + .a69 = こんなことするなよ! + .a70 = 悪魔よ出ていけ! + .a71 = めっちゃ痛い! + .a72 = なぜこんなことをするの? + .a73 = 霊よ、静まれ! + .a74 = 誰かと勘違いしてるんじゃないか! + .a75 = 私にはもったいないです! + .a76 = 二度としないで。 + .a77 = 衛兵、この化け物を湖に沈めて! + .a78 = 俺のタラスクを送り込んでやるぜ! + .a79 = なぜ、わたしがー? diff --git a/assets/voxygen/i18n/ko/_manifest.ron b/assets/voxygen/i18n/ko/_manifest.ron new file mode 100644 index 0000000..d414fb5 --- /dev/null +++ b/assets/voxygen/i18n/ko/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Korean +( + metadata: ( + language_name: "한국어 (Korean)", + language_identifier: "ko", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 0.75, + ), + "metamorph": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 0.75, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 0.75, + ), + "wizard": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 0.75, + ), + "cyri": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 0.75, + ), + } +) diff --git a/assets/voxygen/i18n/ko/body.ftl b/assets/voxygen/i18n/ko/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ko/buff.ftl b/assets/voxygen/i18n/ko/buff.ftl new file mode 100644 index 0000000..8b5b6f8 --- /dev/null +++ b/assets/voxygen/i18n/ko/buff.ftl @@ -0,0 +1,74 @@ +## Regeneration +buff-heal = 회복 + .desc = 일정 시간마다 체력을 회복한다. + .stat = { $str_total }만큼 체력 회복 +## Potion +buff-potion = 물약 + .desc = 마시는 중... +## Saturation +buff-saturation = 포만감 + .desc = 음식을 먹어 일정 시간마다 체력을 회복한다. +## Campfire +buff-campfire_heal = 모닥불 회복 + .desc = 모닥불 앞에서 쉬어 초당 { $rate }% 체력을 회복한다. +## Energy Regen +buff-energy_regen = 기력 재생 + .desc = 기력이 더 빠르게 재생 + .stat = { $str_total }만큼 기력 회복 +## Health Increase +buff-increase_max_health = 최대 체력 증가 + .desc = 최대 체력을 증가시킨다. + .stat = + 최대 체력을 + { $strength }만큼 증가 +## Energy Increase +buff-increase_max_energy = 최대 기력 증가 + .desc = 최대 기력을 증가시킨다. + .stat = + 최대 기력을 + { $strength }만큼 증가 +## Invulnerability +buff-invulnerability = 무적 + .desc = 어떤 공격에도 피해를 입지 않는다. + .stat = 무적으로 만든다 +## Protection Ward +buff-protectingward = Protecting Ward + .desc = You are protected, somewhat, from attacks. +## Frenzied +buff-frenzied = 광포화 + .desc = 속도가 빨라지고 작은 상처를 무시할 수 있다. +## Haste +buff-hastened = 신속 + .desc = 이동 속도와 공격 속도가 빨라진다. +## Bleeding +buff-bleed = 출혈 + .desc = 피해를 입는다. +## Curse +buff-cursed = 저주 + .desc = 저주를 받았다. +## Burning +buff-burn = 불붙음 + .desc = 산채로 불타고 있다. +## Crippled +buff-crippled = 다리 부러짐 + .desc = 다리가 심하게 다쳐 이동 속도가 느려졌다. +## Freeze +buff-frozen = 얼음 + .desc = 이동 속도와 공격 속도가 느려졌다. +## Wet +buff-wet = 젖음 + .desc = 발이 미끄러워 멈추기가 어려워졌다. +## Ensnared +buff-ensnared = 발묶임 + .desc = 덩쿨이 다리를 휘감고 있어 움직일 수가 없다. +## Fortitude +buff-fortitude = 불굴 + .desc = 경직되지 않는다. +## Parried +buff-parried = 받아넘겨짐 + .desc = 상대가 공격을 받아넘겨서 자세가 무너졌다. +## Util + +buff-text-over_seconds = { $dur_secs }초에 걸쳐 +buff-text-for_seconds = { $dur_secs }초 동안 +buff-remove = 클릭하여 제거 diff --git a/assets/voxygen/i18n/ko/char_selection.ftl b/assets/voxygen/i18n/ko/char_selection.ftl new file mode 100644 index 0000000..d026310 --- /dev/null +++ b/assets/voxygen/i18n/ko/char_selection.ftl @@ -0,0 +1,23 @@ +char_selection-loading_characters = 캐릭터를 불러오는 중... +char_selection-delete_permanently = 이 캐릭터를 영구히 삭제하시겠습니까? +char_selection-change_server = 서버 바꾸기 +char_selection-enter_world = 세계 들어가기 +char_selection-spectate = 세계 관전하기 +char_selection-joining_character = 세계 불러오는 중... +char_selection-logout = 로그아웃 +char_selection-create_new_character = 새 캐릭터 만들기 +char_selection-creating_character = 캐릭터 만드는 중... +char_selection-character_creation = 캐릭터 만들기 +char_selection-human_default = Human Default +char_selection-level_fmt = 레벨 { $level_nb } +char_selection-uncanny_valley = Wilderness +char_selection-plains_of_uncertainty = Plains of Uncertainty +char_selection-beard = 수염 +char_selection-hair_style = 머리 모양 +char_selection-hair_color = 머리 색깔 +char_selection-eye_color = 눈 색깔 +char_selection-skin = 피부 +char_selection-eyeshape = 눈 세부사항 +char_selection-accessories = 장신구 +char_selection-create_info_name = 캐릭터 이름이 필요합니다! +char_selection-version_mismatch = 경고! 이 서버는 다른 호환이 되지 않을 수도 있는 버전을 구동하고 있습니다. 게임을 업데이트 해주세요. diff --git a/assets/voxygen/i18n/ko/common.ftl b/assets/voxygen/i18n/ko/common.ftl new file mode 100644 index 0000000..15d7f83 --- /dev/null +++ b/assets/voxygen/i18n/ko/common.ftl @@ -0,0 +1,109 @@ +common-username = 유저네임 +common-singleplayer = 싱글플레이어 +common-multiplayer = 멀티플레이어 +common-servers = 서버 +common-quit = 나가기 +common-settings = 설정 +common-languages = 언어 +common-interface = 인터페이스 +common-gameplay = 게임플레이 +common-controls = 컨트롤 +common-video = 그래픽 +common-sound = 소리 +common-chat = 채팅 +common-networking = 네트워킹 +common-resume = 계속하기 +common-characters = 캐릭터 +common-close = 닫기 +common-yes = 예 +common-no = 아니오 +common-back = 뒤로 +common-create = 만들기 +common-okay = 예 +common-add = 추가 +common-accept = 받기 +common-decline = 거절하기 +common-disclaimer = Disclaimer +common-cancel = 취소 +common-none = 없음 +common-error = 오류 +common-fatal_error = 치명적인 오류 +common-you = 당신 +common-automatic = 자동 +common-random = 랜덤 +common-empty = 빔 +common-confirm = 확인 +common-delete_server = 서버 삭제 +common-interface_settings = 인터페이스 설정 +common-gameplay_settings = 게임플레이 설정 +common-controls_settings = 컨트롤 설정 +common-video_settings = 그래픽 설정 +common-sound_settings = 소리 설정 +common-language_settings = 언어 설정 +common-chat_settings = 채팅 설정 +common-networking_settings = 네트워킹 설정 +common-connection_lost = + 연결이 끊겼습니다! + 서버가 재시작 했나요? + 클라이언트가 최신 버전인가요? +common-species-orc = 오크 +common-species-human = 인간 +common-species-dwarf = 드워프 +common-species-elf = 엘프 +common-species-draugr = 드라우그 +common-species-danari = 다나리 +common-weapons-axe = 도끼 +common-weapons-dagger = 단검 +common-weapons-greatsword = 양손검 +common-weapons-shortswords = 한손검 +common-weapons-sword = 검 +common-weapons-staff = 마법지팡이 +common-weapons-bow = 활 +common-weapons-hammer = 망치 +common-weapons-general = 일반 전투 +common-weapons-sceptre = 마법홀 +common-weapons-shield = 방패 +common-weapons-spear = 창 +common-weapons-hammer_simple = 단순한 망치 +common-weapons-sword_simple = 단순한 칼 +common-weapons-staff_simple = 단순한 지팡이 +common-weapons-axe_simple = 단순한 도끼 +common-weapons-bow_simple = 단순한 활 +common-weapons-unique = 유일한 +common-tool-debug = 디버그 +common-tool-farming = 농기구 +common-tool-pick = 곡괭이 +common-tool-mining = 채굴 +common-tool-instrument = 악기 +common-kind-modular_component = 모듈러 부품 +common-kind-modular_component_partial = 부품 +common-kind-glider = 글라이더 +common-kind-consumable = 소모품 +common-kind-throwable = 던질 수 있음 +common-kind-utility = 기능성 +common-kind-ingredient = 재료 +common-kind-lantern = 등불 +common-hands-one = 한손 +common-hands-two = 양손 +common-rand_appearance = 랜덤 외형 +common-rand_name = 랜덤 이름 +common-stats-combat_rating = CR +common-stats-power = 공격력 +common-stats-speed = 속도 +common-stats-range = 사거리 +common-stats-energy_efficiency = 기력 효율 +common-stats-buff_strength = 힘 버프/디버프 +common-stats-precision_mult = 치명타 배수 +common-stats-armor = 방어력 +common-stats-poise_res = 기절 저항 +common-stats-energy_max = 최대 기력 +common-stats-energy_reward = 기력 보상 +common-stats-precision_power = 치명타 위력 +common-stats-stealth = 은신 +common-stats-slots = 슬롯 +common-material-metal = 금속 +common-material-wood = 나무 +common-material-stone = 돌 +common-material-cloth = 천 +common-material-hide = 가죽 +common-sprite-chest = 상자 diff --git a/assets/voxygen/i18n/ko/esc_menu.ftl b/assets/voxygen/i18n/ko/esc_menu.ftl new file mode 100644 index 0000000..da601ae --- /dev/null +++ b/assets/voxygen/i18n/ko/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = 로그아웃 +esc_menu-quit_game = 게임 종료 \ No newline at end of file diff --git a/assets/voxygen/i18n/ko/gameinput.ftl b/assets/voxygen/i18n/ko/gameinput.ftl new file mode 100644 index 0000000..ae4936b --- /dev/null +++ b/assets/voxygen/i18n/ko/gameinput.ftl @@ -0,0 +1,73 @@ +gameinput-primary = 기본 공격 +gameinput-secondary = 보조 공격 +gameinput-block = 막기 +gameinput-slot1 = 퀵슬롯 1번 +gameinput-slot2 = 퀵슬롯 2번 +gameinput-slot3 = 퀵슬롯 3번 +gameinput-slot4 = 퀵슬롯 4번 +gameinput-slot5 = 퀵슬롯 5번 +gameinput-slot6 = 퀵슬롯 6번 +gameinput-slot7 = 퀵슬롯 7번 +gameinput-slot8 = 퀵슬롯 8번 +gameinput-slot9 = 퀵슬롯 9번 +gameinput-slot10 = 퀵슬롯 10번 +gameinput-swaploadout = 로드아웃 변경 +gameinput-togglecursor = 커서 보이기 +gameinput-help = 도움말 보이기 +gameinput-toggleinterface = 인터페이스 숨기기 +gameinput-toggledebug = FPS와 디버그 보이기 +gameinput-toggle_egui_debug = EGUI 디버그 보이기 +gameinput-togglechat = 채팅 숨기기 +gameinput-screenshot = 스크린샷 찍기 +gameinput-toggleingameui = 이름 보이기 +gameinput-fullscreen = 전체화면 +gameinput-moveforward = 앞으로 움직이기 +gameinput-moveleft = 왼쪽으로 움직이기 +gameinput-moveright = 오른쪽으로 움직이기 +gameinput-moveback = 뒤로 움직이기 +gameinput-jump = 뛰기 +gameinput-glide = 글라이더 +gameinput-roll = 구르기 +gameinput-climb = 벽타기 +gameinput-climbdown = 벽타고 내려가기 +gameinput-wallleap = 벽뛰기 +gameinput-togglelantern = 등불 껐다켜기 +gameinput-mount = 탈것 +gameinput-chat = 채팅 +gameinput-command = 명령어 +gameinput-escape = 탈출 +gameinput-map = 지도 +gameinput-bag = 가방 +gameinput-trade = 거래 +gameinput-social = 소셜 +gameinput-sit = 앉기 +gameinput-spellbook = 주문 +gameinput-settings = 설정 +gameinput-respawn = 리스폰 +gameinput-charge = Charge +gameinput-togglewield = 무기 넣었다빼기 +gameinput-interact = 상호작용 +gameinput-freelook = 카메라 자유롭게 움직이기 +gameinput-autowalk = 자동 걷기/수영 +gameinput-cameraclamp = 카메라 고정 +gameinput-dance = 춤추기 +gameinput-select = 대상 선택 +gameinput-acceptgroupinvite = 그룹 초대 받기 +gameinput-declinegroupinvite = 그룹 초대 거절하기 +gameinput-cyclecamera = 시점 바꾸기 +gameinput-crafting = 제작 +gameinput-fly = 날기 +gameinput-sneak = 은신 +gameinput-swimdown = 밑으로 헤엄치기 +gameinput-swimup = 위로 헤엄치기 +gameinput-mapzoomin = 지도 확대하기 +gameinput-mapzoomout = 지도 축소하기 +gameinput-greet = 인사 +gameinput-map-locationmarkerbutton = 지도에 목적지 설정 +gameinput-spectatespeedboost = 관전 속도 증가 +gameinput-spectateviewpoint = 관전 시점 변경 +gameinput-mutemaster = 마스터 소리 끄기 +gameinput-muteinactivemaster = 마스터 소리 끄기 (창 비활성화시) +gameinput-mutemusic = 음악 소리 끄기 +gameinput-mutesfx = 효과음 소리 끄기 +gameinput-muteambience = 주변 소리 끄기 diff --git a/assets/voxygen/i18n/ko/hud/ability.ftl b/assets/voxygen/i18n/ko/hud/ability.ftl new file mode 100644 index 0000000..de747e3 --- /dev/null +++ b/assets/voxygen/i18n/ko/hud/ability.ftl @@ -0,0 +1,12 @@ +common-abilities-debug-possess = 빙의 화살 + .desc = 독 화살을 쏜다. 대상을 조종할수 있다. +common-abilities-bow-shotgun = 난사 + .desc = 화살을 여러발 쏜다. +common-abilities-staff-fireshockwave = 불의 고리 + .desc = 땅에 불로 된 고리를 만든다. +common-abilities-sceptre-wardingaura = 보호 오라 + .desc = 아군을 피해로부터 보호한다. +common-abilities-sword-crippling_gouge = 깊은 찌르기 + .desc = 적에게 깊은 상처를 낸다. +common-abilities-sword-heavy_fortitude = 불굴 + .desc = 자세를 바로잡아 적의 다음 공격에 맞아도 비틀거리지 않는다. diff --git a/assets/voxygen/i18n/ko/hud/bag.ftl b/assets/voxygen/i18n/ko/hud/bag.ftl new file mode 100644 index 0000000..bdea3ae --- /dev/null +++ b/assets/voxygen/i18n/ko/hud/bag.ftl @@ -0,0 +1,40 @@ +hud-bag-inventory = { $playername }의 가방 +hud-bag-stats_title = { $playername }의 능력치 +hud-bag-armor = 방어력 +hud-bag-stats = 능력치 +hud-bag-head = 머리 +hud-bag-neck = 목 +hud-bag-tabard = 외투 +hud-bag-shoulders = 어깨 +hud-bag-chest = 가슴 +hud-bag-hands = 손 +hud-bag-lantern = 등불 +hud-bag-glider = 글라이더 +hud-bag-belt = 허리띠 +hud-bag-ring = 반지 +hud-bag-back = 등 +hud-bag-legs = 다리 +hud-bag-feet = 발 +hud-bag-mainhand = 주무기 +hud-bag-offhand = 보조무기 +hud-bag-inactive_mainhand = 다른 주무기 +hud-bag-inactive_offhand = 다른 보조무기 +hud-bag-swap_equipped_weapons_title = 들고있는 무기 바꾸기 +hud-bag-swap_equipped_weapons_desc = { $key }키를 누르기 +hud-bag-bag = 가방 +hud-bag-health = 체력 +hud-bag-energy = 기력 +hud-bag-combat_rating = 전투력 +hud-bag-protection = 보호 +hud-bag-stun_res = 기절 저항 +hud-bag-stealth = 은신 +hud-bag-combat_rating_desc = + 체력과 장비에서 + 계산된다. +hud-bag-protection_desc = 방어력에서 계산된 피해 감소율. +hud-bag-stun_res_desc = + 지속적으로 맞아서 기절하는 것에 저항하는 능력. + 기력처럼 재생한다. +hud-bag-sort_by_name = 이름순 정렬 +hud-bag-sort_by_quality = 품질순 정렬 +hud-bag-sort_by_category = 유형순 정렬 diff --git a/assets/voxygen/i18n/ko/hud/char_window.ftl b/assets/voxygen/i18n/ko/hud/char_window.ftl new file mode 100644 index 0000000..6f773dc --- /dev/null +++ b/assets/voxygen/i18n/ko/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = 캐릭터 이름 +character_window-character_stats = + 지구력 + + 건강 + + 의지 + + 보호 diff --git a/assets/voxygen/i18n/ko/hud/chat.ftl b/assets/voxygen/i18n/ko/hud/chat.ftl new file mode 100644 index 0000000..64543d3 --- /dev/null +++ b/assets/voxygen/i18n/ko/hud/chat.ftl @@ -0,0 +1,62 @@ +## Player events + +hud-chat-online_msg = { "[" }{ $name }]이(가) 현재 온라인 +hud-chat-offline_msg = { "[" }{ $name }]이(가) 현재 오프라인 + +## Buff deaths + +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $attacker }]이(가) [{ $victim }]을(를) 죽임. 사인: 화상 + .bleeding = { "[" }{ $attacker }]이(가) [{ $victim }]을(를) 죽임. 사인: 출혈 + .curse = { "[" }{ $attacker }]이(가) [{ $victim }]을(를) 죽임. 사인: 저주 + .crippled = { "[" }{ $attacker }]이(가) [{ $victim }]을(를) 죽임. 사인: 다리 부러짐 + .frozen = { "[" }{ $attacker }]이(가) [{ $victim }]을(를) 죽임. 사인: 동사 + .mysterious = { "[" }{ $attacker }]이(가) [{ $victim }]을(를) 죽임. 사인: 비밀 +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] 사인: 화상 + .bleeding = { "[" }{ $victim }] 사인: 출혈 + .curse = { "[" }{ $victim }] 사인: 저주 + .crippled = { "[" }{ $victim }] 사인: 다리 부러짐 + .frozen = { "[" }{ $victim }] 사인: 동사 + .mysterious = { "[" }{ $victim }] 사인: 비밀 +hud-chat-died_of_npc_buff_msg = + .burning = { $attacker }이(가) [{ $victim }]을(를) 죽임. 사인: 화상 + .bleeding = { $attacker }이(가) [{ $victim }]을(를) 죽임. 사인: 출혈 + .curse = { $attacker }이(가) [{ $victim }]을(를) 죽임. 사인: 저주 + .crippled = { $attacker }이(가) [{ $victim }]을(를) 죽임. 사인: 다리 부러짐 + .frozen = { $attacker }이(가) [{ $victim }]을(를) 죽임. 사인: 동사 + .mysterious = { $attacker }이(가) [{ $victim }]을(를) 죽임. 사인: 비밀 + +## PvP deaths + +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }]이(가) [{ $victim }]을(를) 쓰러트림 +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }]이(가) [{ $victim }]을(를) 쏴죽임 +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }]이(가) [{ $victim }]을(를) 터트려 죽임 +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }]이(가) [{ $victim }]을(를) 마법으로 죽임 +hud-chat-pvp_other_kill_msg = { "[" }{ $attacker }]이(가) [{ $victim }]을(를) 죽임 + +## PvE deaths + +hud-chat-npc_melee_kill_msg = { $attacker }이(가) [{ $victim }]을(를) 죽임 +hud-chat-npc_ranged_kill_msg = { $attacker }이(가) [{ $victim }]을(를) 쏴죽임 +hud-chat-npc_explosion_kill_msg = { $attacker }이(가) [{ $victim }]을(를) 터트려 죽임 +hud-chat-npc_energy_kill_msg = { $attacker }이(가) [{ $victim }]을(를) 마법으로 죽임 +hud-chat-npc_other_kill_msg = { $attacker }이(가) [{ $victim }]을(를) 죽임 + +## Other deaths + +hud-chat-fall_kill_msg = { "[" }{ $name }]이(가) 떨어져 죽음 +hud-chat-suicide_msg = { "[" }{ $name }]이(가) 자해로 인해 사망 +hud-chat-default_death_msg = { "[" }{ $name }]이(가) 죽음 + +## Utils + +hud-chat-all = 모두 +hud-chat-chat_tab_hover_tooltip = 오른쪽 마우스 클릭으로 설정 +hud-loot-pickup-msg = + { $actor }이(가) { $amount -> + [one] { $item } + *[other] { $amount }x { $item } 주음 + } +hud-chat-goodbye = 안녕! +hud-chat-connection_lost = 연결 끊김. { $time }초후 킥. diff --git a/assets/voxygen/i18n/ko/hud/crafting.ftl b/assets/voxygen/i18n/ko/hud/crafting.ftl new file mode 100644 index 0000000..e9fcaf3 --- /dev/null +++ b/assets/voxygen/i18n/ko/hud/crafting.ftl @@ -0,0 +1,45 @@ +hud-crafting = 제작 +hud-crafting-recipes = 레시피 +hud-crafting-ingredients = 재료: +hud-crafting-craft = 만들기 +hud-crafting-craft_all = 모두 만들기 +hud-crafting-tool_cata = 필요함: +hud-crafting-req_crafting_station = 필요함: +hud-crafting-anvil = 모루 +hud-crafting-cauldron = 솥 +hud-crafting-cooking_pot = 요리용 냄비 +hud-crafting-crafting_bench = 제작대 +hud-crafting-forge = 용광로 +hud-crafting-loom = 베틀 +hud-crafting-spinning_wheel = 물레 +hud-crafting-tanning_rack = 거치대 +hud-crafting-salvaging_station = 재활용 작업대 +hud-crafting-campfire = 모닥불 +hud-crafting-tabs-all = 모두 +hud-crafting-tabs-armor = 방어구 +hud-crafting-tabs-dismantle = 분해 +hud-crafting-tabs-food = 음식 +hud-crafting-tabs-glider = 글라이더 +hud-crafting-tabs-potion = 물약 +hud-crafting-tabs-tool = 도구 +hud-crafting-tabs-utility = 기능성 +hud-crafting-tabs-weapon = 무기 +hud-crafting-tabs-bag = 가방 +hud-crafting-tabs-processed_material = 재료 +hud-crafting-dismantle_title = 분해 +hud-crafting-dismantle_explanation = + 가방 안에 있는 아이템 위에 커서를 놓으면 + 분해해서 무엇을 얻을 수 있는지 볼수 있습니다. + + 두번 클릭하면 분해 합니다. +hud-crafting-modular_desc = 아이템을 여기로 드래그 하여 물건을 만든다 +hud-crafting-mod_weap_prim_slot_title = 주 무기 부품 +hud-crafting-mod_weap_prim_slot_desc = 무기의 주된 부품을 여기에 놓는다(검 날, 도끼 날, 활대 등). +hud-crafting-mod_weap_sec_slot_title = 보조 무기 부품 +hud-crafting-mod_weap_sec_slot_desc = 무기의 보조 부품을 여기에 놓는다(검 손잡이, 활 손잡이, 지팡이 핵 등). +hud-crafting-mod_comp_metal_prim_slot_title = 금속 주괴 +hud-crafting-mod_comp_metal_prim_slot_desc = 금속 주괴를 여기에 놓는다. 몇몇 금속만 무기로 만들수 있다. +hud-crafting-mod_comp_wood_prim_slot_title = 나무 +hud-crafting-mod_comp_wood_prim_slot_desc = 나무를 여기에 놓는다. 몇몇 나무만 무기로 만들수 있다. +hud-crafting-mod_comp_sec_slot_title = 동물 재료 +hud-crafting-mod_comp_sec_slot_desc = 부가적으로 동물 재료를 여기에 놓는다. 몇몇 동물 재료만 무기를 강화할수 있다. \ No newline at end of file diff --git a/assets/voxygen/i18n/ko/hud/group.ftl b/assets/voxygen/i18n/ko/hud/group.ftl new file mode 100644 index 0000000..103e9de --- /dev/null +++ b/assets/voxygen/i18n/ko/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = 그룹 +hud-group-invite_to_join = [{ $name }]이(가) 당신을 그룹으로 초대했습니다! +hud-group-invite_to_trade = [{ $name }]이(가) 당신과 거래하기를 원합니다. +hud-group-invite = 초대 +hud-group-kick = 추방 +hud-group-assign_leader = 대장으로 추대 +hud-group-leave = 그룹 나가기 +hud-group-dead = 사망 +hud-group-out_of_range = 사거리 밖에 있음 +hud-group-add_friend = 친구 추가 +hud-group-link_group = 그룹 묶기 +hud-group-in_menu = 메뉴 보는중 +hud-group-members = 그룹 구성원 \ No newline at end of file diff --git a/assets/voxygen/i18n/ko/hud/map.ftl b/assets/voxygen/i18n/ko/hud/map.ftl new file mode 100644 index 0000000..b699023 --- /dev/null +++ b/assets/voxygen/i18n/ko/hud/map.ftl @@ -0,0 +1,36 @@ +hud-map-map_title = 지도 +hud-map-qlog_title = 퀘스트 +hud-map-topo_map = 지형 +hud-map-difficulty = 난이도 +hud-map-towns = 마을 +hud-map-castles = 성 +hud-map-dungeons = 던전 +hud-map-caves = 동굴 +hud-map-cave = 동굴 +hud-map-peaks = 산 +hud-map-biomes = 환경 +hud-map-voxel_map = 복셀 지도 +hud-map-trees = 거대한 나무들 +hud-map-tree = 거대한 나무 +hud-map-town = 마을 +hud-map-castle = 성 +hud-map-bridge = 다리 +hud-map-dungeon = 던전 +hud-map-difficulty_dungeon = + 던전 + + 난이도: { $difficulty } +hud-map-drag = 드래그 +hud-map-zoom = 줌 +hud-map-mid_click = 목적지 설정 +hud-map-recenter = 가운데로 재정렬 +hud-map-marked_location = 표시된 지역 +hud-map-marked_location_remove = 클릭하여 제거 +hud-map-change_map_mode = 지도 모드 바꾸기 +hud-map-toggle_minimap_voxel = 미니맵 복셀 껐다켜기 +hud-map-zoom_minimap_explanation = + 미니맵에서 확대를 하면 + 주변을 더 자세하게 볼수 있습니다. +hud-map-gnarling = 옹이 투성이 성채 +hud-map-chapel_site = 예배당 보기 +hud-map-placed_by = { $name }이(가) 설치함 \ No newline at end of file diff --git a/assets/voxygen/i18n/ko/hud/misc.ftl b/assets/voxygen/i18n/ko/hud/misc.ftl new file mode 100644 index 0000000..0f908c7 --- /dev/null +++ b/assets/voxygen/i18n/ko/hud/misc.ftl @@ -0,0 +1,46 @@ +hud-do_not_show_on_startup = 시작할때 보이지 않기 +hud-show_tips = 팁 보이기 +hud-quests = 퀘스트 +hud-you_died = 사망함 +hud-waypoint_saved = 목적지 저장됨 +hud-sp_arrow_txt = SP +hud-inventory_full = 가방 가득참 +hud-someone_else = 다른 사람 +hud-another_group = 다른 그룹 +hud-owned_by_for_secs = { $name }이 { $secs }초동안 소유함 +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] 키바인딩 +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] 등불 +hud-press_key_to_show_debug_info_fmt = { $key }키를 눌러 디버그 정보 보이기 +hud-press_key_to_toggle_keybindings_fmt = { $key }키를 눌러 키바인딩 보기 +hud-press_key_to_toggle_debug_info_fmt = { $key }키를 눌러 디버그 정보 켰다끄기 +hud-press_key_to_respawn = { $key }키를 눌러 마지막 방문한 모닥불에서 부활하세요. +hud-tutorial_btn = 튜토리얼 +hud-tutorial_click_here = { "[" } { $key } ]키를 눌러 커서를 보이게 해서 이 버튼을 누르세요! +hud-tutorial_elements = 제작 +hud-temp_quest_headline = 환영합니다 여행자님! +hud-temp_quest_text = + 모험을 시작하려면 이 마을을 둘러보면서 물건을 모으고 준비할수 있습니다. + + 뭐든지 챙겨서 모험을 해도 됩니다! + + 화면의 오른쪽 아래에 가방이나 제작, 지도 등 유용한 기능이 있습니다. + + 각종 제작 장소에서 무기나 방어구 음식 등 많은 것을 만들수 있습니다! + + 마을 주변의 야생동물들에게서 밖의 위혐에서 몸을 보호할 방어구를 만들때 쓰이는 생가죽을 얻을수 있습니다. + + 준비가 되었다면 지도에 표시된 다양한 장소에서 더욱 강한 장비를 구하러 가보세요! +hud-spell = 주문 +hud-diary = 일기 +hud-free_look_indicator = 카메라 자유 켜짐. { $key }키로 끌수 있음. +hud-camera_clamp_indicator = 카메라 수직 고정 켜짐. { $key }키로 끌수 있음. +hud-auto_walk_indicator = 자동 걷기/수영 켜짐 +hud-collect = 채집하기 +hud-pick_up = 줍기 +hud-open = 열기 +hud-use = 사용하기 +hud-mine = 채굴하기 +hud-talk = 말하기 +hud-trade = 거래하기 +hud-mount = 타기 +hud-sit = 앉기 diff --git a/assets/voxygen/i18n/ko/hud/quest.ftl b/assets/voxygen/i18n/ko/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ko/hud/sct.ftl b/assets/voxygen/i18n/ko/hud/sct.ftl new file mode 100644 index 0000000..63ecb40 --- /dev/null +++ b/assets/voxygen/i18n/ko/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } 경험치 +hud-sct-block = 막힘 diff --git a/assets/voxygen/i18n/ko/hud/settings.ftl b/assets/voxygen/i18n/ko/hud/settings.ftl new file mode 100644 index 0000000..d60bbc5 --- /dev/null +++ b/assets/voxygen/i18n/ko/hud/settings.ftl @@ -0,0 +1,149 @@ +hud-settings-general = 일반 설정 +hud-settings-none = 없음 +hud-settings-press_behavior-toggle = 토글 +hud-settings-press_behavior-hold = 누르기 +hud-settings-help_window = 도움창 +hud-settings-debug_info = 디버그 정보 +hud-settings-show_hitboxes = 피격판정 보이기 +hud-settings-show_chat = 채팅 보이기 +hud-settings-show_hotkey_hints = 핫키 보이기 +hud-settings-tips_on_startup = 시작할때 팁 +hud-settings-ui_scale = UI 크기 +hud-settings-relative_scaling = 비례 크기 +hud-settings-custom_scaling = 임의 크기 +hud-settings-crosshair = 크로스헤어 +hud-settings-opacity = 투명도 +hud-settings-hotbar = 퀵슬롯 +hud-settings-toggle_shortcuts = 단축키 껐다켜기 +hud-settings-buffs_skillbar = 스킬바에 버프 표시 +hud-settings-buffs_mmap = 미니맵에 버프 표시 +hud-settings-toggle_bar_experience = 경험치바 표시 +hud-settings-scrolling_combat_text = 전투 내역 스크롤 +hud-settings-damage_accumulation_duration = Damage Accumulation Duration +hud-settings-incoming_damage = Incoming Damage +hud-settings-incoming_damage_accumulation_duration = Incoming Damage Accumulation Duration +hud-settings-round_damage = Round Damage +hud-settings-speech_bubble = 말풍선 +hud-settings-speech_bubble_self = 본인 말풍선 보이기 +hud-settings-speech_bubble_dark_mode = 말풍선 다크 모드 +hud-settings-speech_bubble_icon = 말풍선 아이콘 +hud-settings-energybar_numbers = 기력바 숫자 +hud-settings-always_show_bars = 기력바 항상 보이기 +hud-settings-enable_poise_bar = 균형바 보이기 +hud-settings-experience_numbers = 경험치 숫자 +hud-settings-accumulate_experience = Accumulate Experience Numbers +hud-settings-values = 값 +hud-settings-percentages = 백분율 +hud-settings-chat = 채팅 +hud-settings-background_opacity = 배경 투명도 +hud-settings-chat_character_name = 채팅시 캐릭터 이름 보이기 +hud-settings-loading_tips = 로딩 화면 팁 +hud-settings-reset_interface = 기본값으로 되돌리기 +hud-settings-pan_sensitivity = 카메라 움직임 민감도 +hud-settings-zoom_sensitivity = 카메라 확대 민감도 +hud-settings-camera_clamp_angle = 카메라 수직 고정 각도 +hud-settings-invert_scroll_zoom = 스크롤 줌 반전 +hud-settings-invert_mouse_y_axis = 마우스 Y축 반전 +hud-settings-invert_controller_y_axis = 컨트롤러 Y축 반전 +hud-settings-enable_mouse_smoothing = Camera Smoothing +hud-settings-free_look_behavior = Free look behavior +hud-settings-auto_walk_behavior = 자동 걷기 설정 +hud-settings-camera_clamp_behavior = 카메라 고정 설정 +hud-settings-player_physics_behavior = Player physics (experimental) +hud-settings-stop_auto_walk_on_input = 움직임이 자동 걷기 취소 +hud-settings-auto_camera = 자동 카메라 +hud-settings-bow_zoom = 활 당기고 있을때 화면 줌 +hud-settings-reset_gameplay = 기본값으로 되돌리기 +hud-settings-view_distance = 보이는 거리 +hud-settings-entity_view_distance = 개체 보이는 거리 +hud-settings-lod_distance = LoD 거리 +hud-settings-sprites_view_distance = 스프라이트 보이는 거리 +hud-settings-entities_detail_distance = 개체 디테일 거리 +hud-settings-maximum_fps = 최대 FPS +hud-settings-background_fps = 백그라운드 FPS +hud-settings-present_mode = Present Mode +hud-settings-present_mode-vsync_capped = Vsync capped +hud-settings-present_mode-vsync_uncapped = Vsync uncapped +hud-settings-present_mode-vsync_off = Vsync off +hud-settings-fov = Field of View (deg) +hud-settings-gamma = 감마 +hud-settings-exposure = 노출 +hud-settings-ambiance = 환경 밝기 +hud-settings-antialiasing_mode = AntiAliasing Mode +hud-settings-upscale_factor = 내부 해상도 +hud-settings-cloud_rendering_mode = 구름 렌더링 설정 +hud-settings-fluid_rendering_mode = 액체 렌더링 설정 +hud-settings-fluid_rendering_mode-low = 낮음 +hud-settings-fluid_rendering_mode-medium = 중간 +hud-settings-fluid_rendering_mode-high = 높음 +hud-settings-reflection_rendering_mode = 빛반사 렌더링 설정 +hud-settings-reflection_rendering_mode-low = 낮음 +hud-settings-reflection_rendering_mode-medium = 중간 +hud-settings-reflection_rendering_mode-high = 높음 +hud-settings-cloud_rendering_mode-minimal = 매우 낮음 +hud-settings-cloud_rendering_mode-low = 낮음 +hud-settings-cloud_rendering_mode-medium = 중간 +hud-settings-cloud_rendering_mode-high = 높음 +hud-settings-cloud_rendering_mode-ultra = 매우 높음 +hud-settings-fullscreen = 전체화면 +hud-settings-fullscreen_mode = 전체화면 설정 +hud-settings-fullscreen_mode-exclusive = Exclusive +hud-settings-fullscreen_mode-borderless = Borderless +hud-settings-gpu_profiler = Enable GPU timing (not supported everywhere) +hud-settings-particles = 파티클 +hud-settings-lossy_terrain_compression = Lossy terrain compression +hud-settings-weapon_trails = 무기 효과 +hud-settings-flashing_lights = 빛 번쩍임 효과 +hud-settings-flashing_lights_info = 모든 번찍이는 효과를 끈다. 예. 번개나 화면 점멸 효과 +hud-settings-resolution = 해상도 +hud-settings-bit_depth = Bit Depth +hud-settings-refresh_rate = Refresh Rate +hud-settings-lighting_rendering_mode = 빛 렌더링 설정 +hud-settings-lighting_rendering_mode-ashikhmin = A 형 - 높음 +hud-settings-lighting_rendering_mode-blinnphong = B 형 - 중간 +hud-settings-lighting_rendering_mode-lambertian = L 형 - 가벼움 +hud-settings-shadow_rendering_mode = 그림자 렌더링 설정 +hud-settings-shadow_rendering_mode-none = 없음 +hud-settings-shadow_rendering_mode-cheap = 가벼움 +hud-settings-shadow_rendering_mode-map = 지도 +hud-settings-shadow_rendering_mode-map-resolution = 해상도 +hud-settings-rain_occlusion-resolution = Rain Occlusion Resolution +hud-settings-lod_detail = LoD Detail +hud-settings-save_window_size = Save window size +hud-settings-reset_graphics = 기본값으로 되돌리기 +hud-settings-minimal_graphics = 최소 +hud-settings-low_graphics = 낮음 +hud-settings-medium_graphics = 중간 +hud-settings-high_graphics = 높음 +hud-settings-ultra_graphics = 최고 +hud-settings-bloom = Bloom +hud-settings-point_glow = Point Glow +hud-settings-master_volume = 마스터 음량 +hud-settings-inactive_master_volume_perc = 비활성 창 음량 +hud-settings-music_volume = 음악 음량 +hud-settings-sound_effect_volume = 효과음 음량 +hud-settings-ambience_volume = 환경 음량 +hud-settings-music_spacing = Music Spacing +hud-settings-audio_device = 오디오 장치 +hud-settings-reset_sound = 가본값으로 되돌리기 +hud-settings-english_fallback = 번역되지 않은 글 영어로 표기 +hud-settings-awaitingkey = 키를 누르세요... +hud-settings-unbound = None +hud-settings-reset_keybinds = 기본값으로 되돌리기 +hud-settings-chat_tabs = 채팅 탭 +hud-settings-label = 라벨: +hud-settings-delete = 삭제 +hud-settings-show_all = 모두 +hud-settings-messages = 메세지 +hud-settings-activity = 활둥 +hud-settings-death = 사망 +hud-settings-group = 그룹 +hud-settings-faction = 팩션 +hud-settings-world = 세계 +hud-settings-region = 지역 +hud-settings-say = 말하기 +hud-settings-all = 모두 +hud-settings-group_only = 그룹만 +hud-settings-reset_chat = 기본값으로 되돌리기 +hud-settings-third_party_integrations = Third-party Integrations +hud-settings-enable_discord_integration = Enable Discord Integration diff --git a/assets/voxygen/i18n/ko/hud/skills.ftl b/assets/voxygen/i18n/ko/hud/skills.ftl new file mode 100644 index 0000000..d599b2e --- /dev/null +++ b/assets/voxygen/i18n/ko/hud/skills.ftl @@ -0,0 +1,129 @@ +hud-rank_up = 새 스킬포인트 +hud-skill-sp_available = { $number } 포인트 사용가능 +hud-skill-not_unlocked = 아직 잠겨있음 +hud-skill-req_sp = + { "\u000A" } + + { $number } 포인트 필요함 +hud-skill-set_as_exp_bar = 경험치바로 설정하기 +hud-skill-unlck_sword_title = 검 해금 +hud-skill-unlck_sword = 검 스킬트리 해금{ $SP } +hud-skill-unlck_axe_title = 도끼 해금 +hud-skill-unlck_axe = 도끼 스킬트리 해금{ $SP } +hud-skill-unlck_hammer_title = 망치 해금 +hud-skill-unlck_hammer = 망치 스킬트리 해금{ $SP } +hud-skill-unlck_bow_title = 활 해금 +hud-skill-unlck_bow = 활 스킬트리 해금{ $SP } +hud-skill-unlck_staff_title = 지팡이 해금 +hud-skill-unlck_staff = 지팡이 스킬트리 해금{ $SP } +hud-skill-unlck_sceptre_title = 마법홀 해금 +hud-skill-unlck_sceptre = 마법홀 스킬트리 해금{ $SP } +hud-skill-climbing_title = 벽타기 +hud-skill-climbing = 더 높이 올라간다 +hud-skill-climbing_cost_title = 벽타기 기력 소모 +hud-skill-climbing_cost = 벽타기가 { $boost }% 적게 기력을 소모한다{ $SP } +hud-skill-climbing_speed_title = 벽타기 속도 +hud-skill-climbing_speed = 벽타기가 { $boost }% 빨라진다{ $SP } +hud-skill-swim_title = 수영 +hud-skill-swim = 물속에서 움직이기 +hud-skill-swim_speed_title = 수영 속도 +hud-skill-swim_speed = 수영이 { $boost }% 빨라진다{ $SP } +hud-skill-sc_lifesteal_title = 생명력 흡수 광선 +hud-skill-sc_lifesteal = 적들의 체력을 흡수한다 +hud-skill-sc_lifesteal_damage_title = 피해 +hud-skill-sc_lifesteal_damage = { $boost }% 더 피해를 준다{ $SP } +hud-skill-sc_lifesteal_range_title = 사거리 +hud-skill-sc_lifesteal_range = 광선이 { $boost }% 더 길어진다{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = 생명력 흡수 +hud-skill-sc_lifesteal_lifesteal = 피해의 { $boost }%를 더 체력으로 변환한다{ $SP } +hud-skill-sc_lifesteal_regen_title = 기력 재생 +hud-skill-sc_lifesteal_regen = 기력 { $boost }% 더 회복한다{ $SP } +hud-skill-sc_heal_title = 회복 오라 +hud-skill-sc_heal = 적들의 피로 아군을 회복시킨다. 콤보가 있어야 사용 가능 +hud-skill-sc_heal_heal_title = 회복 +hud-skill-sc_heal_heal = 회복량을 { $boost }% 증가시킨다{ $SP } +hud-skill-sc_heal_cost_title = 기력 소모 +hud-skill-sc_heal_cost = 회복이 기력을 { $boost }% 덜 소모한다{ $SP } +hud-skill-sc_heal_duration_title = 지속시간 +hud-skill-sc_heal_duration = 회복 오라의 효과가 { $boost }% 더 오래 지속된다{ $SP } +hud-skill-sc_heal_range_title = 반경 +hud-skill-sc_heal_range = 회복 오라의 사거리가 { $boost }% 늘어난다{ $SP } +hud-skill-sc_wardaura_unlock_title = 보호 오라 해금 +hud-skill-sc_wardaura_unlock = 아군을 적들의 공격으로부터 보호할수 있다{ $SP } +hud-skill-sc_wardaura_strength_title = 위력 +hud-skill-sc_wardaura_strength = 보호의 위력이 { $boost }% 증가한다{ $SP } +hud-skill-sc_wardaura_duration_title = 지속시간 +hud-skill-sc_wardaura_duration = 보호 오라의 효과가 { $boost }% 더 오래 지속된다{ $SP } +hud-skill-sc_wardaura_range_title = 반경 +hud-skill-sc_wardaura_range = 보호 오라의 사거리가 { $boost }% 늘어난다{ $SP } +hud-skill-sc_wardaura_cost_title = 기력 소모 +hud-skill-sc_wardaura_cost = 보호 오라가 기력을 { $boost }% 덜 소모한다{ $SP } +hud-skill-st_shockwave_range_title = 충격파 사거리 +hud-skill-st_shockwave_range = 충격파의 사거리가 { $boost }% 증가한다{ $SP } +hud-skill-st_shockwave_cost_title = 충격파 기력 소모 +hud-skill-st_shockwave_cost = 충격파가 기력을 { $boost }% 덜 소모한다{ $SP } +hud-skill-st_shockwave_knockback_title = 충격파 밀침 +hud-skill-st_shockwave_knockback = 충격파가 상대를 { $boost }% 더 멀리 밀친다{ $SP } +hud-skill-st_shockwave_damage_title = 충격파 피해 +hud-skill-st_shockwave_damage = 충격파의 피해가 { $boost }% 증가한다{ $SP } +hud-skill-st_shockwave_unlock_title = 충격파 해금 +hud-skill-st_shockwave_unlock = 적을 불로 밀쳐낼수 있다{ $SP } +hud-skill-st_flamethrower_title = 화염방사 +hud-skill-st_flamethrower = 불을 뿜어 적에게 피해를 준다 +hud-skill-st_flame_velocity_title = 불꽃 속도 +hud-skill-st_flame_velocity = 화염방사가 날아가는 속도가 { $boost }% 빨라진다{ $SP } +hud-skill-st_flamethrower_range_title = 화염방사 사거리 +hud-skill-st_flamethrower_range = 화염방사의 사거리가 { $boost }% 늘어난다{ $SP } +hud-skill-st_energy_drain_title = 기력 소모 +hud-skill-st_energy_drain = 화염방사가 기력을 { $boost }% 덜 소모한다{ $SP } +hud-skill-st_flamethrower_damage_title = 화염방사 피해 +hud-skill-st_flamethrower_damage = 화염방사의 피해가 { $boost }% 증가한다{ $SP } +hud-skill-st_explosion_radius_title = 폭발 범위 +hud-skill-st_explosion_radius = 화염구의 폭발 범위가 { $boost }% 늘어난다{ $SP } +hud-skill-st_energy_regen_title = 기력 재생 +hud-skill-st_energy_regen = 기력을 { $boost }% 더 회복한다{ $SP } +hud-skill-st_fireball_title = 화염구 +hud-skill-st_fireball = 충돌시 폭발하는 화염구를 던진다 +hud-skill-st_damage_title = 피해 +hud-skill-st_damage = 피해량이 { $boost }% 증가한다{ $SP } +hud-skill-bow_projectile_speed_title = 화살 속도 +hud-skill-bow_projectile_speed = 화살의 속도가 { $boost }% 빨라진다{ $SP } +hud-skill-bow_charged_title = 모아쏘기 +hud-skill-bow_charged = 힘을 모아서 쏜다 +hud-skill-bow_charged_damage_title = 모아쏘기 피해 +hud-skill-bow_charged_damage = 모아 쏘기의 피해가 { $boost }% 증가한다{ $SP } +hud-skill-bow_charged_energy_regen_title = 모아쏘기 기력 재생 +hud-skill-bow_charged_energy_regen = 모아쏘기의 기력 재생이 { $boost }% 증가한다{ $SP } +hud-skill-bow_charged_knockback_title = 모아쏘기 밀침 +hud-skill-bow_charged_knockback = 모아쏘기가 적을 { $boost }% 멀리 밀친다{ $SP } +hud-skill-bow_charged_speed_title = 모아쏘기 모으기 +hud-skill-bow_charged_speed = 모아쏘기가 힘을 모으는 속도가 { $boost }% 빨라진다{ $SP } +hud-skill-bow_charged_move_title = 모아쏘기 이동속도 +hud-skill-bow_charged_move = 모아쏘기를 모으는 중에 움직이는 속도가 { $boost }% 빨라진다{ $SP } +hud-skill-bow_repeater_title = 연사 +hud-skill-bow_repeater = 오래 쏠수록 더 빨리 쏜다 +hud-skill-bow_repeater_damage_title = 연사 피해 +hud-skill-bow_repeater_damage = 연사의 피해가 { $boost }% 증가한다{ $SP } +hud-skill-bow_repeater_cost_title = 연사 기력 소모 +hud-skill-bow_repeater_cost = 연사가 기력을 { $boost }% 덜 소모한다{ $SP } +hud-skill-bow_repeater_speed_title = 연사 속도 +hud-skill-bow_repeater_speed = 연사가 화살을 쏘는 속도가 { $boost }% 빨라진다{ $SP } +hud-skill-bow_shotgun_unlock_title = 샷건 해금 +hud-skill-bow_shotgun_unlock = 한번에 화살을 여러발 쏘는 샷건 기술을 해금한다{ $SP } +hud-skill-bow_shotgun_damage_title = 샷건 피해 +hud-skill-bow_shotgun_damage = 샷건의 피해가 { $boost }% 증가한다{ $SP } +hud-skill-bow_shotgun_cost_title = 샷건 기력 소모 +hud-skill-bow_shotgun_cost = 샷건이 기력을 { $boost }% 덜 소모한다{ $SP } +hud-skill-bow_shotgun_arrow_count_title = 샷건 화살수 +hud-skill-bow_shotgun_arrow_count = 한번에 쏘는 화살의 갯수가 { $boost }개 늘어난다{ $SP } +hud-skill-bow_shotgun_spread_title = 샷건 퍼짐 +hud-skill-bow_shotgun_spread = 샷건의 화살이 퍼지는 정도가 { $boost }% 감소한다{ $SP } +hud-skill-mining_title = 채굴 +hud-skill-pick_strike_title = 곡괭이 내려치기 +hud-skill-pick_strike = 돌을 곡괭이로 내려쳐서 광물과 경험치를 얻는다 +hud-skill-pick_strike_speed_title = 곡괭이 내려치기 속도 +hud-skill-pick_strike_speed = 곡괭이를 휘두르는 속도가 증가한다 { $SP } +hud-skill-pick_strike_oregain_title = 곡괭이 광석 채산성 +hud-skill-pick_strike_oregain = 광석을 더 얻을 확률이 증가한다 (레벨당 { $boost }%){ $SP } +hud-skill-pick_strike_gemgain_title = 곡괭이 보석 채산성 +hud-skill-pick_strike_gemgain = 보석을 더 얻을 확률이 증가한다 (레벨당 { $boost }%){ $SP } diff --git a/assets/voxygen/i18n/ko/hud/social.ftl b/assets/voxygen/i18n/ko/hud/social.ftl new file mode 100644 index 0000000..8d2ca67 --- /dev/null +++ b/assets/voxygen/i18n/ko/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = 다른 플레이어 +hud-social-online = 온라인: +hud-social-friends = 친구 +hud-social-not_yet_available = 아직 없음 +hud-social-faction = 팩션 +hud-social-play_online_fmt = 플레이어 { $nb_player }명 온라인 +hud-social-name = 이름 +hud-social-level = 레벨 +hud-social-zone = 지역 +hud-social-account = 계정 diff --git a/assets/voxygen/i18n/ko/hud/subtitles.ftl b/assets/voxygen/i18n/ko/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ko/hud/trade.ftl b/assets/voxygen/i18n/ko/hud/trade.ftl new file mode 100644 index 0000000..3562b9e --- /dev/null +++ b/assets/voxygen/i18n/ko/hud/trade.ftl @@ -0,0 +1,33 @@ +hud-trade-trade_window = 거래 +hud-trade-phase1_description = + 거래하고 싶은 아이템을 올바른 곳에 + 드래그 해서 놓으면 됩니다. +hud-trade-phase2_description = + 거래가 성사되기 전에 한번 돌아볼수 + 있도록 잠겨 있습니다. +hud-trade-phase3_description = 거래 진행중. +hud-trade-persons_offer = { $playername }의 제의 +hud-trade-has_accepted = + { $playername } + 가 받아들임 +hud-trade-accept = 받기 +hud-trade-decline = 거절하기 +hud-trade-invite_sent = { $playername }에게 거래 제안함. +hud-trade-result-completed = 거래가 성사됨. +hud-trade-result-declined = 거래가 거절됨. +hud-trade-result-nospace = 공간이 부족하여 거래 실패함. +hud-trade-buy = + 사는 가격: { $coin_num -> + [one] 동전 { $coin_formatted }개 + *[other] 동전 { $coin_formatted }개 + } +hud-trade-sell = + 파는 가격: { $coin_num -> + [one] 동전 { $coin_formatted }개 + *[other] 동전 { $coin_formatted }개 + } +hud-trade-tooltip_hint_1 = <시프트-왼클릭으로 거래에 아이템 더하기/빼기.> +hud-trade-tooltip_hint_2 = <컨트롤-왼클릭으로 자동으로 가격에 갯수 맞추기.> +hud-trade-your_offer = 당신의 제안 +hud-trade-their_offer = 상대의 제안 +hud-trade-amount_input = 아이템을 고르세요 diff --git a/assets/voxygen/i18n/ko/main.ftl b/assets/voxygen/i18n/ko/main.ftl new file mode 100644 index 0000000..96abe47 --- /dev/null +++ b/assets/voxygen/i18n/ko/main.ftl @@ -0,0 +1,95 @@ +main-username = 유저네임 +main-server = 서버 +main-password = 비밀번호 +main-connecting = 연결중 +main-creating_world = 세계 만드는 중 +main-tip = 팁: +main-unbound_key_tip = 키설정 없음 +main-notice = + 벨로렌의 알파 버전에 오신것을 환영합니다! + + 게임을 즐기기 전에 다음 내용을 상기해 주세요: + + - 이 버전은 매우 이른 알파 버전입니다. 버그도 많고 기능도 없는게 많으며 있어도 아직은 미완성인채 입니다. + + - 건의할것이 있거나 버그가 있다면 레딧이나 깃랩, 디스코드를 통해 개발자들에게 연락할 수 있습니다. + + - 벨로렌은 GPL v3 규정에 따라 만들어졌습니다. + 그 말은 당신이 GNU 일반 공중 사용 허가서 3판 규정에 따라 자유롭게 이 게임을 플레이하고 개작하거나 재배포 할수 있다는 뜻입니다. + + - 벨로렌은 비영리로 모두가 자진하여 무보수로 만들어가는 게임입니다. + 게임이 마음에 들어 돕고 싶다면 개발이나 아트팀에 참여해도 됩니다! + + 이 글을 읽어주셔 감사하고 게임을 재미있게 즐겨주세요! + + ~ 벨로렌 개발자들 +main-login_process = + 로그인 정보: + + 인증 기능이 켜진 서버에 접속하려면 + 계정을 만들어야 합니다. + + 계정은 다음 링크를 통해 만들수 있습니다. + + https://veloren.net/account/. +main-login-server_not_found = 서버를 찾지 못함 +main-login-authentication_error = 서버에서 인증 오류 +main-login-internal_error = 클라이언트 내부 오류 (플레이어의 캐릭터가 삭제되었을 가능성이 높습니다) +main-login-failed_auth_server_url_invalid = 인증 서버에 연결 실패 +main-login-insecure_auth_scheme = HTTP 인증 방식은 지원되지 않습니다. 개발 과정을 위해 HTTP는 'localhost'나 디버그 빌드 용으로만 있습니다. +main-login-server_full = 서버가 가득 참 +main-login-untrusted_auth_server = 인증 서버가 신뢰되지 않음 +main-login-outdated_client_or_server = 서버가 화남: 버전이 맞지 않을 가능성이 높음. 업데이트를 해주세요. +main-login-timeout = 타임아웃: 서버가 시간 내에 응답하지 않음. (서버 과부하나 인터넷 연결 문제). +main-login-server_shut_down = 서버가 문닫음 +main-login-network_error = 네트워크 오류 +main-login-network_wrong_version = 서버와 클라이언트 버전이 맞지 않음. 게임을 업데이트 해주세요. +main-login-failed_sending_request = 인증 서버에 요청 실패 +main-login-invalid_character = 선택한 캐릭터를 사용하지 못함 +main-login-client_crashed = 클라이언트 충돌 +main-login-not_on_whitelist = 화이트리스트에 등록되여야 연결 가능 +main-login-banned = 다음 이유로 서버에서 밴당했습니다. +main-login-kicked = 다음 이유로 서버에서 킥되었습니다. +main-login-select_language = 언어 선택 +main-login-client_version = 클라이언트 버전 +main-login-server_version = 서버 버전 +main-login-client_init_failed = 클라이언트 실행 실패: { $init_fail_reason } +main-login-username_bad_characters = 유저네임에 사용하지 못하는 글자가 있습니다! (영문, 숫자, '_'과 '-'만 사용 가능) +main-login-username_too_long = 유저네임이 너무 깁니다! 최대 글자수는: { $max_len } +main-servers-select_server = 서버를 선택하세요 +main-servers-singleplayer_error = 내부 서버에 연결 실패: { $sp_error } +main-servers-network_error = 서버 네트워크/소켓 오류: { $raw_error } +main-servers-participant_error = 연결 끊김/프로토콜 오류: { $raw_error } +main-servers-stream_error = 클라이언트 연결/압축/(역)직렬화 오류: { $raw_error } +main-servers-database_error = 서버 데이터베이스 오류: { $raw_error } +main-servers-persistence_error = 서버 지속성 오류 (에셋/캐릭터 데이터 관련 오류일 가능성): { $raw_error } +main-servers-other_error = 서버 일반 오류: { $raw_error } +main-credits = 크레딧 +main-credits-created_by = 만든 이 +main-credits-music = 음악 +main-credits-fonts = 폰트 +main-credits-other_art = 기타 아트 +main-credits-contributors = 공헌자 +loading-tips = + .a0 = '{ $gameinput-togglelantern }' 키를 눌러 등불을 키세요. + .a1 = '{ $gameinput-help }' 키를 눌러 기본 키설정을 보세요. + .a2 = /say 나 /s 를 쳐서 근처에 있는 플레이어들 하고만 대화를 할수 있습니다. + .a3 = /region 나 /r 를 쳐서 몇백 블록 안에 있는 플레이어들 하고만 대화를 할수 있습니다. + .a4 = 어드민은 /build 명령어로 건축 모드를 사용할수 있습니다. + .a5 = /group 나 /g 를 쳐서 그룹 안에 있는 플레이어들 하고만 대화를 할수 있습니다. + .a6 = 개인적인 대화를 나누려면 /tell 뒤에 플레이어의 유저네임과 전할 내용을 치면 됩니다. + .a7 = 눈을 크게 뜨고 전 세계에 흩어져 있는 상자와 아이템들을 찾아보세요! + .a8 = 가방이 음식으로 가득 찼나요? 그 음식들을 조합하여 더 좋은 음식을 만들어 보세요! + .a9 = 무엇을 해야할지 잘 모르겠습니까? 지도에 있는 던전들에 가보세요! + .a10 = 시스템에 맞게 그래픽 설정을 바꾸는 것을 잊지 마세요. '{ $gameinput-settings }' 키로 설정을 열수 있습니다. + .a11 = 다른 사람들과 함께 하면 더 재밌습니다! '{ $gameinput-social }' 키를 눌러 누가 온라인 상태인지 볼수 있습니다. + .a12 = '{ $gameinput-dance }' 키를 눌러 춤을 추세요. 야호! + .a13 = '{ $gameinput-glide }' 키를 눌러 글라이더를 펼쳐 하늘을 마음껏 활공하세요. + .a14 = 벨로렌은 아직 프리알파 입니다. 다들 매일 게임을 더 좋게 만들기 위해 노력하고 있어요! + .a15 = 게임 개발에 참여하고 싶거나 개발자들과 대화하고 싶다면 디스코드 서버에 가입하세요. + .a16 = 설정에서 체력이 어떻게 보이는지 바꿀수 있습니다. + .a17 = '{ $gameinput-sit }' 키를 눌러 모닥불 근처에 앉아서 상처를 더 빨리 낫게 하세요. + .a18 = 모험하는데 가방칸이 모자라거나 더 좋은 옷이 필요한가요? '{ $gameinput-crafting }' 키를 눌러 제작 메뉴를 여세요! + .a19 = '{ $gameinput-roll }' 키를 눌러 구르세요. 구르면 적의 공격을 피하거나 더 빨리 움직일수 있습니다. + .a20 = 어느 물건이 어디에 쓰이는지 궁금하세요? 'input:'를 제작 메뉴에서 검색하여 어디에 쓰이는지 알아보세요. + .a21 = 멋진 것을 발견했나요? '{ $gameinput-screenshot }' 키로 스크린샷을 찍을 수 있습니다. diff --git a/assets/voxygen/i18n/ko/npc.ftl b/assets/voxygen/i18n/ko/npc.ftl new file mode 100644 index 0000000..8217136 --- /dev/null +++ b/assets/voxygen/i18n/ko/npc.ftl @@ -0,0 +1,225 @@ +npc-speech-villager = + .a0 = 난 치즈가 좋아. +npc-speech-villager_open = + .a0 = 카토블파스는 풀을 먹으며 무슨 생각을 하는걸까? + .a1 = 빛나는 유해는 어떻게 빛을 내는걸까? + .a2 = 포악한 땅상어에 대해 들어본적 있어? 사막에 산다는데. + .a3 = 산 반대쪽에는 무엇이 있을까? + .a4 = 내 동생한테 치즈를 맡겼는데 이젠 치즈가 아직 존재하는지도 모르겠어. 난 그걸 슈뢰딩거의 치즈라 불러. + .a5 = 반딧불이를 잡아본적 있니? + .a6 = 여러가지 반짝이는 보석을 동굴에서 찾을수 있다고 들었어. + .a7 = 사우록이 대체 어디서 계속 나서 여기로 오는건지 모르겠어. +npc-speech-villager_adventurous = + .a0 = 언젠가 나도 내 글라이더를 직접 만들고 싶어. + .a1 = 언젠가 더 강해지면 나도 보물을 찾으러 다니고 싶어. +npc-speech-villager_closed = + .a0 = 어디 멀리서 왔나봐? + .a1 = 우리 마을이 제일 좋은거 같지 않아? + .a2 = 버섯은 건강에 좋다고 하더라고. 난 안먹어봤어. + .a3 = 앞으로 어떻게 할까? 농부가 되는게 좋겠어. +npc-speech-villager_conscientious = + .a0 = 부지런히 움직여야돼. 항상 무언가 할일이 있어. + .a1 = 비가 오면 좋겠네. 그래야 농사가 잘되잖아. +npc-speech-villager_busybody = + .a0 = 말할 시간에 일을 더해야돼. +npc-speech-villager_unconscientious = + .a0 = 아침밥을 한번더 먹어야겠어! + .a1 = I wish was my house wasn't such a mess. But then I'd have to tidy up! Haha! + .a2 = 그걸 어디다 뒀더라... +npc-speech-villager_extroverted = + .a0 = 내가 주말에 무슨 일을 했게? + .a1 = 좋은 아침이야! + .a2 = 날씨가 어떤거 같아? + .a3 = 난 치즈가 크래커처럼 좋아! + .a4 = 크래커를 잊지마! + .a5 = 드워프식 치즈가 너무 좋아. 내가 만들수 있다면 좋겠어. + .a6 = 어제 치즈꿈을 꾸었어. 무슨 뜻일까? + .a7 = 난 꿀이 좋아! 근데 벌은 싫어. +npc-speech-villager_sociable = + .a0 = 우리집에 올래? 막 치즈를 먹으려던 참이야! + .a1 = 내 정원 보러 올래? 그래, 다른 기회에 보여줄게. +npc-speech-villager_introverted = + .a0 = 안녕. + .a1 = 누구, 나? 난 별로 뭐 없어. +npc-speech-villager_agreeable = + .a0 = 밥은 먹었니? + .a1 = 필요한게 있으면 알려줘. + .a2 = 내 고양이 본적 있어? +npc-speech-villager_worried = + .a0 = 밖에 나가면 조심해. 알겠지? 위험한게 많단 말이야. +npc-speech-villager_disagreeable = + .a0 = 난 있는 그대로 말할 뿐이야. 내가 말하는게 마음에 들지 않는다면 어쩔수 없지. + .a1 = 사람들은 상처를 너무 쉽게 받는다니까. +npc-speech-villager_neurotic = + .a0 = 던전들 생각만 해도 무서워. 누가 거길 좀 처리해주면 좋을텐데. + .a1 = 누군가 그 광신도들을 처리해야 할텐데. 웬만하면 나 말고 다른 사람이. + .a2 = 뭔가 안좋은 일이 일어날것 같은 기분이야. + .a3 = 누가 늑대들이 마을 근처에 못오게 해주면 좋을텐데. +npc-speech-villager_sad_loner = + .a0 = 너무 외로워. + .a1 = { "." }.. 아무말도 안해서 미안. 사람들을 대하는게 익숙치 않아서. +npc-speech-villager_seeker = + .a0 = 언젠가는 여기를 떠날거야. 이 마을 밖에 분명 흥미로운 삶이 기다리고 있겠지. +npc-speech-villager_stable = + .a0 = 오늘 날씨 참 좋지 않아? + .a1 = 인생은 아름다워. + .a2 = 숲속으로 산책하기 좋은 날이야! +npc-speech-villager_decline_trade = + .a0 = 미안, 거래할 물건이 없어. + .a1 = 거래하자고? 네가 흥미를 보일 물건은 없는데. + .a2 = 이건 내 집이야, 절대로 안팔거야. +npc-speech-villager_busy = + .a0 = 미안한데 지금은 너랑 대화할 시간이 없어. + .a1 = 나중에 말하자, 지금은 바빠. +npc-speech-merchant_advertisement = + .a0 = 나랑 거래할 생각 없나? + .a1 = 나랑 거래하지 않을래? + .a2 = 이것저것 다양하게 팔고 있는데 보지 않을래? +npc-speech-merchant_busy = + .a0 = 기다려줘, 한번에 한명씩. + .a1 = 잠시만, 이것만 끝내고. + .a2 = 지금은 바빠, 다음에 와. +npc-speech-merchant_busy_rude = + .a0 = 어이, 네 차례를 기다려야지. + .a1 = 네 앞에 있는 사람 안보여? + .a2 = 새치기 하면 안돼. +npc-speech-merchant_trade_successful = + .a0 = 거래해줘서 고마워! + .a1 = 고마워! +npc-speech-merchant_trade_declined = + .a0 = 그럼 다음 기회에! + .a1 = 안됐군, 그럼 다음에! +npc-speech-merchant_trade_cancelled_hostile = + .a0 = 거래를 끊어서 미안하지만 이것부터 해결해야돼! + .a1 = 나중에 거래하자, 지금은 이것부터 해결하고! +npc-speech-ambush = + .a0 = 혼자 여행하면 위험하다고! + .a1 = 이정도는 식은 죽먹기지! +npc-speech-villager_cultist_alarm = + .a0 = 조심해! 광신도가 날뛰고 있어! + .a1 = 싸울 준비해! 광신도가 공격한다! + .a2 = 광신도가 감히 우리 마을을 공격하다니! + .a3 = 광신도에게 죽음을! + .a4 = 광신도는 용납 못해! + .a5 = 살인마 광신도다! + .a6 = 내 칼이나 먹어라, 더러운 광신도 놈아! + .a7 = 네 손에 핏자국이 아직 선명하구나, 광신도 놈아! + .a8 = 세상에 만상에! 광신도가 나타났다! + .a9 = 광신도들의 악한 짓을 끝낼 때가 왔다! + .a10 = 이 광신도는 내가 처리할거야! + .a11 = 신 곁으로 보내주마, 광신도야! + .a12 = 광신도다! 잡아라! + .a13 = 광신도다! 공격해! + .a14 = 광신도다! 도망가지 못하게해! + .a15 = 광신도를 입도 뻥긋 못하게 도륙을 내주마?! + .a16 = 광신도는 잊지도 말고 용서도 말아야돼! + .a17 = 죽어라, 광신도! + .a18 = 네가 공포로 군림하던 시절이 끝나간다! + .a19 = 네가 한 만큼 되돌려주마! + .a20 = 너같은 부류는 여기서 환영받지 못해. + .a21 = 겁도 없이 지하에서 기어나오다니! +npc-speech-villager_under_attack = + .a0 = 도와줘, 공격받고있어! + .a1 = 도와줘! 공격받고 있어! + .a2 = 아야! 공격받고 있어! + .a3 = 아야! 공격받고 있어! 도와줘! + .a4 = 나좀 도와줘! 공격받고 있어! + .a5 = 공격받고 있어! 도와줘! + .a6 = 공격받고 있어! 나좀 도와줘! + .a7 = 도와줘! + .a8 = 도와줘! 도와줘! + .a9 = 도와줘! 도와줘! 도와줘! + .a10 = 공격받고 있어! + .a11 = 아아아! 공격받고 있어! + .a12 = 아아아! 공격받고 있어! 도와줘! + .a13 = 도와줘! 공격받고 있어! + .a14 = 도와줘! 살인마! + .a15 = 도와줘! 살인마가 날뛰고 있어! + .a16 = 도와줘! 누가 날 죽이려고 해! + .a17 = 경비병, 나 공격받고 있어! + .a18 = 경비병! 공격받고 있어! + .a19 = 공격받고 있어! 경비병! + .a20 = 도와줘! 경비병! 공격받고 있어! + .a21 = 경비병! 빨리와! + .a22 = 경비병! 경비병! + .a23 = 경비병! 악당이 날 공격하고 있어! + .a24 = 경비병, 이 악당 좀 죽여줘! + .a25 = 경비병! 살인마야! + .a26 = 경비병! 도와줘! + .a27 = 이러고도 무사할줄 알았어? 경비병! + .a28 = 이 악마! + .a29 = 나좀 도와줘! + .a30 = 도와줘! 제발! + .a31 = 아야! 경비병! 도와줘! + .a32 = 놈들이 날 노리고 있어! + .a33 = 도와줘! 도와줘! 나 지금 억압받고 있어! + .a34 = 아, 체재 본연의 폭력이 드러났군. + .a35 = 살짝 긁혔을 뿐이야! + .a36 = 멈춰! + .a37 = 내가 뭘했다고 이러는거야?! + .a38 = 나좀 그만 공격해! + .a39 = 이봐! 그거 좀 함부로 휘두르지마! + .a40 = 사악한 마귀야, 썩 물렀거라! + .a41 = 그만해! 저리가! + .a42 = 날 화나게 했겠다! + .a43 = 어이! 네가 뭔데?! + .a44 = 목을 베어주겠어! + .a45 = 제발 그만해! 나한테 돈 되는건 없다고! + .a46 = 내 삼촌한테 다 이를거야, 삼촌은 나보다 훨씬 크다고! + .a47 = 안돼, 엄마한테 이를거야! + .a48 = 망할놈이! + .a49 = 그거 좀 하지 않았으면 좋겠는데. + .a50 = 나쁜 짓을 하면 안돼! + .a51 = 네 무기 잘 작동하니까 이제 좀 치워! + .a52 = 살려줘! + .a53 = 제발, 난 가족이 있다고! + .a54 = 난 죽기엔 너무 어려! + .a55 = 말로 하면 안돼? + .a56 = 폭력은 해답이 아니야! + .a57 = 오늘 일진이 사나울것 같은데... + .a58 = 이봐, 아프잖아! + .a59 = 으익! + .a60 = 어딜 감히! + .a61 = 그만해, 내가 이렇게 빌게! + .a62 = 이 망할 놈이! + .a63 = 재미없으니까 그만해. + .a64 = 어떻게 감히?! + .a65 = 덤빈 대가를 치르게 될거야! + .a66 = 계속 그러면 혼날거야! + .a67 = 그러다 맞는수가 있어! + .a68 = 뭔가 오해가 있는가본데! + .a69 = 이럴 필요는 없잖아! + .a70 = 썩 물렀거라 악마야! + .a71 = 아프잖아! + .a72 = 왜 그러는거야? + .a73 = 정령들의 이름으로 멈춰라! + .a74 = 다른 사람이랑 헷갈렸나본데! + .a75 = 왜 나한테 이러는거야! + .a76 = 그거 다신 하지마. + .a77 = 경비병, 이 괴물좀 호수에 쳐넣어! + .a78 = 내 타라스크를 풀어놓는 수가 있어! + .a79 = 왜 나야? +npc-speech-villager_enemy_killed = + .a0 = 내 적을 죽였다! + .a1 = 드디어 평화를 되찾았군! + .a2 = { "." }.. 내가 뭘 하고 있었더라? +npc-speech-menacing = + .a0 = 난 경고했다! + .a1 = 한발짝만 더 오면 공격할거야! + .a2 = 난 네가 무섭지 않아! + .a3 = 여기서 나가! + .a4 = 살고 싶으면 돌아가! + .a5 = 여기서 당장 나가! +npc-speech-cultist_low_health_fleeing = + .a0 = 대의를 위해 후퇴! + .a1 = 후퇴하라! + .a2 = 저주할테다! + .a3 = 지옥에서 저주할테다! + .a4 = 쉬러 가야해! + .a5 = 적이 너무 강하다! +npc-speech-prisoner = + .a0 = 나쁜 놈들이 내 곡괭이를 가져갔어! + .a1 = 갇혀있는건 재미없어. + .a2 = 추기경을 믿으면 안돼. + .a3 = 저 성직자들한테 무슨 꿍꿍이가 있는게 분명해. + .a4 = 내 곡괭이만 있었으면 좋겠는데! diff --git a/assets/voxygen/i18n/nb-NO/body.ftl b/assets/voxygen/i18n/nb-NO/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/nb-NO/hud/ability.ftl b/assets/voxygen/i18n/nb-NO/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/nb-NO/hud/quest.ftl b/assets/voxygen/i18n/nb-NO/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/nb-NO/hud/subtitles.ftl b/assets/voxygen/i18n/nb-NO/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/nb/_manifest.ron b/assets/voxygen/i18n/nb/_manifest.ron new file mode 100644 index 0000000..d848a6a --- /dev/null +++ b/assets/voxygen/i18n/nb/_manifest.ron @@ -0,0 +1,44 @@ +/// Translation document instructions +/// +/// In order to keep localization documents readible please follow the following +/// rules: +/// - separate the string map sections using a commentary describing the purpose +/// of the next section +/// - prepend multi-line strings with a commentary +/// - append one blank lines after a multi-line strings and two after sections +/// +/// To add a new language in Veloren, just write an additional `.ron` file in +/// `assets/voxygen/i18n` and that's it! +/// +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Lokalisering for norsk bokmål +( + metadata: ( + language_name: "Norsk bokmål (Norwegian Bokmål)", + language_identifier: "nb", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/nb/buff.ftl b/assets/voxygen/i18n/nb/buff.ftl new file mode 100644 index 0000000..4afcccc --- /dev/null +++ b/assets/voxygen/i18n/nb/buff.ftl @@ -0,0 +1,9 @@ +buff-remove = Klikk for å fjerne +buff-heal = Helbred + .desc = Helbred over tid. +buff-potion = Trylledrikk + .desc = Drikker... +buff-saturation = Metning + .desc = Helbred over tid fra forbruksvarer. +buff-bleed = Blør + .desc = Påfører regelmessig skade. diff --git a/assets/voxygen/i18n/nb/char_selection.ftl b/assets/voxygen/i18n/nb/char_selection.ftl new file mode 100644 index 0000000..4f6062a --- /dev/null +++ b/assets/voxygen/i18n/nb/char_selection.ftl @@ -0,0 +1,20 @@ +char_selection-loading_characters = Laster inn karakterer... +char_selection-delete_permanently = Slett denne karakteren permanent? +char_selection-change_server = Bytt server +char_selection-enter_world = Gå inn i verden +char_selection-logout = Logg ut +char_selection-create_new_character = Lag ny karakter +char_selection-creating_character = Skaper karakter... +char_selection-character_creation = Karakterskaping +char_selection-human_default = Menneskestandarder +char_selection-level_fmt = Nivå { $level_nb } +char_selection-uncanny_valley = Villmark +char_selection-plains_of_uncertainty = Usikkerhetssletter +char_selection-beard = Skjegg +char_selection-hair_style = Hårstil +char_selection-hair_color = Hårfarge +char_selection-eye_color = Øyenfarge +char_selection-skin = Hud +char_selection-eyeshape = Øyedetaljer +char_selection-accessories = Tilbehør +char_selection-create_info_name = Karakteren din trenger et navn! diff --git a/assets/voxygen/i18n/nb/common.ftl b/assets/voxygen/i18n/nb/common.ftl new file mode 100644 index 0000000..dbcd35e --- /dev/null +++ b/assets/voxygen/i18n/nb/common.ftl @@ -0,0 +1,54 @@ +common-username = Brukernavn +common-singleplayer = Enspiller +common-multiplayer = Flerspiller +common-servers = Servere +common-quit = Avslutt +common-settings = Innstillinger +common-languages = Språk +common-interface = Grensesnitt +common-gameplay = Spillbarhet +common-controls = Kontroller +common-video = Grafikk +common-sound = Lyd +common-resume = Fortsett +common-characters = Karakterer +common-close = Lukk +common-yes = Ja +common-no = Nei +common-back = Tilbake +common-create = Lag +common-okay = Ok +common-add = Legg til +common-accept = Aksepter +common-decline = Avslå +common-disclaimer = Bemerk +common-cancel = Avbryt +common-none = Ingen +common-error = Feil +common-fatal_error = Kritisk Feil +common-you = Du +common-automatic = Automatisk +common-random = Tilfeldig +common-interface_settings = Grensesnitt Instillinger +common-gameplay_settings = Spillbarhet Innstillinger +common-controls_settings = Kontroller Innstillinger +common-video_settings = Grafikk Innstillinger +common-sound_settings = Lyd Innstillinger +common-language_settings = Språk Innstillinger +common-connection_lost = + Mistet forbindelsen! + Har serveren startet på nytt? + Har det kommet nye oppdateringer? +common-species-orc = Ork +common-species-human = Menneske +common-species-dwarf = Dverg +common-species-elf = Alv +common-species-draugr = Udødelig +common-species-danari = Danari +common-weapons-axe = Øks +common-weapons-sword = Sverd +common-weapons-staff = Stav +common-weapons-bow = Bue +common-weapons-hammer = Hammer +common-weapons-sceptre = Helbredings Septer +common-rand_appearance = Tilfeldig utseende og navn \ No newline at end of file diff --git a/assets/voxygen/i18n/nb/esc_menu.ftl b/assets/voxygen/i18n/nb/esc_menu.ftl new file mode 100644 index 0000000..8bd0a34 --- /dev/null +++ b/assets/voxygen/i18n/nb/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Logg ut +esc_menu-quit_game = Avslutt spillet \ No newline at end of file diff --git a/assets/voxygen/i18n/nb/gameinput.ftl b/assets/voxygen/i18n/nb/gameinput.ftl new file mode 100644 index 0000000..c69062d --- /dev/null +++ b/assets/voxygen/i18n/nb/gameinput.ftl @@ -0,0 +1,57 @@ +gameinput-primary = Primær Angrep +gameinput-secondary = Sekundær Angrep/Blokk/Sikt +gameinput-slot1 = Hurtigbar Luke 1 +gameinput-slot2 = Hurtigbar Luke 2 +gameinput-slot3 = Hurtigbar Luke 3 +gameinput-slot4 = Hurtigbar Luke 4 +gameinput-slot5 = Hurtigbar Luke 5 +gameinput-slot6 = Hurtigbar Luke 6 +gameinput-slot7 = Hurtigbar Luke 7 +gameinput-slot8 = Hurtigbar Luke 8 +gameinput-slot9 = Hurtigbar Luke 9 +gameinput-slot10 = Hurtigbar Luke 10 +gameinput-swaploadout = Bytt utlastning +gameinput-togglecursor = Veksle Musepeker +gameinput-help = Veksle hjelpevindu +gameinput-toggleinterface = Veksle Grensesnitt +gameinput-toggledebug = Veksle FPS og feilsøkingsinfo +gameinput-screenshot = Ta skjermbilde +gameinput-toggleingameui = Veksle Navneskilt +gameinput-fullscreen = Veksle fullskjerm +gameinput-moveforward = Beveg frem +gameinput-moveleft = Beveg venstre +gameinput-moveright = Beveg høyre +gameinput-moveback = Beveg bakover +gameinput-jump = Hopp +gameinput-glide = Glider +gameinput-roll = Rull +gameinput-climb = Klatre +gameinput-climbdown = Klatre ned +gameinput-wallleap = Veggsprang +gameinput-togglelantern = Veksle lykt +gameinput-mount = Monter +gameinput-chat = Chat +gameinput-command = Kommando +gameinput-escape = Røm +gameinput-map = Kart +gameinput-bag = Bag +gameinput-social = Sosial +gameinput-sit = Sitt +gameinput-spellbook = Trylleformler +gameinput-settings = Innstillinger +gameinput-respawn = Gjennopstå +gameinput-charge = Lad opp +gameinput-togglewield = Veksle Våpen +gameinput-interact = Interaksjon +gameinput-freelook = Frimodus +gameinput-autowalk = Autogåing +gameinput-dance = Dans +gameinput-select = Velg enhet +gameinput-acceptgroupinvite = Godta gruppeinvitasjon +gameinput-declinegroupinvite = Avvis gruppeinvitasjon +gameinput-crafting = Håndverk +gameinput-fly = Fly +gameinput-sneak = Snik +gameinput-swimdown = Svøm nedover +gameinput-swimup = Svøm oppover +gameinput-block = Blokk diff --git a/assets/voxygen/i18n/nb/hud/bag.ftl b/assets/voxygen/i18n/nb/hud/bag.ftl new file mode 100644 index 0000000..4e1fc39 --- /dev/null +++ b/assets/voxygen/i18n/nb/hud/bag.ftl @@ -0,0 +1,19 @@ +hud-bag-inventory = { $playername }'s Inventar +hud-bag-stats_title = { $playername }'s Statistikk +hud-bag-armor = Utrustning +hud-bag-stats = Statistikk +hud-bag-head = Hode +hud-bag-neck = Nakke +hud-bag-tabard = Tabard +hud-bag-shoulders = Skulder +hud-bag-chest = Bryst +hud-bag-hands = Hender +hud-bag-lantern = Lykt +hud-bag-glider = Glidefly +hud-bag-belt = Belte +hud-bag-ring = Ring +hud-bag-back = Rygg +hud-bag-legs = Ben +hud-bag-feet = Føtter +hud-bag-mainhand = Hovedhånd +hud-bag-offhand = Tillegshånd diff --git a/assets/voxygen/i18n/nb/hud/char_window.ftl b/assets/voxygen/i18n/nb/hud/char_window.ftl new file mode 100644 index 0000000..f0c85bd --- /dev/null +++ b/assets/voxygen/i18n/nb/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Karakternavn +character_window-character_stats = + Utholdenhet + + Fitness + + Viljestyrke + + Beskyttelse diff --git a/assets/voxygen/i18n/nb/hud/chat.ftl b/assets/voxygen/i18n/nb/hud/chat.ftl new file mode 100644 index 0000000..959a6c1 --- /dev/null +++ b/assets/voxygen/i18n/nb/hud/chat.ftl @@ -0,0 +1,16 @@ +hud-chat-online_msg = { "[" }{ $name }] logget på +hud-chat-offline_msg = { "[" }{ $name }] logget av +hud-chat-default_death_msg = { "[" }{ $name }] døde +hud-chat-fall_kill_msg = { "[" }{ $name }] døde av fallskade +hud-chat-suicide_msg = { "[" }{ $name }] døde av selvskader +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] drepte [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] skjøt [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] sprengte [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] drepte [{ $victim }] med magi +hud-chat-npc_melee_kill_msg = { $attacker } drepte [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } skjøt [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } sprengte [{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } drepte [{ $victim }] med magi +hud-chat-npc_other_kill_msg = { $attacker } drepte [{ $victim }] +hud-chat-goodbye = Adjø! +hud-chat-connection_lost = Forbindelse mistet. Utkastet om { $time } sekunder. diff --git a/assets/voxygen/i18n/nb/hud/crafting.ftl b/assets/voxygen/i18n/nb/hud/crafting.ftl new file mode 100644 index 0000000..986d5f3 --- /dev/null +++ b/assets/voxygen/i18n/nb/hud/crafting.ftl @@ -0,0 +1,5 @@ +hud-crafting = Håndverk +hud-crafting-recipes = Oppskrifter +hud-crafting-ingredients = Ingredienser: +hud-crafting-craft = Lag +hud-crafting-tool_cata = Krever: \ No newline at end of file diff --git a/assets/voxygen/i18n/nb/hud/group.ftl b/assets/voxygen/i18n/nb/hud/group.ftl new file mode 100644 index 0000000..849411c --- /dev/null +++ b/assets/voxygen/i18n/nb/hud/group.ftl @@ -0,0 +1,12 @@ +hud-group = Gruppe +hud-group-invite_to_join = [{ $name }] inviterte deg til gruppen deres! +hud-group-invite = Inviter +hud-group-kick = Spark +hud-group-assign_leader = Tilordne leder +hud-group-leave = Forlat Gruppe +hud-group-dead = Død +hud-group-out_of_range = Ute av rekkevidde +hud-group-add_friend = Legg til i vennelisten +hud-group-link_group = Koble til grupper +hud-group-in_menu = I Meny +hud-group-members = Gruppemedlemmer \ No newline at end of file diff --git a/assets/voxygen/i18n/nb/hud/map.ftl b/assets/voxygen/i18n/nb/hud/map.ftl new file mode 100644 index 0000000..d688df0 --- /dev/null +++ b/assets/voxygen/i18n/nb/hud/map.ftl @@ -0,0 +1,2 @@ +hud-map-map_title = Kart +hud-map-qlog_title = Oppdrag \ No newline at end of file diff --git a/assets/voxygen/i18n/nb/hud/misc.ftl b/assets/voxygen/i18n/nb/hud/misc.ftl new file mode 100644 index 0000000..f5fe004 --- /dev/null +++ b/assets/voxygen/i18n/nb/hud/misc.ftl @@ -0,0 +1,26 @@ +hud-do_not_show_on_startup = Ikke vis dette på oppstart +hud-show_tips = Vis tips +hud-quests = Oppdrag +hud-you_died = Du døde +hud-waypoint_saved = Veipunkt lagret +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Hurtigtaster +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Lykt +hud-press_key_to_show_debug_info_fmt = Trykk { $key } for å vise feilsøkingsinfo +hud-press_key_to_toggle_keybindings_fmt = Trykk { $key } for å skru av/på hurtigtaster +hud-press_key_to_toggle_debug_info_fmt = Trykk { $key } for å skru av/på feilsøkingsinformasjon +hud-press_key_to_respawn = Trykk { $key } for å gjennopstå ved det siste bålet du besøkte. +hud-temp_quest_headline = Vær så snill, Hjelp oss reisende! +hud-temp_quest_text = + Fangehull fylt med onde kultister + har dukket opp rundt våre fredelige byer! + + + Samle noe selskap, samle mat + og bekjemp deres dårlige ledere og akolytter. + + + Kanskje du til og med kan skaffe deg en av de + magisk infunderte gjenstandene? +hud-spell = Trylleformel +hud-free_look_indicator = Frimodus aktiv. Trykk { $key } for å skru av. +hud-auto_walk_indicator = Autogåing aktiv diff --git a/assets/voxygen/i18n/nb/hud/sct.ftl b/assets/voxygen/i18n/nb/hud/sct.ftl new file mode 100644 index 0000000..d16b54e --- /dev/null +++ b/assets/voxygen/i18n/nb/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Exp +hud-sct-block = BLOKERT diff --git a/assets/voxygen/i18n/nb/hud/settings.ftl b/assets/voxygen/i18n/nb/hud/settings.ftl new file mode 100644 index 0000000..9eaa41b --- /dev/null +++ b/assets/voxygen/i18n/nb/hud/settings.ftl @@ -0,0 +1,75 @@ +hud-settings-general = Generell +hud-settings-none = Ingen +hud-settings-press_behavior-toggle = Veksle +hud-settings-press_behavior-hold = Hold +hud-settings-help_window = Hjelpevindu +hud-settings-debug_info = Feilsøkingsinformasjon +hud-settings-tips_on_startup = Tips-På-Oppstart +hud-settings-ui_scale = UI-Skalering +hud-settings-relative_scaling = Relativ Skalering +hud-settings-custom_scaling = Tilpasset Skalering +hud-settings-crosshair = Retikkel +hud-settings-opacity = Gjennomsiktighet +hud-settings-hotbar = Hurtigknappsbar +hud-settings-toggle_shortcuts = Veksle Snarveier +hud-settings-buffs_skillbar = Ikoner på Ferdighetsbar +hud-settings-buffs_mmap = Ikoner på Minimap +hud-settings-toggle_bar_experience = Veksle erfaringsbar +hud-settings-scrolling_combat_text = Rullende kamptekst +hud-settings-incoming_damage = Innkommende skade +hud-settings-speech_bubble = Snakkeboble +hud-settings-speech_bubble_dark_mode = Mørk modus for snakkeboble +hud-settings-speech_bubble_icon = Snakkeboble ikon +hud-settings-energybar_numbers = Energibar tall +hud-settings-values = Verdier +hud-settings-percentages = Prosentandeler +hud-settings-chat = Chat +hud-settings-background_opacity = Bakgrunnsgjennomsiktighet +hud-settings-chat_character_name = Karakternavn i chat +hud-settings-loading_tips = Oppstartsskjerm Tips +hud-settings-pan_sensitivity = Panoreringssensitivitet +hud-settings-zoom_sensitivity = Zoomingssensitivitet +hud-settings-invert_scroll_zoom = Inverter skrollezoom +hud-settings-invert_mouse_y_axis = Inverter mus Y Aksen +hud-settings-enable_mouse_smoothing = Kamerautjevning +hud-settings-free_look_behavior = Frimodus oppførsel +hud-settings-auto_walk_behavior = Autogåing oppførsel +hud-settings-stop_auto_walk_on_input = Stopp autogåing på bevegelse +hud-settings-view_distance = Utsiktsavstand +hud-settings-sprites_view_distance = Sprites utsiktsavstand +hud-settings-maximum_fps = Maksimum FPS +hud-settings-fov = Synsfelt (deg) +hud-settings-gamma = Gamma +hud-settings-ambiance = Stemning Brightness +hud-settings-antialiasing_mode = Kantutjevningsmodus +hud-settings-cloud_rendering_mode = Tegn-skyer-modus +hud-settings-fluid_rendering_mode = Tegn-væske-modus +hud-settings-cloud_rendering_mode-minimal = Minimal +hud-settings-cloud_rendering_mode-low = Lav +hud-settings-cloud_rendering_mode-medium = Medium +hud-settings-cloud_rendering_mode-high = Høy +hud-settings-fullscreen = Full skjerm +hud-settings-fullscreen_mode = Fullskjermsmodus +hud-settings-fullscreen_mode-exclusive = Eksklusiv +hud-settings-fullscreen_mode-borderless = Uten kanter +hud-settings-particles = Partikler +hud-settings-resolution = Resolusjon +hud-settings-bit_depth = Bit Dybde +hud-settings-refresh_rate = Oppdateringsfrekvens +hud-settings-save_window_size = Spar vindusstørrelse +hud-settings-lighting_rendering_mode = Tegn-belysning-modus +hud-settings-lighting_rendering_mode-ashikhmin = Type A - Høy +hud-settings-lighting_rendering_mode-blinnphong = Type B - Medium +hud-settings-lighting_rendering_mode-lambertian = Type L - Billing +hud-settings-shadow_rendering_mode = Tegn-skygger-modus +hud-settings-shadow_rendering_mode-none = Ingen +hud-settings-shadow_rendering_mode-cheap = Billig +hud-settings-shadow_rendering_mode-map = Kart +hud-settings-shadow_rendering_mode-map-resolution = Resolusjon +hud-settings-lod_detail = Nivå med detaljer +hud-settings-music_volume = Musikkvolum +hud-settings-sound_effect_volume = Lydeffektvolum +hud-settings-audio_device = Lydenhet +hud-settings-awaitingkey = Trykk på en tast... +hud-settings-unbound = Ingen +hud-settings-reset_keybinds = Tilbakestill til standardinnstillinger diff --git a/assets/voxygen/i18n/nb/hud/skills.ftl b/assets/voxygen/i18n/nb/hud/skills.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/nb/hud/social.ftl b/assets/voxygen/i18n/nb/hud/social.ftl new file mode 100644 index 0000000..9bef87f --- /dev/null +++ b/assets/voxygen/i18n/nb/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = Andre spillere +hud-social-online = Tilstede: +hud-social-friends = Venner +hud-social-not_yet_available = Ikke tilgjengelig enda +hud-social-faction = Fraksjon +hud-social-play_online_fmt = { $nb_player } spiller(e) tilstede +hud-social-name = Navn +hud-social-level = Nivå +hud-social-zone = Sone +hud-social-account = Bruker diff --git a/assets/voxygen/i18n/nb/hud/trade.ftl b/assets/voxygen/i18n/nb/hud/trade.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/nb/main.ftl b/assets/voxygen/i18n/nb/main.ftl new file mode 100644 index 0000000..a0bf0be --- /dev/null +++ b/assets/voxygen/i18n/nb/main.ftl @@ -0,0 +1,69 @@ +main-username = Brukernavn +main-server = Server +main-password = Passord +main-connecting = Kobler til +main-creating_world = Lager verden +main-tip = Tips: +main-notice = + Velkommen til alfaversjonen av Veloren! + + Før du dykker inn i moroa, vennligst hold et par ting i tankene: + + - Dette er en veldig tidlig alfa. Forvent feil, ekstremt uferdig spilling, upolert mekanikk og manglende funksjoner. + + - Hvis du har konstruktive tilbakemeldinger eller feilrapporter, kan du kontakte oss via Reddit, GitLab eller vår Discord-server. + + - Veloren er lisensiert under GPL 3 åpen kildekode-lisensen. Det betyr at du er fri til å spille, endre og distribuere spillet på nytt, akkurat + som du ønsker (så lenge arbeidet også er under GPL 3). + + - Veloren er et ikke-profitt basert samfunnsprosjekt, og alle som jobber på prosjektet er frivillige. + Hvis du liker det du ser, er du velkommen til å bli med i utviklings- eller kunstteamene! + + Takk for at du tar deg tid til å lese denne meldingen, vi håper at du liker spillet! + + - Veloren-utviklerne +main-login_process = + Informasjon om påloggingsprosessen: + + Vær oppmerksom på at du nå trenger en konto + for å spille på godkjennings-aktiverte servere. + + Du kan opprette en konto på + + https://veloren.net/account/. +main-login-server_not_found = Server ikke funnet +main-login-authentication_error = Innloggingsfeil på serveren +main-login-server_full = Serveren er full +main-login-untrusted_auth_server = Godkjenningsserver kan ikke stoles på +main-login-outdated_client_or_server = Sannsynligvis er versjoner inkompatible, se etter oppdateringer. +main-login-timeout = Serveren svarte ikke i tide. (Overbelastet eller nettverksproblemer). +main-login-server_shut_down = Serveren stoppet +main-login-network_error = Nettverksfeil +main-login-failed_sending_request = Forespørsel til godkjenningsserver mislyktes +main-login-invalid_character = Den valgte karakteren er ugyldig +main-login-client_crashed = Klienten krasjet +main-login-not_on_whitelist = Du trenger en hvitelisteoppføring av en administrator for å bli med +main-login-banned = Du har blitt utestengt av følgende grunn +main-login-kicked = Du har blitt sparket ut av følgende grunn +main-login-select_language = Velg språk +main-servers-select_server = Velg en server +loading-tips = + .a0 = Trykk '{ $gameinput-togglelantern }' for å tenne lykten. + .a1 = Trykk '{ $gameinput-help }' for å se alle standard tastebindinger. + .a2 = Du kan skrive /say eller /s for å bare chatte med spillere rett rundt deg. + .a3 = Du kan skrive /region eller /r for å bare chatte med spillere et par hundre blokker rundt deg. + .a4 = Du kan skrive /group eller /g for å bare chatte med spillere i din nåværende gruppe. + .a5 = For å sende private meldinger skriv /tell etterfulgt av et spillernavn og meldingen din. + .a6 = NPCer med samme nivå kan ha forskjellige problemer. + .a7 = Hold øye med mat, kister og andre godsaker spredt over hele verden! + .a8 = Inventar fylt med mat? Prøv å lage bedre mat med det! + .a9 = Lurer du på hva du kan gjøre? Fangehull er merket med brune flekker på kartet! + .a10 = Ikke glem å justere grafikken for systemet ditt. Trykk på '{ $gameinput-settings }' for å åpne innstillingene. + .a11 = Å spille med andre er gøy! Trykk '{ $gameinput-social }' for å se hvem som er online. + .a12 = En NPC med en hodeskalle under helsebaren er ganske kraftig sammenlignet med deg selv. + .a13 = Trykk '{ $gameinput-dance }' for å danse. Fest! + .a14 = Trykk '{ $gameinput-glide }' for å åpne Glider og erobre himmelen. + .a15 = Veloren er fortsatt i Pre-Alfa. Vi gjør vårt beste for å forbedre det hver dag! + .a16 = Hvis du vil bli med i Dev-teamet eller bare ta en prat med oss, bli med i Discord-Serveren. + .a17 = Du kan veksle for å vise mengden helse på helselinjen i innstillingene. + .a18 = For å se statistikken din, klikk på 'Statistikk' -knappen i beholdningen. diff --git a/assets/voxygen/i18n/nb/npc.ftl b/assets/voxygen/i18n/nb/npc.ftl new file mode 100644 index 0000000..c44371c --- /dev/null +++ b/assets/voxygen/i18n/nb/npc.ftl @@ -0,0 +1,109 @@ +npc-speech-villager_under_attack = + .a0 = Hjelp, jeg er under angrep! + .a1 = Hjelp! Jeg er under angrep! + .a2 = Au! Jeg er under angrep! + .a3 = Au! Jeg er under angrep! Hjelp! + .a4 = Hjelp meg! Jeg er under angrep! + .a5 = Jeg er under angrep! Hjelp! + .a6 = Jeg er under angrep! Hjelp meg! + .a7 = Hjelp! + .a8 = Hjelp! Hjelp! + .a9 = Hjelp! Hjelp! Hjelp! + .a10 = Jeg er under angrep! + .a11 = AAAHHH! Jeg er under angrep! + .a12 = AAAHHH! Jeg er under angrep! Hjelp! + .a13 = Hjelp! Vi er under angrep! + .a14 = Hjelp! Morder! + .a15 = Hjelp! Det er en morder på frifot! + .a16 = Hjelp! De prøver å drepe meg! + .a17 = Vakter, jeg er under angrep! + .a18 = Vakter! Jeg er under angrep! + .a19 = Jeg er under angrep! Vakter! + .a20 = Hjelp! Vakter! Jeg er under angrep! + .a21 = Vakter! Kom raskt! + .a22 = Vakter! Vakter! + .a23 = Vakter! Det er en skurk som angriper meg! + .a24 = Vakter, drep denne onde skurken! + .a25 = Vakter! Det er en morder! + .a26 = Vakter! Hjelp meg! + .a27 = Du kommer ikke unna med dette! Vakter! + .a28 = Du fiende! + .a29 = Hjelp meg! + .a30 = Hjelp! Vœr så snill! + .a31 = Ouch! Vakter! Hjelp! + .a32 = De etterfølger etter meg! + .a33 = Hjelp! Hjelp! Jeg blir undertrykt! + .a34 = Ah, nå ser vi volden som er bygd inn i systemet. + .a35 = Det er bare en ripe! + .a36 = Slutt med det! + .a37 = Hva har jeg noensinne gjort mot deg?! + .a38 = Vær så snill slutt å angripe meg! + .a39 = Hei! Se for deg hvor du peker den tingen! + .a40 = Avskyelige krek, bort med deg! + .a41 = Stop det! Gå vekk! + .a42 = Nå gjør du meg sint! + .a43 = Oi! Hvem tror du at du er?! + .a44 = Jeg tar hodet ditt for det! + .a45 = Stop, vær så snill! Jeg har ingenting av verdi på meg! + .a46 = Jeg får broren min til å ta deg, han er større enn meg! + .a47 = Neiii, jeg sier det til mamma! + .a48 = Forbann deg! + .a49 = Vœr så snill ikke gjør det. + .a50 = Det var ikke veldig snilt! + .a51 = Våpnet ditt funker, du kan ta det vekk nå! + .a52 = Bespar meg! + .a53 = Vær så snill, jeg har familie! + .a54 = Jeg er for ung til å dø! + .a55 = Kan vi snakke om dette? + .a56 = Vold er aldri svaret! + .a57 = I dag ser ut til å være en dårlig dag... + .a58 = Hei, det kjente jeg! + .a59 = Eek! + .a60 = Hvor uhøflig! + .a61 = Stop, jeg ber deg! + .a62 = Smitte beslage deg! + .a63 = Dette er ikke gøy. + .a64 = Hvordan våger du?! + .a65 = Du kommer til å betale for dette! + .a66 = Fortsett med dette og du kommer til å be unnskyld! + .a67 = Ikke få meg til å banke deg! + .a68 = Dette må være en misforståelse! + .a69 = Du trenger ikke å gjøre dette! + .a70 = Gå vekk, skurk! + .a71 = Det gjorde vondt! + .a72 = Hvorfor gjorde du det? + .a73 = Etter åndene, forsvinn! + .a74 = Du må ha forvekslet meg med noen andre! + .a75 = Jeg fortjener ikke dette! + .a76 = Vær så snill ikke gjør dette igjen! + .a77 = Vakter, kast dette mennesket i havet! + .a78 = Jeg får min tarasque til å etterfølge deg! +# Generic NPC messages +npc-speech-villager_conscientious = + .a0 = Jeg kjeder meg ikke. Det er alltid noe å gjøre. + .a1 = Jeg håper det regner snart. Hadde vært bra for avlingen. +# Generic NPC messages +npc-speech-villager_busybody = + .a0 = Folk burde snakke mindre og jobbe mer. +# Generic NPC messages +npc-speech-villager = + .a0 = Jeg elsker ost. +# Generic NPC messages +npc-speech-villager_adventurous = + .a0 = Jeg har lyst å lage min egen hang glider en dag. + .a1 = Jeg vil gjerne dra på grottevandring når jeg er sterkere. +# Generic NPC messages +npc-speech-villager_extroverted = + .a0 = Du vil ikke tro hva jeg gjorde i helgen! + .a1 = God morgen til deg! + .a2 = Hva synes du om været? + .a3 = Jeg er helt gal etter ost! + .a4 = Ikke glem kjeksen! + .a5 = Jeg elsker dverg ost. Jeg skulle ønske jeg kunne lage det. + .a6 = Jeg hadde en vidunderlig drøm om ost i natt. Hva tror du det betyr? + .a7 = Jeg elsker honning! Og jeg hater bier. +# Generic NPC messages +npc-speech-villager_unconscientious = + .a0 = Det er tid for frokost nummer to! + .a1 = Jeg skulle ønske at huset mitt ikke var så rotete. Men da måtte jeg ha ryddet! Haha! + .a2 = Hvor var det jeg la den tingen... diff --git a/assets/voxygen/i18n/nb_NO/item/items/food.ftl b/assets/voxygen/i18n/nb_NO/item/items/food.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/nl/_manifest.ron b/assets/voxygen/i18n/nl/_manifest.ron new file mode 100644 index 0000000..2598565 --- /dev/null +++ b/assets/voxygen/i18n/nl/_manifest.ron @@ -0,0 +1,44 @@ +/// Translation document instructions +/// +/// In order to keep localization documents readible please follow the following +/// rules: +/// - separate the string map sections using a commentary describing the purpose +/// of the next section +/// - prepend multi-line strings with a commentary +/// - append one blank lines after a multi-line strings and two after sections +/// +/// To add a new language in Veloren, just write an additional `.ron` file in +/// `assets/voxygen/i18n` and that's it! +/// +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for netherlands Dutch +( + metadata: ( + language_name: "Nederlands (Dutch)", + language_identifier: "nl", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/nl/body.ftl b/assets/voxygen/i18n/nl/body.ftl new file mode 100644 index 0000000..800651b --- /dev/null +++ b/assets/voxygen/i18n/nl/body.ftl @@ -0,0 +1,2 @@ +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-male = een oger diff --git a/assets/voxygen/i18n/nl/buff.ftl b/assets/voxygen/i18n/nl/buff.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/nl/char_selection.ftl b/assets/voxygen/i18n/nl/char_selection.ftl new file mode 100644 index 0000000..e98a53f --- /dev/null +++ b/assets/voxygen/i18n/nl/char_selection.ftl @@ -0,0 +1,19 @@ +char_selection-loading_characters = Karakters Worden Geladen... +char_selection-delete_permanently = Karakter Permanent Verwijderen? +char_selection-change_server = Server Wisselen +char_selection-enter_world = Wereld Betreden +char_selection-logout = Uitloggen +char_selection-creating_character = Karakter Wordt Aangemaakt... +char_selection-character_creation = Karaktercreatie +char_selection-human_default = Standaard Mens +char_selection-level_fmt = Level { $level_nb } +char_selection-uncanny_valley = Wildernis +char_selection-plains_of_uncertainty = Vlaktes van Onzekerheid +char_selection-beard = Baard +char_selection-hair_style = Haarstijl +char_selection-hair_color = Haarkleur +char_selection-eye_color = Oogkleur +char_selection-skin = Huid +char_selection-eyeshape = Oogdetails +char_selection-accessories = Accessoires +char_selection-create_info_name = Je karakter heeft een naam nodig! diff --git a/assets/voxygen/i18n/nl/common.ftl b/assets/voxygen/i18n/nl/common.ftl new file mode 100644 index 0000000..163b679 --- /dev/null +++ b/assets/voxygen/i18n/nl/common.ftl @@ -0,0 +1,53 @@ +common-username = Spelernaam +common-singleplayer = Alleen spelen +common-multiplayer = Samen spelen +common-servers = Servers +common-quit = Afsluiten +common-settings = Instellingen +common-languages = Talen +common-interface = Interface +common-gameplay = Gameplay +common-controls = Besturing +common-video = Grafische weergave +common-sound = Geluid +common-resume = Verder spelen +common-characters = Karakters +common-close = Sluiten +common-yes = Ja +common-no = Nee +common-back = Terug +common-create = Aanmaken +common-okay = Oké +common-accept = Aanvaarden +common-decline = Afwijzen +common-disclaimer = Vrijwaring +common-cancel = Annuleren +common-none = Geen +common-error = Fout +common-fatal_error = Fatale fout +common-you = Jij +common-automatic = Auto +common-random = Willekeurig +common-interface_settings = Interface Instellingen +common-gameplay_settings = Gameplay Instellingen +common-controls_settings = Besturing Instellingen +common-video_settings = Grafische instellingen +common-sound_settings = Geluids instellingen +common-language_settings = Taal instellingen +common-connection_lost = + Verbinding verloren! + Is de server opniew opgestart? + Is je client nog up to date? +common-species-orc = Ork +common-species-human = Mens +common-species-dwarf = Dwerg +common-species-elf = Elf +common-species-draugr = Ondood +common-species-danari = Danari +common-weapons-axe = Bijl +common-weapons-sword = Zwaard +common-weapons-staff = Staf +common-weapons-bow = Boog +common-weapons-hammer = Hamer +common-weapons-sceptre = Genezende scepter +common-rand_appearance = Willekeurig uiterlijk en naam diff --git a/assets/voxygen/i18n/nl/esc_menu.ftl b/assets/voxygen/i18n/nl/esc_menu.ftl new file mode 100644 index 0000000..aeb2970 --- /dev/null +++ b/assets/voxygen/i18n/nl/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Uitloggen +esc_menu-quit_game = Spel Verlaten \ No newline at end of file diff --git a/assets/voxygen/i18n/nl/gameinput.ftl b/assets/voxygen/i18n/nl/gameinput.ftl new file mode 100644 index 0000000..fcde62d --- /dev/null +++ b/assets/voxygen/i18n/nl/gameinput.ftl @@ -0,0 +1,55 @@ +gameinput-primary = Gewone aanval +gameinput-secondary = Alternatieve Aanval/Block/Mikken +gameinput-slot1 = Hotbar Slot 1 +gameinput-slot2 = Hotbar Slot 2 +gameinput-slot3 = Hotbar Slot 3 +gameinput-slot4 = Hotbar Slot 4 +gameinput-slot5 = Hotbar Slot 5 +gameinput-slot6 = Hotbar Slot 6 +gameinput-slot7 = Hotbar Slot 7 +gameinput-slot8 = Hotbar Slot 8 +gameinput-slot9 = Hotbar Slot 9 +gameinput-slot10 = Hotbar Slot 10 +gameinput-swaploadout = Uitrusting Wisselen +gameinput-togglecursor = Cursor Aan/Uit +gameinput-help = Help Venster Aan/Uit +gameinput-toggleinterface = Interface Aan/Uit +gameinput-toggledebug = FPS en Debug Info Aan/Uit +gameinput-screenshot = Screenshot maken +gameinput-toggleingameui = Naamplaatjes Aan/Uit +gameinput-fullscreen = Volledig Scherm Aan/Uit +gameinput-moveforward = Voorwaards Bewegen +gameinput-moveleft = Links Bewegen +gameinput-moveright = Rechts Bewegen +gameinput-moveback = Achteruit Bewegen +gameinput-jump = Springen +gameinput-glide = Deltavlieger +gameinput-roll = Rollen +gameinput-climb = Klimmen +gameinput-climbdown = Naar Beneden Klimmen +gameinput-wallleap = Muursprong +gameinput-togglelantern = Lantaarn Aan/Uit +gameinput-mount = Berijden +gameinput-chat = Chat +gameinput-command = Commando +gameinput-escape = Sluiten +gameinput-map = Kaart +gameinput-bag = Rugzak +gameinput-social = Sociaal +gameinput-sit = Zit +gameinput-spellbook = Spreuken +gameinput-settings = Instellingen +gameinput-respawn = Respawn +gameinput-charge = Opladen +gameinput-togglewield = Wapen Vastnemen/Wegsteken +gameinput-interact = Gebruik +gameinput-freelook = Vrije Camera +gameinput-autowalk = Automatisch Wandelen +gameinput-dance = Dans +gameinput-select = Selecteer Entiteit +gameinput-acceptgroupinvite = Accepteer Groepsuitnodiging +gameinput-declinegroupinvite = Wijs Groepsuitnodiging Af +gameinput-crafting = Fabriceermenu +gameinput-sneak = Sluipen +gameinput-swimdown = Naar Beneden Zwemmen +gameinput-swimup = Naar Boven Zwemmen \ No newline at end of file diff --git a/assets/voxygen/i18n/nl/hud/ability.ftl b/assets/voxygen/i18n/nl/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/nl/hud/bag.ftl b/assets/voxygen/i18n/nl/hud/bag.ftl new file mode 100644 index 0000000..29f8585 --- /dev/null +++ b/assets/voxygen/i18n/nl/hud/bag.ftl @@ -0,0 +1,19 @@ +hud-bag-inventory = { $playername }'s Rugzak +hud-bag-stats_title = { $playername }'s Stats +hud-bag-armor = Armor +hud-bag-stats = Stats +hud-bag-head = Hoofd +hud-bag-neck = Nek +hud-bag-tabard = Tabberd +hud-bag-shoulders = Schouders +hud-bag-chest = Borstkas +hud-bag-hands = Handen +hud-bag-lantern = Lantaarn +hud-bag-glider = Deltavlieger +hud-bag-belt = Riem +hud-bag-ring = Ring +hud-bag-back = Rug +hud-bag-legs = Benen +hud-bag-feet = Voeten +hud-bag-mainhand = Dominante hand +hud-bag-offhand = Tweede hand diff --git a/assets/voxygen/i18n/nl/hud/char_window.ftl b/assets/voxygen/i18n/nl/hud/char_window.ftl new file mode 100644 index 0000000..701d342 --- /dev/null +++ b/assets/voxygen/i18n/nl/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Karakter Naam +character_window-character_stats = + Uithouding + + Fitheid + + Willskracht + + Bescherming diff --git a/assets/voxygen/i18n/nl/hud/chat.ftl b/assets/voxygen/i18n/nl/hud/chat.ftl new file mode 100644 index 0000000..d6b862b --- /dev/null +++ b/assets/voxygen/i18n/nl/hud/chat.ftl @@ -0,0 +1,14 @@ +hud-chat-online_msg = { "[" }{ $name }] is nu online +hud-chat-offline_msg = { "[" }{ $name }] is offline gegaan +hud-chat-default_death_msg = { "[" }{ $name }] is gestorven +hud-chat-fall_kill_msg = { "[" }{ $name }] is gestorven door te vallen +hud-chat-suicide_msg = { "[" }{ $name }] is gestorven door zelf toegebrachte verwondingen +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] versloeg [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] schoot [{ $victim }] neer +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] blies [{ $victim }] op +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] gebruikte magie om [{ $victim }] te vermoorden +hud-chat-npc_melee_kill_msg = { $attacker } dode [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } schoot [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } blies [{ $victim }] op +hud-chat-goodbye = Vaarwel! +hud-chat-connection_lost = Verbinding verloren. Je wordt in { $time } seconden gekicked. diff --git a/assets/voxygen/i18n/nl/hud/crafting.ftl b/assets/voxygen/i18n/nl/hud/crafting.ftl new file mode 100644 index 0000000..2fca5b9 --- /dev/null +++ b/assets/voxygen/i18n/nl/hud/crafting.ftl @@ -0,0 +1,5 @@ +hud-crafting = Fabriceren +hud-crafting-recipes = Recepten +hud-crafting-ingredients = Ingrediënten: +hud-crafting-craft = Maak +hud-crafting-tool_cata = Vereisten: \ No newline at end of file diff --git a/assets/voxygen/i18n/nl/hud/group.ftl b/assets/voxygen/i18n/nl/hud/group.ftl new file mode 100644 index 0000000..6d638f0 --- /dev/null +++ b/assets/voxygen/i18n/nl/hud/group.ftl @@ -0,0 +1,12 @@ +hud-group = Groep +hud-group-invite_to_join = [{ $name }] heeft je voor zijn/haar groep uitgenodigd! +hud-group-invite = Uitnodigen +hud-group-kick = Kick +hud-group-assign_leader = Maak Leider +hud-group-leave = Groep Verlaten +hud-group-dead = Dood +hud-group-out_of_range = Buiten Bereik +hud-group-add_friend = Aan Vrienden Toevoegen +hud-group-link_group = Link Groups +hud-group-in_menu = In Menu +hud-group-members = Groepsleden \ No newline at end of file diff --git a/assets/voxygen/i18n/nl/hud/map.ftl b/assets/voxygen/i18n/nl/hud/map.ftl new file mode 100644 index 0000000..14a86ca --- /dev/null +++ b/assets/voxygen/i18n/nl/hud/map.ftl @@ -0,0 +1,2 @@ +hud-map-map_title = Kaart +hud-map-qlog_title = Quests \ No newline at end of file diff --git a/assets/voxygen/i18n/nl/hud/misc.ftl b/assets/voxygen/i18n/nl/hud/misc.ftl new file mode 100644 index 0000000..13ca495 --- /dev/null +++ b/assets/voxygen/i18n/nl/hud/misc.ftl @@ -0,0 +1,27 @@ +hud-do_not_show_on_startup = Niet meer bij opstarten tonen +hud-show_tips = Tips tonen +hud-quests = Quests +hud-you_died = Je bent gedood +hud-waypoint_saved = Waypoint Opgeslagen +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Besturing +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Lantaarn +hud-press_key_to_show_debug_info_fmt = Druk op { $key } om debug info te tonen +hud-press_key_to_toggle_keybindings_fmt = Druk op { $key } om te de besturing aan/uit te zetten +hud-press_key_to_toggle_debug_info_fmt = Druk op { $key } om debug info aan/uit te zetten +hud-press_key_to_respawn = Druk op { $key } om te respawnen bij het laatste kampvuur dat je bezocht. +hud-temp_quest_headline = Help ons alsjeblieft, reiziger! +hud-temp_quest_text = + Kerkers vol met kwaaraardige sektes + komen overal tevoorschijn rond onze vreedzame dorpen! + + + Verzamel wat gezelschap, vul je voedselrantsoenen aan + en versla hun kwaadaardige leiders en volgelingen. + + + Misschien kan je zelfs een van hun + Maybe you can even obtain one of their + met magie gevulde objecten bemachtigen? +hud-spell = Spreuken +hud-free_look_indicator = Vrij rondkijken aan. Druk { $key } om uit te zetten. +hud-auto_walk_indicator = Automatisch wandelen aan diff --git a/assets/voxygen/i18n/nl/hud/quest.ftl b/assets/voxygen/i18n/nl/hud/quest.ftl new file mode 100644 index 0000000..890d436 --- /dev/null +++ b/assets/voxygen/i18n/nl/hud/quest.ftl @@ -0,0 +1 @@ +hud-quest-intro = Gegroet, { $playername }! diff --git a/assets/voxygen/i18n/nl/hud/sct.ftl b/assets/voxygen/i18n/nl/hud/sct.ftl new file mode 100644 index 0000000..bcf628a --- /dev/null +++ b/assets/voxygen/i18n/nl/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Exp +hud-sct-block = GEBLOCKED diff --git a/assets/voxygen/i18n/nl/hud/settings.ftl b/assets/voxygen/i18n/nl/hud/settings.ftl new file mode 100644 index 0000000..80f3f31 --- /dev/null +++ b/assets/voxygen/i18n/nl/hud/settings.ftl @@ -0,0 +1,73 @@ +hud-settings-general = Algemeen +hud-settings-none = Geen +hud-settings-press_behavior-toggle = Omschakelbaar +hud-settings-press_behavior-hold = Inhouden +hud-settings-help_window = Help Venster +hud-settings-debug_info = Debug Informatie +hud-settings-tips_on_startup = Tips-Bij-Opstarten +hud-settings-ui_scale = UI-Schaal +hud-settings-relative_scaling = Relatief Schalen +hud-settings-custom_scaling = Aangepast Schalen +hud-settings-crosshair = Richtkruis +hud-settings-opacity = Doorschijnbaarheid +hud-settings-hotbar = Hotbar +hud-settings-toggle_shortcuts = Toon Sneltoetsen +hud-settings-toggle_bar_experience = Toon Experience Balk +hud-settings-scrolling_combat_text = Pop-up Gevechtstext +hud-settings-incoming_damage = Inkomende Schade Getallen +hud-settings-speech_bubble = Spraakbubbel +hud-settings-speech_bubble_dark_mode = Donkere Modus +hud-settings-speech_bubble_icon = Spraakbubbel Icoon +hud-settings-energybar_numbers = Energiebalk Getallen +hud-settings-values = Waarden +hud-settings-percentages = Percentages +hud-settings-chat = Chat +hud-settings-background_opacity = Transparantie Achtergrond +hud-settings-chat_character_name = Karakternamen in de Chat +hud-settings-loading_tips = Laadscherm Tips +hud-settings-pan_sensitivity = Camera-gevoeligheid +hud-settings-zoom_sensitivity = Zoom-gevoeligheid +hud-settings-invert_scroll_zoom = Inverteer Zoom Scrollen +hud-settings-invert_mouse_y_axis = Inverteer muis Y As +hud-settings-enable_mouse_smoothing = Camerabeweging gelijkmaken +hud-settings-free_look_behavior = Vrije camera gedrag +hud-settings-auto_walk_behavior = Automatisch wandelgedrag +hud-settings-stop_auto_walk_on_input = + Stop automatisch + wandelen bij bewegen +hud-settings-view_distance = Kijkafstand +hud-settings-sprites_view_distance = Kijkafstand sprites +hud-settings-maximum_fps = Maximum FPS +hud-settings-fov = Gezichtsveld (graden) +hud-settings-gamma = Gamma +hud-settings-ambiance = Omgevingshelderheid +hud-settings-antialiasing_mode = AntiAliasing Modus +hud-settings-cloud_rendering_mode = Wolk Rendering Modus +hud-settings-fluid_rendering_mode = Vloeistoffen Rendering Mode +hud-settings-fullscreen = Volledig scherm +hud-settings-fullscreen_mode = Volledige scherm modus +hud-settings-fullscreen_mode-exclusive = Exclusief +hud-settings-fullscreen_mode-borderless = Randloos +hud-settings-particles = Deeltjes +hud-settings-resolution = Resolutie +hud-settings-bit_depth = Bit diepte +hud-settings-refresh_rate = Vernieuwingssnelheid +hud-settings-save_window_size = Venster grootte opslaan +hud-settings-lighting_rendering_mode = Licht Rendering Modus +hud-settings-lighting_rendering_mode-ashikhmin = Type A +hud-settings-lighting_rendering_mode-blinnphong = Type B +hud-settings-lighting_rendering_mode-lambertian = Type L +hud-settings-shadow_rendering_mode = Schaduw Rendering Mode +hud-settings-shadow_rendering_mode-none = Geen +hud-settings-shadow_rendering_mode-cheap = Goedkoop +hud-settings-shadow_rendering_mode-map = Kaart +hud-settings-shadow_rendering_mode-map-resolution = Resolutie +hud-settings-lod_detail = LoD Detail +hud-settings-music_volume = Muziek Volume +hud-settings-sound_effect_volume = Geluidseffecten Volume +hud-settings-audio_device = Audio Apparaat +hud-settings-awaitingkey = Druk op een toets... +hud-settings-unbound = Geen +hud-settings-reset_keybinds = + Standaardwaarden + herstellen diff --git a/assets/voxygen/i18n/nl/hud/skills.ftl b/assets/voxygen/i18n/nl/hud/skills.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/nl/hud/social.ftl b/assets/voxygen/i18n/nl/hud/social.ftl new file mode 100644 index 0000000..99c857f --- /dev/null +++ b/assets/voxygen/i18n/nl/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = Andere spelers +hud-social-online = Online: +hud-social-friends = Vrienden +hud-social-not_yet_available = Nog niet beschikbaar +hud-social-faction = Factie +hud-social-play_online_fmt = { $nb_player } speler(s) online +hud-social-name = Naam +hud-social-level = Level +hud-social-zone = Zone +hud-social-account = Account diff --git a/assets/voxygen/i18n/nl/hud/subtitles.ftl b/assets/voxygen/i18n/nl/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/nl/hud/trade.ftl b/assets/voxygen/i18n/nl/hud/trade.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/nl/main.ftl b/assets/voxygen/i18n/nl/main.ftl new file mode 100644 index 0000000..a699b73 --- /dev/null +++ b/assets/voxygen/i18n/nl/main.ftl @@ -0,0 +1,73 @@ +main-connecting = Verbinden +main-creating_world = Wereld aan het maken +main-tip = Tip: +main-notice = + Welkom bij de Alpha versie van Veloren! + + Voordat de fun begint zijn hier enkele dingen om rekening mee te houden: + + - Dit is een hele vroege alpha. Verwacht bugs, extreem onafgemaakte gameplay, ruwe spelmechanics en missende functies. + + - Als je constructieve feedback hebt of bugs wil melden, kan je ons contacteren via Reddit, Gitlab of onze community Discord. + + - Veloren is onder de GPL 3 open-source licentie gelicensieerd. Dat betekent dat je vrij bent om het spel te spelen, bewerken en doorgeven op welke manier + je ook wil (zo lang afgeleide werken ook onder GPL 3 gelicensieerd zijn) + + - Veloren is een non-profit community project, en iedereen dat er aan meehelpt is een vrijwilliger. + Als je interesse hebt kan je je aansluiten bij onze ontwikkeling- of ontwerpteams! + + Bedankt voor de tijd te nemen om deze melding te lezen, we hopen dat je van het spel zult genieten! + Thanks for taking the time to read this notice, we hope you enjoy the game! + + ~ De ontwikkelaars +main-login_process = + Information over het loginproces: + + Hou er rekening mee dat je tegenwoordig een account nodig hebt + om op servers met authenticatie te spelen + + Je kan een account maken op + + https://veloren.net/account/. +main-login-server_not_found = Server niet gevonden. +main-login-authentication_error = Authenticatie fout op de server. +main-login-server_full = Server zit vol +main-login-untrusted_auth_server = Onvertrouwde authenticatie server +main-login-outdated_client_or_server = Versieprobleem: De versie tussen de client en de server komen niet overeen. Check of er updates zijn/ +main-login-timeout = Timeout: De server deed er te lang over om te antwoorden. (Overblast of netwerk problemen). +main-login-server_shut_down = Server is afgesloten +main-login-network_error = Network problemen +main-login-failed_sending_request = Kon verzoek niet naar authenticatie server sturen +main-login-invalid_character = Het geselecteerde karakter is ongeldig. +main-login-client_crashed = Client is gecrasht. +main-login-not_on_whitelist = Je moet op de whitelist staan om deze wereld te joinen +main-login-banned = Je bent verbannen voor de volgende reden: +main-login-kicked = Je bent gekicked voor de volgende reden +main-login-select_language = Kies een taal +loading-tips = + .a0 = Druk op '{ $gameinput-togglelantern }' om je lantaarn te doen schijnen. + .a1 = Druk op '{ $gameinput-help }' om alle standaardbesturingen te zien. + .a2 = Je kan /say of /s typen om enkel met spelers rondom je te praten. + .a3 = Je kan /region of /r typen om enkel met spelers binnen een hondertal blokken te praten. + .a4 = Je kan /group of /g typen om enkel met je groepsleden te praten. + .a5 = Om privéberichten te sturen gebruik je /tell gevolgd door de speler zijn naam en dan je bericht + .a6 = NPCs met hetzelfde level zijn niet per sé altijd even sterk. + .a7 = Hou je ogen open voor eten, kisten en andere buit verspreid over de wereld! + .a8 = Zit je Inventory vol met eten? Probeer beter eten er van te craften! + .a9 = Weet je niet wat te doen? Kerkers zijn met een bruine vlek op je kaart aangeduid! + .a10 = Vergeet je grafische instellingen niet aan te passen naar je systeem. Druk '{ $gameinput-settings }' om het instellingenmenu te openen. + .a11 = Met anderen spelen is plezanter! Druk op '{ $gameinput-social }' om te zien wie er nog online is! + .a12 = Een NPC met een doodshoofd onder zijn levensbalk is zeer sterk vergeleken met jezelf. + .a13 = Druk op '{ $gameinput-dance }' om te dansen. Feestje! + .a14 = Druk op '{ $gameinput-glide }' om je deltavlieger te openen en het luchtruim te veroveren. + .a15 = Veloren is nog steeds in Pre-Alpha. We doen ons best om het elke dag te verbeteren! + .a16 = Als je het ontwikkelingsteam wil versterken of gewoon een babbeltje wil doen met ons, kom dan langs op onze Discord-Server. + .a17 = Je kan numerieke waarden in de levensbalk aan of uit zetten in de instellingen. + .a18 = Om je stats te zien kan je op 'Stats' klikken in je Inventory. +main-singleplayer-random_seed = Willekeurig +main-username = Gebruikersnaam +main-singleplayer-new = Nieuw +main-singleplayer-delete = Verwijder +main-singleplayer-regenerate = Regenereren +main-server = Server +main-password = Wachtwoord diff --git a/assets/voxygen/i18n/nl/npc.ftl b/assets/voxygen/i18n/nl/npc.ftl new file mode 100644 index 0000000..c228572 --- /dev/null +++ b/assets/voxygen/i18n/nl/npc.ftl @@ -0,0 +1,84 @@ +npc-speech-villager_under_attack = + .a0 = Help, Ik word aangevallen! + .a1 = Help! Ik word aangevallen! + .a2 = Ow! Ik word aangevallen! + .a3 = Ow! Ik word aangevallen! Help! + .a4 = Help me! Ik word aangevallen! + .a5 = Ik word aangevallen! Help! + .a6 = Ik word aangevallen! Help me! + .a7 = Help! + .a8 = Help! Help! + .a9 = Help! Help! Help! + .a10 = Ik word aangevallen! + .a11 = AAAHHH! Ik word aangevallen! + .a12 = AAAHHH! Ik word aangevallen! Help! + .a13 = Help! We worden aangevallen! + .a14 = Help! Moordenaar! + .a15 = Help! Er loopt een moordenaar rond! + .a16 = Help! Ze proberen mij te vermoorden! + .a17 = Wachters, Ik word aangevallen! + .a18 = Wachters! Ik word aangevallen! + .a19 = Ik word aangevallen! Wachters! + .a20 = Help! Wachters! Ik word aangevallen! + .a21 = Wachters! Kom snel! + .a22 = Wachters! Wachters! + .a23 = Wachters! Er is een snodaard mij aan het aanvallen! + .a24 = Wachters, slacht deze kwaadaardige snodaard! + .a25 = Wachters! Er is een moordenaar! + .a26 = Wachters! Help me! + .a27 = Hier kom je niet mee weg! Wachters! + .a28 = Jij boosdoener! + .a29 = Help me! + .a30 = Help! Alsjeblieft! + .a31 = Ow! Wachters! Help! + .a32 = Ze zitten achter me aan! + .a33 = Help! Help! Ik word onderdrukt! + .a34 = Ah, nu zien we het geweld eigen aan het systeem. + .a35 = Het is maar een schrammetje! + .a36 = Stop daarmee! + .a37 = Wat heb ik jouw ooit aangedaan?! + .a38 = Alsjeblieft stop met aanvallen! + .a39 = Hey! Pas op waar je dat ding wijst! + .a40 = Gruwelijke ellendeling, wegwezen! + .a41 = Stop ermee! Wegwezen! + .a42 = Nu maak je me boos! + .a43 = Oi! Wie denk je wel niet dat je bent?! + .a44 = Hiervoor ga je boeten! + .a45 = Stop, Alsjeblieft! Ik heb niks waardevol! + .a46 = Ik stuur mijn broer op je af, hij is groter dan ik! + .a47 = Neeeee, ik ga het tegen je mama zeggen! + .a48 = Vervloek u! + .a49 = Alsjeblieft niet doen. + .a50 = Dat was niet erg vriendelijk! + .a51 = Je wapen werkt, je mag het nu wegsteken hoor! + .a52 = Genade! + .a53 = Ik smeek je, ik heb een familie! + .a54 = Ik ben te jong om te sterven! + .a55 = Ik ben te mooi om te sterven! + .a56 = Kunnen we erover praten? + .a57 = Geweld is nooit het antwoord! + .a58 = Vandaag zit vol met tegenslagen... + .a59 = Hey, dat doet pijn! + .a60 = Eek! + .a61 = Hoe onbeleefd! + .a62 = Stop, ik smeek je! + .a63 = Ik wens je de mazelen toe! + .a64 = Dit is niet plezant. + .a65 = Hoe durf je?! + .a66 = Ik zet het je betaald! + .a67 = Blijf zo doorgaan en je zult spijt krijgen! + .a68 = Zorg er niet voor dat ik je moet pijn doen! + .a69 = Er moet een soort van misverstand zijn! + .a70 = Je moet dit niet doen! + .a71 = Vertrek, duivel! + .a72 = Dat deed echt pijn! + .a73 = Waarom doe je dit? + .a74 = Bij alles dat heilig is, stop! + .a75 = Je verward mij met iemand anders! + .a76 = Ik verdien dit niet! + .a77 = Doe dat alsjeblieft niet meer. + .a78 = Wachters, gooi dit monster het meer in! + .a79 = Ik laat mijn Tarasque op je los! +# Generic NPC messages +npc-speech-villager = + .a0 = Ik hou van kaas. diff --git a/assets/voxygen/i18n/pl/_manifest.ron b/assets/voxygen/i18n/pl/_manifest.ron new file mode 100644 index 0000000..bd432c3 --- /dev/null +++ b/assets/voxygen/i18n/pl/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Polish +( + metadata: ( + language_name: "Polski (Polish)", + language_identifier: "pl", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/pl/body.ftl b/assets/voxygen/i18n/pl/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/pl/buff.ftl b/assets/voxygen/i18n/pl/buff.ftl new file mode 100644 index 0000000..49f5042 --- /dev/null +++ b/assets/voxygen/i18n/pl/buff.ftl @@ -0,0 +1,64 @@ +## Regeneracja Zdrowia +buff-heal = Uzdrowienie + .desc = Regenerujesz zdrowie przez określony czas. + .stat = Odnawia { $str_total } Zdrowia +## Mikstura +buff-potion = Mikstura + .desc = Można ją wypić... +## Nasycenie +buff-saturation = Nasycenie + .desc = Możesz odzyskać zdrowie poprzez jedzenie. +## Ognisko +buff-campfire_heal = Odpoczynek przy ognisku + .desc = Odpoczywanie przy ognisku przywraca { $rate }% zdrowia na sekundę. +## Regeneracja Energii +buff-energy_regen = Regeneracja energii + .desc = Szybsza regeneracja energii + .stat = Przywraca { $str_total } energii +## Zwiększenie Zdrowia +buff-increase_max_health = Zwiększ maksymalne zdrowie + .desc = Zwiększ maksymalny limit zdrowia + .stat = Podnosi Maksymalne Zdrowie o { $strength } +## Zwiększenie Energii +buff-increase_max_energy = Zwiększ maksymalną energię + .desc = Zwiększ maksymalny limit energii + .stat = Podnosi Maksymalną Energię o { $strength } +## Nietykalność +buff-invulnerability = Nietykalność + .desc = Nie można Cię zranić. +## Totem Ochronny +buff-protectingward = Totem ochronny + .desc = Częściowa ochrona przed atakami. + .stat = Daje nietykalność +## Szał +buff-frenzied = Szał Walki + .desc = Wypełnia cię nienaturalny szał walki, ignorujesz pomniejsze obrażenia i poruszasz się szybciej. +## Pośpiech +buff-hastened = Pośpiech + .desc = Twoje ruchy i ataki są szybsze. +## Krwawienie +buff-bleed = Krwawienie + .desc = Zadaje ciągłe obrażenia. +## Klątwa +buff-cursed = Klątwa + .desc = Jesteś przeklęty. +## Podpalenie +buff-burn = Ogień + .desc = Palisz się żywcem +## Okaleczenie +buff-crippled = Okaleczenie + .desc = Czy noga powinna się wyginać w tę stronę? +## Zamrożenie +buff-frozen = Odmrożenia + .desc = Twoje ruchy i ataki są spowolnione. +## Przemoczenie +buff-wet = Przemoczenie + .desc = Twoje nogi nie trzymają się podłogi. +## Spętanie +buff-ensnared = Spętany + .desc = Pnącza oplotły twoje nogi, utrudniając poruszanie się. +## Inne + +buff-text-over_seconds = przez { $dur_secs } sekund +buff-text-for_seconds = na { $dur_secs } sekund +buff-remove = Kliknij aby usunąć diff --git a/assets/voxygen/i18n/pl/char_selection.ftl b/assets/voxygen/i18n/pl/char_selection.ftl new file mode 100644 index 0000000..17977bd --- /dev/null +++ b/assets/voxygen/i18n/pl/char_selection.ftl @@ -0,0 +1,23 @@ +char_selection-loading_characters = Ładowanie Postaci... +char_selection-delete_permanently = Czy na pewno chcesz usunąć tę Postać na zawsze? +char_selection-change_server = Zmień Serwer +char_selection-enter_world = Dołącz do Świata +char_selection-spectate = Oglądnij świat +char_selection-joining_character = Dołączanie do świata... +char_selection-logout = Wyloguj się +char_selection-create_new_character = Stwórz nową Postać +char_selection-creating_character = Tworzenie nowej Postaci... +char_selection-character_creation = Tworzenie Postaci +char_selection-human_default = Domyślny człowiek +char_selection-level_fmt = Poziom { $level_nb } +char_selection-uncanny_valley = Dzicz +char_selection-plains_of_uncertainty = Niepewne ziemie +char_selection-beard = Broda +char_selection-hair_style = Fryzura +char_selection-hair_color = Kolor włosów +char_selection-eye_color = Kolor oczu +char_selection-skin = Skóra +char_selection-eyeshape = Detale oczu +char_selection-accessories = Akcesoria +char_selection-create_info_name = Twoja Postać musi posiadać imię! +char_selection-version_mismatch = UWAGA! Ten serwer używa innej (potencjalnie niekompatybilnej) wersji gry. Zaktualizuj grę. diff --git a/assets/voxygen/i18n/pl/common.ftl b/assets/voxygen/i18n/pl/common.ftl new file mode 100644 index 0000000..654fe0c --- /dev/null +++ b/assets/voxygen/i18n/pl/common.ftl @@ -0,0 +1,109 @@ +common-username = Nazwa Użytkownika +common-singleplayer = Tryb jednoosobowy +common-multiplayer = Tryb wieloosobowy +common-servers = Serwery +common-quit = Wyjdź +common-settings = Ustawienia +common-languages = Języki +common-interface = Interfejs +common-gameplay = Rozgrywka +common-controls = Sterowanie +common-video = Grafika +common-sound = Dźwięk +common-chat = Czat +common-networking = Sieć +common-resume = Kontynuuj +common-characters = Postacie +common-close = Zamknij +common-yes = Tak +common-no = Nie +common-back = Wstecz +common-create = Stwórz +common-okay = Okej +common-add = Dodaj +common-accept = Akceptuj +common-decline = Odrzuć +common-disclaimer = Uwaga +common-cancel = Anuluj +common-none = Brak +common-error = Błąd +common-fatal_error = Błąd krytyczny +common-you = Ty +common-automatic = Automatyczne +common-random = Losowo +common-empty = Pusty +common-confirm = Potwierdzam +common-delete_server = Usuń Serwer +common-interface_settings = Ustawienia interfejsu +common-gameplay_settings = Ustawienia rozgrywki +common-controls_settings = Ustawienia sterowania +common-video_settings = Ustawienia grafiki +common-sound_settings = Ustawienia dźwięku +common-language_settings = Ustawienia języka +common-chat_settings = Ustawienia czatu +common-networking_settings = Ustawienia sieci +common-connection_lost = + Stracono połączenie! + Czy serwer nie jest właśnie restartowany?. + Czy masz aktualną wersję gry? +common-species-orc = Ork +common-species-human = Człowiek +common-species-dwarf = Krasnolud +common-species-elf = Elf +common-species-draugr = Nieumarły +common-species-danari = Danari +common-weapons-axe = Siekiera +common-weapons-dagger = Sztylet +common-weapons-greatsword = Wielki Miecz +common-weapons-shortswords = Krótkie Miecze +common-weapons-sword = Miecz +common-weapons-staff = Płomienny Kostur +common-weapons-bow = Łuk +common-weapons-hammer = Młot +common-weapons-general = Ogólna Walka +common-weapons-sceptre = Berło Leczenia +common-weapons-shield = Tarcza +common-weapons-spear = Włócznia +common-weapons-hammer_simple = Prosty Młot +common-weapons-sword_simple = Prosty Miecz +common-weapons-staff_simple = Prosty Płomienny Kostur +common-weapons-axe_simple = Prosta Siekiera +common-weapons-bow_simple = Prosty Łuk +common-weapons-unique = Unikalny +common-tool-debug = Debug +common-tool-farming = Narzędzie Rolnicze +common-tool-pick = Kilof +common-tool-mining = Kopanie +common-tool-instrument = Instrument +common-kind-modular_component = Modularna część +common-kind-modular_component_partial = Część +common-kind-glider = Lotnia +common-kind-consumable = Jadalne +common-kind-throwable = Może być rzucone +common-kind-utility = Użytkowe +common-kind-ingredient = Składnik +common-kind-lantern = Latarnia +common-hands-one = Jednoręczne +common-hands-two = Dwuręczne +common-rand_appearance = Losowy wygląd +common-rand_name = Losowe imię +common-stats-combat_rating = CR +common-stats-power = Moc +common-stats-speed = Prędkość +common-stats-range = Zasięg +common-stats-energy_efficiency = Efektywność Energii +common-stats-buff_strength = Siła Efektów Wzmacniających +common-stats-precision_mult = Mnożnik ciosu kryt. +common-stats-armor = Obrona +common-stats-poise_res = Odp. na ogłuszenie +common-stats-energy_max = Maksymalna energia +common-stats-energy_reward = Bonus energii +common-stats-precision_power = Moc ciosu kryt. +common-stats-stealth = Skradanie +common-stats-slots = Sloty +common-material-metal = Metal +common-material-wood = Drewno +common-material-stone = Kamień +common-material-cloth = Tkanina +common-material-hide = Skóra +common-sprite-chest = Skrzynia diff --git a/assets/voxygen/i18n/pl/esc_menu.ftl b/assets/voxygen/i18n/pl/esc_menu.ftl new file mode 100644 index 0000000..60d5ab6 --- /dev/null +++ b/assets/voxygen/i18n/pl/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Wyloguj +esc_menu-quit_game = Wyjdź z gry \ No newline at end of file diff --git a/assets/voxygen/i18n/pl/gameinput.ftl b/assets/voxygen/i18n/pl/gameinput.ftl new file mode 100644 index 0000000..7f51297 --- /dev/null +++ b/assets/voxygen/i18n/pl/gameinput.ftl @@ -0,0 +1,73 @@ +gameinput-primary = Prosty atak +gameinput-secondary = Atak alternatywny +gameinput-block = Blok +gameinput-slot1 = Skrót 1 +gameinput-slot2 = Skrót 2 +gameinput-slot3 = Skrót 3 +gameinput-slot4 = Skrót 4 +gameinput-slot5 = Skrót 5 +gameinput-slot6 = Skrót 6 +gameinput-slot7 = Skrót 7 +gameinput-slot8 = Skrót 8 +gameinput-slot9 = Skrót 9 +gameinput-slot10 = Skrót 10 +gameinput-swaploadout = Zamień wyposażenie +gameinput-togglecursor = Pokaż/schowaj kursor +gameinput-help = Pokaż/schowaj okno pomocy +gameinput-toggleinterface = Pokaż/schowaj interfejs +gameinput-toggledebug = Pokaż/schowaj FPS i debugowanie +gameinput-toggle_egui_debug = Pokaż/schowaj debugowanie EGUI +gameinput-togglechat = Pokaż/schowaj czat +gameinput-screenshot = Zrzut ekranu +gameinput-toggleingameui = Pokaż/schowaj imiona postaci +gameinput-fullscreen = Pełny ekran +gameinput-moveforward = Przód +gameinput-moveleft = Lewo +gameinput-moveright = Prawo +gameinput-moveback = Wstecz +gameinput-jump = Skok +gameinput-glide = Lotnia +gameinput-roll = Przewrót +gameinput-climb = Wspinaczka w górę +gameinput-climbdown = Wspinaczka w dół +gameinput-wallleap = Odskocz od ściany +gameinput-togglelantern = Zapal/zgaś latarnię +gameinput-mount = Dosiądź +gameinput-chat = Czat +gameinput-command = Komenda +gameinput-escape = Menu +gameinput-map = Mapa +gameinput-bag = Torba +gameinput-trade = Handel +gameinput-social = Społeczność +gameinput-sit = Usiądź +gameinput-spellbook = Czary +gameinput-settings = Ustawienia +gameinput-respawn = Odrodzenie +gameinput-charge = Szarża/Ładowanie +gameinput-togglewield = Przełącz broń +gameinput-interact = Interakcja +gameinput-freelook = Tryb wolnego widoku +gameinput-autowalk = Automatyczne chodzenie/pływanie +gameinput-cameraclamp = Blokada kamery +gameinput-dance = Tańcz +gameinput-select = Zaznacz Obiekt +gameinput-acceptgroupinvite = Akceptuj zaproszenie do grupy +gameinput-declinegroupinvite = Odrzuć zaproszenie do grupy +gameinput-cyclecamera = Przełącz tryb kamery +gameinput-crafting = Tworzenie +gameinput-fly = Lot +gameinput-sneak = Skradanie +gameinput-swimdown = Płyń w dół +gameinput-swimup = Płyń w górę +gameinput-mapzoomin = Przybliż mapę +gameinput-mapzoomout = Oddal mapę +gameinput-greet = Pozdrów +gameinput-map-locationmarkerbutton = Utwórz znacznik na mapie +gameinput-spectatespeedboost = Przyspieszenie prędkości obserwatora +gameinput-spectateviewpoint = Punkt widzenia obserwatora +gameinput-mutemaster = Wycisz dźwięk +gameinput-muteinactivemaster = Wycisz dźwięk (okno w tle) +gameinput-mutemusic = Wycisz muzykę +gameinput-mutesfx = Wycisz efekty dźwiękowe +gameinput-muteambience = Wycisz efekty środowiskowe diff --git a/assets/voxygen/i18n/pl/hud/ability.ftl b/assets/voxygen/i18n/pl/hud/ability.ftl new file mode 100644 index 0000000..00437ca --- /dev/null +++ b/assets/voxygen/i18n/pl/hud/ability.ftl @@ -0,0 +1,8 @@ +common-abilities-debug-possess = Strzała Opętania + .desc = Pozwala przejąć kontrolę nad twoim celem. +common-abilities-bow-shotgun = Salwa + .desc = Wystrzeliwujesz salwę strzał. +common-abilities-staff-fireshockwave = Pierścień Ognia + .desc = Przywołujesz ognisty pierścień odrzucający przeciwników. +common-abilities-sceptre-wardingaura = Ochronna Aura + .desc = Chroni twoich sojuszników przed atakami. diff --git a/assets/voxygen/i18n/pl/hud/bag.ftl b/assets/voxygen/i18n/pl/hud/bag.ftl new file mode 100644 index 0000000..0df447b --- /dev/null +++ b/assets/voxygen/i18n/pl/hud/bag.ftl @@ -0,0 +1,40 @@ +hud-bag-inventory = Ekwipunek { $playername } +hud-bag-stats_title = Statystyki { $playername } +hud-bag-armor = Obrona +hud-bag-stats = Statystyki +hud-bag-head = Głowa +hud-bag-neck = Szyja +hud-bag-tabard = Płaszcz +hud-bag-shoulders = Ramiona +hud-bag-chest = Tors +hud-bag-hands = Dłonie +hud-bag-lantern = Latarnia +hud-bag-glider = Lotnia +hud-bag-belt = Pas +hud-bag-ring = Pierścień +hud-bag-back = Plecy +hud-bag-legs = Nogi +hud-bag-feet = Stopy +hud-bag-mainhand = Ręka główna +hud-bag-offhand = Ręka poboczna +hud-bag-inactive_mainhand = Nieaktywna ręka główna +hud-bag-inactive_offhand = Nieaktywna ręka poboczna +hud-bag-swap_equipped_weapons_title = Zamień założone bronie +hud-bag-swap_equipped_weapons_desc = Wciśnij { $key } +hud-bag-bag = Torba +hud-bag-health = Zdrowie +hud-bag-energy = Energia +hud-bag-combat_rating = Combat Rating (CR) +hud-bag-protection = Ochrona +hud-bag-stun_res = Odporność na ogłuszenie +hud-bag-stealth = Ukrywanie się +hud-bag-combat_rating_desc = + Liczone na postawie Twojego + ekwipunku i zdrowia. +hud-bag-protection_desc = Redukcja obrażeń dzięki pancerzowi +hud-bag-stun_res_desc = + Odporność na ogłuszenie spowodowane przyjmowaniem wielu ciosów. + Regeneruje się jak energia. +hud-bag-sort_by_name = Sortuj nazwami +hud-bag-sort_by_quality = Sortuj jakościami +hud-bag-sort_by_category = Sortuj kategoriami diff --git a/assets/voxygen/i18n/pl/hud/char_window.ftl b/assets/voxygen/i18n/pl/hud/char_window.ftl new file mode 100644 index 0000000..79ee227 --- /dev/null +++ b/assets/voxygen/i18n/pl/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Imię postaci +character_window-character_stats = + Wytrzymałość + + Kondycja + + Siła woli + + Obrona diff --git a/assets/voxygen/i18n/pl/hud/chat.ftl b/assets/voxygen/i18n/pl/hud/chat.ftl new file mode 100644 index 0000000..204784c --- /dev/null +++ b/assets/voxygen/i18n/pl/hud/chat.ftl @@ -0,0 +1,45 @@ +hud-chat-all = Wszystko +hud-chat-chat_tab_hover_tooltip = Kliknij prawym aby otworzyć ustawienia +hud-chat-online_msg = { "[" }{ $name }] jest online +hud-chat-offline_msg = { "[" }{ $name }] jest offline +hud-chat-default_death_msg = { "[" }{ $name }] umiera +hud-chat-fall_kill_msg = { "[" }{ $name }] spada z wysokości +hud-chat-suicide_msg = { "[" }{ $name }] umiera od własnych ran +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] zmarł od podpalenia nałożene przez [{ $attacker }] + .bleeding = { "[" }{ $victim }] zmarł przez wykrwawienie nałożene przez [{ $attacker }] + .curse = { "[" }{ $victim }] zmarł od klątwy nałożene przez [{ $attacker }] + .crippled = { "[" }{ $victim }] zmarł od złamań nałożene przez [{ $attacker }] + .frozen = { "[" }{ $victim }] zmarł z zimna nałożene przez [{ $attacker }] + .mysterious = { "[" }{ $victim }] zmarł przez sekret nałożene przez [{ $attacker }] +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] zwycięża nad [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] ustrzela [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] wysadza [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] zabija [{ $victim }] magią +hud-chat-pvp_other_kill_msg = { "[" }{ $attacker }] zabija [{ $victim }] +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] zmarł od podpalenia + .bleeding = { "[" }{ $victim }] zmarł przez wykrwawienie + .curse = { "[" }{ $victim }] zmarł od klątwy + .crippled = { "[" }{ $victim }] zmarł od złamań + .frozen = { "[" }{ $victim }] zmarł z zimna + .mysterious = { "[" }{ $victim }] zmarł przez sekret +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] zmarł od podpalenia nałożone przez { $attacker } + .bleeding = { "[" }{ $victim }] zmarł przez wykrwawienie nałożone przez { $attacker } + .curse = { "[" }{ $victim }] zmarł od klątwy nałożone przez { $attacker } + .crippled = { "[" }{ $victim }] zmarł od złamań nałożone przez { $attacker } + .frozen = { "[" }{ $victim }] zmarł z zimna nałożone przez { $attacker } + .mysterious = { "[" }{ $victim }] zmarł przez sekret nałożone przez { $attacker } +hud-chat-npc_melee_kill_msg = { $attacker } zabija [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } ustrzela [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } wysadza [{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } zabija [{ $victim }] magią +hud-chat-npc_other_kill_msg = { $attacker } zabija [{ $victim }] +hud-loot-pickup-msg = + { $actor } podniósł { $amount -> + [one] { $item } + *[other] { $amount }x { $item } + } +hud-chat-goodbye = Żegnaj! +hud-chat-connection_lost = Stracono połączenie. Wyrzucanie za { $time } sekund. diff --git a/assets/voxygen/i18n/pl/hud/crafting.ftl b/assets/voxygen/i18n/pl/hud/crafting.ftl new file mode 100644 index 0000000..14a3f4a --- /dev/null +++ b/assets/voxygen/i18n/pl/hud/crafting.ftl @@ -0,0 +1,45 @@ +hud-crafting = Tworzenie +hud-crafting-recipes = Receptury +hud-crafting-ingredients = Składniki: +hud-crafting-craft = Stwórz +hud-crafting-craft_all = Stwórz wszystko +hud-crafting-tool_cata = Wymaga: +hud-crafting-req_crafting_station = Wymaga: +hud-crafting-anvil = Kowadło +hud-crafting-cauldron = Kocioł +hud-crafting-cooking_pot = Gar +hud-crafting-crafting_bench = Stół rzemieślniczy +hud-crafting-forge = Piec +hud-crafting-loom = Krosno +hud-crafting-spinning_wheel = Kołowrotek +hud-crafting-tanning_rack = Stojak do garbowania +hud-crafting-salvaging_station = Stoisko odzyskiwania +hud-crafting-campfire = Ognisko +hud-crafting-tabs-all = Wszystko +hud-crafting-tabs-armor = Pancerz +hud-crafting-tabs-dismantle = Rozmontuj +hud-crafting-tabs-food = Żywność +hud-crafting-tabs-glider = Lotnie +hud-crafting-tabs-potion = Mikstury +hud-crafting-tabs-tool = Narzędzia +hud-crafting-tabs-utility = Użytkowe +hud-crafting-tabs-weapon = Bronie +hud-crafting-tabs-bag = Torby +hud-crafting-tabs-processed_material = Materiały +hud-crafting-dismantle_title = Rozmontowywanie +hud-crafting-dismantle_explanation = + Najedź na przedmioty w pleacaku aby + zobaczyć co możesz odzyskać. + + Kliknij podwójnie aby rozmontować. +hud-crafting-modular_desc = Przeciągnij części przedmiotu aby stworzyć broń +hud-crafting-mod_weap_prim_slot_title = Główna część broni +hud-crafting-mod_weap_prim_slot_desc = Połóż tutaj główną część broni (np. ostrze miecza, siekiery, lub kończyny łuku). +hud-crafting-mod_weap_sec_slot_title = Poboczna część broni +hud-crafting-mod_weap_sec_slot_desc = Połóż tutaj poboczną część bronii (np. rękojeść miecza, uchwyt łuku, lub rdzeń różdżki). +hud-crafting-mod_comp_metal_prim_slot_title = Sztabka metalu +hud-crafting-mod_comp_metal_prim_slot_desc = Połóż tutaj sztabkę metalu, tylko niektóre metale mogą być użyte do tworzenia broni. +hud-crafting-mod_comp_wood_prim_slot_title = Drewno +hud-crafting-mod_comp_wood_prim_slot_desc = Połóż tutaj drewno, tylko niektóre rodzaje drewna mogą być użyte do tworzenia broni. +hud-crafting-mod_comp_sec_slot_title = Materiał zwierzęcy +hud-crafting-mod_comp_sec_slot_desc = Opcjonalnie połóż tutaj zwierzęcy materiał do tworzenia przedmiotów, tylko niektóre materiały zwierzęce mogą zostać użyte do ulepszenia broni. diff --git a/assets/voxygen/i18n/pl/hud/group.ftl b/assets/voxygen/i18n/pl/hud/group.ftl new file mode 100644 index 0000000..c9002fc --- /dev/null +++ b/assets/voxygen/i18n/pl/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Grupa +hud-group-invite_to_join = [{ $name }] zaprasza Cię do grupy! +hud-group-invite_to_trade = [{ $name }] zaprasza Cię do wymiany. +hud-group-invite = Zaproś +hud-group-kick = Wyrzuć +hud-group-assign_leader = Przypisz dowódcę +hud-group-leave = Opuść drużynę +hud-group-dead = Martwy +hud-group-out_of_range = Poza zasięgiem +hud-group-add_friend = Dodaj do znajomych +hud-group-link_group = Połącz grupy +hud-group-in_menu = W menu +hud-group-members = Członkowie grupy \ No newline at end of file diff --git a/assets/voxygen/i18n/pl/hud/map.ftl b/assets/voxygen/i18n/pl/hud/map.ftl new file mode 100644 index 0000000..0f3a600 --- /dev/null +++ b/assets/voxygen/i18n/pl/hud/map.ftl @@ -0,0 +1,35 @@ +hud-map-map_title = Mapa +hud-map-qlog_title = Zadania +hud-map-topo_map = Widok topograficzny +hud-map-difficulty = Trudność +hud-map-towns = Miasta +hud-map-castles = Zamki +hud-map-dungeons = Lochy +hud-map-caves = Jaskinie +hud-map-cave = Jaskinia +hud-map-peaks = Góry +hud-map-biomes = Biomy +hud-map-voxel_map = Mapa wokselowa +hud-map-trees = Wielkie drzewa +hud-map-tree = Wielkie drzewo +hud-map-town = Miasto +hud-map-castle = Zamek +hud-map-dungeon = Loch +hud-map-difficulty_dungeon = + Loch + + Trudność: { $difficulty } +hud-map-drag = Przewiń +hud-map-zoom = Przybliż +hud-map-mid_click = Ustaw punkt orientacyjny +hud-map-recenter = Wycentruj +hud-map-marked_location = Oznaczona lokacja +hud-map-marked_location_remove = Kliknij aby usunąć +hud-map-change_map_mode = Zmień typ mapy +hud-map-toggle_minimap_voxel = Przełącz widok wokseli na minimapie +hud-map-zoom_minimap_explanation = + Przybliż minimapę aby zobaczyć + teren dookoła ciebie z większą dokładnością +hud-map-gnarling = Fortyfikacje Gnarlingów +hud-map-chapel_site = Morska Kaplica +hud-map-placed_by = Umiejscowione przez { $name } diff --git a/assets/voxygen/i18n/pl/hud/misc.ftl b/assets/voxygen/i18n/pl/hud/misc.ftl new file mode 100644 index 0000000..5c5ab93 --- /dev/null +++ b/assets/voxygen/i18n/pl/hud/misc.ftl @@ -0,0 +1,46 @@ +hud-do_not_show_on_startup = Nie pokazuj tego podczas startu +hud-show_tips = Pokaż porady +hud-quests = Zadania +hud-you_died = Zginąłeś +hud-waypoint_saved = Punkt orientacyjny zapisany +hud-sp_arrow_txt = PR +hud-inventory_full = Ekwipunek pełen +hud-someone_else = kogoś innego +hud-another_group = inną grupę +hud-owned_by_for_secs = Posiadane przez { $name } przez { $secs } sekund +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] przypisania klawiszy +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] latarnia +hud-press_key_to_show_debug_info_fmt = Naciśnij { $key } by zobaczyć debug +hud-press_key_to_toggle_keybindings_fmt = Naciśnij { $key } by przełączyć przypisania klawiszy +hud-press_key_to_toggle_debug_info_fmt = Naciśnij { $key } by przełączyć debugowanie +hud-press_key_to_respawn = Naciśnij { $key } by odrodzić się przy ostatnio odwiedzonym ognisku. +hud-tutorial_btn = Samouczek +hud-tutorial_click_here = Naciśnij [ { $key } ] by przełączyć tryb przechwytywania myszy i naciśnij ten przycisk! +hud-tutorial_elements = Tworzenie +hud-temp_quest_headline = Witaj Przybyszu! +hud-temp_quest_text = + By zacząć swoją podróż zacznij od rozglądnięcia się i zebrania zapasów. + + Śmiało bierz cokolwiek będzie Ci potrzebne podczas Twojej wyprawy! + + Spójrz w prawy dolny róg ekranu by znaleźć różne rzeczy, takie jak Twoja torba, menu tworzenia oraz mapę. + + Menu tworzenia pozwala stworzyć pancerze, broń, żywność i wiele innych! + + Dzikie zwierzęta dookoła miast są świetnym źródłem Skrawków Skóry które możesz przetworzyć na ubrania zapewniające dobrą ochronę podczas podróżowania. + + Kiedy poczujesz się gotów, spróbuj zdobyć lepszy ekwipunek z wielu wyzwań rozrzuconych po całej mapie! +hud-spell = Czary +hud-diary = Dziennik +hud-free_look_indicator = Tryb rozglądania aktywny. Naciśnij { $key } by wyłączyć. +hud-camera_clamp_indicator = Pionowa blokada kamery aktywna. Naciśnij { $key } by wyłączyć. +hud-auto_walk_indicator = Automatyczne chodzenie/pływanie aktywne +hud-collect = Zbieraj +hud-pick_up = Podnieś +hud-open = Otwórz +hud-use = Użyj +hud-mine = Wykop +hud-talk = Rozmawiaj +hud-trade = Handluj +hud-mount = Dosiądź +hud-sit = Usiądź diff --git a/assets/voxygen/i18n/pl/hud/quest.ftl b/assets/voxygen/i18n/pl/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/pl/hud/sct.ftl b/assets/voxygen/i18n/pl/hud/sct.ftl new file mode 100644 index 0000000..efa988e --- /dev/null +++ b/assets/voxygen/i18n/pl/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } doświadczenia +hud-sct-block = ZABLOKOWANE diff --git a/assets/voxygen/i18n/pl/hud/settings.ftl b/assets/voxygen/i18n/pl/hud/settings.ftl new file mode 100644 index 0000000..d6b9ec6 --- /dev/null +++ b/assets/voxygen/i18n/pl/hud/settings.ftl @@ -0,0 +1,149 @@ +hud-settings-general = Ogólne +hud-settings-none = Brak +hud-settings-press_behavior-toggle = Przełącz +hud-settings-press_behavior-hold = Przytrzymaj +hud-settings-help_window = Okno pomocy +hud-settings-debug_info = Informacje debugowania +hud-settings-show_hitboxes = Pokaż hitboxy +hud-settings-show_chat = Pokaż czat +hud-settings-show_hotkey_hints = Pokaż klawisze skrótu +hud-settings-tips_on_startup = Porady startowe +hud-settings-ui_scale = Skala interfejsu +hud-settings-relative_scaling = Skalowanie relatywne +hud-settings-custom_scaling = Skalowanie niestandardowe +hud-settings-crosshair = Celownik +hud-settings-opacity = Przezroczystość +hud-settings-hotbar = Pasek skrótów +hud-settings-toggle_shortcuts = Przełącz skróty +hud-settings-buffs_skillbar = Wzmocnienia na pasku umiejętności +hud-settings-buffs_mmap = Wzmocnienia na minimapie +hud-settings-toggle_bar_experience = Przełącz pasek doświadczenia +hud-settings-scrolling_combat_text = Przewijanie tekstu podczas walki +hud-settings-damage_accumulation_duration = Czas akumulacji obrażeń +hud-settings-incoming_damage = Otrzymywane obrażenia +hud-settings-incoming_damage_accumulation_duration = Czas akumulacji otrzymywanych obrażeń +hud-settings-round_damage = Zaokrąglaj obrażenia +hud-settings-speech_bubble = Dymek rozmowy +hud-settings-speech_bubble_self = Pokazuj swój dymek rozmowy +hud-settings-speech_bubble_dark_mode = Dymek rozmowy w trybie ciemnym +hud-settings-speech_bubble_icon = Ikona dymka rozmowy +hud-settings-energybar_numbers = Liczby na pasku energii +hud-settings-always_show_bars = Zawsze pokazuj paski zdrowia i energii +hud-settings-enable_poise_bar = Włącz pasek równowagi +hud-settings-experience_numbers = Ilość Doświadczenia +hud-settings-accumulate_experience = Kumuluj ilość doświadczenia +hud-settings-values = Wartości +hud-settings-percentages = Procenty +hud-settings-chat = Czat +hud-settings-background_opacity = Przezroczystość tła +hud-settings-chat_character_name = Imiona postaci na czacie +hud-settings-loading_tips = Porady na ekranie ładowania +hud-settings-reset_interface = Zresetuj ustawienia +hud-settings-pan_sensitivity = Czułość rozglądania +hud-settings-zoom_sensitivity = Czułość przybliżenia +hud-settings-camera_clamp_angle = Kąt kamery w osi pionowej w trybie zablokowanym +hud-settings-invert_scroll_zoom = Odwrócone przybliżanie kółkiem myszy +hud-settings-invert_mouse_y_axis = Odwróć oś Y myszy +hud-settings-invert_controller_y_axis = Odwróć oś Y kontrolera +hud-settings-enable_mouse_smoothing = Wygładzanie ruchu kamery +hud-settings-free_look_behavior = Zachowanie trybu rozglądania +hud-settings-auto_walk_behavior = Zachowanie trybu automatycznego chodu +hud-settings-camera_clamp_behavior = Zachowanie kamery w zablokowanym trybie +hud-settings-player_physics_behavior = Fizyka gracza (eksperymentalne) +hud-settings-stop_auto_walk_on_input = Przełącz automatyczny chód poruszaniem +hud-settings-auto_camera = Automatyczna kamera +hud-settings-bow_zoom = Przybliż widok podczas naciągania łuku +hud-settings-reset_gameplay = Zresetuj ustawienia +hud-settings-view_distance = Odległość renderowania +hud-settings-entity_view_distance = Odległość renderowania obiektów +hud-settings-lod_distance = Odległość renderowania LoD (elementów uproszczonych) +hud-settings-sprites_view_distance = Odległość renderowania 2d +hud-settings-entities_detail_distance = Detale oddalonych obiektów +hud-settings-maximum_fps = Limit klatek +hud-settings-background_fps = Limit klatek w tle +hud-settings-present_mode = Present Mode +hud-settings-present_mode-vsync_capped = Vsync limitowany +hud-settings-present_mode-vsync_uncapped = Vsync nielimitowany +hud-settings-present_mode-vsync_off = Vsync wyłączony +hud-settings-fov = Pole widzenia (stopnie) +hud-settings-gamma = Gamma +hud-settings-exposure = Ekspozycja +hud-settings-ambiance = Jasność atmosferyczna +hud-settings-antialiasing_mode = Tryb antyaliasingu +hud-settings-upscale_factor = Rozdzielczość wewnętrzna +hud-settings-cloud_rendering_mode = Tryb renderowania chmur +hud-settings-fluid_rendering_mode = Tryb renderowania płynów +hud-settings-fluid_rendering_mode-low = Niski +hud-settings-fluid_rendering_mode-medium = Średni +hud-settings-fluid_rendering_mode-high = Wysoki +hud-settings-reflection_rendering_mode = Tryb renderowania odbić +hud-settings-reflection_rendering_mode-low = Niski +hud-settings-reflection_rendering_mode-medium = Średni +hud-settings-reflection_rendering_mode-high = Wysoki +hud-settings-cloud_rendering_mode-minimal = Minimalny +hud-settings-cloud_rendering_mode-low = Niski +hud-settings-cloud_rendering_mode-medium = Średni +hud-settings-cloud_rendering_mode-high = Wysoki +hud-settings-cloud_rendering_mode-ultra = Ultra (bez hairworksów) +hud-settings-fullscreen = Pełen ekran +hud-settings-fullscreen_mode = Tryb pełnego ekranu +hud-settings-fullscreen_mode-exclusive = Ekskluzywny (przejęcie) +hud-settings-fullscreen_mode-borderless = Okno bez ramek (łatwiejsze alt-tab'owanie) +hud-settings-gpu_profiler = Włącz taktowanie GPU (Nie zawsze wspierane) +hud-settings-particles = Cząsteczki +hud-settings-lossy_terrain_compression = Stratna kompresja terenu (dla wolnych połączeń) +hud-settings-weapon_trails = Smugi za bronią (efekt ataku) +hud-settings-flashing_lights = Migające światła +hud-settings-flashing_lights_info = Wyłącza różne rodzaje migotań, n.p. błyskawice +hud-settings-resolution = Rozdzielczość +hud-settings-bit_depth = Głębia bitowa +hud-settings-refresh_rate = Częstotliwość odświeżania +hud-settings-lighting_rendering_mode = Tryb Renderowania Oświetlenia +hud-settings-lighting_rendering_mode-ashikhmin = Typ A - Wysokie +hud-settings-lighting_rendering_mode-blinnphong = Typ B - Średnie +hud-settings-lighting_rendering_mode-lambertian = Typ L - Lekkie +hud-settings-shadow_rendering_mode = Tryb renderowania cieni +hud-settings-shadow_rendering_mode-none = Brak +hud-settings-shadow_rendering_mode-cheap = Lekki +hud-settings-shadow_rendering_mode-map = Mapa +hud-settings-shadow_rendering_mode-map-resolution = Rozdzielczość +hud-settings-rain_occlusion-resolution = Wykrywanie Okluzji Deszczu +hud-settings-lod_detail = Jakość LoD +hud-settings-save_window_size = Zapisz wymiary okna +hud-settings-reset_graphics = Zresetuj ustawienia +hud-settings-minimal_graphics = Minimalne +hud-settings-low_graphics = Niskie +hud-settings-medium_graphics = Średnie +hud-settings-high_graphics = Wysokie +hud-settings-ultra_graphics = Ultra +hud-settings-bloom = Poświata (Bloom) +hud-settings-point_glow = Poświata punktowa +hud-settings-master_volume = Głośność Ogólna +hud-settings-inactive_master_volume_perc = Głośność Ogólna (nieaktywne okno) +hud-settings-music_volume = Głośność Muzyki +hud-settings-sound_effect_volume = Głośność Efektów Dźwiękowych +hud-settings-ambience_volume = Głośność Efektów Otoczenia +hud-settings-music_spacing = Ostępy muzyczne +hud-settings-audio_device = Urządzenie dźwiękowe +hud-settings-reset_sound = Zresetuj ustawienia +hud-settings-english_fallback = Wyświetl angielskie napisy dla brakujących tłumaczeń +hud-settings-awaitingkey = Naciśnij klawisz... +hud-settings-unbound = Brak +hud-settings-reset_keybinds = Zresetuj ustawienia +hud-settings-chat_tabs = Chat Tabs +hud-settings-label = Etykieta: +hud-settings-delete = Usuń +hud-settings-show_all = Pokaż wszystko +hud-settings-messages = Wiadomości +hud-settings-activity = Aktywność +hud-settings-death = Śmierć +hud-settings-group = Grupa +hud-settings-faction = Segment +hud-settings-world = Świat +hud-settings-region = Region +hud-settings-say = Powiedz +hud-settings-all = Wszyscy +hud-settings-group_only = Tylko dla grupy +hud-settings-reset_chat = Zresetuj ustawienia +hud-settings-third_party_integrations = Integracje grup trzecich +hud-settings-enable_discord_integration = Włącz integrację z Discordem diff --git a/assets/voxygen/i18n/pl/hud/skills.ftl b/assets/voxygen/i18n/pl/hud/skills.ftl new file mode 100644 index 0000000..84eec1b --- /dev/null +++ b/assets/voxygen/i18n/pl/hud/skills.ftl @@ -0,0 +1,130 @@ +hud-rank_up = Nowy punkt rozwoju +hud-skill-sp_available = Masz { $number } punkt(ów) rozwoju +hud-skill-not_unlocked = Zablokowane +hud-skill-req_sp = + { "\u000A" } + + Wymaga { $number } punktów rozwoju +hud-skill-unlck_sword_title = Odblokuj miecz +hud-skill-unlck_sword = Odblokowuje umiejętności powiązane z mieczem{ $SP } +hud-skill-unlck_axe_title = Odblokuj topór +hud-skill-unlck_axe = Odblokowuje umiejętności powiązane z toporem{ $SP } +hud-skill-unlck_hammer_title = Odblokuj młot +hud-skill-unlck_hammer = Odblokowuje umiejętności powiązane z młotem{ $SP } +hud-skill-unlck_bow_title = Odblokuj łuk +hud-skill-unlck_bow = Odblokowuje umiejętności powiązane z łukiem{ $SP } +hud-skill-unlck_staff_title = Odblokuj kostur +hud-skill-unlck_staff = Odblokowuje umiejętności powiązane z kosturem{ $SP } +hud-skill-unlck_sceptre_title = Odblokuj kostur druida +hud-skill-unlck_sceptre = Odblokowuje umiejętności powiązane z kosturem druida{ $SP } +hud-skill-climbing_title = Wspinaczka +hud-skill-climbing = Wskakuj wyżej (?) +hud-skill-climbing_cost_title = Wspinaczka - koszt +hud-skill-climbing_cost = Wspinaczka zużywa { $boost }% mniej wytrzymałości{ $SP } +hud-skill-climbing_speed_title = Wspinaczka - prędkość +hud-skill-climbing_speed = Wspinaj się { $boost }% szybciej{ $SP } +hud-skill-swim_title = Pływanie +hud-skill-swim = Poruszanie się w mokrym środowisku +hud-skill-swim_speed_title = Pływanie - prędkość +hud-skill-swim_speed = Pływaj { $boost }% szybciej{ $SP } +hud-skill-sc_lifesteal_title = Promień wysysający życie +hud-skill-sc_lifesteal = Wysysaj życie z przeciwników +hud-skill-sc_lifesteal_damage_title = Obrażenia +hud-skill-sc_lifesteal_damage = Zadaj { $boost }% więcej obrażeń{ $SP } +hud-skill-sc_lifesteal_range_title = Zasięg +hud-skill-sc_lifesteal_range = Promień dociera { $boost }% dalej{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Kradzież zdrowia +hud-skill-sc_lifesteal_lifesteal = Przekształć dodatkowe { $boost }% obrażeń w zdrowie{ $SP } +hud-skill-sc_lifesteal_regen_title = Regeneracja Wytrzymałości +hud-skill-sc_lifesteal_regen = Odnów staminę o dodatkowe { $boost }%{ $SP } +hud-skill-sc_heal_title = Promień leczący +hud-skill-sc_heal = Lecz sojuszników używając krwi wrogów +hud-skill-sc_heal_heal_title = Leczenie +hud-skill-sc_heal_heal = Zwiększa leczenie innych o { $boost }%{ $SP } +hud-skill-sc_heal_cost_title = Koszt Wytrzymałości +hud-skill-sc_heal_cost = Leczenie innych kosztuje { $boost }% mniej Wytrzymałości{ $SP } +hud-skill-sc_heal_duration_title = Długość +hud-skill-sc_heal_duration = Efekt aury leczącej trwa { $boost }% dłużej{ $SP } +hud-skill-sc_heal_range_title = Zasięg +hud-skill-sc_heal_range = Promień dociera { $boost }% dalej{ $SP } +hud-skill-sc_wardaura_unlock_title = Sfera obronna +hud-skill-sc_wardaura_unlock = Umożliwia nałożenie efektów ochronnych na pobliskich sojuszników{ $SP } +hud-skill-sc_wardaura_strength_title = Siła ochrony +hud-skill-sc_wardaura_strength = Siła ochrony jest zwiększona o { $boost }%{ $SP } +hud-skill-sc_wardaura_duration_title = Długość +hud-skill-sc_wardaura_duration = Efekt ochrony trwa { $boost }% dłużej{ $SP } +hud-skill-sc_wardaura_range_title = Promień +hud-skill-sc_wardaura_range = Sfera ochrony dociera { $boost }% dalej{ $SP } +hud-skill-sc_wardaura_cost_title = Koszt Wytrzymałości +hud-skill-sc_wardaura_cost = Tworzenie sfery ochrony kosztuje { $boost }% mniej energii{ $SP } +hud-skill-st_shockwave_range_title = Fala uderzeniowa - zasięg +hud-skill-st_shockwave_range = Zasięg odrzucenia zwiększony o { $boost }%{ $SP } +hud-skill-st_shockwave_cost_title = Fala uderzeniowa - koszt +hud-skill-st_shockwave_cost = Zmniejsza koszt Energii fali uderzeniowej o { $boost }%{ $SP } +hud-skill-st_shockwave_knockback_title = Fala uderzeniowa - wybicie +hud-skill-st_shockwave_knockback = Potencjał odrzucenia zwiększony o { $boost }%{ $SP } +hud-skill-st_shockwave_damage_title = Fala uderzeniowa - obrażenia +hud-skill-st_shockwave_damage = Zwiększa obrażenia zadane przez falę uderzeniową o { $boost }%{ $SP } +hud-skill-st_shockwave_unlock_title = Fala uderzeniowa +hud-skill-st_shockwave_unlock = Daje możliwość odrzucania przeciwników używając ognia{ $SP } +hud-skill-st_flamethrower_title = Miotacz ognia +hud-skill-st_flamethrower = Zamień się w beztłuszczową frytkownicę +hud-skill-st_flame_velocity_title = Miotacz ognia - prędkość +hud-skill-st_flame_velocity = Ogień rozprzestrzenia się o { $boost }% szybciej{ $SP } +hud-skill-st_flamethrower_range_title = Miotacz ognia - zasięg +hud-skill-st_flamethrower_range = Zwiększa zasięg ognia o { $boost }%{ $SP } +hud-skill-st_energy_drain_title = Miotacz ognia - koszt +hud-skill-st_energy_drain = Zmniejsza koszt Energii zużywanej przez miotacz ognia o { $boost }%{ $SP } +hud-skill-st_flamethrower_damage_title = Miotacz ognia - obrażenia +hud-skill-st_flamethrower_damage = Zwiększa obrażenia o { $boost }%{ $SP } +hud-skill-st_explosion_radius_title = Eksplozja - rozmiar +hud-skill-st_explosion_radius = + Rozmiar ma znaczenie, szczególnie gdy walczysz z wieloma przeciwnikami, + zwiększa wielkość eksplozji o { $boost }%{ $SP } +hud-skill-st_energy_regen_title = Regeneracja Wytrzymałości +hud-skill-st_energy_regen = Zwiększa regenerację Wytrzymałości o { $boost }%{ $SP } +hud-skill-st_fireball_title = Kula ognia +hud-skill-st_fireball = Walisz z różdżki wybuchającymi fajerbolami +hud-skill-st_damage_title = Obrażenia +hud-skill-st_damage = Zwiększa obrażenia o { $boost }%{ $SP } +hud-skill-bow_projectile_speed_title = Prędkość strzały +hud-skill-bow_projectile_speed = Pozwala wypuszczać strzały szybsze i lecące dalej { $boost }%{ $SP } +hud-skill-bow_charged_title = Mocny Strzał +hud-skill-bow_charged = Naciągasz łuk mocniej niż zwykle. +hud-skill-bow_charged_damage_title = Mocny Strzał - obrażnia +hud-skill-bow_charged_damage = Zwiększa obrażenia o { $boost }%{ $SP } +hud-skill-bow_charged_energy_regen_title = Mocny Strzał - odnawiana energia +hud-skill-bow_charged_energy_regen = Zwiększa odnawianą energię o { $boost }%{ $SP } +hud-skill-bow_charged_knockback_title = Mocny Strzał - odrzut +hud-skill-bow_charged_knockback = Odrzuć przeciwników dalej o { $boost }%{ $SP } +hud-skill-bow_charged_speed_title = Mocny Strzał - szybkość +hud-skill-bow_charged_speed = Zwiększa prędkość ładownia strzału o { $boost }%{ $SP } +hud-skill-bow_charged_move_title = Mocny Strzał - poruszanie +hud-skill-bow_charged_move = Zwiększa jak szybko możesz się poruszać podczas ładowania strzału o { $boost }%{ $SP } +hud-skill-bow_repeater_title = Zwykły Strzał +hud-skill-bow_repeater = Nieskończony kołczan gratis, trzymać zdala od dzieci. Szybkość strzelania zwiększa się z czasem. +hud-skill-bow_repeater_damage_title = Zwykły Strzał - obrażenia +hud-skill-bow_repeater_damage = Zwiększa obrażenia o { $boost }%{ $SP } +hud-skill-bow_repeater_cost_title = Zwykły Strzał - koszt +hud-skill-bow_repeater_cost = Zmniejsza koszt Wytrzymałości wielostrzału o { $boost }%{ $SP } +hud-skill-bow_repeater_speed_title = Zwykły Strzał - szybkość +hud-skill-bow_repeater_speed = Zwiększa szybkość strzelania o { $boost }%{ $SP } +hud-skill-bow_shotgun_unlock_title = Odblokowuje Wielostrzał +hud-skill-bow_shotgun_unlock = Pozwala strzelać kilkoma strzałami na raz. +hud-skill-bow_shotgun_damage_title = Wielostrzał - Obrażenia +hud-skill-bow_shotgun_damage = Zwiększa obrażenia wielostrzału o { $boost }%{ $SP } +hud-skill-bow_shotgun_cost_title = Koszt wielostrzału +hud-skill-bow_shotgun_cost = Zmniejsza koszt wielostrzału o { $boost }%{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Wielostrzał - Ilość Strzał +hud-skill-bow_shotgun_arrow_count = Zwiększa ilość strzał wystrzelonych na raz o { $boost }{ $SP } +hud-skill-bow_shotgun_spread_title = Wielostrzał - Celność +hud-skill-bow_shotgun_spread = Zmniejsza rozrzut strzał o { $boost }%{ $SP } +hud-skill-mining_title = Górnictwo +hud-skill-pick_strike_title = Wykorzystanie kilofa +hud-skill-pick_strike = Niszcz skały kilofem zby zdobywać rudy, kryształy i doświadczenie +hud-skill-pick_strike_speed_title = Szybkość uderzania kilofem +hud-skill-pick_strike_speed = Kop szybciej{ $SP } +hud-skill-pick_strike_oregain_title = Wydajność kopania rud +hud-skill-pick_strike_oregain = Szansa na zdobycie dodatkowej rudy ({ $boost }% per level){ $SP } +hud-skill-pick_strike_gemgain_title = Wydajność kopania kryształów +hud-skill-pick_strike_gemgain = Szansa na zdobycie dodadkowego kryształu ({ $boost }% per level){ $SP } diff --git a/assets/voxygen/i18n/pl/hud/social.ftl b/assets/voxygen/i18n/pl/hud/social.ftl new file mode 100644 index 0000000..61a89cb --- /dev/null +++ b/assets/voxygen/i18n/pl/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = Inni gracze +hud-social-online = Zalogowani: +hud-social-friends = Przyjaciele +hud-social-not_yet_available = Jeszcze niedostępne +hud-social-faction = Frakcja +hud-social-play_online_fmt = { $nb_player } gracz(y) online +hud-social-name = Imię +hud-social-level = Poziom +hud-social-zone = Strefa +hud-social-account = Konto diff --git a/assets/voxygen/i18n/pl/hud/subtitles.ftl b/assets/voxygen/i18n/pl/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/pl/hud/trade.ftl b/assets/voxygen/i18n/pl/hud/trade.ftl new file mode 100644 index 0000000..3d3fef0 --- /dev/null +++ b/assets/voxygen/i18n/pl/hud/trade.ftl @@ -0,0 +1,35 @@ +hud-trade-trade_window = Okno handlu +hud-trade-phase1_description = + Przeciągnij przedmioty, które chcesz wymienić + na swoją część okna wymiany. +hud-trade-phase2_description = + Wymiana została zatrzymana by dać Ci + czas by sprawdzić czy wszystko się zgadza. +hud-trade-phase3_description = Przetwarzanie wymiany. +hud-trade-persons_offer = Oferta { $playername } +hud-trade-has_accepted = + { $playername } + zaakceptowano +hud-trade-accept = Akceptuj +hud-trade-decline = Odrzuć +hud-trade-invite_sent = Zaproszenie do wymiany wysłane do { $playername }. +hud-trade-result-completed = Wymiana zakończona pomyślnie. +hud-trade-result-declined = Wymiana została zerwana. +hud-trade-result-nospace = Brak miejsca by dokonać wymiany. +hud-trade-buy = + Cena kupna: { $coin_num -> + [one] { $coin_formatted } moneta + [few] { $coin_formatted } monety + *[other] { $coin_formatted } monet + } +hud-trade-sell = + Cena sprzedaży: { $coin_num -> + [one] { $coin_formatted } moneta + [few] { $coin_formatted } monety + *[other] { $coin_formatted } monet + } +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Twoja oferta +hud-trade-their_offer = Jego oferta +hud-trade-amount_input = Wybierz przedmiot diff --git a/assets/voxygen/i18n/pl/item/weapon/projectile.ftl b/assets/voxygen/i18n/pl/item/weapon/projectile.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/pl/item/weapon/tool.ftl b/assets/voxygen/i18n/pl/item/weapon/tool.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/pl/main.ftl b/assets/voxygen/i18n/pl/main.ftl new file mode 100644 index 0000000..f207fd4 --- /dev/null +++ b/assets/voxygen/i18n/pl/main.ftl @@ -0,0 +1,95 @@ +main-username = Nazwa użytkownika +main-server = Serwer +main-password = Hasło +main-connecting = Łączenie +main-creating_world = Tworzenie świata +main-tip = Porada: +main-unbound_key_tip = nieprzypisany +main-notice = + Witaj w wersji alfa Veloren! + + Zanim zanurzysz się w tym świecie, prosimy pamiętać o kilku rzeczach: + + - Jest to bardzo wczesna alfa. Spodziewaj się błędów, bardzo niedokończonej rozgrywki, niedokończonych mechanik i brakujących funkcji. + + - Jeśli chcesz podzielić się konstruktywną krytyką lub zgłosić błędy, możesz skontakować się z nami na Reddicie, Gitlabie lub Discordzie. + + - Veloren jest objęte licencją typu open-source 'GNU GPLv3'. + Oznacza to że gra jest darmowa, oraz że możesz ją modyfikować i udostępniać na zasadach określonych w licencji (zmodyfikowane wersje muszą również używać licencji GNU GPLv3). + + - Veloren jest projektem non-profit, w całości tworzonym przez wolontariuszy w wolnym czasie. + Jeśli polubisz Veloren, zapraszamy cię do dołączenia do naszego zespołu! Nowi programiści, artyści, tłumacze i inni są zawsze mile widziani! + + Dziękujemy za przeczytanie tej notki i życzymy miłej gry! + + ~ Zespół Twórców Veloren +main-login_process = + Informacje o procesie logowania: + + Aby grać na większości serwerów, + musisz stworzyć darmowe konto. + + Możesz to zrobić na stronie: + + https://veloren.net/account/. +main-login-server_not_found = Serwer nie został znaleziony +main-login-authentication_error = Błąd autoryzacji na serwerze +main-login-internal_error = Wewnętrzny błąd klienta (najprawdopodobniej postać gracza została usunięta) +main-login-failed_auth_server_url_invalid = Błąd w łączeniu się z serwerem kont +main-login-insecure_auth_scheme = Schemat autoryzacji HTTP NIE JEST wspierany. Jest niezabezpieczony! W celach programistycznych, jest dozwolony dla adresu 'localhost' oraz wersji deweloperskich. +main-login-server_full = Serwer jest pełny +main-login-untrusted_auth_server = Serwer autoryzacji nie jest zaufany +main-login-outdated_client_or_server = Serwer odrzucił połączenie: prawdopodobnie masz inną wersję gry niż serwer - spróbuj zaaktualizować grę. +main-login-timeout = Przekroczenie czasu oczekiwania: serwer nie odpowiedział na czas (Przeciążenie lub problemy z połączeniem). +main-login-server_shut_down = Serwer został wyłączony +main-login-network_error = Błąd sieci +main-login-network_wrong_version = Serwer jest na innej wersji gry niż Ty, sprawdź czy są dostępne aktualizacje. +main-login-failed_sending_request = Błąd z wysysłaniem próby logowania +main-login-invalid_character = Wybrano nieprawidłową postać +main-login-client_crashed = Klient się wysypał +main-login-not_on_whitelist = Musisz poprosić o dopisanie na listę dozwolonych graczy +main-login-banned = Konto zostało zbanowane z powodu: +main-login-kicked = Sesja została zamknięta z powodu: +main-login-select_language = Wybierz język +main-login-client_version = Wersja klienta +main-login-server_version = Wersja serwera +main-login-client_init_failed = Błąd inicjalizacji klienta: { $init_fail_reason } +main-login-username_bad_characters = Nazwa użytkownika zawiera nieprawidłowe znaki! (Dozwolone są tylko: znaki alfanumeryczne, '_' i '-') +main-login-username_too_long = Nazwa użytkownika jest zbyt długa! Maksymalna długość: { $max_len } +main-servers-select_server = Wybierz serwer +main-servers-singleplayer_error = Błąd połączenia z serwerem wewnętrznym: { $sp_error } +main-servers-network_error = Błąd sieci: { $raw_error } +main-servers-participant_error = Uczestnik rozłączony/błąd protokołu: { $raw_error } +main-servers-stream_error = Błąd kompresji/połączenia/(de)serializacji klienta: { $raw_error } +main-servers-database_error = Błąd bazy danych serwera: { $raw_error } +main-servers-persistence_error = Błąd systemu przechowywania danych serwera (Prawdopodobnie związany z zasobami lub danymi postaci): { $raw_error } +main-servers-other_error = Ogólny błąd serwera: { $raw_error } +main-credits = Podziękowania +main-credits-created_by = utworzone przez +main-credits-music = Muzyka +main-credits-fonts = Czcionki +main-credits-other_art = Inna Sztuka +main-credits-contributors = Współtwórcy +loading-tips = + .a0 = Naciśnij '{ $gameinput-togglelantern }' by zapalić latarnię. + .a1 = Naciśnij '{ $gameinput-help }' by zobaczyć podstawową klawiszologię. + .a2 = Wpisz /say lub /s by rozmawiać tylko z pobliskimi graczami. + .a3 = Wpisz /region lub /r by ograniczyć zasięg wiadomości do kilkuset bloków od Ciebie. + .a4 = Administratorzy mogą używać komendy /build by wejść w tryb budowania. + .a5 = Możesz użyć /group lub /g by rozmawiać z graczami w grupie. + .a6 = Aby wysłać wiadomość prywatną, użyj /tell po czym dodaj nazwę docelowego gracza i wiadomość. + .a7 = Rozglądaj się za jedzeniem, skrzyniami oraz skarbami - są one rozrzucone po całym świecie! + .a8 = Ekwipunek zapełniony jedzeniem? Ugotuj z tego lepsze jedzenie! + .a9 = Zastanawiasz się nad kolejnym wypadem? Spróbuj któryś z wielu lochów na mapie! + .a10 = Nie zapomnij o dostosowaniu ustawień graficznych. Wciśnij '{ $gameinput-settings }' by otworzyć ustawienia. + .a11 = Gra jest lepsza z innymi! Wciśnij '{ $gameinput-social }' by sprawdzić kto jest zalogowany. + .a12 = Użyj '{ $gameinput-dance }' by zatańczyć :) + .a13 = Użyj '{ $gameinput-glide }' by wyciągnąć lotnię! Spokojnie, nie jest lepiona woskiem. + .a14 = Veloren dalej jest w fazie Pre-Alpha. Staramy się ulepszać go dzień w dzień! + .a15 = Jeśli chcesz pomóc w rozwijaniu projektu, albo porozmawiać z nami - wpadnij na naszego Discorda [EN] + .a16 = Możesz przełączać typ paska zdrowia w opcjach. + .a17 = Usiądź obok ogniska (używając '{ $gameinput-sit }') by powoli wyleczyć się z obrażeń. + .a18 = Potrzebujesz więcej slotów w ekwipunku, albo nowego uzbrojenia? Wciśnij '{ $gameinput-crafting }' aby otworzyć menu tworzenia! + .a19 = Wciśnij '{ $gameinput-roll }' aby się przeturlać. Turlanie może zostać użyte do szybszego poruszania się lub unikania wrogich ataków. + .a20 = Zastanawiasz się do czego służy dany przedmiot? Wyszukaj 'input:' w polu wytwarzania aby zobaczyć w jakich recepturach jest on wykorzystywany. + .a21 = Znalazłeś coś fajnego? Zrób temu zdjęcie wciskając '{ $gameinput-screenshot }'. diff --git a/assets/voxygen/i18n/pl/npc.ftl b/assets/voxygen/i18n/pl/npc.ftl new file mode 100644 index 0000000..bd41ac8 --- /dev/null +++ b/assets/voxygen/i18n/pl/npc.ftl @@ -0,0 +1,203 @@ +npc-speech-villager = + .a0 = Kocham ser. +npc-speech-villager_open = + .a0 = Zastanawiam się, co myśli Catoblepas kiedy on je trawę. + .a1 = Wiesz może dlaczego Świecące Resztki (Glowing Remains) świecą? + .a2 = Słyszałeś kiedyś o zażartych rekinach ziemnych? Słyszałem że żyją na pustyni! + .a3 = Ciekawe co jest za górami... + .a4 = Zostawiłem trochę sera z moim bratem. Teraz nie wiem czy ser dalej istnieje czy nie. Nazywam to serem Schrödingera. + .a5 = Zostawiłem trochę sera z moją siostrą. Teraz nie wiem czy ser dalej istnieje czy nie. Nazywam to serem Schrödingera. + .a6 = Złapałeś kiedyś świetlika? + .a7 = Mówi się, że cenne klejnoty można znaleźć w jaskiniach. + .a8 = Nie mogę zrozumieć skąd przychodzą te Sauroki (Sauroks). +npc-speech-villager_adventurous = + .a0 = Marzę by zrobić kiedyś swoją lotnię. + .a1 = Chciałbym zapuścić się do jaskinii, gdy stanę się silniejszy. +npc-speech-villager_closed = + .a0 = Nie jesteś z okolicy, co nie? + .a1 = Czy też uważasz, że nasze miasteczko jest najlepsze? + .a2 = Mówią, że grzyby są zdrowe... Nigdy nie miałem okazji ich spróbować. + .a3 = Być albo nie być, oto jest pytanie... Myślę, że będę farmerem. +npc-speech-villager_conscientious = + .a0 = Jestem zajęty. Zawsze jest coś do zrobienia. + .a1 = Fajnie by było jakby zaczęło padać. Było by to dobre dla roślin. +npc-speech-villager_busybody = + .a0 = Ludzie powinni gadać mniej i pracować więcej. +npc-speech-villager_unconscientious = + .a0 = Myślę, że czas na drugie śniadanie! + .a1 = Chciałbym aby mój dom nie był takim bałaganem. Ale wtedy musiałbym go posprzątać. Haha! + .a2 = Gdzie ja to zostawiłem... +npc-speech-villager_extroverted = + .a0 = Nie uwieżysz co zrobiłem w ten weekend! + .a1 = Udanego poranka! + .a2 = Co myślisz o tej pogodzie? + .a3 = Fascynuje mnie ser... + .a4 = Nie zapomnij krakersów! + .a5 = Uwielbiam krasnoludzki ser. Chciałbym umieć go zrobić. + .a6 = Miałem cudowny sen o serze ostatniej nocy. Ciekawe co oznaczał? + .a7 = Kocham miód! Ale pszczoły już nie bardzo. +npc-speech-villager_sociable = + .a0 = Chciałbyś wpaść? Właśnie szykujemy ser! + .a1 = Chcesz zobaczyć mój ogród? Dobra, może innym razem... +npc-speech-villager_introverted = + .a0 = Cześć. + .a1 = Oh, ja? Nie jestem specjalny. +npc-speech-villager_agreeable = + .a0 = Jak się dzisiaj czujesz? + .a1 = Wrazie czego, powiedz mi jeżeli będziesz czegoś potrzebował. + .a2 = Widziałeś mojego kota? +npc-speech-villager_worried = + .a0 = Bądź ostrożny, okej? Tam jest tak dużo niebezpieczeństw. +npc-speech-villager_disagreeable = + .a0 = Mówię jak jest. Jeżeli inni tego nie lubią, ich sprawa. + .a1 = Ludzie zbyt łatwo się obrażają. +npc-speech-villager_neurotic = + .a0 = Boję się na samą myśl o lochach. Mam nadzieję, że ktoś je wyczyści. + .a1 = Ktoś powinien coś zrobić z tymi kultystami. Najlepiej nie ja. + .a2 = Mam przeczucie, że coś złego się stanie. + .a3 = Chciałbym by ktoś przeganiał wilki z wioski. +npc-speech-villager_sad_loner = + .a0 = Jestem taki samotny. + .a1 = { "." }.. Przepraszam za tę niezręczną ciszę. Nie jestem za dobry w rozmowie z ludźmi. +npc-speech-villager_seeker = + .a0 = Chciałbym kiedyś zwiedzić świat. Tu musi być więcej do życia niż ta wioska. +npc-speech-villager_stable = + .a0 = Co za piękny dzień! + .a1 = Życie nie jest takie złe. + .a2 = Cudowny dzień na przechadzkę po lesie! +npc-speech-villager_decline_trade = + .a0 = Wybacz, nie mam niczego do wymiany. + .a1 = Handel? Sugerujesz, że mam coś co Cię zainteresuje? + .a2 = Mój dom nie jest na sprzedaż! +npc-speech-villager_busy = + .a0 = Przepraszam, nie mogę teraz z tobą rozmawiać. + .a1 = Pogadamy później, jestem zajęty. +npc-speech-merchant_advertisement = + .a0 = Pokazać Ci swoje towary? + .a1 = Masz ochotę na mały handelek? + .a2 = Mam wiele produktów, chcesz rzucić okiem? +npc-speech-merchant_busy = + .a0 = Proszę czekać, nie rozdwoję się. + .a1 = Jeszcze chwila, już kończę... + .a2 = Jestem zajęty, wpadnij później. +npc-speech-merchant_busy_rude = + .a0 = Zaczekaj na swoją kolej. + .a1 = Nie widzisz kolejki? + .a2 = Nie wpychać się do kolejki. +npc-speech-merchant_trade_successful = + .a0 = Dziękuję. Wpadnij ponownie! + .a1 = Interesy z Tobą to czysta przyjemność! +npc-speech-merchant_trade_declined = + .a0 = Może innym razem, trzymaj się! + .a1 = Ehh, wpadnij kiedy indziej! +npc-speech-merchant_trade_cancelled_hostile = + .a0 = Przepraszam, że musieliśmy to przerwać, ale mamy tutaj problem do rozwiązania! + .a1 = Później się wymienimy, najpierw musimy się tym zająć! +npc-speech-ambush = + .a0 = To nie jest mądre podróżować samemu. + .a1 = Tak jak kradnięcie curierka dziecku! +npc-speech-villager_cultist_alarm = + .a0 = Uwaga! Kultyści w pobliżu! + .a1 = Do broni! Kultyści atakują! + .a2 = Jak śmieli zaatakować nas?! + .a3 = Śmierć kultystom! + .a4 = Kultyści nie będą tutaj tolerowani! + .a5 = Morderca! + .a6 = Posmakuj mojego ostrza, ty brudny kultysto! + .a7 = Nic nie zmaże krwi z twoich rąk kultysto! + .a8 = W dupę jeża! Kultysta! + .a9 = Zbrodniarz! + .a10 = Ten kultysta jest mój! + .a11 = Przygotuj się na spotkanie ze stwórcą kultysto! + .a12 = Kultysta! Brać go! + .a13 = Giń kultysto! + .a14 = Za wszystko co zrobiłeś! + .a15 = Nie jesteś tutaj mile widziany. Won! + .a16 = Powinieneś zostać pod ziemią! +npc-speech-villager_under_attack = + .a0 = Pomocy, jestem atakowany! + .a1 = Pomocy! Jestem atakowany! + .a2 = Pomocy! + .a3 = Pomocy! Pomocy! + .a4 = Pomocy! Pomocy! Pomocy! + .a5 = Atakują mnie! + .a6 = Pomocy! Morderca! + .a7 = Pomocy! Morderca na wolności! + .a8 = Pomocy! Próbują mnie zabić! + .a9 = Straże, jestem atakowany! + .a10 = Straże! Jestem atakowany! + .a11 = Straże! Szybko! + .a12 = Straże! Straże! + .a13 = Straże! Złoczyńca! + .a14 = Straże! Tu jest morderca! + .a15 = Straże! Pomocy! + .a16 = Nie ujdzie Ci to płazem! Straże! + .a17 = Idą po mnie! + .a18 = To tylko zadrapanie! + .a19 = Przestań! + .a20 = Co Ci zrobiłem?! + .a21 = Przestań mnie atakować! + .a22 = Hej! Patrz jak to trzymasz! + .a23 = Przepadnij łajdaku! + .a24 = Przestań! Odwal się! + .a25 = Wkurzasz mnie! + .a26 = { "*" }Ugh* Za kogo się uważasz?! + .a27 = Zapłacisz za to głową! + .a28 = Przestań proszę, nie mam nic wartościowego! + .a29 = Naślę na ciebie starszego brata! + .a30 = Poskarżę się mamie! + .a31 = Bądź przeklęty! + .a32 = Przestań proszę. + .a33 = To nie było miłe! + .a34 = Twoja broń działa, teraz mnie zostaw! + .a35 = Oszczędź mnie! + .a36 = Proszę, mam rodzinę! + .a37 = Jestem zbyt młody by umierać! + .a38 = Możemy o tym pogadać? + .a39 = Przemoc nigdy nie jest odpowiedzią! + .a40 = Dzisiaj jest bardzo zły dzień... + .a41 = Hej! To bolało! + .a42 = Agh! + .a43 = Niegrzecznie! + .a44 = Przestań, proszę! + .a45 = Niech cię diabli! + .a46 = To nie jest śmieszne! + .a47 = Jak mogłeś?! + .a48 = Zapłacisz za to! + .a49 = Jeśli nie przestaniesz to pożałujesz! + .a50 = Nie zmuszaj mnie bym cię skrzywdził! + .a51 = To nieporozumienie! + .a52 = Nie musisz tego robic! + .a53 = Spadaj śmieciu! + .a54 = To boli! + .a55 = Czemu to robisz? + .a56 = Na wielkie nieba, przepadnij! + .a57 = Musiałeś mnie pomylić z kimś innym! + .a58 = Nie zasługuję na to! + .a59 = Nie rób tego ponownie. + .a60 = Straże, wrzućcie tego potwora do jeziora! + .a61 = Poszczuję tarasqa (tarasque) na ciebie! + .a62 = Dlaczego ja? +npc-speech-villager_enemy_killed = + .a0 = Zniszczyłem swojego przeciwnika! + .a1 = Nareszcie spokój! + .a2 = { "." }.. więc, co robiłem? +npc-speech-menacing = + .a0 = Ostrzegam Cię! + .a1 = Podejdź bliżej a zaatakuję! + .a2 = Nie boję się Ciebie! + .a3 = Lepiej szybko stąd uciekaj! + .a4 = Krok w tył, jeśli Ci życie miłe! + .a5 = Nie jesteś tu mile widziany! +npc-speech-cultist_low_health_fleeing = + .a0 = Taktyczny odwrót! + .a1 = Odwrót! + .a2 = Przeklinam Cię! + .a3 = Muszę odpocząć! + .a4 = Są zbyt potężni! +npc-speech-prisoner = + .a0 = Te łotry zabrały mi kilof! + .a1 = Bycie uwięzionym nie jest fajne. + .a2 = Nie można ufać temu Kardynałowi + .a3 = Ci Klerycy nie knują nic dobrego. + .a4 = Chciałbym wciąż mieć mój kilof. diff --git a/assets/voxygen/i18n/pt-BR/_manifest.ron b/assets/voxygen/i18n/pt-BR/_manifest.ron new file mode 100644 index 0000000..9b323d4 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/_manifest.ron @@ -0,0 +1,32 @@ +/// CUIDADO: Arquivos de tradução devem ser criados no formato UTF-8 sem Marca de Ordem de byte - BOM(https://pt.wikipedia.org/wiki/Marca_de_ordem_de_byte) + +/// Localization for Portuguese (Brazil) +( + metadata: ( + language_name: "Português Brasileiro (Portuguese - Brazil)", + language_identifier: "pt-BR", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/pt-BR/body.ftl b/assets/voxygen/i18n/pt-BR/body.ftl new file mode 100644 index 0000000..1835490 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/body.ftl @@ -0,0 +1,66 @@ +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-male = um ogro +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cyclops = um cíclope +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-wendigo = um wendigo +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cave_troll = um troll das cavernas +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mountain_troll = um troll das montanhas +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-swamp_troll = um troll do pântano +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-blue_oni = um oni azul +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-red_oni = um oni vermelho +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tursus = um tursus +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-dullahan = um dullahan +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mighty_saurok = um saurok poderoso +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sly_saurok = um saurok astuto +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mindflayer = um devorador de mentes +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-minotaur = um minotauro +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tidal_warrior = um guerreiro tidal +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-yeti = um yeti +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-harvester = um ceifador +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-husk_brute = um husk bruto +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlord = um senhor da guerra cultista +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlock = um warlock cultista +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sea_bishop = um bispo do mar +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-haniwa_general = um general haniwa +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_besieger = um conquistador de terracota +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_punisher = um justiceiro de terracota +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_pursuer = um perseguidor de terracota +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cursekeeper = um perseguidor de terracota +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-gigas_frost = um congelado giga +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-adlet_elder = um adlet ancião +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-occult_saurok = um saurok ocultista +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-generic = alguma criatura +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_demolisher = um demolidor de terracota +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-female = uma ogra +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-werewolf = um lobisomem diff --git a/assets/voxygen/i18n/pt-BR/buff.ftl b/assets/voxygen/i18n/pt-BR/buff.ftl new file mode 100644 index 0000000..332587b --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/buff.ftl @@ -0,0 +1,181 @@ +## Regeneração + +buff-heal = Cura + .desc = Ganha vida no decorrer do tempo. + .stat = Restaura { $str_total } de Vida + +## Poção + +buff-potion = Poção + .desc = Tomando... + +## Saturação + +buff-saturation = Saturação + .desc = Ganha vida no decorrer do tempo através de consumíveis. + +## Fogueira + +buff-campfire_heal = Cura de Acampamento + .desc = Descansar próximo a uma fogueira de acampamento cura { $rate }% de vida por segundo. + +## Recuperação de Energia + +buff-energy_regen = Recuperação de Energia + .desc = Recuperação mais rápida de energia + .stat = Restaura { $str_total } de Energia + +## Aumento de Vida + +buff-increase_max_health = Aumenta a Vida Máxima + .desc = Aumenta seu limite de vida máxima + .stat = + Aumenta vida máxima + em { $strength } + +## Aumento de Energia + +buff-increase_max_energy = Aumenta a Energia Máxima + .desc = Aumenta seu limite de energia máxima + .stat = + Raises energia máxima + em { $strength } + +## Invulnerabilidade + +buff-invulnerability = Invulnerabilidade + .desc = Você não receberá dano de nenhum ataque. + .stat = Garante invulnerabilidade + +## Guardião Protetor + +buff-protectingward = Guardião Protetor + .desc = Você está protegido, de alguma forma, de ataques. + +## Frenético + +buff-frenzied = Frenético + .desc = Você é imbuído de um deslocamento descomunal e ignora pequenas lesões. + +## Pressa + +buff-hastened = Apressado + .desc = Seus movimentos e ataques são mais rápidos. + +## Sangramento + +buff-bleed = Sangramento + .desc = Inflige Dano contínuo. + +## Em Chamas + +buff-cursed = Maldição + .desc = Você está amaldiçoado. + +## Queimando + +buff-burn = Em Chamas + .desc = Você está queimando vivo + +## Manco + +buff-crippled = Manco + .desc = Seu movimento está reduzido pois suas pernas estão severamente feridas. + +## Congelado + +buff-frozen = Congelado + .desc = Seus movimentos e ataques estão mais lentos. + +## Molhado + +buff-wet = Molhado + .desc = O chão desliza em sob seus pés, tornando difícil parar. + +## Enraizado + +buff-ensnared = Enraizado + .desc = Trepadeiras agarram suas pernas, impedindo seus movimentos. + +## Fortitude + +buff-fortitude = Fortificado + .desc = Você está mais resistente a encontrões. + +## Parried + +buff-parried = Aparado + .desc = Você foi aparado e se recuperará mais lentamente. + +## Enjoo de Poção + +buff-potionsickness = Enjoo de Poção + .desc = Poções curam menos após consumir recentemente uma poção. + .stat = + Reduz a quantidade de cura de uso + subsequente de poções por { $strength }%. + +## Utilidades + +buff-text-over_seconds = durante { $dur_secs } segundos +buff-text-for_seconds = durante { $dur_secs } segundos +buff-remove = Clique Para Remover +buff-mysterious = Efeito misterioso + +## Imprudente + +buff-reckless = Imprudente + .desc = Seus ataques são mais poderosos, mas você recebe mais dano. + +## Polimorfado + +buff-polymorphed = Polimorfado + .desc = Seu corpo muda de forma. + +## Em chamas + +buff-flame = Chamas + .desc = Chamas são suas aliadas. + +## Congelante + +buff-frigid = Congelante + .desc = Congele seus inimigos. + +## Roubo de vida + +buff-lifesteal = Roubo de vida + .desc = Drene a vida de seus inimigos. +# Poisoned +buff-poisoned = Envenenado + .desc = Você sente que está definhando... +# Fury +buff-fury = Fúria + .desc = Em fúria, seus ataques geram mais combo. +# Sunderer +buff-sunderer = Rompedor + .desc = Seus ataques atravessam as defesas dos inimigos concedendo energia extra. +# Bloodfeast +buff-bloodfeast = Banquete de sangue + .desc = Você restaura vida ao atacar inimigos que estão sangrando. +# Berserk +buff-berserk = Berserk + .desc = Você entra em uma fúria frenética, aumentando velocidade e poder dos seus ataques. Contudo, suas capacidades defensivas reduzem. +# Imminent Critical +buff-imminentcritical = Crítico Iminente + .desc = Seu próximo ataque será um acerto crítico no inimigo. +# Agility +buff-agility = Agilidade + .desc = Você se move mais rápido, mas infringe menos dano e recebe mais dano. + .stat = + Aumenta a velocidade baseado na { $strength } %. + Contudo, seu poder de ataque e defesa diminuem drasticamente. +# Salamander's Aspect +buff-salamanderaspect = Aspecto da Salamandra + .desc = Você não queima e se move mais rapidamente através da lava. +# Defiance +buff-defiance = Desafiar + .desc = Você aguenta golpes mais fortes e traiçoeiros gerando combo ao ser acertado, contudo, você fica mais lento. +# Heatstroke +buff-heatstroke = Insolação + .desc = Você se expôs ao calor e agora sofre de insolação. Sua regeneração de energia e seu movimento estão prejudicados. Refresque-se. diff --git a/assets/voxygen/i18n/pt-BR/char_selection.ftl b/assets/voxygen/i18n/pt-BR/char_selection.ftl new file mode 100644 index 0000000..8351381 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/char_selection.ftl @@ -0,0 +1,29 @@ +char_selection-loading_characters = Carregando Personagens... +char_selection-delete_permanently = Deletar permanentemente este personagem? +char_selection-change_server = Alterar Servidor +char_selection-enter_world = Entrar no Mundo +char_selection-spectate = Assistir Mundo +char_selection-joining_character = Entrando no mundo... +char_selection-logout = Deslogar +char_selection-create_new_character = Criar um novo personagem +char_selection-creating_character = Criando personagem... +char_selection-character_creation = Criação de personagem +char_selection-human_default = Humano padrão +char_selection-level_fmt = Nível { $level_nb } +char_selection-uncanny_valley = Região Selvagem +char_selection-plains_of_uncertainty = Planícies da Incerteza +char_selection-beard = Barba +char_selection-hair_style = Estilo dos Cabelos +char_selection-hair_color = Cor dos Cabelos +char_selection-eye_color = Cor dos Olhos +char_selection-skin = Pele +char_selection-eyeshape = Detalhe dos Olhos +char_selection-accessories = Acessórios +char_selection-create_info_name = Seu personagem precisa de um nome! +char_selection-version_mismatch = AVISO! Este servidor está executando uma versão diferente e possivelmente incompatível do jogo. Por favor, atualize o seu jogo. +char_selection-starting_site = Local de Início +char_selection-starting_site_next = Próximo +char_selection-starting_site_prev = Anterior +char_selection-starting_site_name = Nome: { $name } +char_selection-starting_site_kind = Tipo: { $kind } +char_selection-rules = Regras diff --git a/assets/voxygen/i18n/pt-BR/common.ftl b/assets/voxygen/i18n/pt-BR/common.ftl new file mode 100644 index 0000000..95b2f1f --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/common.ftl @@ -0,0 +1,123 @@ +common-username = Nome de usuário +common-singleplayer = Um Jogador +common-multiplayer = Multijogador +common-servers = Servidores +common-quit = Sair +common-settings = Configurações +common-languages = Idiomas +common-interface = Interface +common-gameplay = Jogabilidade +common-controls = Controles +common-video = Vídeo +common-sound = Som +common-chat = Chat +common-networking = Rede +common-accessibility = Acessibilidade +common-resume = Continuar +common-characters = Personagens +common-close = Fechar +common-yes = Sim +common-no = Não +common-back = Voltar +common-create = Criar +common-okay = Okay +common-add = Adicionar +common-accept = Aceitar +common-decline = Recusar +common-disclaimer = Aviso +common-cancel = Cancelar +common-none = Nenhum +common-error = Erro +common-fatal_error = Erro Fatal +common-you = Você +common-automatic = Auto +common-random = Aleatório +common-empty = Vazio +common-confirm = Confirmar +common-delete_server = Deletar Servidor +common-interface_settings = Configurações de Interface +common-gameplay_settings = Configurações de Gameplay +common-controls_settings = Configurações de Controles +common-video_settings = Configurações Gráficas +common-sound_settings = Configurações de Som +common-language_settings = Configurações de Idioma +common-chat_settings = Configurações de Chat +common-networking_settings = Configurações de Rede +common-accessibility_settings = Configurações de Acessibilidade +common-connection_lost = + Conexão Perdida! + Será que o servidor reiniciou? + O cliente está atualizado? +common-species-orc = Orc +common-species-human = Humano +common-species-dwarf = Anão +common-species-elf = Elfo +common-species-draugr = Morto-vivo +common-species-danari = Danari +common-weapons-axe = Machado +common-weapons-dagger = Adaga +common-weapons-greatsword = Espada Larga +common-weapons-shortswords = Espada Curta +common-weapons-sword = Espada +common-weapons-staff = Cajado de Fogo +common-weapons-bow = Arco +common-weapons-hammer = Martelo +common-weapons-general = Combate Geral +common-weapons-sceptre = Cetro de Cura +common-weapons-shield = Escudo +common-weapons-spear = Lança +common-weapons-hammer_simple = Martelo Simples +common-weapons-sword_simple = Espada Simples +common-weapons-staff_simple = Cajado Simples +common-weapons-axe_simple = Machado Simples +common-weapons-bow_simple = Arco Simples +common-weapons-unique = Único +common-tool-debug = Depuração +common-tool-farming = Ferramenta Agrícola +common-tool-pick = Picareta +common-tool-mining = Mineração +common-tool-instrument = Instrumento +common-kind-modular_component = Componente Modular +common-kind-modular_component_partial = Componente +common-kind-glider = Planador +common-kind-consumable = Consumível +common-kind-throwable = Arremessável +common-kind-utility = Utilitário +common-kind-ingredient = Ingrediente +common-kind-lantern = Lanterna +common-hands-one = Uma mão +common-hands-two = Duas mãos +common-rand_appearance = Aparência aleatória +common-rand_name = Nome Aleatório +common-stats-combat_rating = Nivel de Combate +common-stats-power = Poder +common-stats-speed = Velocidade +common-stats-effect-power = Poder de Efeito +common-stats-range = Alcance +common-stats-energy_efficiency = Eficiência Energética +common-stats-buff_strength = Buff/Debuff de força +common-stats-precision_mult = Multiplicador de Crítico +common-stats-armor = Armadura +common-stats-poise_res = Resistência a Atordoamento +common-stats-energy_max = Energia Máxima +common-stats-energy_reward = Recompensa de Energia +common-stats-precision_power = Poder Crítico +common-stats-stealth = Furtividade +common-stats-slots = Espaços +common-stats-durability = Durabilidade +common-material-metal = Metal +common-material-wood = Madeira +common-material-stone = Pedra +common-material-cloth = Tecido +common-material-hide = Couro +common-sprite-chest = Baú +common-sprite-chair = Cadeira +common-sprite-crate = Caixote +common-sprite-grave = Túmulo +common-sprite-mud = Barro +common-tool-shovel = Pá +common-sprite-signboard = Letreiro +common-sprite-firebowl_ground = Tigela de fogo +common-sprite-street_lamp = Poste de iluminação +common-sprite-lantern = Lanterna +common-sprite-seashell_lantern = Lanterna de Concha diff --git a/assets/voxygen/i18n/pt-BR/esc_menu.ftl b/assets/voxygen/i18n/pt-BR/esc_menu.ftl new file mode 100644 index 0000000..543ff2b --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Deslogar +esc_menu-quit_game = Sair do Jogo \ No newline at end of file diff --git a/assets/voxygen/i18n/pt-BR/gameinput.ftl b/assets/voxygen/i18n/pt-BR/gameinput.ftl new file mode 100644 index 0000000..3f964c8 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/gameinput.ftl @@ -0,0 +1,78 @@ +gameinput-primary = Ataque Básico +gameinput-secondary = Ataque Secundário +gameinput-block = Bloquear +gameinput-slot1 = Hotbar Slot 1 +gameinput-slot2 = Hotbar Slot 2 +gameinput-slot3 = Hotbar Slot 3 +gameinput-slot4 = Hotbar Slot 4 +gameinput-slot5 = Hotbar Slot 5 +gameinput-slot6 = Hotbar Slot 6 +gameinput-slot7 = Hotbar Slot 7 +gameinput-slot8 = Hotbar Slot 8 +gameinput-slot9 = Hotbar Slot 9 +gameinput-slot10 = Hotbar Slot 10 +gameinput-swaploadout = Alterar Carga +gameinput-togglecursor = Alternar Cursor +gameinput-help = Mostar/Ocultar Janela de Ajuda +gameinput-toggleinterface = Mostar/Ocultar Interface +gameinput-toggledebug = Mostar/Ocultar informações de depuração e FPS +gameinput-toggle_egui_debug = Mostrar/Ocultar informações de depuração EGUI +gameinput-togglechat = Mostrar/Ocultar Chat +gameinput-screenshot = Capturar Tela +gameinput-toggleingameui = Mostar/Ocultar Nametags +gameinput-fullscreen = Alternar Tela Cheia +gameinput-moveforward = Mover para Frente +gameinput-moveleft = Mover para a Esquerda +gameinput-moveright = Mover para a Direita +gameinput-moveback = Mover para trás +gameinput-jump = Pular +gameinput-glide = Planador +gameinput-roll = Rolar +gameinput-climb = Escalar +gameinput-climbdown = Descer +gameinput-wallleap = Pular na Parede +gameinput-togglelantern = Ligar/Desligar Lamparina +gameinput-mount = Montar +gameinput-chat = Chat +gameinput-command = Comandos +gameinput-escape = Esc +gameinput-map = Mapa +gameinput-bag = Mochila +gameinput-trade = Troca +gameinput-social = Social +gameinput-sit = Sentar +gameinput-spellbook = Magias +gameinput-settings = Configurações +gameinput-respawn = Renascer +gameinput-charge = Carregar +gameinput-togglewield = Alternar Empunhadura +gameinput-interact = Interagir +gameinput-freelook = Câmera Livre +gameinput-autowalk = Caminhar/Nadar Automáticamente +gameinput-zoomlock = Trava de câmera +gameinput-cameraclamp = Trava de câmera vertical +gameinput-dance = Dançar +gameinput-select = Escolher +gameinput-acceptgroupinvite = Aceitar Convite de Grupo +gameinput-declinegroupinvite = Negar Convite de Grupo +gameinput-cyclecamera = Mudar a câmera +gameinput-crafting = Criação +gameinput-fly = Voar +gameinput-sneak = Furtividade +gameinput-swimdown = Mergulhar +gameinput-swimup = Emergir +gameinput-mapzoomin = Aumentar zoom do mapa +gameinput-mapzoomout = Reduzir zoom do mapa +gameinput-greet = Saudação +gameinput-map-locationmarkerbutton = Insere um marcador no Mapa +gameinput-spectatespeedboost = Acelerar a câmera de Espectador +gameinput-spectateviewpoint = Ponto de vista de Espectador +gameinput-mutemaster = Mutar volume principal +gameinput-muteinactivemaster = Mutar volume principal (janela inativa) +gameinput-mutemusic = Mutar volume da música +gameinput-mutesfx = Mutar volume SFX +gameinput-muteambience = Mutar volume da ambientação +gameinput-zoomin = Mais zoom na câmera +gameinput-stayfollow = Ficar/Seguir +gameinput-zoomout = Menos zoom na câmera +gameinput-togglewalk = Caminhar Automático diff --git a/assets/voxygen/i18n/pt-BR/hud/ability.ftl b/assets/voxygen/i18n/pt-BR/hud/ability.ftl new file mode 100644 index 0000000..a8c33a9 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/ability.ftl @@ -0,0 +1,476 @@ +common-abilities-debug-possess = Flecha Marionete + .desc = Atira uma flecha venenosa que deixa você controlar seu alvo. +common-abilities-bow-shotgun = Estrondo + .desc = Atira uma sequência de flechas +common-abilities-staff-fireshockwave = Anel de Fogo + .desc = Incendeia o chão com uma onda de chamas. +common-abilities-sceptre-wardingaura = Aura Protetora + .desc = Protege seus aliados contra ataques inimigos. +veloren-core-pseudo_abilities-sword-heavy_stance = Postura Pesada + .desc = Ataques com esta postura podem atordoar o adversário e causam dano extra a inimigos atordoados, mas são mais lentos. +veloren-core-pseudo_abilities-sword-agile_stance = Postura Ágil + .desc = Ataques com esta postura são mais rápidos, porém mais fracos. +veloren-core-pseudo_abilities-sword-defensive_stance = Postura Defensiva + .desc = Ataques nessa postura podem funcionar como um bloqueio fraco ou contra-ataque. +veloren-core-pseudo_abilities-sword-crippling_stance = Postura debilitante + .desc = Ataques nessa postura causam e acumulam ferimentos, que causam dano ao longo do tempo. +veloren-core-pseudo_abilities-sword-cleaving_stance = Postura dilacerante + .desc = Ataques nessa postura são mais amplos e podem atingir múltiplos inimigos. +veloren-core-pseudo_abilities-sword-double_slash = Combo duplo + .desc = Um combo de dois ataques. +common-abilities-sword-basic_double_slash = Golpe Duplo Básico + .desc = Um combo de dois ataques básicos. +common-abilities-sword-heavy_double_slash = Golpe Duplo Pesado + .desc = Combinação lenta de dois ataques pesados que podem atordoar o alvo. +common-abilities-sword-agile_double_slash = Golpe Duplo Ágil + .desc = Combinação rápida de dois ataques leves. +common-abilities-sword-defensive_double_slash = Golpe Duplo Defensivo + .desc = Combinação de dois ataques que reduzem o dano recebido. +common-abilities-sword-crippling_double_slash = Golpe Duplo Debilitante + .desc = Combinação de dois ataques que agravam ferimentos. +common-abilities-sword-cleaving_double_slash = Golpe Duplo Dilacerante + .desc = Combinação de dois ataques que atingem múltiplos alvos. +veloren-core-pseudo_abilities-sword-secondary_ability = Habilidade de Ataque Secundário + .desc = A habilidade adicionada ao ataque secundário da espada. +common-abilities-sword-basic_thrust = Estocada Básica + .desc = Carregar a estocada a torna mais poderosa. +common-abilities-sword-heavy_slam = Pancada Pesada + .desc = Um golpe forte de cima que pode ser carregado para ser mais atordoante. +common-abilities-sword-agile_perforate = Perfuração + .desc = Uma sequência rápida de ataques leves. +common-abilities-sword-agile_dual_perforate = Perfuração Dupla + .desc = Uma sequência rápida de ataques leves com ambas as espadas. +common-abilities-sword-defensive_vital_jab = Perfuração Vital Defensiva + .desc = Um golpe rápido carregado que causa mais dano contra inimigos defendidos. +common-abilities-sword-crippling_deep_rend = Ferida Profunda + .desc = Um golpe direcionado a uma ferida já aberta, causa mais dano a inimigos sangrando. +common-abilities-sword-cleaving_spiral_slash = Golpe em Espiral + .desc = Gire sua lâmina completamente ao seu redor para atingir qualquer um próximo. +common-abilities-sword-cleaving_dual_spiral_slash = Golpe Duplo em Espiral + .desc = Gire ambas as suas lâminas completamente ao seu redor para atingir qualquer um próximo. +# Crescent +veloren-core-pseudo_abilities-sword-crescent_slash = Golpe Crescente + .desc = + Um golpe diagonal para cima + Esta habilidade muda dependendo da postura adotada. +common-abilities-sword-basic_crescent_slash = Golpe Crescente Básico + .desc = Um golpe básico em diagonal para cima. +common-abilities-sword-heavy_crescent_slash = Golpe Crescente Poderoso + .desc = Um golpe diagonal para cima que pode atordoar. +common-abilities-sword-agile_crescent_slash = Golpe Crescente Ágil + .desc = Um golpe leve em diagonal para cima. +common-abilities-sword-defensive_crescent_slash = Golpe Crescente Defensivo + .desc = Um golpe defensivo em diagonal para cima. +common-abilities-sword-crippling_crescent_slash = Golpe Crescente Debilitante + .desc = Um golpe diagonal para cima que pode causar sangramento. +common-abilities-sword-cleaving_crescent_slash = Golpe Crescente Dilacerante + .desc = Um golpe diagonal para cima que pode atravessar inimigos. +# Fell strike +veloren-core-pseudo_abilities-sword-fell_strike = Golpe Fatal + .desc = + Um golpe rápido e forte + Esta habilidade muda dependendo da postura adotada. +common-abilities-sword-basic_fell_strike = Golpe Fatal Básico + .desc = Um golpe rápido e forte básico. +common-abilities-sword-heavy_fell_strike = Golpe Fatal Poderoso + .desc = Um golpe forte que pode atordoar. +common-abilities-sword-agile_fell_strike = Golpe Fatal Ágil + .desc = Um golpe muito veloz e poderoso. +common-abilities-sword-defensive_fell_strike = Golpe Fatal Defensivo + .desc = Um golpe rápido e forte ao realizar uma defesa. +common-abilities-sword-crippling_fell_strike = Golpe Fatal Debilitante + .desc = Um golpe rápido e forte que pode causar sangramento. +common-abilities-sword-cleaving_fell_strike = Golpe Fatal Dilacerante + .desc = Um golpe rápido e forte que pode atravessar inimigos. +# Skewer +veloren-core-pseudo_abilities-sword-skewer = Perfuração + .desc = + Uma estocada + Esta habilidade muda dependendo da postura adotada. +common-abilities-sword-basic_skewer = Perfuração Básica + .desc = Uma estocada básica. +common-abilities-sword-heavy_skewer = Perfuração Poderosa + .desc = Uma estocada que pode atordoar. +common-abilities-sword-agile_skewer = Perfuração Ágil + .desc = Uma estocada rápida. +common-abilities-sword-defensive_skewer = Perfuração Defensiva + .desc = Uma estocada defensiva. +common-abilities-sword-crippling_skewer = Perfuração Debilitante + .desc = Uma estocada que pode causar sangramento. +common-abilities-sword-cleaving_skewer = Perfuração Dilacerante + .desc = Uma estocada que pode atravessar inimigos. +# Cascade +veloren-core-pseudo_abilities-sword-cascade = Cascata + .desc = + Um golpe de cima para baixo + Esta habilidade muda dependendo da postura adotada. +common-abilities-sword-basic_cascade = Cascata Básica + .desc = Um golpe básico de cima para baixo. +common-abilities-sword-heavy_cascade = Cascata Poderosa + .desc = Um golpe de cima para baixo que pode atordoar. +common-abilities-sword-agile_cascade = Cascata Ágil + .desc = Um golpe rápido de cima para baixo. +common-abilities-sword-defensive_cascade = Cascata Defensiva + .desc = Um golpe de cima para baixo ao realizar uma defesa. +common-abilities-sword-crippling_cascade = Cascata Debilitante + .desc = Um golpe de cima para baixo que pode causar sangramento. +common-abilities-sword-cleaving_cascade = Cascata Dilacerante + .desc = Um golpe de cima para baixo que pode atravessar inimigos. +# Cross cut +veloren-core-pseudo_abilities-sword-cross_cut = Corte Cruzado + .desc = + Golpe cortante de ambas direções + Esta habilidade muda dependendo da postura adotada. +common-abilities-sword-basic_cross_cut = Corte Cruzado Básico + .desc = Um golpe básico cortante de ambas direções. +common-abilities-sword-heavy_cross_cut = Corte Cruzado Poderoso + .desc = Um golpe cortante de ambas direções que pode atordoar. +common-abilities-sword-agile_cross_cut = Corte Cruzado Ágil + .desc = Um golpe rápido e cortante de ambas direções. +common-abilities-sword-defensive_cross_cut = Corte Cruzado Defensivo + .desc = Um golpe cortante de ambas direções que pode parar ataques. +common-abilities-sword-crippling_cross_cut = Corte Cruzado Debilitante + .desc = Um golpe cortante de ambas direções que pode causar sangramento. +common-abilities-sword-cleaving_cross_cut = Corte Cruzado Dilacerante + .desc = Um golpe cortante de ambas direções que pode atravessar inimigos. +# Dual cross cut +common-abilities-sword-basic_dual_cross_cut = Corte Duplo Cruzado + .desc = Um golpe básico cortante de ambas direções simultaneamente. +common-abilities-sword-heavy_dual_cross_cut = Corte Duplo Cruzado Poderoso + .desc = Um golpe cortante de ambas direções simultaneamente que pode atordoar. +common-abilities-sword-agile_dual_cross_cut = Corte Duplo Cruzado Ágil + .desc = Um golpe rápido e cortante de ambas direções simultaneamente. +common-abilities-sword-defensive_dual_cross_cut = Corte Duplo Cruzado Defensivo + .desc = Um golpe cortante de ambas direções simultaneamente que pode parar ataques. +common-abilities-sword-crippling_dual_cross_cut = Corte Duplo Cruzado Debilitante + .desc = Um golpe cortante de ambas direções simultaneamente que pode causar sangramento. +common-abilities-sword-cleaving_dual_cross_cut = Corte Duplo Cruzado Dilacerante + .desc = Um golpe cortante de ambas direções simultaneamente que pode atravessar inimigos. +# Finisher +veloren-core-pseudo_abilities-sword-finisher = Finalizador + .desc = + Uma habilidade poderosa que consome combo e utilizada para finalizar o inimigo. + Esta habilidade muda dependendo da postura adotada. +common-abilities-sword-basic_mighty_strike = Golpe Poderoso + .desc = + Um simples e poderoso golpe cortante. + Requer quantia moderada de combo. +common-abilities-sword-heavy_guillotine = Guilhotina + .desc = + Um corte mortal que atordoará caso não mate. + Requer quantia moderada de combo. +common-abilities-sword-agile_hundred_cuts = Cem Cortes + .desc = + Sequência de golpes cortantes e rápidos. + Requer quantia moderada de combo. +common-abilities-sword-defensive_counter = Contra-ataque + .desc = + Um ataque veloz que causa substancialmente mais dano ao bloquear um ataque. + Requer quantia moderada de combo. +common-abilities-sword-crippling_mutilate = Mutilação + .desc = + Mutila seu inimigo cortando através de seus ferimentos, causa mais dano a inimigos sangrando. + Requer uma quantidade moderada de combo para ser utilizado. +common-abilities-sword-cleaving_bladestorm = Tempestade de Lâminas + .desc = + Decima seus inimigos com múltiplos golpes cíclicos da sua espada. + Requer uma quantidade moderada de combo para ser utilizado. +common-abilities-sword-cleaving_dual_bladestorm = Tormenta de Lâminas + .desc = + Aniquile seus inimigos com múltiplos golpes cíclicos de ambas as suas espadas. + Requer uma quantidade moderada de combo para ser utilizado. +common-abilities-sword-heavy_sweep = Varredura Pesada + .desc = + Um golpe pesado e amplo que causa mais dano a um inimigo atordoado. + Entra em postura pesada. +common-abilities-sword-heavy_pommel_strike = Golpe de Pomo + .desc = + Atordoe seu inimigo com um golpe contundente na cabeça. + Entra em postura pesada. +common-abilities-sword-agile_quick_draw = Ataque Relâmpago + .desc = + Avance rapidamente enquanto desembainha sua espada para um ataque rápido. + Entra em postura ágil. +common-abilities-sword-agile_feint = Ataque Ilusório + .desc = + Dê um passo para o lado e depois para trás antes de atacar. + Entra em postura ágil. +common-abilities-sword-defensive_riposte = Ripostar + .desc = + Defenda um golpe antes de contra-atacar instantaneamente. + Entra em postura defensiva. +common-abilities-sword-defensive_disengage = Desengajar + .desc = + Dê um passo para trás depois de atacar. + Entra em postura defensiva. +common-abilities-sword-crippling_hamstring = Romper Tendões + .desc = + Fira os tendões do seu inimigo, deixando-o menos manobrável. + Entra em postura debilitante. +common-abilities-sword-cleaving_whirlwind_slice = Golpe de Redemoinho + .desc = + Golpeie todos os inimigos ao redor com ataques circulares. + Entra em postura destruidora. +common-abilities-sword-cleaving_dual_whirlwind_slice = Golpe de Redemoinho Duplo + .desc = + Golpeie todos os inimigos ao redor com ataques circulares usando suas duas espadas. + Entra em postura destruidora. +common-abilities-sword-cleaving_earth_splitter = Divisor de Terra + .desc = + Divida a terra, se usado enquanto caindo terá um impacto muito mais forte. + Entra em postura destruidora. +common-abilities-sword-agile_dancing_edge = Lâmina Dançante + .desc = + Movimente-se e ataque com mais agilidade. + Requer postura ágil. +common-abilities-sword-agile_flurry = Sequência de Estocadas + .desc = + Múltiplas estocadas rápidas. + Requer postura ágil. +common-abilities-sword-agile_dual_flurry = Sequência de Estocadas Dupla + .desc = + Múltiplas estocadas rápidas com ambas as espadas. + Requer postura ágil. +common-abilities-sword-defensive_stalwart_sword = Espada Resiliente + .desc = + Absorve o impacto dos ataques, reduzindo o dano recebido. + Requer postura defensiva. +common-abilities-sword-defensive_deflect = Defletir + .desc = + Um movimento rápido o suficiente para até mesmo bloquear projéteis. + Requer postura defensiva. +common-abilities-sword-crippling_eviscerate = Eviscerar + .desc = + Dilacera feridas ainda mais, causa mais dano a inimigos debilitados. + Requer postura debilitante. +common-abilities-sword-crippling_bloody_gash = Golpe Sanguinário + .desc = + Golpeia cruelmente uma ferida já sangrando, causa mais dano a inimigos sangrando. + Requer postura debilitante. +common-abilities-sword-cleaving_blade_fever = Fúria da Lâmina + .desc = + Ataque de forma mais imprudente, aumentando o poder de seus golpes enquanto fica vulnerável a ataques inimigos. + Requer postura destruidora. +common-abilities-sword-cleaving_sky_splitter = Divisor Celestial + .desc = + Um golpe poderoso que pode até dividir o céu, mas irá atravessar inimigos. + Requer postura destruidora. +common-abilities-sword-heavy_pillar_thrust = Investida de Pilar + .desc = + Perfure seu inimigo com a espada, descendo até o chão, é mais poderosa se usada durante uma queda. + Requer postura pesada. +common-abilities-sword-crippling_gouge = Goiva Alejante + .desc = + Inflinge um ferimento duradouro no seu inimigo. + Entra em postura debilitante. +common-abilities-sword-heavy_fortitude = Fortitude Pesada + .desc = + Você se prepara para que os próximos ataques não desestabilizem você. + Requer postura pesada. +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-heavy_stance = "" +# Axe abilities +common-abilities-axe-capsize = Capotar + .desc = + Cambaleie tudo próximo com um golpe giratório pesado. + Atualiza automaticamente de antepara em 50 combos. +# Axe abilities +common-abilities-axe-triple_chop = Corte Triplo + .desc = Três ataques rápidos. +# Axe abilities +common-abilities-axe-berserk = Berserk + .desc = Aumenta sua força ao custo de deixar-te vulnerável. +# Axe abilities +common-abilities-axe-rising_tide = Maré Alta + .desc = Um golpe ascendente que aumenta muito o combo. +# Axe abilities +common-abilities-axe-adrenaline_rush = Pico de Adrenalina + .desc = + Consuma todo o seu combo para repor suas energias. + Escala com combo na ativação, consumindo todo o combo. +# Axe abilities +common-abilities-axe-rake = Rastelar + .desc = Arraste seu machado sobre o inimigo, causando sangramento. +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-defensive_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crippling_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cleaving_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-basic_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-heavy_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-agile_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-defensive_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crippling_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cleaving_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-modified_depending_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crescent_slash = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-fell_strike = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cascade = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cross_cut = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-requires_moderate_combo = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-enter_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-require_stance = "" +# Debug abilities +common-abilities-debug-evolve = Evoluir + .desc = Você se torna uma versão melhor. +# Debug abilities +common-abilities-debug-glide_boost = Vroom + .desc = Dá a força pra você atingir os céus +# Debug abilities +common-abilities-debug-glide_speeder = Vroom + .desc = Dá a força pra você atingir aquilo que os olhos miram +# Axe abilities +common-abilities-axe-cleave = Trespassar + .desc = Um golpe descendente que pode criar vários combos. +# Axe abilities +common-abilities-axe-brutal_swing = Balanço Brutal + .desc = Um cutelo giratória ao seu redor. +# Axe abilities +common-abilities-axe-savage_sense = Sentido Selvagem + .desc = Identifique um ponto vital em seu alvo, garantindo que seu próximo ataque o cause dano crítico. +# Axe abilities +common-abilities-axe-execute = Executar + .desc = + Um ataque devastador, muitas vezes fatal. + Requer 30 combos para usar. + Atualiza automaticamente para redemoinho em 50 combos se desbloqueado. +# Axe abilities +common-abilities-axe-maelstrom = Redemoinho + .desc = + Acerte tudo ao seu redor com um ataque giratório e devastador. + Atualiza automaticamente de executar em 50 combos. +# Axe abilities +common-abilities-axe-bloodfeast = Banquete de Sangue + .desc = Seu machado tem sede do sangue de seus inimigos, reabastecendo você a cada golpe contra um inimigo sangrando. +# Axe abilities +common-abilities-axe-fierce_raze = Devastação Feroz + .desc = Uma rajada rápida de ataques em seu inimigo. +# Axe abilities +common-abilities-axe-dual_fierce_raze = Devastação Feroz + .desc = Uma rajada rápida de ataques em seu inimigo usando ambos os seus machados. +# Axe abilities +common-abilities-axe-furor = Furor + .desc = À medida que sua fúria aumenta, seus ataques geram mais combos. +# Axe abilities +common-abilities-axe-fracture = Fraturar + .desc = + Um golpe paralisante que dificulta o movimento do seu inimigo. + Escala com combo na ativação, consome metade do combo. +# Axe abilities +common-abilities-axe-lacerate = Dilacerar + .desc = + Esfole seu alvo, fazendo com que sua força vital se esvaia. + Requer 30 combos para usar. + Atualiza automaticamente para correnteza em 50 combos se desbloqueado. +# Axe abilities +common-abilities-axe-riptide = Correnteza + .desc = + Esfole tudo que estiver por perto, separando-os de seu sangue. + Atualiza automaticamente de dilacerar em 50 combos. +# Axe abilities +common-abilities-axe-sunder = Romper + .desc = Ao mudar sua empunhadura, você se torna capaz de contornar a armadura do seu inimigo enquanto restaura sua energia de forma mais eficaz. +# Axe abilities +common-abilities-axe-defiance = Desafiar + .desc = Encare a morte fixamente tornando você mais resistente a atordoamento e morte. +# Axe abilities +common-abilities-axe-bulkhead = Antepara + .desc = + Um golpe pesado que alguns dizem que pode até atordoar titãs. + Requer 30 combos para usar. + Atualiza automaticamente para capotar em 50 combos se desbloqueado. +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-skewer = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-agile_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-double_slash = "" +# Axe abilities +common-abilities-axe-skull_bash = Quebra-Crânio + .desc = Um golpe com a parte plana do seu machado que pode atordoar. +# Axe abilities +common-abilities-axe-keelhaul = Arrasto de Quilha + .desc = + Prenda seu oponente e puxe-o para mais perto de você. + Escala com combo na ativação, consome metade do combo. +# Axe abilities +common-abilities-axe-plunder = Pilhagem + .desc = Dê um passo rápido em direção ao seu inimigo, roubando-lhe o equilíbrio com um golpe. diff --git a/assets/voxygen/i18n/pt-BR/hud/bag.ftl b/assets/voxygen/i18n/pt-BR/hud/bag.ftl new file mode 100644 index 0000000..67360d8 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/bag.ftl @@ -0,0 +1,43 @@ +hud-bag-inventory = Inventário de { $playername } +hud-bag-stats_title = Estatísticas de { $playername } +hud-bag-armor = Armadura +hud-bag-stats = Estatísticas +hud-bag-head = Cabeça +hud-bag-neck = Pescoço +hud-bag-tabard = Tabardo +hud-bag-shoulders = Ombros +hud-bag-chest = Peito +hud-bag-hands = Mãos +hud-bag-lantern = Lamparina +hud-bag-glider = Planador +hud-bag-belt = Cinto +hud-bag-ring = Anel +hud-bag-back = Costas +hud-bag-legs = Pernas +hud-bag-feet = Pés +hud-bag-mainhand = Mão hábil +hud-bag-offhand = Mão inábil +hud-bag-inactive_mainhand = Mão hábil inativa +hud-bag-inactive_offhand = Mão inábil inativa +hud-bag-swap_equipped_weapons_title = Trocar armas equipadas +hud-bag-swap_equipped_weapons_desc = Pressione { $key } +hud-bag-bag = Mochila +hud-bag-health = Vida +hud-bag-energy = Stamina +hud-bag-combat_rating = Pontuação de Combate +hud-bag-protection = Proteção +hud-bag-stun_res = Resistência à paralisia +hud-bag-stealth = Furtividade +hud-bag-combat_rating_desc = + Calculado por seu + equipamento e vida. +hud-bag-protection_desc = Redução de dano por armadura +hud-bag-stun_res_desc = + Resistência à paralisia provocada por golpes consecutivos. + Regenera como Energia. +hud-bag-sort_by_name = Ordenar por Nome +hud-bag-sort_by_quality = Ordenar por Qualidade +hud-bag-sort_by_category = Ordenar por Categoria +hud-bag-sort_by_tag = Ordenar por Tag +hud-bag-sort_by_quantity = Ordenar por Quantidade +hud-bag-backpack = Mochila diff --git a/assets/voxygen/i18n/pt-BR/hud/char_window.ftl b/assets/voxygen/i18n/pt-BR/hud/char_window.ftl new file mode 100644 index 0000000..7869295 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Nome do Personagem +character_window-character_stats = + Vigor + + Aptidão + + Força de Vontade + + Proteção diff --git a/assets/voxygen/i18n/pt-BR/hud/chat.ftl b/assets/voxygen/i18n/pt-BR/hud/chat.ftl new file mode 100644 index 0000000..0ee1a50 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/chat.ftl @@ -0,0 +1,85 @@ +## Eventos de Jogadores + +hud-chat-online_msg = { "[" }{ $name }] está online. +hud-chat-offline_msg = { $name } ficou offline + +## Avisos(buff) +## Mortes(buff) + +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] morreu de: queimadura causado por [{ $attacker }] + .bleeding = { "[" }{ $victim }] morreu de: sangramento causado por [{ $attacker }] + .curse = { "[" }{ $victim }] morreu de: maldição causado por [{ $attacker }] + .crippled = { "[" }{ $victim }] morreu de: aleijamento causado por [{ $attacker }] + .frozen = { "[" }{ $victim }] morreu de: congelamento causado por [{ $attacker }] + .mysterious = { "[" }{ $victim }] morreu de: segredo causado por [{ $attacker }] +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] morreu de: queimadura + .bleeding = { "[" }{ $victim }] morreu de: sangramento + .curse = { "[" }{ $victim }] morreu de: maldição + .crippled = { "[" }{ $victim }] morreu de: aleijamento + .frozen = { "[" }{ $victim }] morreu de: congelamento + .mysterious = { "[" }{ $victim }] morreu de: segredo +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] morreu de: queimadura causado por { $attacker } + .bleeding = { "[" }{ $victim }] morreu de: sangramento causado por { $attacker } + .curse = { "[" }{ $victim }] morreu de: maldição causado por { $attacker } + .crippled = { "[" }{ $victim }] morreu de: aleijamento causado por { $attacker } + .frozen = { "[" }{ $victim }] morreu de: congelamento causado por { $attacker } + .mysterious = { "[" }{ $victim }] morreu de: segredo causado por { $attacker } + +## Mortes - PVP + +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] derrotou [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] atirou em [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] explodiu [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] matou [{ $victim }] com magia +hud-chat-pvp_other_kill_msg = { "[" }{ $attacker }] matou [{ $victim }] + +## Mortes - PVE + +hud-chat-npc_melee_kill_msg = { $attacker } matou [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } atirou em [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } explodiu [{ $victim }] +hud-chat-npc_energy_kill_msg = { "[" }{ $attacker }] matou [{ $victim }] com magia +hud-chat-npc_other_kill_msg = { "[" }{ $attacker }] matou [{ $victim }] + +## Outras mortes + +hud-chat-fall_kill_msg = { "[" }{ $name }] morreu de dano de queda +hud-chat-suicide_msg = { "[" }{ $name }] morreu de dano autoinflingido +hud-chat-default_death_msg = { "[" }{ $name }] morreu + +## Utilidades + +hud-chat-all = Todos +hud-chat-chat_tab_hover_tooltip = Clique direito para configurar +hud-loot-pickup-msg = + { $amount -> + [1] { $actor } pegou { $item } + *[other] { $actor } pegou { $amount }x { $item } + } +hud-chat-goodbye = Até Logo! +hud-chat-connection_lost = Conexão perdida. Expulsando em { $time } segundos. +# Generic messages +hud-chat-message-in-group-with-name = ({ $group }) [{ $alias }] { $name }: { $msg } +# Npc /tell messages, no gender info, sadly +hud-chat-tell-to-npc = Para [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-to = Para [{ $alias }]: { $msg } +# Npc /tell messages, no gender info, sadly +hud-chat-tell-from-npc = De [{ $alias }]: { $msg } +# Generic messages +hud-chat-message-in-group = ({ $group }) [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-from = Para [{ $alias }]: { $msg } +# Generic messages +hud-chat-message = { "[" }{ $alias }]: { $msg } +# HUD Pickup message +hud-loot-pickup-msg-you = + { $amount -> + [1] Você pegou { $item } + *[other] Você pegou { $amount }x { $item } + } +# Generic messages +hud-chat-message-with-name = { "[" }{ $alias }] { $name }: { $msg } diff --git a/assets/voxygen/i18n/pt-BR/hud/crafting.ftl b/assets/voxygen/i18n/pt-BR/hud/crafting.ftl new file mode 100644 index 0000000..79b6687 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/crafting.ftl @@ -0,0 +1,51 @@ +hud-crafting = Criação +hud-crafting-recipes = Receitas +hud-crafting-ingredients = Ingredientes: +hud-crafting-craft = Forjar +hud-crafting-craft_all = Forjar Tudo +hud-crafting-repair = Reparar +hud-crafting-repair_equipped = Reparar apenas equipados +hud-crafting-repair_all = Reparar Tudo +hud-crafting-tool_cata = Requer: +hud-crafting-req_crafting_station = Requer: +hud-crafting-anvil = Bigorna +hud-crafting-repair_bench = Bancada de Reparo +hud-crafting-cauldron = Caldeirão +hud-crafting-cooking_pot = Panela +hud-crafting-crafting_bench = Bancada de Criação +hud-crafting-forge = Forja +hud-crafting-loom = Tear +hud-crafting-spinning_wheel = Roca +hud-crafting-tanning_rack = Curtidor de couro +hud-crafting-salvaging_station = Mesa de Restituição +hud-crafting-campfire = Fogueira +hud-crafting-tabs-all = Tudo +hud-crafting-tabs-armor = Armadura +hud-crafting-tabs-dismantle = Desmontar +hud-crafting-tabs-food = Comida +hud-crafting-tabs-glider = Planadores +hud-crafting-tabs-potion = Poções +hud-crafting-tabs-tool = Ferramentas +hud-crafting-tabs-utility = Utilitários +hud-crafting-tabs-weapon = Armas +hud-crafting-tabs-bag = Mochilas +hud-crafting-tabs-processed_material = Materiais +hud-crafting-dismantle_title = Desmontagem +hud-crafting-dismantle_explanation = + Passe o cursor nos itens da sua mochila para ver o que + você pode desmantelar. + + Dê clique duplo neles para iniciar a desmontagem. +hud-crafting-modular_desc = Arraste partes de arma aqui para criar uma arma +hud-crafting-mod_weap_prim_slot_title = Componente Primário de Arma +hud-crafting-mod_weap_prim_slot_desc = Arraste um componente primário de arma aqui (e.g. uma lâmina de espada, cabeça de machado, ou armação de arco). +hud-crafting-mod_weap_sec_slot_title = Componente Secundário de Arma +hud-crafting-mod_weap_sec_slot_desc = Arraste um componente secundário de arma aqui (e.g. um punho de espada, uma empunhadura de arco, ou núcleo de cajado). +hud-crafting-mod_comp_metal_prim_slot_title = Lingote de Metal +hud-crafting-mod_comp_metal_prim_slot_desc = Arraste um lingote de metal aqui, apenas certos metais podem ser usados para criar armas. +hud-crafting-mod_comp_wood_prim_slot_title = Madeira +hud-crafting-mod_comp_wood_prim_slot_desc = Arraste um tipo de madeira aqui, apenas certas madeiras podem ser usadas para criar armas. +hud-crafting-mod_comp_sec_slot_title = Material Animal +hud-crafting-mod_comp_sec_slot_desc = Opcionalmente coloque um ingrediente de origem animal, apenas certos ingredientes podem ser usados para criar armas. +hud-crafting-repair_slot_title = Item quebrado +hud-crafting-repair_slot_desc = Coloque um item quebrado aqui para ver o custo do reparo e o nível atual de durabilidade. \ No newline at end of file diff --git a/assets/voxygen/i18n/pt-BR/hud/group.ftl b/assets/voxygen/i18n/pt-BR/hud/group.ftl new file mode 100644 index 0000000..216a0ae --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Grupo +hud-group-invite_to_join = { $name } convidou você para o grupo! +hud-group-invite_to_trade = { $name } convidou você para trocar itens! +hud-group-invite = Convidar +hud-group-kick = Expulsar +hud-group-assign_leader = Atribuír Líder +hud-group-leave = Sair do Grupo +hud-group-dead = Morto +hud-group-out_of_range = Fora de alcance +hud-group-add_friend = Adicionar aos Amigos +hud-group-link_group = Unir Grupos +hud-group-in_menu = No Menu +hud-group-members = Membros do Grupo \ No newline at end of file diff --git a/assets/voxygen/i18n/pt-BR/hud/map.ftl b/assets/voxygen/i18n/pt-BR/hud/map.ftl new file mode 100644 index 0000000..f3a331b --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/map.ftl @@ -0,0 +1,40 @@ +hud-map-map_title = Mapa +hud-map-qlog_title = Missões +hud-map-topo_map = Topografia +hud-map-difficulty = Dificuldade +hud-map-towns = Cidades +hud-map-castles = Castelos +hud-map-dungeons = Masmorras +hud-map-caves = Cavernas +hud-map-cave = Caverna +hud-map-peaks = Montanhas +hud-map-biomes = Biomas +hud-map-voxel_map = Mapa Voxel +hud-map-trees = Árvores Gigantes +hud-map-tree = Árvore Gigante +hud-map-town = Cidade +hud-map-castle = Castelo +hud-map-bridge = Ponte +hud-map-dungeon = Masmorra +hud-map-difficulty_dungeon = + Dificuldade da + + Masmorra: { $difficulty } +hud-map-drag = Arrastar +hud-map-zoom = Zoom +hud-map-mid_click = Adicionar marcador +hud-map-recenter = Recentralizar +hud-map-marked_location = Localização Marcada +hud-map-marked_location_remove = Clique para remover +hud-map-change_map_mode = Alterar modo do mapa +hud-map-toggle_minimap_voxel = Alternar Modo Voxel no Minimapa +hud-map-zoom_minimap_explanation = + Dê zoom no minimapa para ver + sua área em maior detalhes +hud-map-gnarling = Fortificação Retorcida +hud-map-chapel_site = Capela Marítima +hud-map-placed_by = Marcado por { $name } +hud-map-adlet = Fortaleza Adlet +hud-map-terracotta = Ruínas de Terracota +hud-map-df_mine = Mina +hud-map-haniwa = Catacumba Haniwa diff --git a/assets/voxygen/i18n/pt-BR/hud/misc.ftl b/assets/voxygen/i18n/pt-BR/hud/misc.ftl new file mode 100644 index 0000000..603c9fa --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/misc.ftl @@ -0,0 +1,83 @@ +hud-do_not_show_on_startup = Não exibir isto no início +hud-show_tips = Mostrar Dicas +hud-quests = Missões +hud-you_died = Você Morreu +hud-waypoint_saved = Marcador Salvo +hud-sp_arrow_txt = PHs +hud-inventory_full = Inventário Cheio +hud-someone_else = outro alguém +hud-another_group = outro grupo +hud-owned_by_for_secs = Pertence a { $name } por { $secs } segundos +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Mapeamento de teclas +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] lamparina +hud-press_key_to_show_debug_info_fmt = Pressione { $key } para mostrar informações de depuração +hud-press_key_to_toggle_keybindings_fmt = Pressione { $key } para alternar exibição das teclas mapeadas +hud-press_key_to_toggle_debug_info_fmt = Pressione { $key } para mostrar/ocultar informações de depuração +hud_items_lost_dur = Seus itens equipados perderam durabilidade. +hud-press_key_to_respawn = Pressione { $key } para renascer na última fogueira visitada. +hud-tutorial_btn = Tutorial +hud-tutorial_click_here = Pressione [ { $key } ] para liberar o cursor e clique neste botão! +hud-tutorial_elements = Criação +hud-temp_quest_headline = Olá viajante! +hud-temp_quest_text = + Para o início de sua jornada, você pode começar buscando suprimentos nesta cidade. + + Você é bem-vindo para pegar o que for necessário para sua jornada! + + Olhe no canto inferior direito de sua tela para encontrar diversas coisas como sua mochila, o menu de criação e o mapa. + + A criação te permite constuir armadoras, armas, fazer alimentos e muto mais! + + Os animais selvagens ao redor da cidade são uma boa fonte de Retalhos de Couro(Leather Scraps) para que você crie uma certa proteção contra as intempéries do mundo. + + Assim que você se sentir pronto, tente adquirir equipamentos melhores dos desafios marcados para você no mapa! +hud-spell = Magias +hud-diary = Diário +hud-free_look_indicator = Câmera livre ativada. Pressione { $key } para desabilitar. +hud-camera_clamp_indicator = Trava vertical de câmera ativada. Pressione { $key } para desabilitar. +hud-auto_walk_indicator = Caminhar/Nadar automático ativado +hud-zoom_lock_indicator-remind = Zoom travado +hud-zoom_lock_indicator-enable = Zoom da camera travado +hud-zoom_lock_indicator-disable = Zoom da camera destravado +hud-collect = Coletar +hud-pick_up = Pegar +hud-open = Abrir +hud-use = Usar +hud-mine = Minerar +hud-mine-needs_pickaxe = Picareta necessária +hud-mine-needs_unhandled_case = Precisa de ??? +hud-talk = Falar +hud-trade = Negociar +hud-unlock-requires = Abrir com { $item } +hud-unlock-consumes = Use { $item } para abrir +hud-mount = Montar +hud-sit = Sentar +hud-steer = Guiar +hud-activate = Ativar +hud-dig = Cavar +hud-deactivate = Desativar +hud-read = Ler +hud-follow = Seguir +hud-stay = Ficar +hud-lay = Deitar +hud-portal = Portal +-server = Servidor +-client = Cliente +hud-init-stage-singleplayer = Iniciando servidor local... +hud-init-stage-server-db-vacuum = { "[" }{ -server }]: Limpando banco de dados... +hud-init-stage-server-worldsim-erosion = { "[" }{ -server }]: Erosão { $percentage } % +hud-init-stage-server-worldciv-civcreate = { "[" }{ -server }]: Gerado { $generated } sem { $total } civilizacões +hud-init-stage-server-worldciv-site = { "[" }{ -server }]: Gerando sítios... +hud-init-stage-server-economysim = { "[" }{ -server }]: Simulando economia... +hud-init-stage-server-starting = { "[" }{ -server }]: Iniciando servidor... +hud-init-stage-multiplayer = Iniciando multi jogador +hud-init-stage-client-request-server-version = { "[" }{ -client }]: Aguardando versão do servidor... +hud-init-stage-client-authentication = { "[" }{ -client }]: Autenticando... +hud-init-stage-client-starting-client = { "[" }{ -client }]: Preparando Cliente... +hud-init-stage-render-pipeline = Criando fluxo de renderização ({ $done }/{ $total }) +hud-mine-needs_shovel = Precisa de Pá +hud-init-stage-server-spotgen = { "[" }{ -server }]: Gerando pontos... +hud-init-stage-client-load-init-data = { "[" }{ -client }]: Carregando dados de inicialização do servidor... +hud-init-stage-server-db-migrations = { "[" }{ -server }]: Aplicando migrações de banco de dados... +hud-init-stage-client-connection-establish = { "[" }{ -client }]: Estabelecendo conexão com o servidor... +hud-pet = Acariciar diff --git a/assets/voxygen/i18n/pt-BR/hud/quest.ftl b/assets/voxygen/i18n/pt-BR/hud/quest.ftl new file mode 100644 index 0000000..5ae2131 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/quest.ftl @@ -0,0 +1,7 @@ +hud-quest = Missão +hud-quest-intro = Saudações, { $playername }! +hud-quest-desc-fetch = Por favor me ajude a achar: +hud-quest-desc-kill = Você pode me ajudar a matar +hud-quest-reward = Eu irei te recompensar com: +hud-quest-accept = Aceitar +hud-quest-decline = Rejeitar \ No newline at end of file diff --git a/assets/voxygen/i18n/pt-BR/hud/sct.ftl b/assets/voxygen/i18n/pt-BR/hud/sct.ftl new file mode 100644 index 0000000..def2ad8 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } EXP +hud-sct-block = BLOQUEADO diff --git a/assets/voxygen/i18n/pt-BR/hud/settings.ftl b/assets/voxygen/i18n/pt-BR/hud/settings.ftl new file mode 100644 index 0000000..b2c4450 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/settings.ftl @@ -0,0 +1,167 @@ +hud-settings-general = Geral +hud-settings-none = Nenhum +hud-settings-press_behavior-toggle = Alternar +hud-settings-autopress_behavior-toggle = Ativado +hud-settings-autopress_behavior-auto = Automático +hud-settings-press_behavior-hold = Segurar +hud-settings-help_window = Janela de Ajuda +hud-settings-debug_info = Informações de Depuração +hud-settings-show_hitboxes = Mostrar hitboxes +hud-settings-show_chat = Mostrar chat +hud-settings-show_hotkey_hints = Mostrar atalhos +hud-settings-tips_on_startup = Dicas ao Iniciar +hud-settings-ui_scale = Escala da Interface +hud-settings-relative_scaling = Escala Relativa +hud-settings-custom_scaling = Escala Customizada +hud-settings-crosshair = Mira +hud-settings-opacity = Transparência +hud-settings-hotbar = Hotbar +hud-settings-toggle_shortcuts = Mostar/Ocultar atalhos +hud-settings-buffs_skillbar = Buffs na Barra de Habilidades +hud-settings-buffs_mmap = Buffs no Minimapa +hud-settings-toggle_bar_experience = Mostar/Ocultar Barra de Experiência +hud-settings-scrolling_combat_text = Texto de Combate Deslizante +hud-settings-damage_accumulation_duration = Duração da Acumulação de Dano +hud-settings-incoming_damage = Dano Recebido +hud-settings-incoming_damage_accumulation_duration = Duração da Acumulação de Dano Recebido +hud-settings-round_damage = Arredondar Dano +hud-settings-speech_bubble = Balão de Fala +hud-settings-speech_bubble_self = Mostrar Próprios Balões de Fala +hud-settings-speech_bubble_dark_mode = Balão de Fala Modo Escuro +hud-settings-speech_bubble_icon = Ícone do Balão de Fala +hud-settings-energybar_numbers = Números na barra de energia +hud-settings-always_show_bars = Sempre exibir a barra de energia +hud-settings-enable_poise_bar = Habilitar Barra de Equilibrio +hud-settings-experience_numbers = Pontos de experiência +hud-settings-accumulate_experience = Exibir pontos de experiência de forma acumulada +hud-settings-values = Valores +hud-settings-percentages = Porcentagens +hud-settings-chat = Chat +hud-settings-background_opacity = Transparência de Fundo +hud-settings-chat_character_name = Nomes de Personagem no chat +hud-settings-loading_tips = Dicas na Tela de Carregamento +hud-settings-reset_interface = Restaurar Padrões +hud-settings-pan_sensitivity = Sensibilidade de Rotação +hud-settings-zoom_sensitivity = Sensibilidade do Zoom +hud-settings-camera_clamp_angle = Ângulo para modo de bloqueio da câmera +hud-settings-invert_scroll_zoom = Inverter Rolagem do Zoom +hud-settings-invert_mouse_y_axis = Inverter Eixo Y do Mouse +hud-settings-invert_controller_y_axis = Inverter Controle do Eixo Y +hud-settings-enable_mouse_smoothing = Suavização da Câmera +hud-settings-free_look_behavior = Comportamento da Câmera livre +hud-settings-auto_walk_behavior = Comportamento do caminhar automático +hud-settings-camera_clamp_behavior = Comportamento de bloqueio da câmera +hud-settings-zoom_lock_behavior = Comportamento de zoom da câmera +hud-settings-player_physics_behavior = Física do Jogador (experimental) +hud-settings-stop_auto_walk_on_input = Parar caminhar automático em caso de movimento +hud-settings-auto_camera = Câmera automática +hud-settings-bow_zoom = Dar zoom durante o carregamento do arco +hud-settings-zoom_lock = Trava de câmera +hud-settings-reset_gameplay = Restaurar Padrões +hud-settings-view_distance = Alcance de Visão +hud-settings-entity_view_distance = Distância de visão das Entidades +hud-settings-lod_distance = Distância do Nível de Detalhe (LoD) +hud-settings-sprites_view_distance = Distância de visão dos Sprites +hud-settings-entities_detail_distance = Distância de detalhes das Entidades +hud-settings-maximum_fps = FPS máximo +hud-settings-background_fps = FPS de segundo plano +hud-settings-present_mode = Modo Presente +hud-settings-present_mode-vsync_capped = Vsync limitado +hud-settings-present_mode-vsync_uncapped = Vsync ilimitado +hud-settings-present_mode-vsync_off = Vsync desligado +hud-settings-fov = Campo de visão (graus) +hud-settings-gamma = Gama +hud-settings-exposure = Exposição +hud-settings-ambiance = Brilho do Ambiente +hud-settings-antialiasing_mode = Modo de AntiAliasing +hud-settings-upscale_factor = Resolução Interna +hud-settings-cloud_rendering_mode = Modo de Renderização das Nuvens +hud-settings-fluid_rendering_mode = Modo de Renderização dos Fluidos +hud-settings-fluid_rendering_mode-low = Baixo +hud-settings-fluid_rendering_mode-medium = Medio +hud-settings-fluid_rendering_mode-high = Alto +hud-settings-reflection_rendering_mode = Modo de Renderização de Reflexões +hud-settings-reflection_rendering_mode-low = Baixo +hud-settings-reflection_rendering_mode-medium = Médio +hud-settings-reflection_rendering_mode-high = Alto +hud-settings-cloud_rendering_mode-minimal = Mínimo +hud-settings-cloud_rendering_mode-low = Baixo +hud-settings-cloud_rendering_mode-medium = Médio +hud-settings-cloud_rendering_mode-high = Alto +hud-settings-cloud_rendering_mode-ultra = Ultra +hud-settings-fullscreen = Tela Cheia +hud-settings-fullscreen_mode = Modos de tela cheia +hud-settings-fullscreen_mode-exclusive = Dedicado +hud-settings-fullscreen_mode-borderless = Sem bordas +hud-settings-gpu_profiler = Habilitar temporização de GPU (não suportado globalmente) +hud-settings-particles = Partículas +hud-settings-lossy_terrain_compression = Compressão de terreno com perdas +hud-settings-weapon_trails = Trilhas de Armas +hud-settings-flashing_lights = Luzes Intermitentes +hud-settings-flashing_lights_info = Habilitar todos os tipos de luzes piscantes, ex. piscar de tela e efeitos de raios +hud-settings-resolution = Resolução +hud-settings-bit_depth = Profundidade de bit +hud-settings-refresh_rate = Taxa de Atualização +hud-settings-lighting_rendering_mode = Modo de Renderização de luzes +hud-settings-lighting_rendering_mode-ashikhmin = Tipo A - Alta +hud-settings-lighting_rendering_mode-blinnphong = Tipo B - Média +hud-settings-lighting_rendering_mode-lambertian = Tipo L - Simples +hud-settings-shadow_rendering_mode = Modo de Renderização de Sombras +hud-settings-shadow_rendering_mode-none = Nenhum +hud-settings-shadow_rendering_mode-cheap = Simples +hud-settings-shadow_rendering_mode-map = Mapa +hud-settings-shadow_rendering_mode-map-resolution = Resolução +hud-settings-rain_occlusion-resolution = Resolução da Obstrução da Chuva +hud-settings-lod_detail = Detalhes +hud-settings-save_window_size = Salvar Dim. da Janela +hud-settings-reset_graphics = Restaurar Padrões +hud-settings-minimal_graphics = Minimo +hud-settings-low_graphics = Baixo +hud-settings-medium_graphics = Medio +hud-settings-high_graphics = Alto +hud-settings-ultra_graphics = Ultra +hud-settings-bloom = Bloom +hud-settings-point_glow = Brilho de Ponto +hud-settings-master_volume = Volume Principal +hud-settings-inactive_master_volume_perc = Volume Principal (janela inativa) +hud-settings-music_volume = Volume da Música +hud-settings-sound_effect_volume = Volume dos Efeitos +hud-settings-ambience_volume = Volume Ambiente +hud-settings-music_spacing = Espaçamento da Música +hud-settings-audio_device = Dispositivo de Áudio +hud-settings-reset_sound = Restaurar Padrões +hud-settings-english_fallback = Inglês será exibido na falta de traduções +hud-settings-awaitingkey = Pressione uma tecla... +hud-settings-unbound = Nenhum +hud-settings-reset_keybinds = Restaurar padrões +hud-settings-chat_tabs = Abas de Chat +hud-settings-label = Rótulo: +hud-settings-delete = Deletar +hud-settings-show_all = Exibir Todas +hud-settings-messages = Mensagens +hud-settings-activity = Atividade +hud-settings-death = Morte +hud-settings-group = Grupo +hud-settings-faction = Facção +hud-settings-world = Mundo +hud-settings-region = Região +hud-settings-say = Fala +hud-settings-all = Todos +hud-settings-group_only = Grupo apenas +hud-settings-reset_chat = Restaurar Padrões +hud-settings-third_party_integrations = Integrações de Aplicativos Terceiros +hud-settings-enable_discord_integration = Habilitar integração com o Discord +hud-settings-use_prefixes = Usar prefixos SI para quantidades +hud-settings-prefix_switch_point = Digite limites para prefixos SI +hud-settings-subtitles = Legendas +hud-settings-aim_offset_y = Desvio de Mira Vertical +hud-settings-walking_speed_behavior = Comportamento da velocidade de caminhada +hud-settings-walking_speed = Velocidade de caminhada +hud-settings-language_send_to_server = Envie a linguagem configurada para os servidores(para regras e mensagens motd traduzidas) +hud-settings-present_mode-vsync_adaptive = Vsync Adaptativo +hud-settings-slots = Espaços +hud-settings-aim_offset_x = Desvio de Mira Horizontal +hud-settings-combat_music = Música de Combate +hud-settings-keybind-helper = + M1 para configurar + M2 para limpar diff --git a/assets/voxygen/i18n/pt-BR/hud/skills.ftl b/assets/voxygen/i18n/pt-BR/hud/skills.ftl new file mode 100644 index 0000000..55a733b --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/skills.ftl @@ -0,0 +1,146 @@ +hud-rank_up = Novo ponto de habilidade +hud-skill-sp_available = + { $number -> + [0] Sem ponto de habilidade + [1] { $number } ponto de habilidade + *[other] { $number } pontos de habilidade + } +hud-skill-not_unlocked = Não desbloqueado +hud-skill-req_sp = { "\u000A" }Requer { $number } PH +hud-skill-set_as_exp_bar = Acompanhar o progresso na barra de experiência +hud-skill-unlck_sword_title = Proficiência em espada +hud-skill-unlck_sword = Desbloqueia a árvore de habilidades de espada.{ $SP } +hud-skill-unlck_axe_title = Proficiência com machado +hud-skill-unlck_axe = Desbloquea a árvore de habilidades de machado.{ $SP } +hud-skill-unlck_hammer_title = Proficiência em martelo +hud-skill-unlck_hammer = Desbloqueia árvore de habilidades de martelo{ $SP } +hud-skill-unlck_bow_title = Proficiência em Arco +hud-skill-unlck_bow = Desbloqueia árvore de habilidades de arco{ $SP } +hud-skill-unlck_staff_title = Proficiência em cajado +hud-skill-unlck_staff = Desbloqueia árvore de habilidades de cajado{ $SP } +hud-skill-unlck_sceptre_title = Proeficência em cetro +hud-skill-unlck_sceptre = Desbloqueia árvore de habilidades de cetro{ $SP } +hud-skill-climbing_title = Escalada +hud-skill-climbing = Habilidade de escalar superfícies. +hud-skill-climbing_cost_title = Custo da Escalada +hud-skill-climbing_cost = Escalar usa { $boost }% menos energia{ $SP } +hud-skill-climbing_speed_title = Velocidade da Escalada +hud-skill-climbing_speed = Escalar { $boost } % mais rápido.{ $SP } +hud-skill-swim_title = Natação +hud-skill-swim = Mover na água. +hud-skill-swim_speed_title = Velocidade ao nadar +hud-skill-swim_speed = Nada { $boost }% mais rápido{ $SP } +hud-skill-sc_lifesteal_title = Raio de Roubo Vital +hud-skill-sc_lifesteal = Drena a vida de seus inimigos. +hud-skill-sc_lifesteal_damage_title = Dano +hud-skill-sc_lifesteal_damage = Causa { $boost }% mais dano.{ $SP } +hud-skill-sc_lifesteal_range_title = Alcance +hud-skill-sc_lifesteal_range = Seu feixe alcança { $boost }% mais longe.{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Drenar vida +hud-skill-sc_lifesteal_lifesteal = Converte mais { $boost }% de seu dano em vida.{ $SP } +hud-skill-sc_lifesteal_regen_title = Regeneração de Stamina +hud-skill-sc_lifesteal_regen = Reabastece sua energia adicionais { $boost }%.{ $SP } +hud-skill-sc_heal_title = Aura de Cura +hud-skill-sc_heal = Cura seus aliados usando o sangue dos inimigos, requer combo para ativar. +hud-skill-sc_heal_heal_title = Cura +hud-skill-sc_heal_heal = Aumenta a quantidade de cura a outros em { $boost }%.{ $SP } +hud-skill-sc_heal_cost_title = Custo da Cura +hud-skill-sc_heal_cost = Curar requer { $boost }% a menos de energia.{ $SP } +hud-skill-sc_heal_duration_title = Duração +hud-skill-sc_heal_duration = Os efeitos da aura de cura duram { $boost }% a mais.{ $SP } +hud-skill-sc_heal_range_title = Alcance +hud-skill-sc_heal_range = Seu raio alcança { $boost }% mais longe.{ $SP } +hud-skill-sc_wardaura_unlock_title = Desbloquear Aura Protetora +hud-skill-sc_wardaura_unlock = Permite que você proteja seus aliados contra ataques inimigos.{ $SP } +hud-skill-sc_wardaura_strength_title = Força +hud-skill-sc_wardaura_strength = A força da sua proteção aumenta em { $boost }%.{ $SP } +hud-skill-sc_wardaura_duration_title = Duração +hud-skill-sc_wardaura_duration = Os efeitos da sua proteção duram { $boost }% a mais.{ $SP } +hud-skill-sc_wardaura_range_title = Alcance +hud-skill-sc_wardaura_range = Sua aura proetora alcança { $boost }% mais longe.{ $SP } +hud-skill-sc_wardaura_cost_title = Custo da Aura Protetora +hud-skill-sc_wardaura_cost = Criar aura protetora requer { $boost }% menos energia.{ $SP } +hud-skill-st_shockwave_range_title = Alcance da Onda de Choque +hud-skill-st_shockwave_range = Alcança alvos antes fora do alcançe, aumentando-o em { $boost }%.{ $SP } +hud-skill-st_shockwave_cost_title = Custo da Onda de Choque +hud-skill-st_shockwave_cost = Reduz custo de energia ao arremessar aldeões indefesos em { $boost }%.{ $SP } +hud-skill-st_shockwave_knockback_title = Empurrão da Onda de Choque +hud-skill-st_shockwave_knockback = Aumenta potencial do empurrão em { $boost }%.{ $SP } +hud-skill-st_shockwave_damage_title = Dano da Onda de Choque +hud-skill-st_shockwave_damage = Aumenta o dano em { $boost }%.{ $SP } +hud-skill-st_shockwave_unlock_title = Desbloqueio da Onda de Choque +hud-skill-st_shockwave_unlock = Libera habilidade de empurrar adversários longe utilizando fogo.{ $SP } +hud-skill-st_flamethrower_title = Lança-chamas +hud-skill-st_flamethrower = Joga labaredas, e cozinha todos eles. +hud-skill-st_flame_velocity_title = Velocidade do Fogo +hud-skill-st_flame_velocity = Fogo mais rápido, { $boost } % mais rápido.{ $SP } +hud-skill-st_flamethrower_range_title = Alcance do Lança Chamas +hud-skill-st_flamethrower_range = Quando parecem que não vão alcançar, as chamas avançam { $boost } % a mais.{ $SP } +hud-skill-st_energy_drain_title = Gasto de Energia +hud-skill-st_energy_drain = Reduz a taxa de gasto de energia em { $boost }%.{ $SP } +hud-skill-st_flamethrower_damage_title = Dano do Lança Chamas +hud-skill-st_flamethrower_damage = Aumenta o dano em { $boost }%.{ $SP } +hud-skill-st_explosion_radius_title = Raio da Explosão +hud-skill-st_explosion_radius = Quanto maior melhor, e o raio da explosão é aumentado em { $boost }%.{ $SP } +hud-skill-st_energy_regen_title = Regeneração de stamina +hud-skill-st_energy_regen = Aumenta o ganho de stamina em { $boost }%.{ $SP } +hud-skill-st_fireball_title = Bola de fogo +hud-skill-st_fireball = Brinque de perseguir seus inimigos. +hud-skill-st_damage_title = Dano +hud-skill-st_damage = Aumenta o dano em { $boost }%.{ $SP } +hud-skill-bow_projectile_speed_title = Velocidade do Projétil +hud-skill-bow_projectile_speed = Permite atirar mais flechas, com velocidade aumentada em { $boost }%.{ $SP } +hud-skill-bow_charged_title = Disparo carregado +hud-skill-bow_charged = Porque você esperou mais. +hud-skill-bow_charged_damage_title = Dano da Carga +hud-skill-bow_charged_damage = Aumenta o Dano em { $boost }%.{ $SP } +hud-skill-bow_charged_energy_regen_title = Regeneração Carregada +hud-skill-bow_charged_energy_regen = Aumenta recuperação de energia em { $boost }%.{ $SP } +hud-skill-bow_charged_knockback_title = Empurrão Aprimorado +hud-skill-bow_charged_knockback = Empurra inimigos mais longe em { $boost }%.{ $SP } +hud-skill-bow_charged_speed_title = Velocidade da Carga +hud-skill-bow_charged_speed = Aumenta a velocidade de carga dos ataques em { $boost }%.{ $SP } +hud-skill-bow_charged_move_title = Velocidade de Movimentação em Carga +hud-skill-bow_charged_move = Aumenta a velocidade de movimentação durante o carregamento do ataque em { $boost }%.{ $SP } +hud-skill-bow_repeater_title = Repetidor +hud-skill-bow_repeater = Atira mais rápido quanto mais você continuar atirando. +hud-skill-bow_repeater_damage_title = Dano do Repetidor +hud-skill-bow_repeater_damage = Aumenta o dano em { $boost }%.{ $SP } +hud-skill-bow_repeater_cost_title = Custo do Repetidor +hud-skill-bow_repeater_cost = Reduz o custo de energia da repetição em { $boost }%.{ $SP } +hud-skill-bow_repeater_speed_title = Velocidade do Repetidor +hud-skill-bow_repeater_speed = Aumenta a taxa na qual você atira flechas em { $boost }%.{ $SP } +hud-skill-bow_shotgun_unlock_title = Desbloquear Escopeta +hud-skill-bow_shotgun_unlock = Desbloqueia a habilidade de atirar múltiplas flechas ve uma vez.{ $SP } +hud-skill-bow_shotgun_damage_title = Dano da Shotgun +hud-skill-bow_shotgun_damage = Aumenta o dano infligido em { $boost }%.{ $SP } +hud-skill-bow_shotgun_cost_title = Custo da Shotgun +hud-skill-bow_shotgun_cost = Diminui o custo da shotgun em { $boost }%.{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Flechas da Shotgun +hud-skill-bow_shotgun_arrow_count = Aumenta o número de flechas na sequência em { $boost }.{ $SP } +hud-skill-bow_shotgun_spread_title = Espalhamento da Shotgun +hud-skill-bow_shotgun_spread = Diminui quanto as flechas se espalham em { $boost }%.{ $SP } +hud-skill-mining_title = Mineração +hud-skill-pick_strike_title = Golpe de Picareta +hud-skill-pick_strike = Acerta rochas com a picareta para retirar minérios, gemas e experiência. +hud-skill-pick_strike_speed_title = Velocidade do Golpe de Picareta +hud-skill-pick_strike_speed = Minera mais rápido.{ $SP } +hud-skill-pick_strike_oregain_title = Rendimento de Minério com a Picareta +hud-skill-pick_strike_oregain = Change de ganhar minérios extras ({ $boost }% por nível).{ $SP } +hud-skill-pick_strike_gemgain_title = Rendimento de Gemas com a Picareta +hud-skill-pick_strike_gemgain = Change de ganhar gemas extras ({ $boost }% por nível).{ $SP } +# Internal terms, currently only used in es +# If we remove them here, they also get auto-removed in es, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-sc_wardaura_title = "" +# Internal terms, currently only used in es +# If we remove them here, they also get auto-removed in es, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-bow_shotgun_title = "" +# Internal terms, currently only used in es +# If we remove them here, they also get auto-removed in es, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-st_shockwave_title = "" diff --git a/assets/voxygen/i18n/pt-BR/hud/social.ftl b/assets/voxygen/i18n/pt-BR/hud/social.ftl new file mode 100644 index 0000000..0a5811c --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/social.ftl @@ -0,0 +1,14 @@ +hud-social = Outros Jogadores +hud-social-online = Online: +hud-social-friends = Amigos +hud-social-not_yet_available = Indisponível +hud-social-faction = Facção +hud-social-play_online_fmt = + { $nb_player -> + [1] { $nb_player } jogador online + *[other] { $nb_player } jogadores online + } +hud-social-name = Nome +hud-social-level = Nível +hud-social-zone = Zona +hud-social-account = Conta diff --git a/assets/voxygen/i18n/pt-BR/hud/subtitles.ftl b/assets/voxygen/i18n/pt-BR/hud/subtitles.ftl new file mode 100644 index 0000000..2128267 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/subtitles.ftl @@ -0,0 +1,117 @@ +subtitle-campfire = Crepitar da fogueira +subtitle-bird_call = Canto dos pássaros +subtitle-bees = Zumbido das abelhas +subtitle-owl = Coruja ululando +subtitle-running_water = Água corrente +subtitle-lightning = Trovão +subtitle-footsteps_grass = Passos na grama +subtitle-footsteps_earth = Passos na terra +subtitle-footsteps_rock = Passos na pedra +subtitle-footsteps_snow = Passos na neve +subtitle-pickup_item = Item coletado +subtitle-pickup_failed = Falha na coleta +subtitle-glider_open = Planador equipado +subtitle-glider_close = Planador desequipado +subtitle-glide = Planando +subtitle-roll = Rolando +subtitle-swim = Nadando +subtitle-climb = Escalando +subtitle-damage = Dano +subtitle-death = Morte +subtitle-wield_bow = Arco equipado +subtitle-unwield_bow = Arco desequipado +subtitle-pickup_bow = Arco coletado +subtitle-wield_sword = Espada equipada +subtitle-unwield_sword = Espada desequipada +subtitle-sword_attack = Espada balançada +subtitle-pickup_sword = Espada coletada +subtitle-wield_axe = Machado equipado +subtitle-unwield_axe = Machado desequipado +subtitle-axe_attack = Machado balançado +subtitle-pickup_axe = Machado coletado +subtitle-wield_hammer = Martelo equipado +subtitle-unwield_hammer = Martelo desequipado +subtitle-hammer_attack = Martelo balançado +subtitle-pickup_hammer = Martelo coletado +subtitle-wield_staff = Cajado equipado +subtitle-unwield_staff = Cajado desequipado +subtitle-fire_shot = Disparo de cajado +subtitle-staff_attack = Disparo de cajado +subtitle-pickup_staff = Cajado coletado +subtitle-wield_sceptre = Cetro equipado +subtitle-unwield_sceptre = Cetro desequipado +subtitle-sceptre_heal = Aura de cura do cetro +subtitle-pickup_sceptre = Cetro coletado +subtitle-wield_dagger = Adaga equipada +subtitle-uwield_dagger = Adaga desequipada +subtitle-dagger_attack = Adaga balançada +subtitle-pickup_dagger = Adaga coletada +subtitle-wield_shield = Escudo equipado +subtitle-unwield_shield = Escudo desequipado +subtitle-shield_attack = Escudo empurrado +subtitle-pickup_shield = Escudo coletado +subtitle-pickup_pick = Picareta coletada +subtitle-pickup_gemstone = Pedra preciosa coletada +subtitle-instrument_organ = Órgão tocando +subtitle-wield_instrument = Instrumento equipado +subtitle-unwield_instrument = Instrumento desequipado +subtitle-instrument_double_bass = Contrabaixo tocando +subtitle-instrument_flute = Flauta tocando +subtitle-instrument_glass_flute = Flauta de vidro tocando +subtitle-instrument_lyre = Lira tocando +subtitle-instrument_icy_talharpa = Talharpa gélida tocando +subtitle-instrument_kalimba = Kalimba tocando +subtitle-instrument_melodica = Melódica tocando +subtitle-instrument_lute = Alaúde tocando +subtitle-portal-activated = Portal Ativado +subtitle-portal-teleported = Teleportado pelo portal +subtitle-lavapool = Poço de lava +subtitle-instrument_shamisen = Samisém tocando +subtitle-instrument_dark_guitar = Violão Sombrio tocando +subtitle-instrument_washboard = Tábua de lavar tocando +subtitle-instrument_wildskin_drum = Bombo Legüero tocando +subtitle-pickup_instrument = Empunhar instrumento +subtitle-instrument_guitar = Violão tocando +subtitle-surprise_egg = Som Divino +subtitle-instrument_steeldrum = Tambor de língua tocando +subtitle-instrument_sitar = Cítara tocando +subtitle-arrow_miss = Flecha errou +subtitle-explosion = Explosão +subtitle-arrow_shot = Flecha lançada +subtitle-skill_point = Ponto de Habilidade adquirido +subtitle-arrow_hit = Flecha acertou +subtitle-sceptre_beam = Feixe de cetro +subtitle-flame_thrower = Lança-chamas +subtitle-break_block = Bloco destruído +subtitle-attack_blocked = Ataque bloqueado +subtitle-parry = Aparado +subtitle-interrupted = Interrompido +subtitle-stunned = Atordoado +subtitle-knocked_down = Derrubado +subtitle-attack-cyclops_charge = Carga do Cíclope +subtitle-dazed = Desorientado +subtitle-utterance-antelope-hurt = Antelope chorando +subtitle-utterance-truffler-calm = Truffler grunhindo +subtitle-utterance-human-greeting = Saudação +subtitle-utterance-wyvern-angry = Wyvern rugindo +subtitle-utterance-wyvern-hurt = Wyvern ferido +subtitle-utterance-phoenix-angry = Fenix gritando +subtitle-utterance-phoenix-hurt = Fenix ferida +subtitle-utterance-wolf-hurt = Lobo choramingando +subtitle-utterance-wolf-angry = Wendigo rugindo +subtitle-attack-ground_slam = Bate-estaca +subtitle-attack-laser_beam = Raio laser +subtitle-utterance-biped_large-hurt = Fortemente ferido +subtitle-utterance-human-hurt = Humano ferido +subtitle-utterance-lion-hurt = Leão rugindo +subtitle-utterance-mandroga-hurt = Mandroga gritando +subtitle-utterance-maneater-hurt = Maneater arrotando +subtitle-utterance-marlin-hurt = Marlin ferido +subtitle-utterance-mindflayer-hurt = Devorador de Mentes ferido +subtitle-utterance-dagon-hurt = Dagon ferido +subtitle-utterance-asp-angry = Asp sibilando +subtitle-utterance-asp-calm = Asp coachando +subtitle-utterance-asp-hurt = Asp ferido +subtitle-utterance-wendigo-angry = Wendigo gritando +subtitle-utterance-wendigo-calm = Wendigo murmurando +subtitle-attack-fuse_charge = Fuse chiando diff --git a/assets/voxygen/i18n/pt-BR/hud/trade.ftl b/assets/voxygen/i18n/pt-BR/hud/trade.ftl new file mode 100644 index 0000000..3c7c4f4 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/hud/trade.ftl @@ -0,0 +1,34 @@ +hud-trade-trade_window = Janela de Troca +hud-trade-phase1_description = + Arraste os itens que deseja trocar + para a sua área. +hud-trade-phase2_description = + Troca travada para que você tenha + tempo para revisar. +hud-trade-phase3_description = Troca em processamento. +hud-trade-persons_offer = Oferta de { $playername } +hud-trade-has_accepted = + { $playername } + aceitou +hud-trade-accept = Aceitar +hud-trade-decline = Recusar +hud-trade-invite_sent = Pedido de troca enviado para { $playername }. +hud-trade-result-completed = Troca concluída com sucesso. +hud-trade-result-declined = Troca cancelada. +hud-trade-result-nospace = Espaço insuficiente para completar a troca. +hud-trade-buy = + Preço de compra: { $coin_num -> + [1] uma moeda + *[outro] { $coin_formatted } moedas + } +hud-trade-sell = + Sell Price: { $coin_num -> + [1] uma moeda + *[other] { $coin_formatted } moedas + } +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Sua oferta +hud-trade-their_offer = Oferta do outro +hud-trade-amount_input = Selecione um item +hud-confirm-trade-for-nothing = Deseja realmente dar estes itens a troco de nada? diff --git a/assets/voxygen/i18n/pt-BR/main.ftl b/assets/voxygen/i18n/pt-BR/main.ftl new file mode 100644 index 0000000..174efb3 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/main.ftl @@ -0,0 +1,112 @@ +main-username = Nome de Usuário +main-server = Servidor +main-password = Senha +main-connecting = Conectando +main-creating_world = Criando Mundo +main-tip = Dica: +main-unbound_key_tip = não vinculado +main-notice = + Bem-vindo a versão alfa de Veloren! + + Antes de iniciar a diversão, tenha algumas coisinhas em mente: + + - Esta é uma versão muito experimental. Prepare-se para defeitos(bugs), jogabilidade inacabada, mecânicas desbalanceadas ou faltantes e funcionalidades ausentes. + + - Caso você possua comentários construtivos para tecer ou defeitos a serem reportados, você pode nos contactar através do repositório no Gitlab ou servidores Discord e Matrix. + + - Veloren é open source. Você é livre pra jogar, modificar e redistribuir desde que em acordo com a versão 3 da GNU General Public license. + + - Veloren é um projeto comunitário sem fins lucrativos, e todos que trabalham nele são voluntários. + Se você gosta do que viu, sinta-se a vontade para ingressar nos nossos grupos de trabalho! + + Obrigado pelo seu tempo gasto lendo este aviso, esperamos que você goste do jogo! + + ~ Equipe de desenvolvimento +main-login_process = + Sobre o modo multijogador: + + Por favor, note que você precisa de uma conta para jogar em servidores com autenticação ativada. + + Você pode criar uma conta em: + https://veloren.net/account/ +main-login-server_not_found = Servidor não encontrado. +main-login-authentication_error = Erro de autenticação no servidor. +main-login-internal_error = Erro interno no cliente. Dica: Provavelmente o personagem do jogador foi deletado. +main-login-failed_auth_server_url_invalid = Falha na conexão com o servidor de autenticação. +main-login-insecure_auth_scheme = A autenticação através do esquema HTTP não é suportada. É inseguro! A propósito de desenvolvimento, o HTTP é permitido no 'localhost' ou em builds no modo debug. +main-login-server_full = Servidor lotado. +main-login-untrusted_auth_server = Servidor de autenticação não confiado. +main-login-outdated_client_or_server = Servidor enlouqueceu: Provavelmente as versões são incompatíveis, verifique se há atualizações. +main-login-timeout = Tempo esgotado: Servidor não respondeu a tempo. Dica: o servidor pode estar sobrecarregado ou há problemas de rede. +main-login-server_shut_down = Servidor encerrou ou desligou. +main-login-network_error = Erro de Rede. +main-login-network_wrong_version = O servidor está executando uma versão diferente da sua. Dica: verifique se há atualizações no seu cliente do jogo. +main-login-failed_sending_request = Requisição ao servidor de autenticação falhou. +main-login-invalid_character = O personagem selecionado é inválido. +main-login-client_crashed = Cliente abortou. +main-login-not_on_whitelist = Você não está na lista dos membros permitidos(whitelist) do servidor que está tentando ingressar. +main-login-banned = Você foi banido pelo seguinte motivo: +main-login-kicked = Você foi expulso pelo seguinte motivo: +main-login-select_language = Escolha um Idioma +main-login-client_version = Versão do cliente +main-login-server_version = Versão do servidor +main-login-client_init_failed = Cliente falhou ao inicializar: { $init_fail_reason } +main-login-username_bad_characters = Nome de usuário contém caracteres inválidos! (Apenas alfanuméricos, '_' e '-' são perimtidos). +main-login-username_too_long = Nome de usuário muito longo! Tamanho máximo: { $max_len } +main-servers-select_server = Escolha um servidor +main-servers-singleplayer_error = Falha ao conetar no servidor interno: { $sp_error } +main-servers-network_error = Erro de socket/rede: { $raw_error } +main-servers-participant_error = Erro de rede/protocolo do participante: { $raw_error } +main-servers-stream_error = Erro de conexão/compressão/(de)serialização do cliente: { $raw_error } +main-servers-database_error = Erro de Base da dados do Servidor: { $raw_error } +main-servers-persistence_error = Erro de persistência do servidor (Possivelmente relacionado a Asset/Personagens): { $raw_error } +main-servers-other_error = Erro geral de servidor: { $raw_error } +main-credits = Créditos +main-credits-created_by = criado por +main-credits-music = Música +main-credits-fonts = Fontes +main-credits-other_art = Outras Artes +main-credits-contributors = Contribuidores +loading-tips = + .a0 = Pressione '{ $gameinput-togglelantern }' para acender sua lâmpada. + .a1 = Pressione '{ $gameinput-help }' para visualizar suas teclas de atalho. + .a2 = Você pode digitar /say ou /s para conversar apenas com jogadores próximos a você. + .a3 = Você pode digitar /region ou /r para conversar apenas com jogadores a poucas centenas de blocos de você. + .a4 = Admins podem usar o comando /build para entrar no modo construção. + .a5 = Você pode digitar /group ou /g para conversar apenas com jogadores do seu grupo. + .a6 = Para enviar mensagens privadas digite /tell seguido do nome do jogador desejado. + .a7 = Busque sempre comida, baús e outros espólios espalhados pelo mundo! + .a8 = Inventário cheio de comidas? Tente criar alimentos melhores com elas! + .a9 = Imaginando o que há pra fazer? Cavernas estão marcadas com pontos marrons no mapa! + .a10 = Não esqueça de ajustar as configurações gráficas. Pressione '{ $gameinput-settings }' para abrir as configurações. + .a11 = Jogar com outros é divertido! Pressione '{ $gameinput-social }' para ver quem está online. + .a12 = Pressione '{ $gameinput-dance }' para dançar. Hora da festa! + .a13 = Pressione '{ $gameinput-glide }' para abrir o Planador e conquistar os céus. + .a14 = Veloren ainda está no Pre-Alpha. Estamos nos empenhando ao máximo para melhorar a cada dia! + .a15 = Se quiser ingressar no time de Desenvolvedores ou apenas conversar conosco, acesse o nosso servidor do Discord. + .a16 = Você pode exibir sua saúde em sua barra de vida nas opções. + .a17 = Sente ao redor de uma fogueira (usando a tecla '{ $gameinput-sit }') para lentamente se recuperar de lesões. + .a18 = Precisa de uma mochila maior para sua jornada? Pressione '{ $gameinput-crafting }' para abrir o menu de criação! + .a19 = Pressoine '{ $gameinput-roll }' para rolar. Rolamentos podem ser usados para se movimentar mais rapidamente e desviar de ataques dos inimigos. + .a20 = Se perguntando para que este item serve? Busque por 'input:' na área de criação para ver receitas que utilizam tal item. + .a21 = Você pode capturar a tela pressionando '{ $gameinput-screenshot }'. +main-singleplayer-delete = Deletar +main-singleplayer-invalid_name = Erro: Nome inválido +main-singleplayer-random_seed = Aleatório +main-singleplayer-world_name = Nome do mundo +main-singleplayer-map_scale = Escala vertical +main-singleplayer-map_erosion_quality = Qualidade da erosão +main-singleplayer-map_shape = Formato +main-singleplayer-play = Jogar +main-singleplayer-generate_and_play = Gerar & Jogar +main-server-rules = Este servidor possui regras que precisam ser aceitas. +main-server-rules-seen-before = As regras deste servidor mudaram deste a última vez em que você as aceitou. +main-singleplayer-map_large_warning = Aviso: Mundos grandes levarão mais tempo durante a primeira inicialização. +menu-singleplayer-confirm_regenerate = Tem certeza que deseja regerar "{ $world_name }"? +main-singleplayer-new = Novo +main-singleplayer-regenerate = Regerar +main-singleplayer-create_custom = Criar Personalizado +main-singleplayer-seed = Semente +menu-singleplayer-confirm_delete = Tem certeza que deseja deletar "{ $world_name }"? +main-singleplayer-day_length = Duração do dia +main-singleplayer-size_lg = Tamanho logarítmico diff --git a/assets/voxygen/i18n/pt-BR/npc.ftl b/assets/voxygen/i18n/pt-BR/npc.ftl new file mode 100644 index 0000000..c43c3d9 --- /dev/null +++ b/assets/voxygen/i18n/pt-BR/npc.ftl @@ -0,0 +1,305 @@ +npc-speech-villager = + .a0 = Eu amo queijo. +npc-speech-villager_open = + .a0 = Eu imagino o que os Catoblepas pensam quando comem grama. + .a1 = O que você acha que faz os Glowing Remains brilharem? + .a2 = Já ouviu falar dos ferozes Land Sharks? Ouvi dizer que eles vivem nos desertos. + .a3 = Eu imagino o que tenha do outro lado das montanhas. + .a4 = Eu deixei um pouco de queijo com meu irmão. Agora eu não sei se existe ou não. Eu chamo de queijo de Schrödinger. + .a5 = Você alguma fez ja pegou um vagalume? + .a6 = Eles dizem que gemas brilhantes de todos os tipos podem ser achadas nas cavernas. + .a7 = Eu não consigo entender de onde esses Sauroks estão vindo. +npc-speech-villager_adventurous = + .a0 = Espero um dia conseguir fazer meu próprio planador. + .a1 = Eu gostaria de explorar uma caverna quando eu ficar mais forte. +npc-speech-villager_closed = + .a0 = Você não é daqui, né? + .a2 = Eles dizem que cogumelos são bons para sua saúde. Nunca comi. + .a3 = Ser, ou não ser? Eu acho que vou ser um fazendeiro. +npc-speech-villager_conscientious = + .a0 = Eu me mantenho ocupado. Sempre tem algo para fazer. + .a1 = Eu espero que chova logo. Vai ser bom para as plantações. +npc-speech-villager_busybody = + .a0 = As pessoas deveriam falar menos e trabalharem mais. +npc-speech-villager_unconscientious = + .a0 = Eu acho que é hora de ter um segundo café da manhã! + .a1 = Eu gostaria que minha casa não fosse uma bagunça. Mas para isso eu teria que arrumar! Haha! + .a2 = Agora, onde será que eu deixei aquela coisa... +npc-speech-villager_extroverted = + .a0 = Você não vai acreditar no que fiz esse final de semana! + .a1 = O melhor da manhã para você! + .a2 = O Que você acha desse clima? + .a3 = Eu apenas sou louco por queijo! + .a4 = Não se esqueça dos biscoitos! + .a5 = Eu apenas amo queijo dos anões. Gostaria de saber fazer. + .a6 = Eu tive um sonho maravilhoso sobre queijo ontem à noite. O que será que significa? + .a7 = Eu amo mel! E odeio abelhas. +npc-speech-villager_sociable = + .a0 = Você não vai entrar? Nos íamos comer um pouco de queijo! + .a1 = Você gostaria de ver meu jardim? Okay, talvez outra hora. +npc-speech-villager_introverted = + .a0 = Oi. + .a1 = Oh, Eu? Não sou nada demais. +npc-speech-villager_agreeable = + .a0 = Como você está hoje? + .a1 = Apenas me diga se precisar de algo. + .a2 = Você viu meu gato por ai? +npc-speech-villager_worried = + .a0 = Tome cuidado, OK? Tem muitas coisas perigosas por ai. +npc-speech-villager_disagreeable = + .a0 = Eu falo a verdade, doa a quem doer. + .a1 = As pessoas são facilmente ofendidas. +npc-speech-villager_neurotic = + .a0 = Pensar nesses calabouços me deixam com medo. Espero que alguém limpe eles. + .a1 = Alguém deveria fazer algo sobre aqueles cultistas. De preferência que não seja eu. + .a2 = Eu tenho um pressentimento que algo ruim irá acontecer. + .a3 = Eu gostaria que alguém mantivesse os lobos longe dessa vila. +npc-speech-villager_sad_loner = + .a0 = Eu estou tão sozinho. + .a1 = { "." }.. Desculpa por esse silêncio estranho. Não sou muito bom com pessoas. +npc-speech-villager_seeker = + .a0 = Eu quero ver o mundo um dia. Deve ter mais nessa vida do que essa vila. +npc-speech-villager_stable = + .a0 = Hoje não é um dia bonito? + .a1 = A vida não é tão ruim assim. + .a2 = Lindo dia para caminhar na floresta! +npc-speech-villager_decline_trade = + .a0 = Desculpe, não tenho nada para trocar. + .a1 = Troca? Como se eu tivesse algo que pudesse interessar a você. + .a2 = Minha casa é minha, não vou trocá-la por nada. +npc-speech-villager_busy = + .a0 = Desculpa, não posso falar com você agora. + .a1 = Nos falamos depois, estou ocupado. +npc-speech-merchant_advertisement = + .a0 = Está interessado em fazer uma troca comigo? + .a1 = Você quer negociar comigo? + .a2 = Eu tenho muitos produtos. Você quer dar uma olhada? +npc-speech-merchant_busy = + .a0 = Espere, por favor. Sou apenas uma pessoa. + .a1 = Só um momento, deixe-me terminar. + .a2 = Estou ocupado, volte mais tarde. +npc-speech-merchant_busy_rude = + .a0 = Ei, espere pela sua vez. + .a1 = Você não olha por onde anda? + .a2 = Sem furar a fila. +npc-speech-merchant_trade_successful = + .a0 = Obrigado por negociar comigo! + .a1 = Obrigado! +npc-speech-merchant_trade_declined = + .a0 = Talvez outra hora, tenha um bom dia! + .a1 = Que pena, talvez da próxima vez, então! +npc-speech-merchant_trade_cancelled_hostile = + .a0 = Desculpa interromper, nós temos um problema para resolver aqui! + .a1 = Nós fazemos negócios depois, eu preciso cuidar disso primeiro! +npc-speech-ambush = + .a0 = Não é muito inteligente viajar sozinho! + .a1 = Como roubar doce de criança! +npc-speech-villager_cultist_alarm = + .a0 = Olhe! Há um cultista à solta! + .a1 = Às armas! Os cultistas estão atacando! + .a2 = Como ousam os cultistas atacar nossa aldeia! + .a3 = Morte aos cultistas! + .a4 = Cultistas não serão tolerados aqui! + .a5 = Cultista assassino! + .a6 = Prove o gume da minha espada, seu cultista sujo! + .a7 = Nada pode limpar o sangue de suas mãos, cultista! + .a8 = Com bilhões de coriscos azuis borbulhantes! Um cultista entre nós! + .a9 = Os males deste cultista estão prestes a acabar! + .a10 = Este cultista é meu! + .a11 = Prepare-se para encontrar o seu criador, oh tolo cultista! + .a12 = Vejo um cultista! Pegue eles! + .a13 = Vejo um cultista! Atacar! + .a14 = Vejo um cultista! Não o deixe escapar! + .a15 = O mais honrado cultista se importaria com alguma MORTE?! + .a16 = Nunca perdoe! Nunca se esqueça! Morra, cultista! + .a17 = Morra, cultista! + .a18 = Seu reinado de terror chegará ao fim! + .a19 = Você pagará por tudo que fez! + .a20 = Não aceitamos bem seus tipos por aqui. + .a21 = Você deveria ter ficado no subsolo! +npc-speech-villager_under_attack = + .a0 = Ajuda, Estou sendo atacado! + .a1 = Ajuda! Estou sendo atacado! + .a2 = Ouch! Estou sendo atacado! + .a3 = Ouch! Estou sendo atacado! Ajuda! + .a4 = Me ajude! Estou sendo atacado! + .a5 = Estou sendo atacado! Ajuda! + .a6 = Estou sendo atacado! Me ajude! + .a7 = Ajuda! + .a8 = Ajuda! Ajuda! + .a9 = Ajuda! Ajuda! Ajuda! + .a10 = Estou sendo atacado! + .a11 = AAAHHH! Estou sendo atacado! + .a12 = AAAHHH! Estou sendo atacado! Ajuda! + .a13 = Ajuda! Estamos sendo atacado! + .a14 = Ajuda! Assassino! + .a15 = Ajuda! Há um assassinado em andamento! + .a16 = Ajuda! Estão tentando me matar! + .a17 = Guardas, Estou sendo atacado! + .a18 = Guardas! Estou sendo atacado! + .a19 = Estou sendo atacado! Guardas! + .a20 = Ajuda! Guardas! Estou sendo atacado! + .a21 = Guardas! Depressa! + .a22 = Guardas! Guardas! + .a23 = Guardas! Um vilão está me atacando! + .a24 = Guardas, acabem com este maldito vilão! + .a25 = Guardas! Um assassino a solta! + .a26 = Guardas! Me ajude! + .a27 = Você não vai se safar dessa! Guardas! + .a28 = Maldito Vilão! + .a29 = Me ajude! + .a30 = Ajuda! Por favor! + .a31 = Ouch! Guardas! Ajuda! + .a32 = Estão atrás de mim! + .a33 = Ajuda! Ajuda! Estou sendo repreendido + .a34 = Ah, agora vemos a violência inerente ao sistema. + .a35 = Só um arranhão! + .a36 = Pare com isso! + .a37 = O que eu fiz para você?! + .a38 = Por favor, pare de me atacar! + .a39 = Ei! Cuidado para onde você aponta essa coisa! + .a40 = Desgraçado hediondo, vou acabar com você! + .a41 = Pare com isso! Vá embora! + .a42 = Você está me deixando louco! + .a43 = Ow! Quem você pensa que é?! + .a44 = Arrancarei sua cabeça por isso! + .a45 = Pare, por favor! Não levo nada de valor! + .a46 = Vou mandar meu irmão em você, ele é maior que eu! + .a47 = Nãooo, Vou contar pra minha mãe! + .a48 = Te amaldiçoo! + .a49 = Por favor não faça isso. + .a50 = Isso não foi muito legal! + .a51 = Sua arma funciona, pode guardar ela agora! + .a52 = Me poupe! + .a53 = Por favor, tenho uma família! + .a54 = Sou muito jovem para morrer! + .a55 = Podemos conversar sobre isso? + .a56 = Violência nunca é a resposta! + .a57 = Hoje foi um péssimo dia... + .a58 = Ei, isso dói! + .a59 = Eek! + .a60 = Que rude! + .a61 = Pare, eu imploro! + .a62 = Que você adoeça! + .a63 = Isso não é engraçado. + .a64 = Como ousa?! + .a65 = Você pagará por isso! + .a66 = Continue assim e irá se arrepender! + .a67 = Não me faça te machucar! + .a68 = Deve haver algum engano! + .a69 = Não precisa fazer isso! + .a70 = Morre, Diabo! + .a71 = Isso Dói! + .a72 = Porque você faria isso? + .a73 = Pelos espíritos, Pare! + .a74 = Você deve ter me confundido com alguém! + .a75 = Eu não mereço isso! + .a76 = Por favor, não faça isso novamente. + .a77 = Guardas, joguem este monstro no lago! + .a78 = Vou mandar meu tarasca em você! + .a79 = Porque eeeeeeeeeeeeeu? +npc-speech-villager_enemy_killed = + .a0 = Destruí meu inimigo! + .a1 = Finalmente em paz! + .a2 = { "." }.. agora, o que eu estava fazendo? +npc-speech-menacing = + .a0 = Estou te avisando! + .a1 = Se chegar mais perto eu ataco! + .a2 = Não tenho medo de você! + .a3 = Se manda daqui! + .a4 = Vaza daqui se deseja viver! + .a5 = Você não é bem-vindo aqui! +npc-speech-cultist_low_health_fleeing = + .a0 = Recuem pela causa! + .a1 = Recuar! + .a2 = Maldito seja você! + .a3 = Vou te amaldiçoar na vida após a morte! + .a4 = Eu preciso descansar! + .a5 = Eles são muito fortes! +npc-speech-prisoner = + .a0 = Estes canalhas levaram minha picareta! + .a1 = Estar preso não é divertido. + .a2 = Aquele Cardeal não é confiável. + .a3 = Aqueles Clérigos estão aprontando alguma. + .a4 = Como eu queria ainda ter minha picareta! +npc-speech-moving_on = + .a0 = Já passei tempo suficiente aqui, vou para { $site }! +npc-speech-migrating = + .a0 = Não estou mais feliz vivendo aqui. Hora de ir para { $site }. + .a1 = Hora de ir para { $site }, já estou cheio deste lugar. +npc-speech-night_time = + .a0 = Está escuro, acho que devo voltar para casa. + .a1 = Estou cansado... + .a2 = Minha cama está me chamando... +npc-speech-day_time = + .a0 = Um novo dia começa! + .a1 = Uh, eu nunca gostei de acordar... +npc-speech-start_hunting = + .a0 = Hora de caçar! +npc-speech-guard_thought = + .a0 = Meu irmão está lutando com ogros. E eu? De guarda... + .a1 = Só mais uma ronda e eu vou para casa. + .a2 = Nenhum bandido vai passar por mim! +npc-speech-merchant_sell_undirected = + .a0 = Apenas altíssima qualidade! + .a1 = Alguém quer comprar algo? + .a2 = Melhores preços da cidade! + .a3 = Precisando de suprimentos? Eu tenho! +npc-speech-merchant_sell_directed = + .a0 = Você aí! Tá precisando de um novo treco?! + .a1 = Tá com fome? Tenho certeza que tenho queijo pra vender... + .a2 = Tá precisando de uma nova armadura?! Tenho as melhores! +npc-speech-tell_site = + .a0 = Há { $site } a { $dir } daqui. Você já visitou? + .a1 = Você deveria ir para { $site } qualquer hora... + .a2 = Se você for { $dist } para { $dir }, consegue chegar em { $site }. + .a3 = Para o { $dir } você encontra { $site }, é { $dist }. +npc-speech-tell_monster = + .a0 = Dizem que há um(a) { $body } ao { $dir }, { $dist }... + .a1 = Acha que é capaz? Para o { $dir } tem um(a) { $body }. +npc-speech-witness_murder = + .a0 = Assassino! + .a1 = Como pôde fazer isso?! + .a2 = Aaargh! +npc-speech-witness_enemy_murder = + .a0 = Meu herói! + .a1 = Finalmente alguém fez o trabalho. + .a2 = Boa! +npc-speech-witness_death = + .a0 = Não! + .a1 = Isso é terrível! + .a2 = Meu Deus! +npc-speech-dir_north = para o norte +npc-speech-dir_north_east = para o nordeste +npc-speech-dir_east = para o leste +npc-speech-dir_south_east = para o sudeste +npc-speech-dir_south = para o sul +npc-speech-dir_south_west = para o sudoeste +npc-speech-dir_west = para o oeste +npc-speech-dir_north_west = para o noroeste +npc-speech-dist_very_far = muito longe +npc-speech-dist_far = longe +npc-speech-dist_ahead = um pouco longe +npc-speech-dist_near = perto +npc-speech-dist_near_to = muito perto +# NPC site hints +# Available variables: +# - $dir references npc-speech-dir-* variables below +# - $dist references npc-speech-dist-* variables below +# - $site represents hard-coded site in the world +npc-speech-site = + .a0 = Você não acha que nossa aldeia é a melhor delas? + .a1 = Bem-vindo a { $site } ! + .a2 = { $site } é uma aldeia agradável para viver. +# NPC reactions +npc-speech-welcome-aboard = + .a0 = Bem-vindo a bordo! + .a1 = Posso ver seu bilhete... to zoando, é grátis! + .a2 = Tenha uma ótima viagem! +# NPC reactions +npc-speech-night = + .a0 = Lamparinas são úteis durante a noite! + .a1 = Espero que estejamos sozinhos no escuro... + .a2 = Boo! +# NPC proposals +npc-speech-arena = Vamos sentar ali! diff --git a/assets/voxygen/i18n/pt/_manifest.ron b/assets/voxygen/i18n/pt/_manifest.ron new file mode 100644 index 0000000..e849f5d --- /dev/null +++ b/assets/voxygen/i18n/pt/_manifest.ron @@ -0,0 +1,30 @@ +/// Localization for portuguese (Portugal) +( + metadata: ( + language_name: "Português (Portuguese - Portugal)", + language_identifier: "pt", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/pt/body.ftl b/assets/voxygen/i18n/pt/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/pt/buff.ftl b/assets/voxygen/i18n/pt/buff.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/pt/char_selection.ftl b/assets/voxygen/i18n/pt/char_selection.ftl new file mode 100644 index 0000000..43a4832 --- /dev/null +++ b/assets/voxygen/i18n/pt/char_selection.ftl @@ -0,0 +1,17 @@ +char_selection-delete_permanently = Deletar esta personagem permanentemente? +char_selection-change_server = Mudar de servidor +char_selection-enter_world = Entrar no mundo +char_selection-logout = Desconectar +char_selection-create_new_character = Criar nova personagem +char_selection-character_creation = Criação de personagem +char_selection-human_default = Humano padrão +char_selection-level_fmt = Nível { $level_nb } +char_selection-uncanny_valley = Vale da estranheza +char_selection-plains_of_uncertainty = Planícies da incerteza +char_selection-beard = Barba +char_selection-hair_style = Estilo do cabelo +char_selection-hair_color = Cor do cabelo +char_selection-eye_color = Cor dos olhos +char_selection-skin = Cor da pele +char_selection-accessories = Acessórios +char_selection-loading_characters = Carregando personagens… diff --git a/assets/voxygen/i18n/pt/common.ftl b/assets/voxygen/i18n/pt/common.ftl new file mode 100644 index 0000000..2c97caf --- /dev/null +++ b/assets/voxygen/i18n/pt/common.ftl @@ -0,0 +1,41 @@ +common-username = nome de utilizador +common-singleplayer = Um jogador +common-multiplayer = Multijogador +common-servers = Servidores +common-quit = Sair +common-settings = Definições +common-languages = Linguagens +common-interface = Interface +common-gameplay = Jogabilidade +common-controls = Controlos +common-video = Video +common-sound = Som +common-resume = Resumir +common-characters = Personagens +common-close = Fechar +common-yes = Sim +common-no = Não +common-back = Voltar +common-create = Criar +common-okay = Okay +common-accept = Aceitar +common-disclaimer = Aviso +common-cancel = Cancelar +common-none = Nenhum +common-error = Erro +common-fatal_error = Erro fatal +common-connection_lost = + Conexâo perdida! + Será que o server reiniciou? + O cliente está atualizado? +common-species-orc = Ogre +common-species-human = Humano +common-species-dwarf = Anão +common-species-elf = Elfo +common-species-draugr = Morto-vivo +common-species-danari = Danari +common-weapons-axe = Machado +common-weapons-sword = Espada +common-weapons-staff = Cajado +common-weapons-bow = Arco +common-weapons-hammer = Martelo \ No newline at end of file diff --git a/assets/voxygen/i18n/pt/esc_menu.ftl b/assets/voxygen/i18n/pt/esc_menu.ftl new file mode 100644 index 0000000..6e4bfd0 --- /dev/null +++ b/assets/voxygen/i18n/pt/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Desconectar +esc_menu-quit_game = Sair do jogo \ No newline at end of file diff --git a/assets/voxygen/i18n/pt/gameinput.ftl b/assets/voxygen/i18n/pt/gameinput.ftl new file mode 100644 index 0000000..cab3af9 --- /dev/null +++ b/assets/voxygen/i18n/pt/gameinput.ftl @@ -0,0 +1,2 @@ +gameinput-primary = Ataque Básico +gameinput-secondary = Ataque Secundário diff --git a/assets/voxygen/i18n/pt/hud/ability.ftl b/assets/voxygen/i18n/pt/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/pt/hud/bag.ftl b/assets/voxygen/i18n/pt/hud/bag.ftl new file mode 100644 index 0000000..84a6aff --- /dev/null +++ b/assets/voxygen/i18n/pt/hud/bag.ftl @@ -0,0 +1,2 @@ +hud-bag-inventory = Inventário de { $playername } +hud-bag-stats_title = Status de { $playername } diff --git a/assets/voxygen/i18n/pt/hud/char_window.ftl b/assets/voxygen/i18n/pt/hud/char_window.ftl new file mode 100644 index 0000000..15ef593 --- /dev/null +++ b/assets/voxygen/i18n/pt/hud/char_window.ftl @@ -0,0 +1,7 @@ +character_window-character_name = Nome do(a) personagem +character_window-character_stats = + Resistência + + Aptidão fisíca + + Força de vontade diff --git a/assets/voxygen/i18n/pt/hud/chat.ftl b/assets/voxygen/i18n/pt/hud/chat.ftl new file mode 100644 index 0000000..a1e7bd8 --- /dev/null +++ b/assets/voxygen/i18n/pt/hud/chat.ftl @@ -0,0 +1,4 @@ +# Player events, $user_gender should be available +hud-chat-goodbye = Adeus! +# Player events, $user_gender should be available +hud-chat-online_msg = { "[" }{ $name }] está online agora. diff --git a/assets/voxygen/i18n/pt/hud/crafting.ftl b/assets/voxygen/i18n/pt/hud/crafting.ftl new file mode 100644 index 0000000..dc54af7 --- /dev/null +++ b/assets/voxygen/i18n/pt/hud/crafting.ftl @@ -0,0 +1 @@ +hud-crafting-recipes = Receitas diff --git a/assets/voxygen/i18n/pt/hud/group.ftl b/assets/voxygen/i18n/pt/hud/group.ftl new file mode 100644 index 0000000..79db57b --- /dev/null +++ b/assets/voxygen/i18n/pt/hud/group.ftl @@ -0,0 +1,2 @@ +hud-group = Grupo +hud-group-invite_to_join = { "[" }{ $name }] te convidou para o grupo! diff --git a/assets/voxygen/i18n/pt/hud/map.ftl b/assets/voxygen/i18n/pt/hud/map.ftl new file mode 100644 index 0000000..f59be6c --- /dev/null +++ b/assets/voxygen/i18n/pt/hud/map.ftl @@ -0,0 +1,2 @@ +hud-map-map_title = Mapa +hud-map-qlog_title = Missões diff --git a/assets/voxygen/i18n/pt/hud/misc.ftl b/assets/voxygen/i18n/pt/hud/misc.ftl new file mode 100644 index 0000000..e5b92a2 --- /dev/null +++ b/assets/voxygen/i18n/pt/hud/misc.ftl @@ -0,0 +1,23 @@ +hud-do_not_show_on_startup = Não mostre isto na inicialização +hud-show_tips = Mostrar dicas +hud-quests = Missões +hud-you_died = Você Morreu +hud-press_key_to_show_keybindings_fmt = Clique em { $key } para mostrar as teclas mapeadas +hud-press_key_to_show_debug_info_fmt = Clique em { $key } para mostrar a informação de depuração +hud-press_key_to_toggle_keybindings_fmt = Clique em { $key } para mostrar/ocultar as teclas mapeadas +hud-press_key_to_toggle_debug_info_fmt = Clique em { $key } para mostrar/ocultar a informação de depuração +hud-press_key_to_respawn = Clique em { $key } para renascer na última fogueira visitada. +hud-temp_quest_headline = Please, help us Traveller! +hud-temp_quest_text = + Dungeons filled with evil cultists + have emerged all around our peaceful towns! + + + Gather some company, stack up on food + and defeat their vile leaders and acolytes. + + + Maybe you can even obtain one of their + magically infused items? +hud-spell = Feitiço +hud-free_look_indicator = Rotação livre ativada diff --git a/assets/voxygen/i18n/pt/hud/quest.ftl b/assets/voxygen/i18n/pt/hud/quest.ftl new file mode 100644 index 0000000..b509607 --- /dev/null +++ b/assets/voxygen/i18n/pt/hud/quest.ftl @@ -0,0 +1 @@ +hud-quest = Missão diff --git a/assets/voxygen/i18n/pt/hud/sct.ftl b/assets/voxygen/i18n/pt/hud/sct.ftl new file mode 100644 index 0000000..ff8d077 --- /dev/null +++ b/assets/voxygen/i18n/pt/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Exp +hud-sct-block = BLOQUEADO diff --git a/assets/voxygen/i18n/pt/hud/settings.ftl b/assets/voxygen/i18n/pt/hud/settings.ftl new file mode 100644 index 0000000..7364162 --- /dev/null +++ b/assets/voxygen/i18n/pt/hud/settings.ftl @@ -0,0 +1,39 @@ +hud-settings-general = Geral +hud-settings-none = Nenhum +hud-settings-press_behavior-toggle = Alternar +hud-settings-press_behavior-hold = Segurar +hud-settings-help_window = Janela de ajuda +hud-settings-debug_info = Informação de depuração +hud-settings-tips_on_startup = Dicas no início +hud-settings-ui_scale = Escala da interface +hud-settings-relative_scaling = Escala relativa +hud-settings-custom_scaling = Escala customizada +hud-settings-crosshair = Crosshair +hud-settings-opacity = Transparência +hud-settings-hotbar = Hotbar +hud-settings-toggle_shortcuts = Mostar/Ocultar atalhos +hud-settings-toggle_bar_experience = Mostar/Ocultar barra de experiência +hud-settings-scrolling_combat_text = Texto de combate deslizante +hud-settings-incoming_damage = Dano recebido +hud-settings-energybar_numbers = Números da barra de energia +hud-settings-values = Valores +hud-settings-percentages = Percentagens +hud-settings-chat = Chat +hud-settings-background_opacity = Transparência do fundo +hud-settings-pan_sensitivity = Sensibilidade de rotação +hud-settings-zoom_sensitivity = Sensibilidade de zoom +hud-settings-invert_scroll_zoom = Inverter scroll zoom +hud-settings-invert_mouse_y_axis = Inverter o eixo Y do mouse +hud-settings-free_look_behavior = Ativação de rotação livre +hud-settings-view_distance = Alcance de visão +hud-settings-maximum_fps = FPS máximo +hud-settings-fov = Campo de visão(graus) +hud-settings-gamma = Luminosidade +hud-settings-antialiasing_mode = Modo de antialiasing +hud-settings-cloud_rendering_mode = Modo de representação de nuvens +hud-settings-fluid_rendering_mode = Modo de representação de fluídos +hud-settings-fullscreen = Tela cheia +hud-settings-save_window_size = Gravar dimensões +hud-settings-music_volume = Volume da música +hud-settings-sound_effect_volume = Volume dos efeitos sonoros +hud-settings-audio_device = Dispositivo de aúdio diff --git a/assets/voxygen/i18n/pt/hud/skills.ftl b/assets/voxygen/i18n/pt/hud/skills.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/pt/hud/social.ftl b/assets/voxygen/i18n/pt/hud/social.ftl new file mode 100644 index 0000000..ea31d13 --- /dev/null +++ b/assets/voxygen/i18n/pt/hud/social.ftl @@ -0,0 +1,6 @@ +hud-social = Social +hud-social-online = Online +hud-social-friends = Amigos +hud-social-not_yet_available = Indisponível de momento +hud-social-faction = Facção +hud-social-play_online_fmt = { $nb_player } jogador(es) online diff --git a/assets/voxygen/i18n/pt/hud/subtitles.ftl b/assets/voxygen/i18n/pt/hud/subtitles.ftl new file mode 100644 index 0000000..f9336ff --- /dev/null +++ b/assets/voxygen/i18n/pt/hud/subtitles.ftl @@ -0,0 +1,2 @@ +subtitle-campfire = Estralo de fogueira +subtitle-bird_call = Pássaros cantando diff --git a/assets/voxygen/i18n/pt/hud/trade.ftl b/assets/voxygen/i18n/pt/hud/trade.ftl new file mode 100644 index 0000000..db5e972 --- /dev/null +++ b/assets/voxygen/i18n/pt/hud/trade.ftl @@ -0,0 +1,4 @@ +hud-trade-phase1_description = + Arraste os itens que você quer trocar + para a área de destino. +hud-trade-trade_window = Troca diff --git a/assets/voxygen/i18n/pt/main.ftl b/assets/voxygen/i18n/pt/main.ftl new file mode 100644 index 0000000..a399b50 --- /dev/null +++ b/assets/voxygen/i18n/pt/main.ftl @@ -0,0 +1,47 @@ +main-connecting = Conectando +main-creating_world = Criando o mundo +main-notice = + Bem vindo a versão alpha de Veloren! + + Antes de começar a jogar, por favor tenha em mente que: + + - Isto é uma versão muito experimental. Prepare-se para defeitos, jogabilidade muito inacabada, mecanismos por polir e funcionalidades por + adicionar. + - Se tiver comentários construtivos ou defeitos para reportar, pode contactar-nos através do Reddit, GitLab ou o nosso servidor comunitário de + Discord. + - Veloren está licenciado sob a licensa código aberto GPL 3. Isto significa que pode jogar, modificar e redistribuir como quiser + (Contanto que o trabalho derivado seja também GPL 3). + - Veloren é um projeto comunitário sem lucro, e toda a gente que trabalha nele é um voluntário. Se gostar do que ve, considere juntar-se a equipa + de desenvolvimento ou a de artes! + - 'Voxel RPG' é um género em si mesmo. First-person shooters costumavam ser chamados de clones do DOOM. + + Tal como eles, nós estamos a tentar construir um género. Este jogo não é um clone e o seu desenvolvimento vai divergir de jogos existentes no + futuro. + + Obrigado por ler este aviso, nós esperamos que goste do jogo! + + ~ A equipa do Veloren +main-login_process = + Informação sobre o processo de Login: + + Se tiver problemas a logar: + + Tenha em atenção que é necessário uma conta + para jogar em servidores com autenticação. + + Para criar uma conta navegue até + + https://veloren.net/account/. +main-login-server_not_found = Servidor não encontrado +main-login-authentication_error = Erro de autenticação +main-login-server_full = Servidor está cheio +main-login-untrusted_auth_server = Server de autenticação não confiado +main-login-outdated_client_or_server = Servidor endoideceu: Provavelmente as versões são incompativéis, verifique se há versões mais recentes. +main-login-timeout = Tempo esgotado: O servidor não respondeu a tempo. (Sobrecarregado ou problemas de rede). +main-login-server_shut_down = O servidor encerrou +main-login-network_error = Error de rede +main-login-failed_sending_request = Pedido ao servidor de autenticação falhou +main-login-client_crashed = O cliente crashou +main-login-select_language = Seleccione uma língua +main-server = Servidor +main-username = Nome de usuário diff --git a/assets/voxygen/i18n/pt/npc.ftl b/assets/voxygen/i18n/pt/npc.ftl new file mode 100644 index 0000000..e23c84b --- /dev/null +++ b/assets/voxygen/i18n/pt/npc.ftl @@ -0,0 +1,7 @@ +# Generic NPC messages +npc-speech-villager_adventurous = + .a0 = Espero conseguir fazer o meu próprio planador algum dia. + .a1 = Seria legal explorar uma caverna quando eu ficar mais forte. +# Generic NPC messages +npc-speech-villager = + .a0 = Amo queijo. diff --git a/assets/voxygen/i18n/pt_BR/item/admin.ftl b/assets/voxygen/i18n/pt_BR/item/admin.ftl new file mode 100644 index 0000000..dd42c38 --- /dev/null +++ b/assets/voxygen/i18n/pt_BR/item/admin.ftl @@ -0,0 +1,40 @@ +armor-misc-back-admin = Capa do Admin + .desc = + Com grandes poderes vêm + grandes responsabilidades. +armor-tabard_admin = Tabardo do Admin + .desc = Com grandes poderes vêm grandes responsabilidades. +armor-tabard-admin_tabard = Tabardo do Admin + .desc = + Com grandes poderes vêm + grandes responsabilidades. +armor-misc-back-admin_back = Capa do Admin + .desc = + Com grandes poderes vêm + grandes responsabilidades. +armor-misc-bag-admin_black_hole = Buraco Negro do Admin + .desc = Dizem que cabe tudo. +armor-velorite-boots = Botas de Velorite + .desc = { "" } +armor-velorite-back = Capa de Velorite do Admin + .desc = Onde será que coloquei meu banhammer de novo? +armor-velorite-belt = Cinto de Velorite + .desc = { "" } +armor-velorite-chest = Peitoral de Velorite + .desc = { "" } +armor-velorite-hands = Luvas de Velorite + .desc = { "" } +armor-velorite-legs = Saia de Velorite + .desc = { "" } +armor-velorite-shoulder = Manto de Velorite + .desc = { "" } +object-item_cheese = Queijo Dourado + .desc = Dizem que os deuses comem para alcançar a juventude eterna. +weapon-tool-broom_belzeshrub_purple = Belzeshrub, o Deus-Vassoura + .desc = Dizem que ele ri toda vez que você atinge o chão de forma violenta... +weapon-sword-frost-admin_sword = Espada Larga do Admin + .desc = Não deveria esta ser uma marreta? +weapon-bow-velorite-debug = Arco de Velorite do Admin + .desc = Imbuído do poder de Velorite. +other-glider-vroom-debug = Planador Vroom + .desc = faz brrr diff --git a/assets/voxygen/i18n/pt_BR/item/armor/armor.ftl b/assets/voxygen/i18n/pt_BR/item/armor/armor.ftl new file mode 100644 index 0000000..30f06f8 --- /dev/null +++ b/assets/voxygen/i18n/pt_BR/item/armor/armor.ftl @@ -0,0 +1,386 @@ +armor-hide-carapace-chest = Couraça de Carapaca + .desc = Feito da casca de uma besta blindada. +armor-hide-primal-back = Capa Primitiva + .desc = Forjado de peles mais duras que aço. +armor-hide-carapace-belt = Cinturão de Carapaca + .desc = Feito da casca de uma besta blindada. +armor-hide-primal-chest = Couraça Primitiva + .desc = Forjado de peles mais duras que aço. +armor-hide-carapace-pants = Calças de Carapaca + .desc = Feita da casca de uma besta blindada. +armor-hide-carapace-shoulder = Ombreiras de Carapaca + .desc = Feita da casca de uma besta blindada. +armor-hide-primal-foot = Bota Primitiva + .desc = Forjada de peles mais duras que aço. +armor-hide-primal-hand = Manopla Primitiva + .desc = Forjada de peles mais duras que aço. +armor-hide-primal-pants = Calça Primitiva + .desc = Forjada de peles mais duras que aço. +armor-hide-primal-shoulder = Ombreira Primitiva + .desc = Forjada de peles mais duras que aço. +armor-hide-leather-back = Manto de Couro + .desc = Ágil como o vento. +armor-hide-leather-belt = Cinturão de Couro + .desc = Ágil como o vento. +armor-hide-leather-chest = Peitoral de Couro + .desc = Ágil como o vento. +armor-hide-leather-hand = Luvas de Couro + .desc = Ágil como o vento. +armor-misc-head-leather-0 = Gorro de Couro + .desc = Ágil como o vento. +armor-hide-leather-pants = Calças de Couro + .desc = Ágil como o vento. +armor-hide-rawhide-belt = Cinturão de Couro Cru + .desc = Pedaços de couro firmemente unidos. Leve e robusto! +armor-hide-rawhide-foot = Sapatos de Couro Cru + .desc = Pedaços de couro firmemente unidos. Leve e robusto! +armor-hide-rawhide-hand = Bracelentes de Couro Cru + .desc = Pedaços de couro firmemente unidos. Leve e robusto! +armor-hide-rawhide-pants = Calças de Couro Cru + .desc = Pedaços de couro firmemente unidos. Leve e robusto! +armor-hide-scale-back = Capa de Escamas + .desc = Cada escama embutida gera proteção adicional. +armor-hide-scale-belt = Cinto de Escamas + .desc = Cada escama embutida gera proteção adicional. +armor-hide-scale-chest = Peitoral de Escamas + .desc = Cada escama embutida gera proteção adicional. +armor-hide-scale-hand = Punhos de Escamas + .desc = Cada escama embutida gera proteção adicional. +armor-hide-scale-pants = Calças de Escamas + .desc = Cada escama embutida gera proteção adicional. +armor-hide-scale-shoulder = Ombreiras de Escamas + .desc = Cada escama embutida gera proteção adicional. +armor-hide-dragonscale-belt = Cinto de Escamas de Dragão + .desc = Criado das escamas de uma criatura lendária, de formas que você sente o poder pulsando. +armor-hide-dragonscale-foot = Esporas de Escamas de Dragão + .desc = Criado das escamas de uma criatura lendária, de formas que você sente o poder pulsando. +armor-hide-dragonscale-hand = Luvas de Escamas de Dragão + .desc = Criado das escamas de uma criatura lendária, de formas que você sente o poder pulsando. +armor-hide-dragonscale-pants = Calças de Escamas de Dragão + .desc = Criado das escamas de uma criatura lendária, de formas que você sente o poder pulsando. +armor-cloth_blue-belt = Cinto de Linho Azul + .desc = Um tecido resistente e estiloso, tingido de azul. +armor-cloth_blue-chest = Peito de Linho Azul + .desc = Um tecido resistente e estiloso, tingido de azul. +armor-cloth_blue-foot = Botas de Linho Azul + .desc = Um tecido resistente e estiloso, tingido de azul. +armor-cloth_blue-pants = Saia de Linho Azul + .desc = Um tecido resistente e estiloso, tingido de azul. +armor-cloth_blue-shoulder_0 = Casaco de Linho Azul + .desc = Um tecido resistente e estiloso, tingido de azul. +armor-hide-carapace-hand = Luvas de Carapaca + .desc = Feita da casca de uma besta blindada. +armor-hide-leather-foot = Botas de Couro + .desc = Ágil como o vento. +armor-hide-leather-shoulder = Ombreiras de Couro + .desc = Ágil como o vento. +armor-hide-carapace-foot = Pisantes de Carapaca + .desc = Feito da casca de uma besta blindada. +armor-hide-dragonscale-back = Capa de Escamas de Dragão + .desc = Criado das escamas de uma criatura lendária, de formas que você sente o poder pulsando. +armor-hide-primal-belt = Cinto Primitivo + .desc = Forjado de peles mais duras que aço. +armor-hide-carapace-back = Capa de Carapaça + .desc = Feita da casca de uma besta blindada. +armor-hide-rawhide-back = Manto de Couro Cru + .desc = Pedaços de couro firmemente unidos. Leve e robusto! +armor-hide-rawhide-chest = Peitoral de Couro Cru + .desc = Pedaços de couro firmemente unidos. Leve e robusto! +armor-hide-rawhide-shoulder = Ombreiras de Couro Cru + .desc = Pedaços de couro firmemente unidos. Leve e robusto! +armor-hide-scale-foot = Sapato de Escamas + .desc = Cada escama embutida gera proteção adicional. +armor-hide-dragonscale-chest = Peitoral de Escamas de Dragão + .desc = Criado das escamas de uma criatura lendária, de formas que você sente o poder pulsando. +armor-hide-dragonscale-shoulder = Manto de Escamas de Dragão + .desc = Criado das escamas de uma criatura lendária, de formas que você sente o poder pulsando. +armor-cloth_blue-hand = Pulsos de Linho Azul + .desc = Um tecido resistente e estiloso, tingido de azul. +armor-cloth_blue-shoulder_1 = Ombreiras de Tecido Azul + .desc = Ombreiras simples feitas de tecido azul. +armor-boreal-back = Manto Boreal + .desc = Espesso e surpreendentemente gelado. +armor-boreal-belt = Cinturão Boreal + .desc = Espesso e surpreendentemente gelado. +armor-boreal-chest = Peitoral Boreal + .desc = Espesso e surpreendentemente gelado. +armor-boreal-foot = Bota Boreal + .desc = Espesso e surpreendentemente gelado. +armor-boreal-pants = Túnica Boreal + .desc = Espesso e surpreendentemente gelado. +armor-boreal-hand = Manopla Boreal + .desc = Espesso e surpreendentemente gelado. +armor-boreal-shoulder = Espaldeira Boreal + .desc = Tão duro quanto o tóque gélido da morte encostando em seus ombros. +armor-brinestone-back = Manto de Salmorita + .desc = Não é fraco. +armor-brinestone-belt = Cinturão de Salmorita + .desc = Une tudo. +armor-brinestone-chest = Peitoral de Salmorita + .desc = Difícil de perfurar. +armor-brinestone-crown = Coroa de Salmorita + .desc = Faz você parecer mais alto. +armor-brinestone-hand = Manopla de Salmorita + .desc = Soca feito rocha. +armor-brinestone-pants = Calças de Salmorita + .desc = Não caem. +armor-brinestone-shoulder = Ombreiras de Salmorita + .desc = Quase muito pesadas. +armor-misc-neck-abyssal_gorget = Gargantilha Abissal + .desc = Vigor capturado das marés. +armor-misc-neck-amethyst = Colar de Ametista + .desc = Um colar de estanho forrado com pedras de ametista. +armor-misc-neck-ankh_of_life = Ankh da Vida + .desc = Um colar único de origem desconhecida... Você pode sentir o poder fluindo através dele. +armor-misc-neck-diamond = Colar de Diamante + .desc = Um colar caro de ouro, ornamentado com diamantes requintados. +armor-misc-neck-emerald = Colar de Esmeralda + .desc = Um colar de cobalto com lindas gemas de esmeralda. +armor-misc-neck-fang = Colar de Presa + .desc = Apenas os seres mais selvagens conseguem lidar com o poder deste colar... +armor-misc-neck-resilience_gem = Gema da Resiliência + .desc = Cercado por um brilho mágico discreto. +armor-misc-neck-haniwa_talisman = Talismã Haniwa + .desc = Um talismã representando uma figura de origem desconhecida. +armor-misc-neck-honeycomb_pendant = Pingente de Favo de Mel + .desc = Esse colar está sempre transbordando mel... +armor-misc-neck-ruby = Colar de Rubi + .desc = Um colar de prata ornamentado, incrustado com lindos rubis. +armor-misc-neck-sapphire = Colar de Safira + .desc = Um colar resistente de ferro, com pedras de safira polidas embutidas nele. +armor-misc-neck-scratched = Colar Arranhado + .desc = Um colar de má qualidade com um cordão prestes a quebrar... +armor-misc-neck-shell = Colar de Conchas + .desc = Contém a aura guardiã do oceano. +armor-misc-head-bamboo_twig = Galho de Bambu + .desc = Um pequeno broto perdido de uma haste de bambu maior. +armor-misc-head-bear_bonnet = Gorro de Urso + .desc = Vestindo o disfarce de um urso feroz, a fúria se torna sua. +armor-misc-head-boreal_warhelm = Capacete de Guerra Boreal + .desc = Eu me pergunto para onde está apontando... +armor-misc-head-facegourd = Cabaça + .desc = Cabeça de Abóbora. +armor-misc-head-helmet = Capacete + .desc = { "" } +armor-misc-head-hood = Capuz + .desc = Torne-se um com as copas das árvores. +armor-misc-head-hood_dark = Capuz Escuro + .desc = É um pouco mais grosso. +armor-misc-head-howl_cowl = Capuz de Uivo + .desc = Vestindo o disfarce de um lobo temível te torna a um caçador temível. +armor-misc-shoulder-leather_strip = Tiras de Couro + .desc = Tiras de pele de animal curadas moldadas em ombreiras soltas. +armor-misc-head-mitre = Mitra + .desc = Invoca força de cima para baixo. +armor-misc-head-spikeguard = Coroa Espinhosa + .desc = Parece uma espécie de coroa espinhosa. +armor-misc-head-straw = Chapéu de Palha + .desc = Muitas vezes usado pelos aldeões. É simples e elegante! +armor-misc-head-wanderers_hat = Chapéu de Andarilho + .desc = O chapéu perfeito para quem se sente em casa nas rodovias e atalhos de Veloren. +armor-misc-head-winged_coronet = Diadema Alada + .desc = Você se sente mais conectado com a natureza. +armor-misc-head-bandana-thief = Bandana de Ladrão + .desc = Máscara comum de bandido. +armor-misc-head-hare_hat = Chapéu de Lebre + .desc = Especial de Páscoa +armor-misc-head-cat_capuche = Almuce de gato + .desc = Especial do Dia da Mentira +armor-misc-pants-grayscale = Calças de Caça + .desc = Fabricado em couro macio e flexível. +armor-misc-pants-worker_brown = Calças de Trabalho Connfortáveis + .desc = Resiliente e confiável. +armor-misc-neck-carcanet_of_wrath = Carcanet da Ira + .desc = Um colar que dá imensa quantidade de poder até mesmo aos seres mais fracos. +armor-misc-neck-gold = Colar de Ouro + .desc = Um colar caro de ouro... parece roubado. +armor-misc-neck-pendant_of_protection = Pingente de Proteção + .desc = Você sente algum tipo de presença mantendo você seguro... +armor-brinestone-foot = Botas de Salmorita + .desc = Não são muito confortáveis. +armor-mail-iron-shoulder = Ombreiras de Ferro + .desc = Robustas e inflexíveis, através de eras de guerra. +armor-cloth-druid-shoulder = Ombreiras de Druida + .desc = Incrivelmente leves, com a essência da natureza. +armor-misc-neck-topaz = Colar de Topázio + .desc = Um colar de cobre, com topázio embutido no centro. +armor-misc-head-crown = Coroa + .desc = Uma coroa digna de estatura real. +armor-misc-head-hog_hood = Capuz Suíno + .desc = Vista-se como um grande porco agora abatido, para que você possa honrar seu sacrifício. +armor-misc-foot-cloth_sandal = Sandálias gastas + .desc = Companheiros leais, embora não pareçam capazes de ir muito além. +armor-misc-head-gnarling_mask = Máscara de Cacíque + .desc = Cheira a madeira queimada. +armor-misc-head-bandana-red = Bandana Vermelha + .desc = Muito sorrateira, mas também, vermelha brilhante. +armor-misc-pants-worker_blue = Calças de Trabalho Azuis + .desc = Resiliente e confiável. +armor-misc-shoulder-leather_iron_3 = Espaldeiras de Ferro e Couro + .desc = Couro com fragmentos de ferro enxertados dando proteção sólida ao usuário. +armor-misc-chest-worker_green = Camiseta de Trabalho Verde + .desc = Usada por um fazendeiro até recentemente. +armor-misc-shoulder-iron_spikes = Ombreiras Espinhosas de Ferro + .desc = A placa pesada e robusta de ferro possui diversos espinhos para desencorajar atacantes. +armor-misc-shoulder-leather_iron_0 = Espaldeiras de Ferro e Couro + .desc = Ombreiras de couro decoradas com ganchos grandes de ferro dando proteção extra ao usuário. +armor-misc-shoulder-leather_iron_1 = Espaldeiras de Ferro e Couro + .desc = Couro com espetos pesados de ferro enxertados dando proteção sólida ao usuário. +armor-misc-shoulder-leather_iron_2 = Espaldeiras de Ferro e Couro + .desc = Couro com bandas de ferro enxertadas dando proteção sólida ao usuário. +armor-misc-chest-worker_purple_0 = Camiseta de Trabalho Roxa + .desc = Resistente e confiável. +armor-misc-chest-worker_purple_1 = Camiseta de Trabalho Roxa + .desc = Usada por um fazendeiro até recentemente. +armor-misc-chest-shirt_white = Camiseta de Trabalho Verde + .desc = Usada por um fazendeiro até recentemente. +armor-misc-chest-worker_orange_0 = Camiseta de Trabalho Laranja + .desc = Usada por um fazendeiro até recentemente. +armor-misc-chest-worker_orange_1 = Camiseta de Trabalho Laranja + .desc = Usada por um fazendeiro até recentemente. +armor-misc-chest-worker_purp_brown = Camiseta de Trabalho Roxa + .desc = Resistente e confiável. +armor-misc-chest-worker_red_0 = Camiseta de Trabalho Vermelha + .desc = Usada por um fazendeiro até recentemente. +armor-misc-chest-worker_red_1 = Camiseta de Trabalho Vermelha + .desc = Usada por um fazendeiro até recentemente. +armor-misc-chest-worker_yellow_0 = Camiseta de Trabalho Amarela + .desc = Usada por um fazendeiro até recentemente. +armor-misc-chest-worker_yellow_1 = Camiseta de Trabalho Amarela + .desc = Usada por um fazendeiro até recentemente. +armor-misc-ring-amethyst = Anel de Ametista + .desc = Um anel de estanho com uma gema de ametista. +armor-misc-ring-diamond = Anel de Diamante + .desc = Um anel de ouro com um diamante caro. +armor-misc-ring-emerald = Anel de Esmeralda + .desc = Um anel de cobalto com uma gema de esmeralda. +armor-misc-ring-gold = Anel de Ouro + .desc = Anel puramente de ouro... quase como se tivesse uma gema faltando. +armor-misc-ring-ruby = Anel de Rubi + .desc = Um anel de prata com uma gema de rubi. +armor-misc-ring-sapphire = Anel de Safira + .desc = Um anel de ferro com uma gema de safilra. +armor-misc-ring-scratched = Anel Arranhado + .desc = Mal cabe no seu dedo. +armor-misc-ring-topaz = Anel de Topázio + .desc = Um anel de cobre com uma gema de topázio. +armor-misc-back-backpack-traveler = Mochila do Viajante + .desc = Confortavel e com uma boa capacidade, a melhor amiga do acumulador. +armor-savage-belt = Cinturão Selvagem + .desc = Evoca a fúria dos bárbaros. +armor-savage-foot = Botas Selvagens + .desc = Evoca a fúria dos bárbaros. +armor-savage-pants = Calças Selvagem + .desc = Evoca a fúria dos bárbaros. +armor-savage-shoulder = Ombreira Selvagem + .desc = Evoca a fúria dos bárbaros. +armor-savage-back = Capa Selvagem + .desc = Evoca a fúria dos bárbaros. +armor-savage-hand = Manopla Selvagem + .desc = Evoca a fúria dos bárbaros. +armor-savage-chest = Couraça Selvagem + .desc = Evoca a fúria dos bárbaros. +armor-misc-ring-abyssal_ring = Anel Abissal + .desc = Um anel de pérolas grosseiramente unido com ouro e corais. +armor-mail-cobalt-hand = Manopla de Cobalto + .desc = Ornamental e impenetrável, o metal nunca gastará. +armor-mail-cobalt-pants = Pernas de Cobalto + .desc = Ornamental e impenetrável, o metal nunca gastará. +armor-mail-cobalt-shoulder = Ombreiras de Cobalto + .desc = Ornamental e impenetrável, o metal nunca gastará. +armor-mail-bronze-back = Manto de Bronze + .desc = Pesado e sem graça, mas pode aguentar um soco. +armor-mail-cobalt-chest = Peitoral de Cobalto + .desc = Ornamental e impenetrável, o metal nunca gastará. +armor-mail-cobalt-foot = Botas de Cobalto + .desc = Ornamental e impenetrável, o metal nunca gastará. +armor-mail-orichalcum = Peitoral de Oricalco + .desc = Liga de metal ancestral. Mitos contam sobre heróis que já vestiram este metal. +armor-misc-back-dungeon_purple = Capa Roxa de Cultista + .desc = Cheira a magia negra e velas. +armor-misc-back-short-0 = Capa Curta de Couro + .desc = Provavelmente feita de um couro finíssimo. +armor-misc-back-short-1 = Cobertor Verde + .desc = Mantém seus ombros aquecidos. +armor-witch-hat = Chapéu de Bruxa + .desc = Gera energias das artes obscuras. +armor-pirate-hat = Chapéu de Pirata + .desc = Parece que um papagaio estava empoleirado aqui. +armor-twigsleaves-belt = Cinto Copado + .desc = Folhas secas cobrem este cinto de galhos, dando uma textura um pouco diferente. +armor-twigsleaves-chest = Camisa Copada + .desc = Folhas cobrem a camiseta de galhos imbuida magicamente, dando uma aparencia mais natural. +armor-twigsleaves-foot = Bota Copada + .desc = Folhas cobrem as botas de galhos magicamente entrelaçadas provendo uma proteção simples contra os elementos. +armor-twigsleaves-pants = Calças Copada + .desc = Folhas ajudam a esconder os galhos em forma de cota de malha, e garantem uma proteção leve aos elementos. +armor-twigsleaves-shoulder = Ombreira Copada + .desc = Folhas cobrem os galhos garantindo melhor proteção contra elementos. +armor-leather_plate-belt = Cinturão De Placa e Couro + .desc = Couro adornado de aço para melhor proteção. +armor-leather_plate-chest = Peitoral De Placa e Couro + .desc = Couro adornado de aço para melhor proteção. +armor-leather_plate-hand = Luva De Placa e Couro + .desc = Couro adornado de aço para melhor proteção. +armor-leather_plate-pants = Calças De Placa e Couro + .desc = Couro adornado de aço para melhor proteção. +armor-mail-bloodsteel-back = Capa de Aço-sangue + .desc = Forjado para preservar a vida, ao custo de outra. +armor-mail-bloodsteel-belt = Cinti de Aço-sangue + .desc = Forjado para preservar a vida, ao custo de outra. +armor-mail-bloodsteel-chest = Peitoral de Aço-sangue + .desc = Forjado para preservar a vida, ao custo de outra. +armor-mail-bloodsteel-foot = Botas de Aço-sangue + .desc = Forjado para preservar a vida, ao custo de outra. +armor-mail-bloodsteel-pants = Pernas de Aço-sangue + .desc = Forjado para preservar a vida, ao custo de outra. +armor-mail-bloodsteel-shoulder = Ombreiras de Aço-sangue + .desc = Forjado para preservar a vida, ao custo de outra. +armor-mail-cobalt-belt = Cinto de Cobalto + .desc = Ornamental e impenetrável, o metal nunca gastará. +armor-mail-bronze-belt = Cinto de Bronze + .desc = Pesado e sem graça, mas pode aguentar um soco. +armor-mail-bronze-chest = Peitoral de Bronze + .desc = Pesado e sem graça, mas pode aguentar um soco. +armor-mail-bronze-foot = Sapatos de Bronze + .desc = Pesado e sem graça, mas pode aguentar um soco. +armor-mail-bronze-pants = Pantalonas de Bronze + .desc = Pesado e sem graça, mas pode aguentar um soco. +armor-mail-bronze-shoulder = Ombreiras de Bronze + .desc = Pesado e sem graça, mas pode aguentar um soco. +armor-mail-orichalcum-3 = Botas de Guerra de Oricalco + .desc = Liga de metal ancestral. Mitos contam sobre heróis que já vestiram este metal. +armor-mail-orichalcum-4 = Luvas de Oricalco + .desc = Liga de metal ancestral. Mitos contam sobre heróis que já vestiram este metal. +armor-mail-orichalcum-5 = Manto de Oricalco + .desc = Liga de metal ancestral. Mitos contam sobre heróis que já vestiram este metal. +armor-twigsleaves-hand = Luva Copada + .desc = Folhas ajudam a esconder os galhos magicamente entrelaçados, e garantem uma proteção leve aos elementos. +armor-leather_plate-foot = Botas De Placa e Couro + .desc = Couro adornado de aço para melhor proteção. +armor-leather_plate-shoulder = Ombreira De Placa e Couro + .desc = Couro adornado de aço para melhor proteção. +armor-mail-bloodsteel-hand = Manopla de Aço-sangue + .desc = Forjado para preservar a vida, ao custo de outra. +armor-mail-cobalt-back = Capa de Cobalto + .desc = Ornamental e impenetrável, o metal nunca gastará. +armor-mail-bronze-hand = Manopla de Bronze + .desc = Pesado e sem graça, mas pode aguentar um soco. +armor-mail-orichalcum-6 = Capa de Oricalco + .desc = Liga de metal ancestral. Mitos contam sobre heróis que já vestiram este metal. +armor-mail-orichalcum-1 = Calça de Placas de Oricalco + .desc = Liga de metal ancestral. Mitos contam sobre heróis que já vestiram este metal. +armor-mail-orichalcum-2 = Cinturão de Oricalco + .desc = Liga de metal ancestral. Mitos contam sobre heróis que já vestiram este metal. +armor-twigsflowers-belt = Cinturão Florido + .desc = Galhos magicamente imbuídos, amarrados por uma flor entrelaçando seu caule para manter o cinto unido. +armor-twigsflowers-chest = Camiseta Florido + .desc = Galhos magicamente imbuídos, decorados com flores e seus caules, mostrando aos outros suas intenções de paz e amor. +armor-twigsflowers-foot = Bota Florida + .desc = Cosidas e magicamente imbuídas, essas botas de galhos e flores proporcionam proteção simples e paz ao usuário. +armor-twigsflowers-hand = Luva Florida + .desc = Galhos enrolados e entrelaçados unidos com magia e flores com seus caules, proporcionando paz e proteção ao usuário. +armor-twigsflowers-pants = Calças Floridas + .desc = Galhos costurados em uma cota de malha aprimorados com hastes de flores para fornecer proteção e paz. +armor-twigsflowers-shoulder = Ombreira Florida + .desc = Flores unem-se aos galhos amarrados para proporcionar proteção e paz ao usuário. diff --git a/assets/voxygen/i18n/pt_BR/item/items/crafting.ftl b/assets/voxygen/i18n/pt_BR/item/items/crafting.ftl new file mode 100644 index 0000000..7bbcdb4 --- /dev/null +++ b/assets/voxygen/i18n/pt_BR/item/items/crafting.ftl @@ -0,0 +1,238 @@ +sprite-grass-grass_long_5 = Grama Comprida + .desc = Mais verde que o focinho de um orc. +sprite-wood-item-bamboo = Bambu + .desc = Graminínea gigante e amadeirada. Pode ser utilizada para criar armas de madeira. +sprite-wood-item-eldwood = Lenhas de Madeira Eld + .desc = Lenhas antigas que emanam mágica. Pode ser utilizada para criar armas de madeira. +sprite-wood-item-frostwood = Lenhas de Madeira Gélida + .desc = Madeira geladinha que vem dos biomas congelantes. É fria ao toque. Pode ser utilizada para criar armas de madeira. +sprite-wood-item-hardwood = Lenha de Jacarandá + .desc = Muito grossa e robusta. Pode ser utilizada para criar armas de madeira. +sprite-wood-item-ironwood = Lenha de Pau-ferro + .desc = Madeira particularmente robusta. Pode ser utilizada para criar armas de madeira. +sprite-wood-item-wood = Lenha de Madeira + .desc = Madeira normal. Pode ser utilizada para criar armas de madeira. +sprite-crafting_ing-abyssal_heart = Coração Abissal + .desc = Fonte de poder de Dagons. +sprite-crafting_ing-bowl = Tigela + .desc = Tigela para a preparação de refeições. +sprite-crafting_ing-brinestone = Salmorita + .desc = Utilizada pra criar armaduras. +sprite-cacti-flat_cactus_med = Cacto + .desc = Cresce em lugares quentes e secos. Espinhoso! +sprite-crafting_ing-coral_branch = Ramo de Coral + .desc = Tesouro do fundo do mar. +sprite-crafting_ing-cotton_boll = Cápsula de Algodão + .desc = Coletada de uma planta comum de algodão. +sprite-crafting_ing-living_embers = Brasas Vivas + .desc = Os restos incandescentes de uma criatura de fogo. +sprite-crafting_ing-oil = Óleo + .desc = Óleo grosso e pegajoso. +sprite-crafting_ing-pearl = Pérola + .desc = Daria uma lâmpada maneira. +sprite-crafting_ing-resin = Resina + .desc = Utilizada para carpintaria. +sprite-seashells-shell-0 = Conchas do Mar + .desc = Conchas de criaturas marinhas. +sprite-crafting_ing-sentient_seed = Semente Senciente + .desc = A prole não desenvolvida de uma planta senciente. +sprite-rocks-rock-0 = Pedras + .desc = Pedregulhos do chão, nada extraordinário. +sprite-twigs-twigs-0 = Gravetos + .desc = Encontrados perto de árvores, provavelmente derrubados por esquilos. +sprite-crafting_ing-hide-carapace = Carapaça Dura + .desc = Robusta e dura carapaça, um escudo de muitas criaturas. +sprite-crafting_ing-hide-dragon_scale = Escama de Dragão + .desc = Uma escama sólida de uma besta lendária, quente ao toque. +sprite-crafting_ing-hide-troll_hide = Pele de Troll + .desc = Pilhado de uma caverna de trolls. +sprite-crafting_ing-hide-plate = Placa + .desc = Placa durável de uma animal blindado. +sprite-crafting_ing-hide-rugged_hide = Couro Robusto + .desc = Uma pele durável de criaturas ferozes, beneficiado por quem trabalha com couro. +sprite-crafting_ing-hide-tough_hide = Pele Rígida + .desc = Uma pele relativamente rígida e crua. Vira couro. +sprite-crafting_ing-animal_misc-claw = Garra de Predador + .desc = + A garra ágil de um predador feroz. + + Pode ser utilizada para fabricar armas rápidas e ágeis. +sprite-crafting_ing-animal_misc-fur = Pelo Macio + .desc = O pelo macio de um animal. +sprite-crafting_ing-animal_misc-large_horn = Chifre Grande + .desc = + O grande chifre de uma besta amedrontadora. + + Armas criadas com ele têm efeitos de habilidade fortalecidos. +sprite-crafting_ing-animal_misc-lively_vine = Videira Viva + .desc = Acho que acabou de se mover... +sprite-crafting_ing-animal_misc-sharp_fang = Presa Afiada + .desc = + O dente afiadíssimo de um animal feroz. + + Armas criadas com ela têm efeitos de habilidade potencializados. +sprite-crafting_ing-animal_misc-venom_sac = Bolsa de Veneno + .desc = A bolsa de veneno de uma criatura peçonhenta. +sprite-crafting_ing-leather-leather_strips = Tiras de Couro + .desc = Simples e versáteis. +sprite-crafting_ing-leather-rigid_leather = Couro Rígido + .desc = Leve porém multicamadas, perfeito para proteção. +sprite-crafting_ing-leather-simple_leather = Couro Simples + .desc = Leve e flexível. +sprite-crafting_ing-leather-thick_leather = Couro Espesso + .desc = Forte e durável. +sprite-crafting_ing-cloth-cloth_strips = Tiras de Tecido + .desc = Pequenas e macias, mesmo assim, úteis. +sprite-crafting_ing-cloth-cotton = Algodão + .desc = Fácil de trabalhar e multiuso. +sprite-crafting_ing-cloth-sunsilk = Seda-solar + .desc = Têxtil sobrenaturalmene forte. +sprite-crafting_ing-cloth-linen = Linho + .desc = Um têxtil criado de Fibras de Linho. +sprite-crafting_ing-cloth-linen_red = Linho Vermelho + .desc = Um têxtil de fibra de linho, tingido para durar mais. +sprite-crafting_ing-cloth-moonweave = Tecido-lunar + .desc = Um têxtil muito leve e resistente. +sprite-crafting_ing-cloth-wool = Lâ Macia + .desc = Lâ macia de um animal. +sprite-flowers-moonbell = Sino-da-lua + .desc = Ele brilha intensamente sob o luar. +sprite-crafting_ing-plant_fiber = Fibra de Plantas + .desc = Um naco de material cru de plantas. +sprite-flowers-flower_red-4 = Flor Vermelha + .desc = Pode ser utilizada como ingrediente de tingimento. +sprite-flowers-flax = Linho Selvagem + .desc = Pode ser transformado em tecidos. +sprite-flowers-yellow = Flor Amarela + .desc = Brilha como o sol. +object-v-coin = Moedas + .desc = Moedas preciosas, podem ser trocadas por bens e serviços. +object-training_dummy = Boneco de Treinamento + .desc = O nome dele é William. Atire a vontade. +object-sewing_set = Kit de Costura + .desc = Usado para criar vários itens. +object-potion_empty = Frasco Vazio + .desc = Um simples frasco de vidro utilizado para conter diversos flúidos. +object-glacial_crystal = Cristal Glacial + .desc = A forma mais pura de gelo, fria o suficiente para resfriar a lava. +object-honey = Mel + .desc = Roubado de uma colmeia. Certamente as abelhas não ficarão felizes com isso! +object-elegant_crest = Crista Elegante + .desc = + Plumagem brilhante antes parte de uma criatura colorida. + + Pode ser usada para criar armas rápidas e com baixo consumo de energia. +object-ice_shard = Fragmento Gélido + .desc = Pilhado de uma criatura gelada. +sprite-crafting_ing-sticky_thread = Fio Pegajoso + .desc = O extrato emaranhado de uma aranha, mas um alfaiate pode ver utilidade nisto. +sprite-crafting_ing-animal_misc-viscous_ooze = Lodo Viscoso + .desc = Uma medida de lodo viscoso de uma criatura pegajosa. +sprite-flowers-pyrebloom = Flor-de-pira + .desc = Quente ao toque, mesmo muito tempo após coletada. +sprite-flowers-sunflower_1 = Girassol + .desc = Cheira a verão. +object-collar = Coleira + .desc = Doma animais selvagens neutros em 5 blocos. +object-mortar_pestle = Pilão e almofariz + .desc = Esmaga e tritura as coisas até formar um pó ou pasta fina. Usado para criar vários itens. +sprite-crafting_ing-cloth-lifecloth = Pano-vivo + .desc = Um tecido embuído com a ternura que a natureza tem a oferecer. +sprite-crafting_ing-cloth-silk = Seda + .desc = Uma fibra fina e forte produzida por aranhas. +object-glowing_remains = Restos Brilhantes + .desc = + Pilhado de um ser maligno. + + Com um trabalho adicional, certamente pode ser + trazido de volta à sua antiga glória... +sprite-crafting_ing-animal_misc-grim_eyeball = Globo Ocular Sombrio + .desc = Conjura um olhar petrificante. +sprite-crafting_ing-animal_misc-phoenix_feather = Pena de Fênix + .desc = Dizem ter propriedades mágicas. +sprite-crafting_ing-hide-animal_hide = Pele Animal + .desc = Uma pele comum encontrada na maioria dos animais. Pode virar couro. +sprite-crafting_ing-hide-scale = Escama + .desc = Escama brilhante coletada de um animal. +object-long_tusk = Marfim Longo + .desc = + Um marfim impressionantemente longo de uma fera altiva. + + Pode ser usado para fabricar armas de longo alcance eficientes. +object-raptor_feather = Pena de Raptor + .desc = Uma grande pena colorida de um raptor. +object-strong_pincer = Pinça Forte + .desc = + Uma pinça poderosa de uma criatura de casca dura. + + Tem efeitos de aumento de poder ao criar armas. +sprite-mineral-ore-bloodstone = Minério de Pedra-sangue + .desc = Um minério de vermelho profundo, que lembra sangue. +sprite-mineral-ore-coal = Carvão + .desc = Um combustível escuro e fonte de energia. +sprite-mineral-ore-cobalt = Minério de Cobalto + .desc = Um minério azul e brilhante. +sprite-mineral-ore-copper = Minério de Cobre + .desc = Um metal marrom. Parte importante do bronze. +sprite-mineral-ore-gold = Minério de Ouro + .desc = Um precioso metal amarelo. +sprite-mineral-ore-iron = Minério de Ferro + .desc = Metal incrivelmente comum e versátil. +sprite-mineral-ore-silver = Minério de Prata + .desc = Um minério precioso branco acinzentado e brilhante. +sprite-mineral-ore-tin = Minério de Estanho + .desc = Um metal prateado. Um dos componentes do bronze. +sprite-velorite-velorite_ore = Velorite + .desc = Um minério bizarro e estranhamente brilhante, sua origem parece envolta em mistério. +sprite-velorite-velorite = Fragmento de Velorite + .desc = Pequenas runas brilham em sua superfície, embora você não saiba o que isso significa. +sprite-mineral-ingot-bloodsteel = Lingote de Aço-sangue + .desc = + Uma liga de pedra-sangue e ferro, com uma coloração vermelho escura. + + Pode ser utilizado para criar armas de metal. +sprite-mineral-ingot-bronze = Lingote de Bronse + .desc = + Uma liga robusta feita da combinação de cobre e estanho. + + Pode ser utilizado para criar armas de metal. +sprite-mineral-ingot-cobalt = Lingote de Cobalto + .desc = + Lingote impactantemente azul. + + Pode ser utilizado para criar armas de metal. +sprite-mineral-ingot-copper = Lingote de Cobre + .desc = Lingote com uma coloração marrom única. +sprite-mineral-ingot-gold = Lingote de Ouro + .desc = Um lingote feito de ouro refinado. +sprite-mineral-ingot-orichalcum = Lingote de Oricalco + .desc = + Lingote feito de oricalco refinado. + + Pode ser utilizado para criar armas de metal. +sprite-mineral-ingot-tin = Lingote de Estanho + .desc = Um lingote primariamente utilizado para fazer bronze. +sprite-mineral-gem-amethystgem = Ametista + .desc = Uma preciosa joia roxa. +sprite-mineral-gem-diamondgem = Diamante + .desc = Uma joia cintilante feito prata. +sprite-mineral-gem-emeraldgem = Esmeralda + .desc = Uma joia viridiana vibrante. +sprite-mineral-gem-rubygem = Rubi + .desc = Uma joia escarlate soberba. +sprite-mineral-gem-sapphiregem = Safira + .desc = Uma joia com coloração de cobalto. +sprite-mineral-gem-topazgem = Topázio + .desc = Uma excelente joia laranja. +sprite-mineral-ingot-iron = Lingote de Ferro + .desc = + Um metal incrivelmente banal. + + Pode ser utilizado para criar armas de metal. +sprite-mineral-ingot-silver = Lingote de Prata + .desc = Um lingote feito de prata refinada. +sprite-mineral-ingot-steel = Lingote de Aço + .desc = + Uma liga de ferro e carvão que é consideravelmente mais forte que seus ingredientes. + + Pode ser utilizado para criar armas de metal. diff --git a/assets/voxygen/i18n/pt_BR/item/items/food.ftl b/assets/voxygen/i18n/pt_BR/item/items/food.ftl new file mode 100644 index 0000000..d706642 --- /dev/null +++ b/assets/voxygen/i18n/pt_BR/item/items/food.ftl @@ -0,0 +1,63 @@ +sprite-food-meat-beast_small_raw = Tira de Carne Crua + .desc = Pequeno naco de carne de animal selvagem, melhor depois de cozido. +sprite-food-meat-beast_small_cooked = Tira de Carne Cozida + .desc = Ao ponto para mal passada. +sprite-food-salad_tomato = Salada de Tomate + .desc = Salada de folhas picadas com alguns tomates suculentos misturados. +sprite-carrot-carrot = Cenoura + .desc = Uma raiz vegetal laranja. Dizem que melhora sua visão! +sprite-cabbage-cabbage = Alface + .desc = Um vegetal com folhas verdes vibrantes. Alface faz umas saladas! +sprite-mushrooms-mushroom-10 = Cogumelo + .desc = Espero que esse não seja venenoso. +sprite-food-salad_plain = Salada Simples + .desc = Literalmente apenas alface picada. Isso conta como salada? +sprite-tomato-tomato = Tomate + .desc = Uma fruta vermelha. Na verdade não é um vegetal! +sprite-food-meat-beast_large_cooked = Peça de Carne Assada + .desc = Ao ponto para mal passada. +sprite-food-meat-beast_large_raw = Peça de Carne Crua + .desc = Pedaço de carne animal, melhor depois de cozida. +sprite-food-meat-bird_cooked = Carne de Ave Cozida + .desc = Melhor aproveitado com um em cada mão. +sprite-food-meat-bird_large_cooked = Coxa Enorme Cozida + .desc = É uma refeição lendária. +sprite-food-meat-bird_large_raw = Coxa Enorme Crua + .desc = É magnífico. +sprite-food-meat-bird_raw = Carne de Ave Crua + .desc = Uma coxa robusta. +sprite-food-meat-fish_cooked = Peixe Assado + .desc = Um filé de peixe fresco. +sprite-food-meat-fish_raw = Peixe Cru + .desc = Um filé retirado de um peixe, melhor depois de cozido. +sprite-food-meat-tough_cooked = Carne Dura Assada + .desc = Sabor exótico. +sprite-food-meat-tough_raw = Carne Dura Crua + .desc = Um pedaço de carne peculiar, melhor depois de cozido. +object-apple_half = Maçã + .desc = Vermelha e suculenta. +object-mushroom_curry = Curry de Cogulemos + .desc = Quem diria não para isso? +object-apple_stick = Maçã no Espeto + .desc = O espeto facilita o transporte! +object-blue_cheese = Queijo Azul + .desc = Pungente e saciante. +object-cactus_drink = Colada de Cacto + .desc = Dando-lhe aquele formigamento especial. +object-cheese = Queijo dos Anões + .desc = Feito com leite de cabra dos melhores produtores anões. Aromático e nutritivo! +object-coconut_half = Côco + .desc = Fonte confiável de água e gordura. Pode ser encontrado crescendo em palmeiras. +object-honeycorn = Milho + .desc = Doce. +object-mushroom_stick = Cogumelos no Espeto + .desc = Cogulemos assados no espeto para facilitar o transporte. +object-pumpkin_spice_brew = Cerveja Temperada de Abóbora + .desc = Fermentada de abóboras mofadas. +object-sunflower_ice_tea = Chá Gelado de Girassol + .desc = Feito com sementes de girassol recém descascadas. +sprite-spore-corruption_spore = Esporo da Corrupção + .desc = + Você sente uma força maligna pulsando nele. + + Pode ser imprudente segurá-lo por muito tempo... diff --git a/assets/voxygen/i18n/pt_BR/item/items/key.ftl b/assets/voxygen/i18n/pt_BR/item/items/key.ftl new file mode 100644 index 0000000..623d9d0 --- /dev/null +++ b/assets/voxygen/i18n/pt_BR/item/items/key.ftl @@ -0,0 +1,28 @@ +object-lockpick = Gazua Comum + .desc = Usado em fechaduras comuns. Quebrará após utilizada. +object-key-bone = Chave de Osso + .desc = Usada para abrir fechaduras de osso. Quebrará após utilizada. +object-key-glass = Chave de Vidro + .desc = Usada para abrir barreiras de vidro. Quebrará após utilizada. +object-key-rusty = Chave da Torre Enferrujada + .desc = Cheira a magia com um pouco de... queijo? +object-key-quarry-ancient = Chave Ancestral + .desc = Com sorte, funcionará uma vez mais antes de quebrar. +object-key-quarry-backdoor = Chave dos Fundos + .desc = Com sorte, funcionará uma vez mais antes de quebrar. +object-key-quarry-overseer = Chave do Overseer + .desc = Com sorte, funcionará uma vez mais antes de quebrar. +object-key-quarry-smelting = Chave da Fundição + .desc = Com sorte, funcionará uma vez mais antes de quebrar. +object-key-quarry-keeper_goggle_left = Lente Esquerda de Óculos + .desc = Parece que pode abrir uma porta... +object-key-quarry-keeper_goggle_right = Lente Direita de Óculos + .desc = Parece que pode abrir uma porta... +object-key-cyclops_eyeball = Olho do Cíclope + .desc = Parece que pode abrir um mecanismo ancestral. +object-key-haniwa = Pedra Angular Haniwa + .desc = Usada para abrir portas. Quebrará após utilizada. +object-key-terracotta_chest = Chave de Baú Terracota + .desc = Usada para abrir baús. Quebrará após utilizada. +object-key-terracotta_door = Chave de Porta Terracota + .desc = Usada para abrir portas. Quebrará após utilizada. diff --git a/assets/voxygen/i18n/pt_BR/item/items/potion.ftl b/assets/voxygen/i18n/pt_BR/item/items/potion.ftl new file mode 100644 index 0000000..47c6958 --- /dev/null +++ b/assets/voxygen/i18n/pt_BR/item/items/potion.ftl @@ -0,0 +1,20 @@ +object-potion_agility = Poção de Agilidade + .desc = Voem, seus idiotas! +object-burning_charm = Amuleto Ardente + .desc = A chama é sua aliada, aproveite seu poder para queimar seus inimigos. +object-lifesteal_charm = Amuleto Sifão + .desc = Sifone sua vida do seu alvo e use-a para você. +object-frozen_charm = Amuleto Congelante + .desc = Deixe seus inimigos sentirem a ferroada do frio enquanto você os congela. +object-potion_big = Poção Grande + .desc = Remédio precioso, é o maior frasco rejuvenescedor já feito. +object-potion_combustion = Poção de Combustão + .desc = Incendeia o usuário. +object-potion_minor = Poção Menor + .desc = Uma pequena poção preparada com maçãs e mel. +object-potion_red = Poção Potente + .desc = Uma poção de cura porente. +object-potion_med = Poção Média + .desc = Uma invenção inovadora de um boticário, melhor do que suas antecessoras menores. +object-curious_potion = Poção Curiosa + .desc = Me pergunto o que ela faz... diff --git a/assets/voxygen/i18n/pt_BR/item/weapon/modular.ftl b/assets/voxygen/i18n/pt_BR/item/weapon/modular.ftl new file mode 100644 index 0000000..d96272c --- /dev/null +++ b/assets/voxygen/i18n/pt_BR/item/weapon/modular.ftl @@ -0,0 +1,660 @@ +weapon-sceptre-crozier-frostwood = Báculo de Madeira Gélida + .desc = { "" } +weapon-sword-katana-steel-2h = Katana de Aço + .desc = { "" } +weapon-sword-greatsword-iron-2h = Espada Larga de Ferro + .desc = { "" } +weapon-sword-katana-iron-2h = Katana de Ferro + .desc = { "" } +weapon-sword-katana-iron-1h = Saif de Ferro + .desc = { "" } +weapon-sword-sawblade-iron-2h = Lâmina Serra de Ferro + .desc = { "" } +weapon-sword-sawblade-iron-1h = Dorso-serra de Ferro + .desc = { "" } +weapon-sword-sabre-iron-2h = Sabre de Ferro + .desc = { "" } +weapon-sword-sabre-iron-1h = Cimitarra de Ferro + .desc = { "" } +weapon-sword-ornate-iron-2h = Espara Ornada de Ferro + .desc = { "" } +weapon-sword-ornate-iron-1h = Rapieira de Ferro + .desc = { "" } +weapon-sword-longsword-iron-2h = Espada Longa de Ferro + .desc = { "" } +weapon-sword-longsword-iron-1h = Espada Curta de Ferro + .desc = { "" } +weapon-bow-shortbow-wood = Arco Curto de Madeira + .desc = { "" } +weapon-bow-longbow-wood = Arco Longo de Madeira + .desc = { "" } +weapon-bow-ornate-wood = Arco Ornado de Madeira + .desc = { "" } +weapon-bow-greatbow-wood = Arco Grande de Madeira + .desc = { "" } +weapon-bow-bow-wood = Arco de Madeira + .desc = { "" } +weapon-bow-warbow-wood = Arco de Guerra de Madeira + .desc = { "" } +weapon-hammer-maul-bronze-2h = Marreta de Cobre + .desc = { "" } +weapon-hammer-hammer-bronze-2h = Martelo de Cobre + .desc = { "" } +weapon-hammer-hammer-bronze-1h = Clava de Cobre + .desc = { "" } +weapon-hammer-greatmace-bronze-2h = Maça Grande de Cobre + .desc = { "" } +weapon-hammer-spikedmace-bronze-1h = Maça de Cobre + .desc = { "" } +weapon-hammer-greathammer-bronze-2h = Malho de Cobre + .desc = { "" } +weapon-hammer-warhammer-bronze-2h = Martelo de Guerra de Cobre + .desc = { "" } +weapon-hammer-warhammer-bronze-1h = Macete de Cobre + .desc = { "" } +weapon-hammer-ornate-bronze-2h = Martelo Ornado de Cobre + .desc = { "" } +weapon-hammer-ornate-bronze-1h = Porrete de Cobre + .desc = { "" } +weapon-hammer-greathammer-bloodsteel-2h = Malho de Aço-sangue + .desc = { "" } +weapon-hammer-ornate-bloodsteel-2h = Martelo Ornado de Aço-sangue + .desc = { "" } +weapon-hammer-ornate-bloodsteel-1h = Porrete de Aço-sangue + .desc = { "" } +weapon-sceptre-ornate-frostwood = Cetro Ornado de Madeira Gélida + .desc = { "" } +weapon-axe-ornate-bloodsteel-2h = Machado Ornado de Aço-sangue + .desc = { "" } +weapon-axe-jagged-cobalt-1h = Tomahawk de Cobalto + .desc = { "" } +weapon-hammer-maul-bloodsteel-2h = Marreta de Aço-sangue + .desc = { "" } +weapon-hammer-ornate-iron-2h = Martelo Ornado de Ferro + .desc = { "" } +weapon-hammer-spikedmace-bloodsteel-2h = Maça com Espinhos de Aço-sangue + .desc = { "" } +weapon-hammer-spikedmace-bloodsteel-1h = Maça de Aço-sangue + .desc = { "" } +weapon-hammer-greatmace-bloodsteel-2h = Maça Grande de Aço-sangue + .desc = { "" } +weapon-hammer-warhammer-bloodsteel-2h = Martelo de Guerra de Aço-sangue + .desc = { "" } +weapon-hammer-warhammer-bloodsteel-1h = Macete de Aço-sangue + .desc = { "" } +weapon-sceptre-sceptre-frostwood = Cetro de Madeira Gélida + .desc = { "" } +weapon-sceptre-crook-frostwood = Bengala de Madeira Gélida + .desc = { "" } +weapon-sceptre-grandsceptre-frostwood = Cetro Grande de Madeira Gélida + .desc = { "" } +weapon-sceptre-cane-frostwood = Bastão de Madeira Gélida + .desc = { "" } +weapon-sceptre-arbor-frostwood = Mandril de Madeira Gélida + .desc = { "" } +weapon-bow-bow-eldwood = Arco de Madeira Eld + .desc = { "" } +weapon-bow-warbow-eldwood = Arco de Guerra de Madeira Eld + .desc = { "" } +weapon-bow-greatbow-eldwood = Arco Grande de Madeira Eld + .desc = { "" } +weapon-bow-longbow-eldwood = Arco Longo de Madeira Eld + .desc = { "" } +weapon-bow-composite-eldwood = Arco Composto de Madeira Eld + .desc = { "" } +weapon-bow-shortbow-eldwood = Arco Curto de Madeira Eld + .desc = { "" } +weapon-axe-axe-bloodsteel-2h = Machado Aço-sangue + .desc = { "" } +weapon-axe-axe-bloodsteel-1h = Machadinha de Aço-sangue + .desc = { "" } +weapon-axe-ornate-bloodsteel-1h = Kilonda de Aço-sangue + .desc = { "" } +weapon-axe-jagged-bloodsteel-2h = Machado Bruto de Aço-sangue + .desc = { "" } +weapon-axe-jagged-bloodsteel-1h = Tomahawk de Aço-sangue + .desc = { "" } +weapon-axe-battleaxe-bloodsteel-2h = Machado de Batalha de Aço-sangue + .desc = { "" } +weapon-axe-greataxe-bloodsteel-2h = Machado Grande de Aço-sangue + .desc = { "" } +weapon-axe-labrys-bloodsteel-2h = Lábris de Aço-sangue + .desc = { "" } +weapon-axe-poleaxe-bloodsteel-2h = Alabarda de Aço-sangue + .desc = { "" } +weapon-axe-poleaxe-cobalt-2h = Alabarda de Cobalto + .desc = { "" } +weapon-axe-jagged-cobalt-2h = Machado Bruto de Cobalto + .desc = { "" } +weapon-axe-labrys-cobalt-2h = Lábris de Cobalto + .desc = { "" } +weapon-axe-axe-cobalt-2h = Machado de Cobalto + .desc = { "" } +weapon-axe-axe-cobalt-1h = Machadinha de Cobalto + .desc = { "" } +weapon-axe-ornate-cobalt-2h = Machado Ornado de Cobalto + .desc = { "" } +weapon-axe-ornate-cobalt-1h = Kilonda de Cobalto + .desc = { "" } +weapon-axe-battleaxe-cobalt-2h = Machado de Batalha de Cobalto + .desc = { "" } +weapon-axe-battleaxe-cobalt-1h = Cutelo de Cobalto + .desc = { "" } +weapon-hammer-maul-iron-2h = Marreta de Ferro + .desc = { "" } +weapon-hammer-ornate-iron-1h = Porrete de Ferro + .desc = { "" } +weapon-hammer-spikedmace-iron-2h = Maça com Espinhos de Ferro + .desc = { "" } +weapon-hammer-spikedmace-iron-1h = Maça de Ferro + .desc = { "" } +weapon-hammer-hammer-iron-2h = Martelo de Ferro + .desc = { "" } +weapon-hammer-hammer-iron-1h = Clava de Ferro + .desc = { "" } +weapon-hammer-warhammer-iron-1h = Macete de Ferro + .desc = { "" } +weapon-hammer-greathammer-iron-2h = Malho de Ferro + .desc = { "" } +weapon-hammer-greatmace-iron-2h = Maça Grande de Ferro + .desc = { "" } +weapon-sword-zweihander-steel-2h = Zweihander de Aço + .desc = { "" } +weapon-sword-longsword-steel-2h = Espada Longa de Aço + .desc = { "" } +weapon-sword-longsword-steel-1h = Espada Curta de Aço + .desc = { "" } +weapon-sword-katana-steel-1h = Saif de Aço + .desc = { "" } +weapon-sword-greatsword-steel-2h = Espada Larga de Aço + .desc = { "" } +weapon-sword-ornate-steel-2h = Espada Ornada de Aço + .desc = { "" } +weapon-sword-ornate-steel-1h = Rapieira de Aço + .desc = { "" } +weapon-sword-sawblade-steel-2h = Lâmina Serra de Aço + .desc = { "" } +weapon-sword-sabre-steel-2h = Sabre de Aço + .desc = { "" } +weapon-sword-sabre-steel-1h = Cimitarra de Aço + .desc = { "" } +weapon-staff-grandstaff-hardwood = Cajado Grande de Jacarandá + .desc = { "" } +weapon-staff-rod-hardwood = Bordão de Jacarandá + .desc = { "" } +weapon-staff-brand-hardwood = Mastro de Jacarandá + .desc = { "" } +weapon-staff-staff-hardwood = Cajado de Jacarandá + .desc = { "" } +weapon-staff-ornate-hardwood = Cajado Ornado de Jacarandá + .desc = { "" } +weapon-staff-pole-hardwood = Poste de Jacarandá + .desc = { "" } +weapon-axe-ornate-orichalcum-2h = Machado Ornado de Oricalco + .desc = { "" } +weapon-axe-ornate-orichalcum-1h = Kilonda de Oricalco + .desc = { "" } +weapon-axe-jagged-orichalcum-1h = Tomahawk de Oricalco + .desc = { "" } +weapon-axe-axe-orichalcum-2h = Machado de Oricalco + .desc = { "" } +weapon-axe-axe-orichalcum-1h = Machadinha de Oricalco + .desc = { "" } +weapon-axe-battleaxe-orichalcum-2h = Machado de Batalha de Oricalco + .desc = { "" } +weapon-axe-battleaxe-orichalcum-1h = Cutelo de Oricalco + .desc = { "" } +weapon-axe-greataxe-orichalcum-2h = Machado Grande de Oricalco + .desc = { "" } +weapon-bow-composite-wood = Arco Composto de Madeira + .desc = { "" } +weapon-hammer-hammer-bloodsteel-2h = Martelo de Aço-sangue + .desc = { "" } +weapon-bow-ornate-eldwood = Arco Ornado de Madeira Eld + .desc = { "" } +weapon-hammer-warhammer-iron-2h = Martelo de Guerra de Ferro + .desc = { "" } +weapon-sword-zweihander-iron-2h = Zweihander de Ferro + .desc = { "" } +weapon-hammer-spikedmace-bronze-2h = Maça com Espinhos de Cobre + .desc = { "" } +weapon-hammer-hammer-bloodsteel-1h = Clava de Aço-sangue + .desc = { "" } +weapon-axe-battleaxe-bloodsteel-1h = Cutelo de Aço-sangue + .desc = { "" } +weapon-axe-greataxe-cobalt-2h = Machado Grande de Cobalto + .desc = { "" } +weapon-sword-sawblade-steel-1h = Dorso-serra de Aço + .desc = { "" } +weapon-staff-longpole-hardwood = Poste Longo de Jacarandá + .desc = { "" } +weapon-axe-jagged-orichalcum-2h = Machado Bruto de Oricalco + .desc = { "" } +weapon-axe-poleaxe-orichalcum-2h = Alabarda de Oricalco + .desc = { "" } +weapon-bow-greatbow-bamboo = Arco Grande de Bambu + .desc = { "" } +weapon-bow-longbow-bamboo = Arco Longo de Bambu + .desc = { "" } +weapon-bow-composite-bamboo = Arco Composto de Bambu + .desc = { "" } +weapon-bow-ornate-bamboo = Arco Ornado de Bambu + .desc = { "" } +weapon-bow-shortbow-bamboo = Arco Curto de Bambu + .desc = { "" } +weapon-bow-bow-bamboo = Arco de Bambu + .desc = { "" } +weapon-bow-warbow-bamboo = Arco de Guerra de Bambu + .desc = { "" } +weapon-bow-ornate-frostwood = Arco Ornado de Madeira Gélida + .desc = { "" } +weapon-bow-composite-frostwood = Arco Composto de Madeira Gélida + .desc = { "" } +weapon-bow-warbow-frostwood = Arco de Guerra de Madeira Gélida + .desc = { "" } +weapon-bow-longbow-frostwood = Arco Longo de Madeira Gélida + .desc = { "" } +weapon-bow-bow-frostwood = Arco de Madeira Gélida + .desc = { "" } +weapon-axe-labrys-orichalcum-2h = Lábris de Oricalco + .desc = { "" } +weapon-staff-pole-frostwood = Poste de Madeira Gélida + .desc = { "" } +weapon-staff-rod-frostwood = Bordão de Madeira Gélida + .desc = { "" } +weapon-staff-staff-frostwood = Cajado de Madeira Gélida + .desc = { "" } +weapon-bow-greatbow-hardwood = Arco Grande de Jacarandá + .desc = { "" } +weapon-bow-warbow-hardwood = Arco de Guerra de Jacarandá + .desc = { "" } +weapon-bow-shortbow-hardwood = Arco Curto de Jacarandá + .desc = { "" } +weapon-bow-bow-hardwood = Arco de Jacarandá + .desc = { "" } +weapon-bow-ornate-hardwood = Arco Ornado de Jacarandá + .desc = { "" } +weapon-bow-longbow-hardwood = Arco Longo de Jacarandá + .desc = { "" } +weapon-sceptre-cane-ironwood = Bastão de Pau-ferro + .desc = { "" } +weapon-sceptre-ornate-ironwood = Cetro Ornado de Pau-ferro + .desc = { "" } +weapon-sceptre-arbor-ironwood = Mandril de Pau-ferro + .desc = { "" } +weapon-sceptre-crozier-ironwood = Báculo de Pau-ferro + .desc = { "" } +weapon-sceptre-crook-ironwood = Bengala de Pau-ferro + .desc = { "" } +weapon-sceptre-sceptre-ironwood = Cetro de Pau-ferro + .desc = { "" } +weapon-axe-greataxe-iron-2h = Machado Grande de Ferro + .desc = { "" } +weapon-axe-jagged-iron-1h = Tomahawk de Ferro + .desc = { "" } +weapon-axe-battleaxe-iron-2h = Machado de Batalha de Ferro + .desc = { "" } +weapon-axe-battleaxe-iron-1h = Cutelo de Ferro + .desc = { "" } +weapon-axe-labrys-iron-2h = Lábris de Ferro + .desc = { "" } +weapon-axe-axe-iron-2h = Machado de Ferro + .desc = { "" } +weapon-axe-axe-iron-1h = Machadinha de Ferro + .desc = { "" } +weapon-axe-ornate-iron-1h = Kilonda de Ferro + .desc = { "" } +weapon-axe-poleaxe-iron-2h = Alabarda de Ferro + .desc = { "" } +weapon-axe-greataxe-steel-2h = Machado Grande de Aço + .desc = { "" } +weapon-axe-ornate-steel-2h = Machado Ornado de Aço + .desc = { "" } +weapon-axe-jagged-steel-2h = Machado Bruto de Aço + .desc = { "" } +weapon-axe-jagged-steel-1h = Tomahawk de Aço + .desc = { "" } +weapon-axe-battleaxe-steel-2h = Machado de Batalha de Aço + .desc = { "" } +weapon-axe-battleaxe-steel-1h = Cutelo de Aço + .desc = { "" } +weapon-axe-labrys-steel-2h = Lábris de Aço + .desc = { "" } +weapon-axe-axe-steel-2h = Machado de Aço + .desc = { "" } +weapon-axe-axe-steel-1h = Machadinha de Aço + .desc = { "" } +weapon-sword-longsword-bronze-1h = Espada Curta de Bronze + .desc = { "" } +weapon-sword-zweihander-bronze-2h = Zweihander de Bronze + .desc = { "" } +weapon-sword-greatsword-bronze-2h = Espada Larga de Bronze + .desc = { "" } +weapon-sword-katana-bronze-2h = Katana de Bronze + .desc = { "" } +weapon-sword-katana-bronze-1h = Saif de Bronze + .desc = { "" } +weapon-sword-sabre-bronze-1h = Cimitarra de Bronze + .desc = { "" } +weapon-sword-ornate-bronze-2h = Espada Ornada de Bronze + .desc = { "" } +weapon-sword-ornate-bronze-1h = Rapieira de Bronze + .desc = { "" } +weapon-sword-sawblade-bronze-2h = Lâmina Serra de Bronze + .desc = { "" } +weapon-sceptre-crozier-wood = Báculo de Madeira + .desc = { "" } +weapon-sceptre-sceptre-wood = Cetro de Madeira + .desc = { "" } +weapon-sceptre-cane-wood = Bastão de Madeira + .desc = { "" } +weapon-sceptre-ornate-wood = Cetro Ornado de Madeira + .desc = { "" } +weapon-sceptre-arbor-wood = Mandril de Madeira + .desc = { "" } +weapon-sceptre-crook-wood = Bengala de Madeira + .desc = { "" } +weapon-staff-brand-bamboo = Mastro de Bambu + .desc = { "" } +weapon-staff-grandstaff-bamboo = Cajado Grande de Bambu + .desc = { "" } +weapon-staff-pole-bamboo = Poste de Bambu + .desc = { "" } +weapon-staff-staff-bamboo = Cajado de Bambu + .desc = { "" } +weapon-staff-rod-bamboo = Bordão de Bambu + .desc = { "" } +weapon-staff-ornate-bamboo = Cajado Ornado de Bambu + .desc = { "" } +weapon-hammer-warhammer-orichalcum-2h = Martelo de Guerra de Oricalco + .desc = { "" } +weapon-hammer-warhammer-orichalcum-1h = Macete de Oricalco + .desc = { "" } +weapon-hammer-greathammer-orichalcum-2h = Malho de Oricalco + .desc = { "" } +weapon-hammer-greatmace-orichalcum-2h = Maça Grande de Oricalco + .desc = { "" } +weapon-hammer-hammer-orichalcum-1h = Clava de Oricalco + .desc = { "" } +weapon-hammer-spikedmace-orichalcum-2h = Maça com Espinhos de Oricalco + .desc = { "" } +weapon-hammer-spikedmace-orichalcum-1h = Maça de Oricalco + .desc = { "" } +weapon-hammer-ornate-orichalcum-2h = Martelo Ornado de Oricalco + .desc = { "" } +weapon-hammer-ornate-orichalcum-1h = Porrete de Oricalco + .desc = { "" } +weapon-bow-shortbow-ironwood = Arco Curto de Pau-ferro + .desc = { "" } +weapon-bow-greatbow-ironwood = Arco Grande de Pau-ferro + .desc = { "" } +weapon-bow-longbow-ironwood = Arco Longo de Pau-ferro + .desc = { "" } +weapon-bow-composite-ironwood = Arco Composto de Pau-ferro + .desc = { "" } +weapon-bow-bow-ironwood = Arco de Pau-ferro + .desc = { "" } +weapon-bow-ornate-ironwood = Arco Ornado de Pau-ferro + .desc = { "" } +weapon-hammer-ornate-cobalt-2h = Martelo Ornado de Cobalto + .desc = { "" } +weapon-hammer-ornate-cobalt-1h = Porrete de Cobalto + .desc = { "" } +weapon-hammer-hammer-cobalt-1h = Clava de Cobalto + .desc = { "" } +weapon-hammer-greatmace-cobalt-2h = Maça Grande de Cobalto + .desc = { "" } +weapon-hammer-spikedmace-cobalt-2h = Maça com Espinhos de Cobalto + .desc = { "" } +weapon-hammer-spikedmace-cobalt-1h = Maça de Cobalto + .desc = { "" } +weapon-hammer-greathammer-cobalt-2h = Malho de Cobalto + .desc = { "" } +weapon-hammer-warhammer-cobalt-2h = Martelo de Guerra de Cobalto + .desc = { "" } +weapon-hammer-warhammer-cobalt-1h = Macete de Cobalto + .desc = { "" } +weapon-staff-ornate-wood = Cajado Ornado de Madeira + .desc = { "" } +weapon-staff-pole-wood = Poste de Madeira + .desc = { "" } +weapon-staff-rod-wood = Bordão de Madeira + .desc = { "" } +weapon-staff-grandstaff-wood = Cajado Grande de Madeira + .desc = { "" } +weapon-staff-staff-wood = Cajado de Madeira + .desc = { "" } +weapon-staff-longpole-wood = Poste Longo de Madeira + .desc = { "" } +weapon-hammer-ornate-steel-2h = Martelo Ornado de Aço + .desc = { "" } +weapon-hammer-ornate-steel-1h = Porrete de Aço + .desc = { "" } +weapon-hammer-hammer-steel-1h = Clava de Aço + .desc = { "" } +weapon-hammer-greathammer-steel-2h = Malho de Aço + .desc = { "" } +weapon-hammer-spikedmace-steel-2h = Maça com Espinhos de Aço + .desc = { "" } +weapon-hammer-spikedmace-steel-1h = Maça de Aço + .desc = { "" } +weapon-hammer-greatmace-steel-2h = Maça Grande de Aço + .desc = { "" } +weapon-hammer-warhammer-steel-2h = Martelo de Guerra de Aço + .desc = { "" } +weapon-hammer-warhammer-steel-1h = Macete de Aço + .desc = { "" } +weapon-sceptre-grandsceptre-bamboo = Cetro Grande de Bambu + .desc = { "" } +weapon-sceptre-cane-bamboo = Bastão de Bambu + .desc = { "" } +weapon-sceptre-crozier-bamboo = Báculo de Bambu + .desc = { "" } +weapon-sceptre-crook-bamboo = Bengala de Bambu + .desc = { "" } +weapon-sceptre-sceptre-bamboo = Cetro de Bambu + .desc = { "" } +weapon-sceptre-arbor-bamboo = Mandril de Bambu + .desc = { "" } +weapon-sceptre-ornate-bamboo = Cetro Ornado de Bambu + .desc = { "" } +weapon-staff-grandstaff-ironwood = Cajado Grande de Pau-ferro + .desc = { "" } +weapon-staff-rod-ironwood = Bordão de Pau-ferro + .desc = { "" } +weapon-staff-brand-ironwood = Mastro de Pau-ferro + .desc = { "" } +weapon-staff-staff-ironwood = Cajado de Pau-ferro + .desc = { "" } +weapon-staff-pole-ironwood = Poste de Pau-ferro + .desc = { "" } +weapon-staff-ornate-ironwood = Cajado Ornado de Pau-ferro + .desc = { "" } +weapon-staff-ornate-eldwood = Cajado Ornado de Madeira Eld + .desc = { "" } +weapon-staff-longpole-eldwood = Poste Longo de Madeira Eld + .desc = { "" } +weapon-staff-pole-eldwood = Poste de Madeira Eld + .desc = { "" } +weapon-staff-staff-eldwood = Cajado de Madeira Eld + .desc = { "" } +weapon-staff-brand-eldwood = Mastro de Madeira Eld + .desc = { "" } +weapon-staff-grandstaff-eldwood = Cajado Grande de Madeira Eld + .desc = { "" } +weapon-sceptre-arbor-eldwood = Mandril de Madeira Eld + .desc = { "" } +weapon-sceptre-crozier-eldwood = Báculo de Madeira Eld + .desc = { "" } +weapon-sceptre-cane-eldwood = Bastão de Madeira Eld + .desc = { "" } +weapon-sceptre-grandsceptre-eldwood = Cetro Grande de Madeira Eld + .desc = { "" } +weapon-sceptre-ornate-eldwood = Cetro Ornado de Madeira Eld + .desc = { "" } +weapon-sword-sabre-bloodsteel-2h = Sabre de Aço-sangue + .desc = { "" } +weapon-sword-sabre-bloodsteel-1h = Cimitarra de Aço-sangue + .desc = { "" } +weapon-sword-zweihander-bloodsteel-2h = Zweihander de Aço-sangue + .desc = { "" } +weapon-sword-greatsword-bloodsteel-2h = Espada Larga de Aço-sangue + .desc = { "" } +weapon-sword-katana-bloodsteel-2h = Katana de Aço-sangue + .desc = { "" } +weapon-sword-longsword-bloodsteel-2h = Espada Longa de Aço-sangue + .desc = { "" } +weapon-sword-longsword-bloodsteel-1h = Espada Curta de Aço-sangue + .desc = { "" } +weapon-sword-ornate-bloodsteel-2h = Espada Ornada de Aço-sangue + .desc = { "" } +weapon-sword-ornate-bloodsteel-1h = Rapieira de Aço-sangue + .desc = { "" } +weapon-sword-sawblade-bloodsteel-1h = Dorso-serra de Aço-sangue + .desc = { "" } +weapon-sword-greatsword-orichalcum-2h = Espada Larga de Oricalco + .desc = { "" } +weapon-sword-sawblade-orichalcum-2h = Lâmina Serra de Oricalco + .desc = { "" } +weapon-sword-sawblade-orichalcum-1h = Dorso-serra de Oricalco + .desc = { "" } +weapon-sword-longsword-orichalcum-2h = Espada Longa de Oricalco + .desc = { "" } +weapon-sword-longsword-orichalcum-1h = Espada Curta de Oricalco + .desc = { "" } +weapon-sword-katana-orichalcum-1h = Saif de Oricalco + .desc = { "" } +weapon-sword-zweihander-orichalcum-2h = Zweihander de Oricalco + .desc = { "" } +weapon-sword-ornate-orichalcum-2h = Espada Ornada de Oricalco + .desc = { "" } +weapon-sword-ornate-orichalcum-1h = Rapieira de Oricalco + .desc = { "" } +weapon-axe-poleaxe-bronze-2h = Alabarda de Bronze + .desc = { "" } +weapon-axe-ornate-bronze-1h = Kilonda de Bronze + .desc = { "" } +weapon-axe-labrys-bronze-2h = Lábris de Bronze + .desc = { "" } +weapon-axe-battleaxe-bronze-2h = Machado de Batalha de Bronze + .desc = { "" } +weapon-axe-battleaxe-bronze-1h = Cutelo de Bronze + .desc = { "" } +weapon-axe-axe-bronze-2h = Machado de Bronze + .desc = { "" } +weapon-axe-axe-bronze-1h = Machadinha de Bronze + .desc = { "" } +weapon-axe-jagged-bronze-1h = Tomahawk de Bronze + .desc = { "" } +weapon-axe-greataxe-bronze-2h = Machado Grande de Bronze + .desc = { "" } +weapon-sceptre-sceptre-hardwood = Cetro de Jacarandá + .desc = { "" } +weapon-sceptre-cane-hardwood = Bastão de Jacarandá + .desc = { "" } +weapon-sceptre-arbor-hardwood = Mandril de Jacarandá + .desc = { "" } +weapon-sceptre-ornate-hardwood = Cetro Ornado de Jacarandá + .desc = { "" } +weapon-sceptre-crook-hardwood = Bengala de Jacarandá + .desc = { "" } +weapon-sceptre-grandsceptre-hardwood = Cetro Grande de Jacarandá + .desc = { "" } +weapon-sword-longsword-cobalt-2h = Espada Longa de Cobalto + .desc = { "" } +weapon-sword-sawblade-cobalt-2h = Lâmina Serra de Cobalto + .desc = { "" } +weapon-sword-sawblade-cobalt-1h = Dorso-serra de Cobalto + .desc = { "" } +weapon-sword-greatsword-cobalt-2h = Espada Larga de Cobalto + .desc = { "" } +weapon-sword-katana-cobalt-2h = Katana de Cobalto + .desc = { "" } +weapon-sword-katana-cobalt-1h = Saif de Cobalto + .desc = { "" } +weapon-sword-ornate-cobalt-2h = Espada Ornada de Cobalto + .desc = { "" } +weapon-sword-ornate-cobalt-1h = Rapieira de Cobalto + .desc = { "" } +weapon-sword-sabre-cobalt-2h = Sabre de Cobalto + .desc = { "" } +weapon-sword-sabre-cobalt-1h = Cimitarra de Cobalto + .desc = { "" } +weapon-staff-ornate-frostwood = Cajado Ornado de Madeira Gélida + .desc = { "" } +weapon-staff-grandstaff-frostwood = Cajado Grande de Madeira Gélida + .desc = { "" } +weapon-sword-longsword-bronze-2h = Espada Longa de Bronze + .desc = { "" } +weapon-sword-sawblade-bronze-1h = Dorso-serra de Bronze + .desc = { "" } +weapon-hammer-hammer-cobalt-2h = Martelo de Cobalto + .desc = { "" } +weapon-staff-longpole-ironwood = Poste Longo de Pau-ferro + .desc = { "" } +weapon-sword-katana-bloodsteel-1h = Saif de Aço-sangue + .desc = { "" } +weapon-sword-katana-orichalcum-2h = Katana de Oricalco + .desc = { "" } +weapon-axe-jagged-iron-2h = Machado Bruto de Ferro + .desc = { "" } +weapon-sword-sabre-bronze-2h = Sabre de Bronze + .desc = { "" } +weapon-staff-longpole-bamboo = Poste Longo de Bambu + .desc = { "" } +weapon-hammer-maul-orichalcum-2h = Marreta de Oricalco + .desc = { "" } +weapon-staff-brand-wood = Mastro de Madeira + .desc = { "" } +weapon-sceptre-crook-eldwood = Bengala de Madeira Eld + .desc = { "" } +weapon-bow-shortbow-frostwood = Arco Curto de Madeira Gélida + .desc = { "" } +weapon-bow-greatbow-frostwood = Arco Grande de Madeira Gélida + .desc = { "" } +weapon-staff-longpole-frostwood = Poste Longo de Madeira Gélida + .desc = { "" } +weapon-staff-brand-frostwood = Mastro de Madeira Gélida + .desc = { "" } +weapon-bow-composite-hardwood = Arco Composto de Jacarandá + .desc = { "" } +weapon-sceptre-grandsceptre-ironwood = Cetro Grande de Pau-ferro + .desc = { "" } +weapon-axe-ornate-iron-2h = Machado Ornado de Ferro + .desc = { "" } +weapon-axe-poleaxe-steel-2h = Alabarda de Aço + .desc = { "" } +weapon-hammer-hammer-orichalcum-2h = Martelo de Oricalco + .desc = { "" } +weapon-staff-rod-eldwood = Bordão de Madeira Eld + .desc = { "" } +weapon-sceptre-sceptre-eldwood = Cetro de Madeira Eld + .desc = { "" } +weapon-sword-sabre-orichalcum-2h = Sabre de Oricalco + .desc = { "" } +weapon-axe-ornate-steel-1h = Kilonda de Aço + .desc = { "" } +weapon-sceptre-grandsceptre-wood = Cetro Grande de Madeira + .desc = { "" } +weapon-bow-warbow-ironwood = Arco de Guerra de Pau-ferro + .desc = { "" } +weapon-hammer-maul-cobalt-2h = Marreta de Cobalto + .desc = { "" } +weapon-hammer-maul-steel-2h = Marreta de Aço + .desc = { "" } +weapon-hammer-hammer-steel-2h = Martelo de Aço + .desc = { "" } +weapon-sword-sawblade-bloodsteel-2h = Lâmina Serra de Aço-sangue + .desc = { "" } +weapon-sword-sabre-orichalcum-1h = Cimitarra de Oricalco + .desc = { "" } +weapon-axe-ornate-bronze-2h = Machado Ornado de Bronze + .desc = { "" } +weapon-axe-jagged-bronze-2h = Machado Bruto de Bronze + .desc = { "" } +weapon-sword-longsword-cobalt-1h = Espada Curta de Cobalto + .desc = { "" } +weapon-sceptre-crozier-hardwood = Báculo de Jacarandá + .desc = { "" } +weapon-sword-zweihander-cobalt-2h = Zweihander de Cobalto + .desc = { "" } diff --git a/assets/voxygen/i18n/pt_BR/item/weapon/musical_instrument.ftl b/assets/voxygen/i18n/pt_BR/item/weapon/musical_instrument.ftl new file mode 100644 index 0000000..a8c169a --- /dev/null +++ b/assets/voxygen/i18n/pt_BR/item/weapon/musical_instrument.ftl @@ -0,0 +1,30 @@ +weapon-tool-wooden_flute = Flauta + .desc = Flauta de Madeira. +weapon-tool-glass_flute = Flauta de Vidro + .desc = O que o Cardeal está fazendo com ela? +weapon-tool-wooden_guitar = Violão + .desc = Violão de Madeira. +weapon-tool-black_velvet_guitar = Violão Sombrio + .desc = Soa nervosão. +weapon-tool-wooden_bass = Contrabaixo + .desc = Baixo de Madeira. +weapon-tool-icy_talharpa = Talharpa Gélida + .desc = Talharpa Gélida. +weapon-tool-wooden_kalimba = Kalimba + .desc = Kalimba de Madeira. +weapon-tool-wooden_lute = Alaúde + .desc = Alaúde de Madeira. +weapon-tool-wooden_lyre = Lira + .desc = Lira de Madeira. +weapon-tool-melodica = Escaleta + .desc = Escaleta de Madeira. +weapon-tool-wooden_sitar = Cítara + .desc = Cítara de Madeira. +weapon-tool-washboard = Tábua de lavar + .desc = Tábua de lavar. +weapon-tool-steeltonguedrum = Tambor de Língua + .desc = Tambor de Língua. +weapon-tool-shamisen = Samisém + .desc = Samisém. +weapon-tool-wildskin_drum = Bombo Legüero + .desc = um, dois, e repete depois! diff --git a/assets/voxygen/i18n/pt_BR/item/weapon/primary_component.ftl b/assets/voxygen/i18n/pt_BR/item/weapon/primary_component.ftl new file mode 100644 index 0000000..15e662f --- /dev/null +++ b/assets/voxygen/i18n/pt_BR/item/weapon/primary_component.ftl @@ -0,0 +1,504 @@ +weapon-component-sword-katana-iron = Lâmina de Katana de Ferro + .desc = { "" } +weapon-component-hammer-warhammer-bloodsteel = Cabeça de Martelo de Guerra de Aço-sangue + .desc = { "" } +weapon-component-hammer-greathammer-bronze = Cabeça de Malho de Bronze + .desc = { "" } +weapon-component-sword-greatsword-iron = Lâmina de Espada Larga de Ferro + .desc = { "" } +weapon-component-bow-warbow-wood = Palhetas de Arco de Guerra de Madeira + .desc = { "" } +weapon-component-sword-sawblade-iron = Lâmina de Serra de Ferro + .desc = { "" } +weapon-component-sword-sabre-iron = Lâmina de Sabre de Ferro + .desc = { "" } +weapon-component-bow-longbow-wood = Palhetas de Arco Longo de Madeira + .desc = { "" } +weapon-component-sword-ornate-iron = Lâmina de Espada Ornada de Ferro + .desc = { "" } +weapon-component-sword-longsword-iron = Lâmina de Espada Longa de Ferro + .desc = { "" } +weapon-component-sword-zweihander-iron = Lâmina de Zweihänder de Ferro + .desc = { "" } +weapon-component-bow-shortbow-wood = Palhetas de Arco Curto de Madeira + .desc = { "" } +weapon-component-bow-ornate-wood = Palhetas de Arco Ornado de Madeira + .desc = { "" } +weapon-component-bow-greatbow-wood = Palhetas de Arco Grande de Madeira + .desc = { "" } +weapon-component-bow-composite-wood = Palhetas de Arco Composto de Madeira + .desc = { "" } +weapon-component-bow-bow-wood = Palhetas de Arco de Madeira + .desc = { "" } +weapon-component-hammer-maul-bronze = Cabeça de Marreta de Bronze + .desc = { "" } +weapon-component-hammer-hammer-bronze = Cabeça de Martelo de Bronze + .desc = { "" } +weapon-component-hammer-greatmace-bronze = Cabeça de Maça Grande de Bronze + .desc = { "" } +weapon-component-hammer-spikedmace-bronze = Cabeça de Maça com Espinhos de Bronze + .desc = { "" } +weapon-component-hammer-ornate-bronze = Cabeça de Martelo Ornado de Bronze + .desc = { "" } +weapon-component-hammer-maul-bloodsteel = Cabeça de Marreta de Aço Sangrento + .desc = { "" } +weapon-component-hammer-ornate-bloodsteel = Cabeça de Martelo Ornado de Aço-sangue + .desc = { "" } +weapon-component-hammer-hammer-bloodsteel = Cabeça de Martelo de Aço-sangue + .desc = { "" } +weapon-component-hammer-spikedmace-bloodsteel = Cabeça de Maça com Espinhos de Aço-sangue + .desc = { "" } +weapon-component-hammer-greatmace-bloodsteel = Cabeça de Maça Grande de Aço-sangue + .desc = { "" } +weapon-component-hammer-warhammer-bronze = Cabeça de Martelo de Guerra de Bronze + .desc = { "" } +weapon-component-sceptre-ornate-frostwood = Haste de Cetro Ornado de Madeira Gélida + .desc = { "" } +weapon-component-sceptre-sceptre-frostwood = Haste de Cetro de Madeira Gélida + .desc = { "" } +weapon-component-sceptre-crook-frostwood = Haste de Bengala de Madeira Gélida + .desc = { "" } +weapon-component-sceptre-grandsceptre-frostwood = Haste de Cetro Grande de Madeira Gélida + .desc = { "" } +weapon-component-sceptre-crozier-frostwood = Haste de Báculo de Madeira Gélida + .desc = { "" } +weapon-component-sceptre-arbor-frostwood = Haste de Mandril de Madeira Gélida + .desc = { "" } +weapon-component-bow-bow-eldwood = Palhetas de Arco de Madeira Eld + .desc = { "" } +weapon-component-bow-warbow-eldwood = Palhetas de Arco de Guerra de Madeira Eld + .desc = { "" } +weapon-component-bow-greatbow-eldwood = Palhetas de Arco Grande de Madeira Eld + .desc = { "" } +weapon-component-bow-ornate-eldwood = Palhetas de Arco Ornado de Madeira Eld + .desc = { "" } +weapon-component-bow-longbow-eldwood = Palhetas de Arco Longo de Madeira Eld + .desc = { "" } +weapon-component-bow-composite-eldwood = Palhetas de Arco Composto de Madeira Eld + .desc = { "" } +weapon-component-bow-shortbow-eldwood = Palhetas de Arco Curto de Madeira Eld + .desc = { "" } +weapon-component-axe-axe-bloodsteel = Cabeça de Machado de Aço-sangue + .desc = { "" } +weapon-component-axe-ornate-bloodsteel = Cabeça de Machado Ornado de Aço-sangue + .desc = { "" } +weapon-component-axe-jagged-bloodsteel = Cabeça de Machado Bruto de Aço-sangue + .desc = { "" } +weapon-component-axe-battleaxe-bloodsteel = Cabeça de Machado de Batalha de Aço-sangue + .desc = { "" } +weapon-component-axe-labrys-bloodsteel = Cabeça de Lábris de Aço-sangue + .desc = { "" } +weapon-component-axe-poleaxe-bloodsteel = Cabeça de Alabarda de Aço-sangue + .desc = { "" } +weapon-component-axe-poleaxe-cobalt = Cabeça de Alabarda de Cobalto + .desc = { "" } +weapon-component-axe-labrys-cobalt = Cabeça de Lábris de Cobalto + .desc = { "" } +weapon-component-axe-axe-cobalt = Cabeça de Machado de Cobalto + .desc = { "" } +weapon-component-axe-ornate-cobalt = Cabeça de Machado Ornado de Cobalto + .desc = { "" } +weapon-component-axe-greataxe-cobalt = Cabeça de Machado Grande de Cobalto + .desc = { "" } +weapon-component-hammer-maul-iron = Cabeça de Marreta de Ferro + .desc = { "" } +weapon-component-hammer-ornate-iron = Cabeça de Martelo Ornado de Ferro + .desc = { "" } +weapon-component-hammer-spikedmace-iron = Cabeça de Maça com Espinhos de Ferro + .desc = { "" } +weapon-component-hammer-hammer-iron = Cabeça de Martelo de Ferro + .desc = { "" } +weapon-component-hammer-greathammer-iron = Cabeça de Malho de Ferro + .desc = { "" } +weapon-component-hammer-greatmace-iron = Cabeça de Maça Grande de Ferro + .desc = { "" } +weapon-component-sword-zweihander-steel = Lâmina de Zweihander de Ferro + .desc = { "" } +weapon-component-sword-longsword-steel = Lâmina de Espada Longa de Aço + .desc = { "" } +weapon-component-sword-katana-steel = Lâmina de Katana de Aço + .desc = { "" } +weapon-component-sword-ornate-steel = Lâmina de Espada Ornada de Aço + .desc = { "" } +weapon-component-sword-sawblade-steel = Lâmina Serra de Aço + .desc = { "" } +weapon-component-sword-sabre-steel = Lâmina de Sabre de Aço + .desc = { "" } +weapon-component-staff-grandstaff-hardwood = Haste de Cajado Grande de Jacarandá + .desc = { "" } +weapon-component-staff-staff-hardwood = Haste de Cajado de Jacarandá + .desc = { "" } +weapon-component-axe-ornate-orichalcum = Cabeça de Machado Ornado de Oricalco + .desc = { "" } +weapon-component-axe-jagged-orichalcum = Cabeça de Machado Bruto de Oricalco + .desc = { "" } +weapon-component-axe-battleaxe-orichalcum = Cabeça de Machado de Batalha de Oricalco + .desc = { "" } +weapon-component-axe-greataxe-orichalcum = Cabeça de Machado Grande de Oricalco + .desc = { "" } +weapon-component-axe-poleaxe-orichalcum = Cabeça de Alabarda de Oricalco + .desc = { "" } +weapon-component-axe-labrys-orichalcum = Cabeça de Lábris de Oricalco + .desc = { "" } +weapon-component-bow-longbow-bamboo = Palhetas de Arco Longo de Bambu + .desc = { "" } +weapon-component-bow-composite-bamboo = Palhetas de Arco Composto de Bambu + .desc = { "" } +weapon-component-bow-ornate-bamboo = Palhetas de Arco Ornado de Bambu + .desc = { "" } +weapon-component-bow-shortbow-bamboo = Palhetas de Arco Curto de Bambu + .desc = { "" } +weapon-component-bow-warbow-bamboo = Palhetas de Arco de Guerra de Bambu + .desc = { "" } +weapon-component-bow-ornate-frostwood = Palhetas de Arco Ornado de Madeira Gélida + .desc = { "" } +weapon-component-bow-composite-frostwood = Palhetas de Arco Composto de Madeira Gélida + .desc = { "" } +weapon-component-bow-shortbow-frostwood = Palhetas de Arco Curto de Madeira Gélida + .desc = { "" } +weapon-component-bow-longbow-frostwood = Palhetas de Arco Longo de Madeira Gélida + .desc = { "" } +weapon-component-bow-bow-frostwood = Palhetas de Arco de Madeira Gélida + .desc = { "" } +weapon-component-bow-greatbow-frostwood = Palhetas de Arco Grande de Madeira Gélida + .desc = { "" } +weapon-component-staff-pole-frostwood = Haste de Poste de Madeira Gélida + .desc = { "" } +weapon-component-staff-longpole-frostwood = Haste de Poste Longo de Madeira Gélida + .desc = { "" } +weapon-component-staff-grandstaff-frostwood = Haste de Cajado Grande de Madeira Gélida + .desc = { "" } +weapon-component-staff-rod-frostwood = Haste de Bordão de Madeira Gélida + .desc = { "" } +weapon-component-staff-brand-frostwood = Haste de Mastro de Madeira Gélida + .desc = { "" } +weapon-component-bow-greatbow-hardwood = Palhetas de Arco Grande de Jacarandá + .desc = { "" } +weapon-component-bow-shortbow-hardwood = Palhetas de Arco Curto de Jacarandá + .desc = { "" } +weapon-component-bow-bow-hardwood = Palhetas de Arco de Jacarandá + .desc = { "" } +weapon-component-bow-composite-hardwood = Palhetas de Arco Composto de Jacarandá + .desc = { "" } +weapon-component-bow-ornate-hardwood = Palhetas de Arco Ornado de Jacarandá + .desc = { "" } +weapon-component-sceptre-cane-ironwood = Haste de Bastão de Pau-ferro + .desc = { "" } +weapon-component-sceptre-ornate-ironwood = Haste de Cetro Ornado de Pau-ferro + .desc = { "" } +weapon-component-sceptre-grandsceptre-ironwood = Haste de Cetro Grande de Pau-ferro + .desc = { "" } +weapon-component-sceptre-arbor-ironwood = Haste de Mandril de Pau-ferro + .desc = { "" } +weapon-component-sceptre-crook-ironwood = Haste de Bengala de Pau-ferro + .desc = { "" } +weapon-component-sceptre-sceptre-ironwood = Haste de Cetro de Pau-ferro + .desc = { "" } +weapon-component-axe-greataxe-iron = Cabeça de Machado Grande de Ferro + .desc = { "" } +weapon-component-axe-jagged-iron = Cabeça de Machado Bruto de Ferro + .desc = { "" } +weapon-component-axe-labrys-iron = Cabeça de Lábris de Ferro + .desc = { "" } +weapon-component-axe-axe-iron = Cabeça de Machado de Ferro + .desc = { "" } +weapon-component-axe-ornate-iron = Cabeça de Machado Ornado de Ferro + .desc = { "" } +weapon-component-axe-poleaxe-iron = Cabeça de Alabarda de Ferro + .desc = { "" } +weapon-component-axe-greataxe-steel = Cabeça de Machado Grande de Aço + .desc = { "" } +weapon-component-axe-jagged-steel = Cabeça de Machado Bruto de Aço + .desc = { "" } +weapon-component-axe-battleaxe-steel = Cabeça de Machado de Batalha de Aço + .desc = { "" } +weapon-component-axe-poleaxe-steel = Cabeça de Alabarda de Aço + .desc = { "" } +weapon-component-axe-labrys-steel = Cabeça de Lábris de Aço + .desc = { "" } +weapon-component-sword-longsword-bronze = Lâmina de Espada Longa de Bronze + .desc = { "" } +weapon-component-sword-zweihander-bronze = Lâmina de Zweihander de Bronze + .desc = { "" } +weapon-component-sword-greatsword-bronze = Lâmina de Espada Larga de Bronze + .desc = { "" } +weapon-component-sword-katana-bronze = Lâmina de Katana de Bronze + .desc = { "" } +weapon-component-sword-ornate-bronze = Lâmina de Espada Ornada de Bronze + .desc = { "" } +weapon-component-sceptre-crozier-wood = Haste de Báculo de Madeira + .desc = { "" } +weapon-component-sceptre-sceptre-wood = Haste de Cetro de Madeira + .desc = { "" } +weapon-component-sceptre-ornate-wood = Haste de Cetro Ornado de Madeira + .desc = { "" } +weapon-component-sceptre-arbor-wood = Haste de Mandril de Madeira + .desc = { "" } +weapon-component-sceptre-crook-wood = Haste de Bengala de Madeira + .desc = { "" } +weapon-component-sceptre-grandsceptre-wood = Haste de Cetro Grande de Madeira + .desc = { "" } +weapon-component-staff-brand-bamboo = Haste de Mastro de Bambu + .desc = { "" } +weapon-component-staff-pole-bamboo = Haste de Poste de Bambu + .desc = { "" } +weapon-component-staff-staff-bamboo = Haste de Cajado de Bambu + .desc = { "" } +weapon-component-staff-rod-bamboo = Haste de Bordão de Bambu + .desc = { "" } +weapon-component-staff-longpole-bamboo = Haste de Poste Longo de Bambu + .desc = { "" } +weapon-component-hammer-warhammer-orichalcum = Cabeça de Martelo de Guerra de Oricalco + .desc = { "" } +weapon-component-hammer-greathammer-orichalcum = Cabeça de Malho de Oricalco + .desc = { "" } +weapon-component-hammer-greatmace-orichalcum = Cabeça de Maça Grande de Oricalco + .desc = { "" } +weapon-component-hammer-hammer-orichalcum = Cabeça de Martelo de Oricalco + .desc = { "" } +weapon-component-hammer-ornate-orichalcum = Cabeça de Martelo Ornado de Oricalco + .desc = { "" } +weapon-component-hammer-maul-orichalcum = Cabeça de Marreta de Oricalco + .desc = { "" } +weapon-component-bow-shortbow-ironwood = Palhetas de Arco Curto de Pau-ferro + .desc = { "" } +weapon-component-bow-greatbow-ironwood = Palhetas de Arco Grande de Pau-ferro + .desc = { "" } +weapon-component-bow-ornate-ironwood = Palhetas de Arco Ornado de Pau-ferro + .desc = { "" } +weapon-component-bow-bow-ironwood = Palhetas de Arco de Pau-ferro + .desc = { "" } +weapon-component-hammer-ornate-cobalt = Cabeça de Martelo Ornado de Cobalto + .desc = { "" } +weapon-component-hammer-hammer-cobalt = Cabeça de Martelo de Cobalto + .desc = { "" } +weapon-component-hammer-greatmace-cobalt = Cabeça de Maça Grande de Cobalto + .desc = { "" } +weapon-component-hammer-greathammer-cobalt = Cabeça de Malho de Cobalto + .desc = { "" } +weapon-component-staff-ornate-wood = Haste de Cajado Ornado de Madeira + .desc = { "" } +weapon-component-staff-pole-wood = Haste de Poste de Madeira + .desc = { "" } +weapon-component-staff-brand-wood = Haste de Mastro de Madeira + .desc = { "" } +weapon-component-staff-staff-wood = Haste de Cajado de Madeira + .desc = { "" } +weapon-component-staff-longpole-wood = Haste de Poste Longo de Madeira + .desc = { "" } +weapon-component-hammer-ornate-steel = Cabeça de Martelo Ornado de Aço + .desc = { "" } +weapon-component-hammer-hammer-steel = Cabeça de Martelo de Aço + .desc = { "" } +weapon-component-hammer-greathammer-steel = Cabeça de Malho de Aço + .desc = { "" } +weapon-component-hammer-greatmace-steel = Cabeça de Maça Grande de Aço + .desc = { "" } +weapon-component-hammer-maul-steel = Cabeça de Marreta de Aço + .desc = { "" } +weapon-component-hammer-warhammer-steel = Cabeça de Martelo de Guerra de Aço + .desc = { "" } +weapon-component-sceptre-grandsceptre-bamboo = Haste de Cetro Grande de Bambu + .desc = { "" } +weapon-component-sceptre-crozier-bamboo = Haste de Báculo de Bambu + .desc = { "" } +weapon-component-sceptre-crook-bamboo = Haste de Bengala de Bambu + .desc = { "" } +weapon-component-sceptre-sceptre-bamboo = Haste de Cetro de Bambu + .desc = { "" } +weapon-component-sceptre-arbor-bamboo = Haste de Mandril de Bambu + .desc = { "" } +weapon-component-sceptre-ornate-bamboo = Haste de Cetro Ornado de Bambu + .desc = { "" } +weapon-component-staff-grandstaff-ironwood = Haste de Cajado Grande de Pau-ferro + .desc = { "" } +weapon-component-staff-rod-ironwood = Haste de Bordão de Pau-ferro + .desc = { "" } +weapon-component-staff-brand-ironwood = Haste de Mastro de Pau-ferro + .desc = { "" } +weapon-component-staff-longpole-ironwood = Haste de Poste Longo de Pau-ferro + .desc = { "" } +weapon-component-staff-staff-ironwood = Haste de Cajado de Pau-ferro + .desc = { "" } +weapon-component-staff-pole-ironwood = Haste de Poste de Pau-ferro + .desc = { "" } +weapon-component-staff-ornate-ironwood = Haste de Cajado Ornado de Pau-ferro + .desc = { "" } +weapon-component-staff-longpole-eldwood = Haste de Poste Longo de Madeira Eld + .desc = { "" } +weapon-component-staff-rod-eldwood = Haste de Bordão de Madeira Eld + .desc = { "" } +weapon-component-staff-pole-eldwood = Haste de Poste de Madeira Eld + .desc = { "" } +weapon-component-staff-ornate-eldwood = Haste de Cajado Ornado de Madeira Eld + .desc = { "" } +weapon-component-staff-brand-eldwood = Haste de Mastro de Madeira Eld + .desc = { "" } +weapon-component-staff-grandstaff-eldwood = Haste de Cajado Grande de Madeira Eld + .desc = { "" } +weapon-component-sceptre-arbor-eldwood = Haste de Mandril de Madeira Eld + .desc = { "" } +weapon-component-sceptre-crozier-eldwood = EHaste de Báculo de Madeira Eld + .desc = { "" } +weapon-component-sceptre-cane-eldwood = Haste de Bastão de Madeira Eld + .desc = { "" } +weapon-component-sceptre-grandsceptre-eldwood = Haste de Cetro Grande de Madeira Eld + .desc = { "" } +weapon-component-sceptre-ornate-eldwood = Haste de Cetro Ornado de Madeira Eld + .desc = { "" } +weapon-component-sword-sabre-bloodsteel = Lâmina de Sabre de Aço-sangue + .desc = { "" } +weapon-component-sword-zweihander-bloodsteel = Lâmina de Zweihander de Aço-sangue + .desc = { "" } +weapon-component-sword-greatsword-bloodsteel = Lâmina de Espada Larga de Aço-sangue + .desc = { "" } +weapon-component-sword-katana-bloodsteel = Lâmina de Katana de Aço-sangue + .desc = { "" } +weapon-component-sword-ornate-bloodsteel = Lâmina de Espada Ornada de Aço-sangue + .desc = { "" } +weapon-component-sword-sawblade-bloodsteel = Lâmina Serra de Aço-sangue + .desc = { "" } +weapon-component-sword-sabre-orichalcum = Lâmina de Sabre de Oricalco + .desc = { "" } +weapon-component-sword-greatsword-orichalcum = Lâmina de Espada Larga de Oricalco + .desc = { "" } +weapon-component-sword-longsword-orichalcum = Lâmina de Espada Longa de Oricalco + .desc = { "" } +weapon-component-sword-katana-orichalcum = Lâmina de Katana de Oricalco + .desc = { "" } +weapon-component-sword-zweihander-orichalcum = Lâmina de Zweinhander de Oricalco + .desc = { "" } +weapon-component-sword-ornate-orichalcum = Lâmina de Espada Ornada de Oricalco + .desc = { "" } +weapon-component-axe-poleaxe-bronze = Cabeca de Alabarda de Bronze + .desc = { "" } +weapon-component-axe-labrys-bronze = Cabeca de Lábris de Bronze + .desc = { "" } +weapon-component-axe-battleaxe-bronze = Cabeca de Machado de Batalha de Bronze + .desc = { "" } +weapon-component-axe-axe-bronze = Cabeca de Machado de Bronze + .desc = { "" } +weapon-component-axe-jagged-bronze = Cabeca de Machado Bruto de Bronze + .desc = { "" } +weapon-component-sceptre-sceptre-hardwood = Haste de Cetro de Jacarandá + .desc = { "" } +weapon-component-sceptre-cane-hardwood = Haste de Bastão de Jacarandá + .desc = { "" } +weapon-component-sceptre-arbor-hardwood = Haste de Mandril de Jacarandá + .desc = { "" } +weapon-component-sceptre-crozier-hardwood = HHaste de Báculo de Jacarandá + .desc = { "" } +weapon-component-sceptre-ornate-hardwood = Haste de Cetro Ornado de Jacarandá + .desc = { "" } +weapon-component-sceptre-crook-hardwood = Haste de Bengala de Jacarandá + .desc = { "" } +weapon-component-sceptre-grandsceptre-hardwood = Haste de Cetro Grande de Jacarandá + .desc = { "" } +weapon-component-sword-longsword-cobalt = Lâmina de Espada Longa de Cobalto + .desc = { "" } +weapon-component-sword-sawblade-cobalt = Lâmina de Serra Cobalto + .desc = { "" } +weapon-component-sword-greatsword-cobalt = Lâmina de Espaada Larga de Cobalto + .desc = { "" } +weapon-component-sword-katana-cobalt = Lâmina de Katana de Cobalto + .desc = { "" } +weapon-component-sword-zweihander-cobalt = Lâmina de Zweihander de Cobalto + .desc = { "" } +weapon-component-sword-ornate-cobalt = Lâmina de Espada Ornada de Cobalto + .desc = { "" } +weapon-component-sword-sabre-cobalt = Lâmina de Sabre de Cobalto + .desc = { "" } +weapon-component-axe-jagged-cobalt = Cabeça de Machado Bruto de Cobalto + .desc = { "" } +weapon-component-hammer-greathammer-bloodsteel = Cabeça de Malho de Aço-sangue + .desc = { "" } +weapon-component-staff-rod-hardwood = Haste de Bordão de Jacarandá + .desc = { "" } +weapon-component-staff-ornate-hardwood = Haste de Cajado Ornado de Jacarandá + .desc = { "" } +weapon-component-sceptre-crozier-ironwood = Haste de Báculo de Pau-ferro + .desc = { "" } +weapon-component-axe-axe-steel = Cabeça de Machado de Aço + .desc = { "" } +weapon-component-sword-sawblade-bronze = Lâmina Serra de Bronze + .desc = { "" } +weapon-component-hammer-warhammer-cobalt = Cabeça de Martelo de Guera de Cobalto + .desc = { "" } +weapon-component-staff-rod-wood = Haste de Bordão de Madeira + .desc = { "" } +weapon-component-sword-longsword-bloodsteel = Lâmina de Espada Longa de Aço-sangue + .desc = { "" } +weapon-component-sceptre-cane-frostwood = Haste de Bastão de Madeira Gélida + .desc = { "" } +weapon-component-axe-greataxe-bloodsteel = Cabeça de Machado Grande de Aço-sangue + .desc = { "" } +weapon-component-hammer-warhammer-iron = Cabeça de Martelo de Guerra de Ferro + .desc = { "" } +weapon-component-axe-battleaxe-cobalt = Cabeça de Machado de Batalha de Cobalto + .desc = { "" } +weapon-component-bow-greatbow-bamboo = Palhetas de Arco Grande de Bambu + .desc = { "" } +weapon-component-bow-bow-bamboo = Palhetas de Arco de Bambu + .desc = { "" } +weapon-component-sceptre-cane-wood = Haste de Bastão de Madeira + .desc = { "" } +weapon-component-bow-composite-ironwood = Palhetas de Arco Composto de Pau-ferro + .desc = { "" } +weapon-component-sceptre-cane-bamboo = Haste de Bastão de Bambu + .desc = { "" } +weapon-component-staff-staff-eldwood = Haste de Cajado de Madeira Eld + .desc = { "" } +weapon-component-sword-sawblade-orichalcum = Lâmina de Serra Oricalco + .desc = { "" } +weapon-component-axe-ornate-bronze = Cabeca de Machado Ornado de Bronze + .desc = { "" } +weapon-component-sword-greatsword-steel = Lâmina de Espada Larga de Aço + .desc = { "" } +weapon-component-axe-axe-orichalcum = Cabeça de Machado de Oricalco + .desc = { "" } +weapon-component-bow-warbow-frostwood = Palhetas de Arco de Guerra de Madeira Gélida + .desc = { "" } +weapon-component-staff-staff-frostwood = Haste de Cajado de Madeira Gélida + .desc = { "" } +weapon-component-axe-battleaxe-iron = Cabeça de Machado de Batalha de Ferro + .desc = { "" } +weapon-component-sword-sabre-bronze = Lâmina de Sabre de Bronze + .desc = { "" } +weapon-component-staff-grandstaff-bamboo = Haste de Cajado Grande de Bambu + .desc = { "" } +weapon-component-hammer-spikedmace-orichalcum = Cabeça de Maça com Espinhos de Oricalco + .desc = { "" } +weapon-component-bow-warbow-ironwood = Palhetas de Arco de Guerra de Pau-ferro + .desc = { "" } +weapon-component-staff-grandstaff-wood = Haste de Cajado Grande de Madeira + .desc = { "" } +weapon-component-hammer-spikedmace-steel = Cabeça de Maça com Espinhos de Aço + .desc = { "" } +weapon-component-sceptre-crook-eldwood = Haste de Bengala de Madeira Eld + .desc = { "" } +weapon-component-sceptre-sceptre-eldwood = Haste de Cetro de Madeira Eld + .desc = { "" } +weapon-component-staff-brand-hardwood = Haste de Mastro de Jacarandá + .desc = { "" } +weapon-component-staff-ornate-frostwood = Haste de Cajado Ornado de Madeira Gélida + .desc = { "" } +weapon-component-bow-warbow-hardwood = Palhetas de Arco de Guerra de Jacarandá + .desc = { "" } +weapon-component-staff-ornate-bamboo = Haste de Cajado Ornado de Bambu + .desc = { "" } +weapon-component-hammer-spikedmace-cobalt = Cabeça de Maça com Espinhos de Cobalto + .desc = { "" } +weapon-component-hammer-maul-cobalt = Cabeça de Marreta de Cobalto + .desc = { "" } +weapon-component-axe-greataxe-bronze = Cabeca de Machado Grande de Bronze + .desc = { "" } +weapon-component-staff-longpole-hardwood = Haste de Poste Longo de Jacarandá + .desc = { "" } +weapon-component-staff-pole-hardwood = Haste de Poste de Jacarandá + .desc = { "" } +weapon-component-bow-longbow-hardwood = Palhetas de Arco Longo de Jacarandá + .desc = { "" } +weapon-component-axe-ornate-steel = Cabeça de Machado Ornado de Aço + .desc = { "" } +weapon-component-bow-longbow-ironwood = Palhetas de Arco Longo de Pau-ferro + .desc = { "" } diff --git a/assets/voxygen/i18n/pt_BR/item/weapon/projectile.ftl b/assets/voxygen/i18n/pt_BR/item/weapon/projectile.ftl new file mode 100644 index 0000000..c564cd5 --- /dev/null +++ b/assets/voxygen/i18n/pt_BR/item/weapon/projectile.ftl @@ -0,0 +1,16 @@ +object-bomb = Bomba + .desc = Um dispositivo altamente explosivo, demolicionistas adoram ele! +weapon-projectile-fireworks_blue = Fogo de Artifício Azul + .desc = Distância recomendada: 42 metros. +weapon-projectile-fireworks_green = Fogo de Artifício Verde + .desc = Cuidado com as árvores. +weapon-projectile-fireworks_purple = Fogo de Artfício Roxo + .desc = Favorito do culto. +weapon-projectile-fireworks_red = Fogo de Artifício Vermelho + .desc = Humanos usam como sinalizador as vezes. +weapon-projectile-fireworks_white = Fogo de Artifício Branco + .desc = Brilha brilha estrelinha. +weapon-projectile-fireworks_yellow = Fogo de Artificio Amarelo + .desc = O Grande Doutor faleceu após testar esta belezura dentro de casa. +object-surprise_egg = Ovo Surpresa + .desc = Explosivo Especial da Páscoa. diff --git a/assets/voxygen/i18n/pt_BR/item/weapon/secondary_component.ftl b/assets/voxygen/i18n/pt_BR/item/weapon/secondary_component.ftl new file mode 100644 index 0000000..6dffa76 --- /dev/null +++ b/assets/voxygen/i18n/pt_BR/item/weapon/secondary_component.ftl @@ -0,0 +1,36 @@ +weapon-component-bow-grip-long = Punho Longo para Arco + .desc = { "" } +weapon-component-bow-grip-medium = Punho Médio para Arco + .desc = { "" } +weapon-component-bow-grip-short = Punho Curto para Arco + .desc = { "" } +weapon-component-axe-haft-long = Cabo Longo para Machado + .desc = { "" } +weapon-component-axe-haft-medium = Cabo Médio para Machado + .desc = { "" } +weapon-component-axe-haft-short = Cabo Curto para Machado + .desc = { "" } +weapon-component-staff-core-heavy = Pironúcleo Pesado + .desc = { "" } +weapon-component-staff-core-light = Pironúcleo Leve + .desc = { "" } +weapon-component-staff-core-medium = Pironúcleo + .desc = { "" } +weapon-component-sceptre-core-heavy = Bionúcleo Pesado + .desc = { "" } +weapon-component-sceptre-core-light = Bionúcleo Leve + .desc = { "" } +weapon-component-sceptre-core-medium = Bionúcleo + .desc = { "" } +weapon-component-sword-hilt-long = Cabo Longo para Espada + .desc = { "" } +weapon-component-sword-hilt-medium = Cabo Médio para Espada + .desc = { "" } +weapon-component-sword-hilt-short = Cabo Curto para Espada + .desc = { "" } +weapon-component-hammer-shaft-long = Cabo Longo para Martelo + .desc = { "" } +weapon-component-hammer-shaft-medium = Cabo Médio para Martelo + .desc = { "" } +weapon-component-hammer-shaft-short = Cabo Curto para Martelo + .desc = { "" } diff --git a/assets/voxygen/i18n/pt_BR/item/weapon/tool.ftl b/assets/voxygen/i18n/pt_BR/item/weapon/tool.ftl new file mode 100644 index 0000000..0c92369 --- /dev/null +++ b/assets/voxygen/i18n/pt_BR/item/weapon/tool.ftl @@ -0,0 +1,22 @@ +weapon-tool-broom = Vassoura + .desc = Está começando a se despedaçar. +weapon-tool-fishing_rod_blue = Vara de Pesca + .desc = Cheira a peixe. +weapon-tool-golf_club = Taco de Golfe + .desc = Mata camponeses. Ferozmente antiurbanista. Crise climatica? Que crise climatica? +weapon-tool-hoe_green = Enxada + .desc = Está suja de terra. +weapon-tool-pitchfork = Forquilha + .desc = Um dos dentes está quebrado. +weapon-tool-rake = Rastelo + .desc = Está preso com barbante. +weapon-tool-shovel_green = Pá + .desc = Está coberta de esterco. +weapon-tool-shovel_gold = Pá + .desc = Foi limpa recentemente. +weapon-tool-pickaxe_green = Picareta + .desc = Está com a borda trincada. +weapon-tool-pickaxe_steel = Picareta de Aço + .desc = Permite a escavação rápida de qualquer minério à vista. +weapon-tool-pickaxe_stone = Picareta de Pedra + .desc = Acerte o chão! diff --git a/assets/voxygen/i18n/pt_BR/item/weapon/weapon.ftl b/assets/voxygen/i18n/pt_BR/item/weapon/weapon.ftl new file mode 100644 index 0000000..e9698c8 --- /dev/null +++ b/assets/voxygen/i18n/pt_BR/item/weapon/weapon.ftl @@ -0,0 +1,66 @@ +weapon-shield-starter = Escudo de Madeira + .desc = Talvez não resistirá ao fogo. +weapon-dagger-dagger_basic-0 = Faca de Papel Suspeita + .desc = Abre cartas rapidamente. +weapon-dagger-dagger_cult-0 = Adaga Mágica do Cultista + .desc = Isto pertencia a um líder de culto maligno. +weapon-shield-wood-0 = Um Targe Maltrapilho + .desc = Deve aguentar mais alguns golpes, eu espero... +weapon-dagger-dagger_rusty = Adaga Enferrujada + .desc = Facilmente escondida. +weapon-bow-sagitta = Sagitta + .desc = Dizem que matou um dragão com apenas uma flecha. +weapon-bow-starter = Arco Irregular + .desc = Alguém gravou suas iniciais nele. +weapon-bow-velorite = Arco de Velorite + .desc = Imbuído do poder de Velorite. +weapon-sword-starter_1h = Gládio Danificado + .desc = Esta lâmina já teve melhores dias, mas irá durar. +weapon-axe-2haxe_malachite-0 = Machado de Malaquita + .desc = Cabeça de machado gravada e decorada com malaquita nas lâminas para fornecer propriedades mágicas. +weapon-axe-parashu = Parashu + .desc = Dizem que é capaz de dividir os céus. +weapon-axe-2haxe_rusty = Machado Entalhado + .desc = Cada dente conta a história de uma árvore cortada. +weapon-staff-firestaff_cultist = Cajado Cultista + .desc = O fogo não emite calor. +weapon-staff-laevateinn = Laevateinn + .desc = Pode quebrar o portão da morte. +weapon-staff-firestaff_starter = Bordão Nodoso + .desc = Cheira a resina e magia. +weapon-sword-caladbolg = Caladbolg + .desc = Você sente uma presença sobrenatural observando você. +weapon-sword-cultist = Espada Larga Mágica do Cultista + .desc = Isto pertencia a um líder de culto maligno. +weapon-sword-frost-1 = Serra Gélida + .desc = Forjado a partir de um único pedaço de gelo eterno. +weapon-sceptre-amethyst = Cajado de Ametista + .desc = Sua pedra é a coisa mais próxima da perfeição. +weapon-sceptre-caduceus = Caduceu + .desc = As cobras parecem estar vivas. +weapon-sceptre-root_evil = A Raiz do Mal + .desc = 'Tudo tem um preço...' +weapon-sceptre-ore-nature = Cetro de Velorite + .desc = Cura seus aliados com a aura mística de Velorite. +weapon-sceptre-wood-simple = Bengala Naturalista + .desc = Cura seus aliados com o poder da natureza. +weapon-hammer-burnt_drumstick = Baqueta Queimada + .desc = Talvez precise de mais prática... +weapon-hammer-2hhammer_flimsy = Martelo Frouxo + .desc = A cabeça está mal-encaixada. +weapon-hammer-2hhammer_rusty = Macete Bruto + .desc = Quebra ossos como paus e pedras. +weapon-hammer-2hhammer_mjolnir = Mjolnir + .desc = Está crepitando relâmpagos. +weapon-hammer-2hhammer_starter = Martelo Velho e Resistente + .desc = 'Propriedade de...' O resto está apagado. +weapon-sword-starter = Espada Larga Danificada + .desc = A lâmina pode quebrar a qualquer momento, mas você espera que ela resista a lutas futuras. +weapon-hammer-cult_purp-0 = Martelo de Guerra Mágico do Cultista + .desc = Isto pertencia a um líder de culto maligno. +weapon-staff-firestaff_humble_stick = Bastão da Humilde + .desc = Bengala com ponta afiada. +weapon-sword-frost-0 = Cutelo Gélido + .desc = Irradia uma aura congelante. +weapon-hammer-craftsman = Martelo Artesão + .desc = Usado para criar vários itens. diff --git a/assets/voxygen/i18n/ro/_manifest.ron b/assets/voxygen/i18n/ro/_manifest.ron new file mode 100644 index 0000000..0bdf201 --- /dev/null +++ b/assets/voxygen/i18n/ro/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Română (Romanian) +( + metadata: ( + language_name: "Română (Romanian)", + language_identifier: "ro", + ), + convert_utf8_to_ascii: true, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/ro/body.ftl b/assets/voxygen/i18n/ro/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ro/buff.ftl b/assets/voxygen/i18n/ro/buff.ftl new file mode 100644 index 0000000..8e0175e --- /dev/null +++ b/assets/voxygen/i18n/ro/buff.ftl @@ -0,0 +1,39 @@ +buff-remove = Clic pentru a elimina +buff-heal = Vindecă + .desc = Primești viață pe parcurs. + .stat = Redă { $str_total } Viață +buff-potion = Poțiune + .desc = Bând... +buff-saturation = Săturare + .desc = Primești viața pe parcurs de la consumabile. +buff-campfire_heal = Vindecare la foc de tabără + .desc = Stând la foc de tabără te vindecă { $rate }% pe secundă. +buff-invulnerability = Invincibilitate + .desc = Nu poți fi rănit de niciun atac. + .stat = Oferă Invincibilitate +buff-protectingward = Scut Protector + .desc = Ești protejat, oarecum, de atacuri. +buff-frenzied = Frenetic + .desc = Ești învăluit de viteză nefirească și poți ignora rănile minore. +buff-hastened = Accelerat + .desc = Mișcările și atacurile tale sunt mai rapide. +buff-bleed = Sângerare + .desc = Provoacă daune normale. +buff-cursed = Blestemat + .desc = Ești blestemat. +buff-burn = Înflăcărat + .desc = Arzi de viu +buff-crippled = Amputare + .desc = Mișcarea ta e paralizată, din cauza rănilor grave de pe picioare. +buff-frozen = Înghețat + .desc = Mișcările și atacurile tale sunt încetinite. +buff-wet = Ud + .desc = Pământul îți respinge picioarele, ceea ce face dificil să te oprești. +buff-ensnared = Captiv + .desc = Vinile te prind de picioare, împiedicându-ți mișcarea. +buff-increase_max_energy = + .stat = Mărește Energia cu { $strength } +buff-increase_max_health = + .stat = Mărește Viața cu { $strength } +buff-text-over_seconds = peste { $dur_secs } secunde +buff-text-for_seconds = pentru { $dur_secs } secunde diff --git a/assets/voxygen/i18n/ro/char_selection.ftl b/assets/voxygen/i18n/ro/char_selection.ftl new file mode 100644 index 0000000..c4730a1 --- /dev/null +++ b/assets/voxygen/i18n/ro/char_selection.ftl @@ -0,0 +1,21 @@ +char_selection-loading_characters = Se încarcă Personajele... +char_selection-delete_permanently = Vrei să ștergi acest Personaj pentru totdeauna? +char_selection-change_server = Schimbă Serverul +char_selection-enter_world = Intră în lume +char_selection-logout = Ieși din cont +char_selection-create_new_character = Creează un Personaj Nou +char_selection-creating_character = Se Creaază Personajul... +char_selection-character_creation = Creearea Personajului +char_selection-human_default = Om Inițial +char_selection-level_fmt = Nivel { $level_nb } +char_selection-uncanny_valley = Pustietate +char_selection-plains_of_uncertainty = Câmpiile Incertitudinii +char_selection-beard = Barbă +char_selection-hair_style = Stilul Părului +char_selection-hair_color = Culoarea Parului +char_selection-eye_color = Culoarea Ochilor +char_selection-skin = Pielea +char_selection-eyeshape = Detaliile Ochilor +char_selection-accessories = Accesorii +char_selection-create_info_name = Personajul tău are nevoie de nume! +char_selection-version_mismatch = ATENȚIE! Acest server rulează o versiune de joc diferită, posibil incompatibilă. Te rog să actualizezi jocul. diff --git a/assets/voxygen/i18n/ro/common.ftl b/assets/voxygen/i18n/ro/common.ftl new file mode 100644 index 0000000..e48c06c --- /dev/null +++ b/assets/voxygen/i18n/ro/common.ftl @@ -0,0 +1,106 @@ +common-username = Nume de utilizator +common-singleplayer = Jucător Solo +common-multiplayer = Mai mulți jucători +common-servers = Servere +common-quit = Ieși +common-settings = Setări +common-languages = Limbi +common-interface = Interfață +common-gameplay = Gameplay +common-controls = Controale +common-video = Grafici +common-sound = Sunet +common-chat = Chat +common-resume = Continuă +common-characters = Personaje +common-close = Închide +common-yes = Da +common-no = Nu +common-back = Înapoi +common-create = Creează +common-okay = Okay +common-add = Adaugă +common-accept = Acceptă +common-decline = Refuză +common-disclaimer = Atenție +common-cancel = Renunță +common-none = Nimic +common-error = Eroare +common-fatal_error = Eroare Fatală +common-you = Tu +common-automatic = Auto +common-random = Aleatoriu +common-empty = Gol +common-confirm = Confirmă +common-delete_server = Șterge Server +common-interface_settings = Setări Interfață +common-gameplay_settings = Setări Gameplay +common-controls_settings = Setări Controale +common-video_settings = Setări Grafici +common-sound_settings = Setări Sunet +common-language_settings = Setări Limba +common-chat_settings = Setări Chat +common-connection_lost = + Conexiune pierdută! + Sa repornit server-ul? + E clientul actualizat? +common-species-orc = Orc +common-species-human = Om +common-species-dwarf = Pitic +common-species-elf = Elf +common-species-draugr = Fantomă +common-species-danari = Danari +common-weapons-axe = Topor +common-weapons-dagger = Pumnal +common-weapons-greatsword = Sabie Lungă +common-weapons-shortswords = Săbii Scurte +common-weapons-sword = Sabie +common-weapons-staff = Toiag de Flăcări +common-weapons-bow = Arc +common-weapons-hammer = Ciocan +common-weapons-general = Bătălie Generală +common-weapons-sceptre = Spectru de Vindecare +common-weapons-shield = Scut +common-weapons-spear = Suliță +common-weapons-hammer_simple = Ciocan Simplu +common-weapons-sword_simple = Sabie Simplă +common-weapons-staff_simple = Toiag Simplu +common-weapons-axe_simple = Topor Simplu +common-weapons-bow_simple = Arc Simplu +common-weapons-unique = Unic +common-tool-debug = Debug +common-tool-farming = Unealtă de Agricultură +common-tool-pick = Tărnacop +common-tool-mining = Minează +common-kind-modular_component = Componentă Modulară +common-kind-modular_component_partial = Componentă +common-kind-glider = Planor +common-kind-consumable = Consumabilă +common-kind-throwable = Se poate arunca +common-kind-utility = Utilitară +common-kind-ingredient = Ingredient +common-kind-lantern = Lanternă +common-hands-one = O mână +common-hands-two = Două mâini +common-rand_appearance = Înfățișare aleatorie +common-rand_name = Nume aleatoriu +common-stats-combat_rating = CR +common-stats-power = Putere +common-stats-speed = Viteză +common-stats-range = Distanță +common-stats-energy_efficiency = Eficiența energiei +common-stats-buff_strength = Buff/Debuff Strength +common-stats-precision_mult = Multiplicator Crit +common-stats-armor = Armură +common-stats-poise_res = Stun Res +common-stats-energy_max = Energie Maximă +common-stats-energy_reward = Energy Reward +common-stats-precision_power = Crit Power +common-stats-stealth = Strecurare +common-stats-slots = Sloturi +common-material-metal = Metal +common-material-wood = Lemn +common-material-stone = Piatră +common-material-cloth = Pânză +common-material-hide = Piele de animal +common-sprite-chest = Cufăr diff --git a/assets/voxygen/i18n/ro/esc_menu.ftl b/assets/voxygen/i18n/ro/esc_menu.ftl new file mode 100644 index 0000000..76cf033 --- /dev/null +++ b/assets/voxygen/i18n/ro/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Deconectează-te +esc_menu-quit_game = Părăsește jocul \ No newline at end of file diff --git a/assets/voxygen/i18n/ro/gameinput.ftl b/assets/voxygen/i18n/ro/gameinput.ftl new file mode 100644 index 0000000..1cf649d --- /dev/null +++ b/assets/voxygen/i18n/ro/gameinput.ftl @@ -0,0 +1,66 @@ +gameinput-primary = Atac de bază +gameinput-secondary = Atac secundar +gameinput-block = Blochează +gameinput-slot1 = Hotbar Slot 1 +gameinput-slot2 = Hotbar Slot 2 +gameinput-slot3 = Hotbar Slot 3 +gameinput-slot4 = Hotbar Slot 4 +gameinput-slot5 = Hotbar Slot 5 +gameinput-slot6 = Hotbar Slot 6 +gameinput-slot7 = Hotbar Slot 7 +gameinput-slot8 = Hotbar Slot 8 +gameinput-slot9 = Hotbar Slot 9 +gameinput-slot10 = Hotbar Slot 10 +gameinput-swaploadout = Schimbă Loadout-ul +gameinput-togglecursor = Comută Cursorul +gameinput-help = Comută Fereastra de Ajutor +gameinput-toggleinterface = Comută Interfața +gameinput-toggledebug = Comută FPS și Debug Info +gameinput-toggle_egui_debug = Comută EGUI Debug Info +gameinput-togglechat = Comută Chat +gameinput-screenshot = Ia o captură de ecran +gameinput-toggleingameui = Comută Etichetele de Nume +gameinput-fullscreen = Comută Ecran Complet +gameinput-moveforward = Mișcă în Față +gameinput-moveleft = Mișcă în Stânga +gameinput-moveright = Mișcă în Dreapta +gameinput-moveback = Mișcă în Spate +gameinput-jump = Sari +gameinput-glide = Planor +gameinput-roll = Rostogolire +gameinput-climb = Cățărare +gameinput-climbdown = Coboară +gameinput-wallleap = Salt pe Perete +gameinput-togglelantern = Comută Lanterna +gameinput-mount = Călărește +gameinput-chat = Chat +gameinput-command = Comandă +gameinput-escape = Scapă +gameinput-map = Hartă +gameinput-bag = Rucsac +gameinput-trade = Negocează +gameinput-social = Social +gameinput-sit = Asează-te +gameinput-spellbook = Vrăji +gameinput-settings = Setări +gameinput-respawn = Reînvie +gameinput-charge = Încarcă +gameinput-togglewield = Cumută Mânuire +gameinput-interact = Interacționează +gameinput-freelook = Privire Liberă +gameinput-autowalk = Mișcare/Înotare Automată +gameinput-cameraclamp = Camera Clamp +gameinput-dance = Dansează +gameinput-select = Selecteaza Entitatea +gameinput-acceptgroupinvite = Acceptă Invitația de Grup +gameinput-declinegroupinvite = Refuză Invitația de Grup +gameinput-cyclecamera = Schimbă Camera +gameinput-crafting = Meșteșug +gameinput-fly = Zboară +gameinput-sneak = Furișează-te +gameinput-swimdown = Înoată Înainte +gameinput-swimup = Înoată Înapoi +gameinput-mapzoomin = Mărește zoom-ul hărții +gameinput-mapzoomout = Reduceți zoom-ul hărții +gameinput-greet = Salută +gameinput-map-locationmarkerbutton = Setează punct de referință pe hartă \ No newline at end of file diff --git a/assets/voxygen/i18n/ro/hud/ability.ftl b/assets/voxygen/i18n/ro/hud/ability.ftl new file mode 100644 index 0000000..20ee07f --- /dev/null +++ b/assets/voxygen/i18n/ro/hud/ability.ftl @@ -0,0 +1,8 @@ +common-abilities-debug-possess = Săgeată Manipulatoare + .desc = Trage o săgeată otrăvitoare care te lasă să controlezi inamicul. +common-abilities-bow-shotgun = Burst + .desc = Trage rapid mai multe sageți +common-abilities-staff-fireshockwave = Inel de Foc + .desc = Aprinde pământul cu undă de șoc în flăcări. +common-abilities-sceptre-wardingaura = Aură Protectoare + .desc = Protejează aliații tăi împotriva atacutilor inamicilor diff --git a/assets/voxygen/i18n/ro/hud/bag.ftl b/assets/voxygen/i18n/ro/hud/bag.ftl new file mode 100644 index 0000000..5b4dd71 --- /dev/null +++ b/assets/voxygen/i18n/ro/hud/bag.ftl @@ -0,0 +1,40 @@ +hud-bag-inventory = Invetarul lui { $playername } +hud-bag-stats_title = Statisticile lui { $playername } +hud-bag-armor = Armura +hud-bag-stats = Statistici +hud-bag-head = Cap +hud-bag-neck = Gât +hud-bag-tabard = Tabard +hud-bag-shoulders = Umeri +hud-bag-chest = Piept +hud-bag-hands = Mâini +hud-bag-lantern = Lanternă +hud-bag-glider = Planor +hud-bag-belt = Curea +hud-bag-ring = Inel +hud-bag-back = Spate +hud-bag-legs = Picioare +hud-bag-feet = Talpă +hud-bag-mainhand = Mâna Principală +hud-bag-offhand = Mâna Secundară +hud-bag-inactive_mainhand = Mâna Principală Inactivă +hud-bag-inactive_offhand = Mâna Secundară Inactivă +hud-bag-swap_equipped_weapons_title = Schimbă armele echipate +hud-bag-swap_equipped_weapons_desc = Apasă { $key } +hud-bag-bag = Rucsac +hud-bag-health = Viață +hud-bag-energy = Energie +hud-bag-combat_rating = Putere de Lupta +hud-bag-protection = Protecție +hud-bag-stun_res = Stun Resilience +hud-bag-stealth = Strecurare +hud-bag-combat_rating_desc = + Calculat după + echipamentul tău și viața ta. +hud-bag-protection_desc = Reducerea daunelor prin armură +hud-bag-stun_res_desc = + Rezistența la a fi amețit de lovituri consecutive. + Se regenerează ca Energia. +hud-bag-sort_by_name = Sortează după Nume +hud-bag-sort_by_quality = Sortează după Calitate +hud-bag-sort_by_category = Sortează după Categorie diff --git a/assets/voxygen/i18n/ro/hud/char_window.ftl b/assets/voxygen/i18n/ro/hud/char_window.ftl new file mode 100644 index 0000000..6f26b8e --- /dev/null +++ b/assets/voxygen/i18n/ro/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Nume Personaj +character_window-character_stats = + Rezistență + + Fitness + + Voință + + Protecție diff --git a/assets/voxygen/i18n/ro/hud/chat.ftl b/assets/voxygen/i18n/ro/hud/chat.ftl new file mode 100644 index 0000000..8479ed6 --- /dev/null +++ b/assets/voxygen/i18n/ro/hud/chat.ftl @@ -0,0 +1,36 @@ +hud-chat-all = Toate +hud-chat-chat_tab_hover_tooltip = Clic dreapta pentru setări +hud-chat-online_msg = { "[" }{ $name }] sa conectat +hud-chat-offline_msg = { "[" }{ $name }] sa deconectat +hud-chat-default_death_msg = { "[" }{ $name }] a murit +hud-chat-fall_kill_msg = { "[" }{ $name }] a cazut de la înalțime +hud-chat-suicide_msg = { "[" }{ $name }] a murit din cauza rănilor autoprovocate +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] a murit prin: ardere cauzat de [{ $attacker }] + .bleeding = { "[" }{ $victim }] a murit prin: sângerare cauzat de [{ $attacker }] + .curse = { "[" }{ $victim }] a murit prin: blestem cauzat de [{ $attacker }] + .crippled = { "[" }{ $victim }] a murit prin: amputare cauzat de [{ $attacker }] + .frozen = { "[" }{ $victim }] a murit prin: înghețare cauzat de [{ $attacker }] +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] a învins [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] a tras în [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] a facut ca [{ $victim }] să explodeze +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] a omorât [{ $victim }] cu magie +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] a murit prin: ardere + .bleeding = { "[" }{ $victim }] a murit prin: sângerare + .curse = { "[" }{ $victim }] a murit prin: blestem + .crippled = { "[" }{ $victim }] a murit prin: amputare + .frozen = { "[" }{ $victim }] a murit prin: înghețare +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] a murit prin: ardere cauzat de { $attacker } + .bleeding = { "[" }{ $victim }] a murit prin: sângerare cauzat de { $attacker } + .curse = { "[" }{ $victim }] a murit prin: blestem cauzat de { $attacker } + .crippled = { "[" }{ $victim }] a murit prin: amputare cauzat de { $attacker } + .frozen = { "[" }{ $victim }] a murit prin: înghețare cauzat de { $attacker } +hud-chat-npc_melee_kill_msg = { $attacker } a omorât [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } a tras în [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } a facut ca [{ $victim }] să explodeze +hud-chat-npc_energy_kill_msg = { $attacker } a omorât [{ $victim }] cu magie +hud-chat-npc_other_kill_msg = { $attacker } a omorât [{ $victim }] +hud-chat-goodbye = Pe curând! +hud-chat-connection_lost = Conexiune pierdută. Vei fi dat afară în { $time } secunde. diff --git a/assets/voxygen/i18n/ro/hud/crafting.ftl b/assets/voxygen/i18n/ro/hud/crafting.ftl new file mode 100644 index 0000000..18b76a2 --- /dev/null +++ b/assets/voxygen/i18n/ro/hud/crafting.ftl @@ -0,0 +1,44 @@ +hud-crafting = Meșteșug +hud-crafting-recipes = Rețete +hud-crafting-ingredients = Ingrediente: +hud-crafting-craft = Craft +hud-crafting-tool_cata = Necesită: +hud-crafting-req_crafting_station = Necesită: +hud-crafting-anvil = Nicovală +hud-crafting-cauldron = Cazan +hud-crafting-cooking_pot = Oală de gătit +hud-crafting-crafting_bench = Masă de meșteșug +hud-crafting-forge = Forjă +hud-crafting-loom = Tăbăcărie +hud-crafting-spinning_wheel = Roată de Tors +hud-crafting-tanning_rack = Război de Țesut +hud-crafting-salvaging_station = Masă de Demontare +hud-crafting-campfire = Foc de Tabară +hud-crafting-tabs-all = Toate +hud-crafting-tabs-armor = Armură +hud-crafting-tabs-dismantle = Demontează +hud-crafting-tabs-food = Hrană +hud-crafting-tabs-glider = Planoare +hud-crafting-tabs-potion = Poțiuni +hud-crafting-tabs-tool = Unelte +hud-crafting-tabs-utility = Utilitare +hud-crafting-tabs-weapon = Arme +hud-crafting-tabs-bag = Rucsacuri +hud-crafting-tabs-processed_material = Materiale +hud-crafting-dismantle_title = Demontare +hud-crafting-dismantle_explanation = + Pune cursorul peste iteme ca + să vezi ce poți demonta. + + Dublu-Clic pentru a începe demontarea. +hud-crafting-modular_desc = Trage bucăți de iteme aici pentru a face o armă +hud-crafting-mod_weap_prim_slot_title = Componentă Principală de Armă +hud-crafting-mod_weap_prim_slot_desc = Plasează o componentă principală de armă aici (de ex. o lamă de sabie, capăt de topor, sau membre de arc). +hud-crafting-mod_weap_sec_slot_title = Componentă Secundară de Armă +hud-crafting-mod_weap_sec_slot_desc = Plasează o componentă secundară de armă aici (e.g. a mâner de sabie, mâner de arc, sau nucleu de toiag). +hud-crafting-mod_comp_metal_prim_slot_title = Lingou de Metal +hud-crafting-mod_comp_metal_prim_slot_desc = Plasează un lingou de metal aici, doar unele tipuri de lingouri pot fi folosite pentru arme. +hud-crafting-mod_comp_wood_prim_slot_title = Lemn +hud-crafting-mod_comp_wood_prim_slot_desc = Plasează un tip de lemn aici, doar unele tipuri de lemn pot fi folosite pentru arme. +hud-crafting-mod_comp_sec_slot_title = Material de Animal +hud-crafting-mod_comp_sec_slot_desc = (Optional) Plasează un ingredient de animal, doar unlete tipuri de ingrediente pot fi folosite pentru a augmenta arme. \ No newline at end of file diff --git a/assets/voxygen/i18n/ro/hud/group.ftl b/assets/voxygen/i18n/ro/hud/group.ftl new file mode 100644 index 0000000..7645d17 --- /dev/null +++ b/assets/voxygen/i18n/ro/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Grup +hud-group-invite_to_join = [{ $name }] te-a invitat în grupul lor! +hud-group-invite_to_trade = [{ $name }] ar vrea să negocieze cu tine. +hud-group-invite = Invită +hud-group-kick = Dă afară +hud-group-assign_leader = Desemnează lider +hud-group-leave = Parasește Grupul +hud-group-dead = Mort +hud-group-out_of_range = Prea departe +hud-group-add_friend = Adaugă la Prieteni +hud-group-link_group = Link Grupuri +hud-group-in_menu = În meniu +hud-group-members = Membri Grupului \ No newline at end of file diff --git a/assets/voxygen/i18n/ro/hud/map.ftl b/assets/voxygen/i18n/ro/hud/map.ftl new file mode 100644 index 0000000..84d18c3 --- /dev/null +++ b/assets/voxygen/i18n/ro/hud/map.ftl @@ -0,0 +1,32 @@ +hud-map-map_title = Hartă +hud-map-qlog_title = Misiuni +hud-map-topo_map = Topografic +hud-map-difficulty = Dificultate +hud-map-towns = Sate +hud-map-castles = Castele +hud-map-dungeons = Temnițe +hud-map-caves = Perșteri +hud-map-cave = Peșteră +hud-map-peaks = Munți +hud-map-biomes = Biomuri +hud-map-voxel_map = Hartă Voxel +hud-map-trees = Copaci Giganți +hud-map-tree = Copac Gigant +hud-map-town = Sat +hud-map-castle = Castel +hud-map-dungeon = Termință +hud-map-difficulty_dungeon = + Dificultatea + + Terminței: { $difficulty } +hud-map-drag = Trage +hud-map-zoom = Zoom +hud-map-mid_click = Setează Punct de Referință +hud-map-recenter = Centrează +hud-map-marked_location = Locație Marcată +hud-map-marked_location_remove = Clic pentru a elimina +hud-map-change_map_mode = Schimbă Modul Harții +hud-map-toggle_minimap_voxel = Comută Voxel Harta-Miniatură +hud-map-zoom_minimap_explanation = Măreste harta pentru a vedea o zonă în detailu +hud-map-gnarling = Gnarling Fortification +hud-map-placed_by = Plasat de { $name } \ No newline at end of file diff --git a/assets/voxygen/i18n/ro/hud/misc.ftl b/assets/voxygen/i18n/ro/hud/misc.ftl new file mode 100644 index 0000000..891dccf --- /dev/null +++ b/assets/voxygen/i18n/ro/hud/misc.ftl @@ -0,0 +1,46 @@ +hud-do_not_show_on_startup = Nu arăta asta la pornire +hud-show_tips = Arată Sfaturi +hud-quests = Misiuni +hud-you_died = Ai murit +hud-waypoint_saved = Punct de referință salvat +hud-sp_arrow_txt = PA +hud-inventory_full = Inventar Plin +hud-someone_else = alt cineva +hud-another_group = alt grup +hud-owned_by_for_secs = Deținut de { $name } timp de { $secs } secunde +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Taste +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Lanternă +hud-press_key_to_show_debug_info_fmt = Apasă { $key } ca să arăți debug info +hud-press_key_to_toggle_keybindings_fmt = Apasă { $key } pentru a comuta tastele +hud-press_key_to_toggle_debug_info_fmt = Apasă { $key } pentru a comuta debug info +hud-press_key_to_respawn = Apasă { $key } pentru a reînvia la ultimul foc de tabără pe care l-ai vizitat. +hud-tutorial_btn = Tutorial +hud-tutorial_click_here = Apasă [ { $key } ] ca să-ți eliberezi cursorul și să apeși pe acest button! +hud-tutorial_elements = Meșteșug +hud-temp_quest_headline = Salutări Călătorule! +hud-temp_quest_text = + Pentru a-ți începe aventura te-ai putea uita prin satul acesta și sa strângi niște resurse. + + Ești liber să iei orice vrei pentru aventura ta! + + Uită-te la colțul din dreapta jos al ecranului unde vei găsi rucsacul tău, meniul de meșteșug și harta. + + La statiile de mestesug poti face armura, arme, mancare si multe altele! + + Animalele sălbatice din jurul satului sunt o resursă bună de Piele de Animal pentru a crea puțină protecție împotriva pericolelor. + + Cănd te simți pregatit, încearcă să obți echipament și mai bun prin completarea provocărilor marcate pe hartă! +hud-spell = Vrăji +hud-diary = Jurnal +hud-free_look_indicator = Privire liberă activată. Apasă { $key } pentru a dezactiva. +hud-camera_clamp_indicator = Camera vertical clamp active. Press { $key } to disable. +hud-auto_walk_indicator = Mișcă/Înoată automat activat +hud-collect = Colectează +hud-pick_up = Ia +hud-open = Deschide +hud-use = Folosește +hud-mine = Minează +hud-talk = Vorbește +hud-trade = Negocează +hud-mount = Calarește +hud-sit = Așează-te diff --git a/assets/voxygen/i18n/ro/hud/quest.ftl b/assets/voxygen/i18n/ro/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ro/hud/sct.ftl b/assets/voxygen/i18n/ro/hud/sct.ftl new file mode 100644 index 0000000..1d60ee0 --- /dev/null +++ b/assets/voxygen/i18n/ro/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Exp +hud-sct-block = BLOCAT diff --git a/assets/voxygen/i18n/ro/hud/settings.ftl b/assets/voxygen/i18n/ro/hud/settings.ftl new file mode 100644 index 0000000..758c2b7 --- /dev/null +++ b/assets/voxygen/i18n/ro/hud/settings.ftl @@ -0,0 +1,128 @@ +hud-settings-general = General +hud-settings-none = Nimic +hud-settings-press_behavior-toggle = Comută +hud-settings-press_behavior-hold = Ține apăsat +hud-settings-help_window = Fereastra de Ajutor +hud-settings-debug_info = Debug Info +hud-settings-show_hitboxes = Show hitboxes +hud-settings-show_chat = Arată chat +hud-settings-show_hotkey_hints = Afișează sugestii pentru taste rapide +hud-settings-tips_on_startup = Sfaturi la Pornire +hud-settings-ui_scale = Mărimea interfaței +hud-settings-relative_scaling = Marime Relativă +hud-settings-custom_scaling = Marire Personalizată +hud-settings-crosshair = Cursor +hud-settings-opacity = Opacitate +hud-settings-hotbar = Bară +hud-settings-toggle_shortcuts = Comută Taste Rapide +hud-settings-buffs_skillbar = Buffs in dreptul bării de ablități +hud-settings-buffs_mmap = Buffs in dreptul Harții-Miniatură +hud-settings-toggle_bar_experience = Comută Bara de Experiență +hud-settings-scrolling_combat_text = Scrolling Combat Text +hud-settings-damage_accumulation_duration = Damage Accumulation Duration +hud-settings-incoming_damage = Incoming Damage +hud-settings-incoming_damage_accumulation_duration = Incoming Damage Accumulation Duration +hud-settings-round_damage = Round Damage +hud-settings-speech_bubble = Speech Bubble +hud-settings-speech_bubble_self = Show Own Speech Bubbles +hud-settings-speech_bubble_dark_mode = Speech Bubble Dark Mode +hud-settings-speech_bubble_icon = Speech Bubble Icon +hud-settings-energybar_numbers = Energybar Numbers +hud-settings-always_show_bars = Always show Energybars +hud-settings-experience_numbers = Experience Numbers +hud-settings-accumulate_experience = Accumulate Experience Numbers +hud-settings-values = Valori +hud-settings-percentages = Procente +hud-settings-chat = Chat +hud-settings-background_opacity = Opacitate Fundal +hud-settings-chat_character_name = Character Names in Chat +hud-settings-loading_tips = Sfaturi în Ecranul de Incarcare +hud-settings-reset_interface = Resetează la starea inițială +hud-settings-pan_sensitivity = Pan Sensitivity +hud-settings-zoom_sensitivity = Senzitivitate Zoom +hud-settings-camera_clamp_angle = Angle for vertical camera clamp mode +hud-settings-invert_scroll_zoom = Invert Scroll Zoom +hud-settings-invert_mouse_y_axis = Invert Mouse Y Axis +hud-settings-invert_controller_y_axis = Invert Controller Y Axis +hud-settings-enable_mouse_smoothing = Camera Smoothing +hud-settings-free_look_behavior = Free look behavior +hud-settings-auto_walk_behavior = Auto walk behavior +hud-settings-camera_clamp_behavior = Camera clamp behavior +hud-settings-player_physics_behavior = Player physics (experimental) +hud-settings-stop_auto_walk_on_input = Stop auto walk on movement +hud-settings-auto_camera = Auto camera +hud-settings-bow_zoom = Zoom in when charging bow +hud-settings-reset_gameplay = Resetează la starea inițială +hud-settings-view_distance = Distanța Vizuală +hud-settings-lod_distance = LoD Distance +hud-settings-sprites_view_distance = Distanță Vizuală Sprites +hud-settings-maximum_fps = Maximum de FPS +hud-settings-background_fps = FPS în Fundal +hud-settings-present_mode = Present Mode +hud-settings-fov = Câmp vizual (grade) +hud-settings-gamma = Gamma +hud-settings-exposure = Expunere +hud-settings-ambiance = Luminozitatea ambianței +hud-settings-antialiasing_mode = AntiAliasing Mode +hud-settings-upscale_factor = Rezoluția Internă +hud-settings-cloud_rendering_mode = Cloud Rendering Mode +hud-settings-fluid_rendering_mode = Fluid Rendering Mode +hud-settings-cloud_rendering_mode-minimal = Minimal +hud-settings-cloud_rendering_mode-low = Slab +hud-settings-cloud_rendering_mode-medium = Mediu +hud-settings-cloud_rendering_mode-high = Intensiv +hud-settings-cloud_rendering_mode-ultra = Ultra +hud-settings-fullscreen = Ecran Complet +hud-settings-fullscreen_mode = Mod Ecran Complet +hud-settings-fullscreen_mode-exclusive = Exclusiv +hud-settings-fullscreen_mode-borderless = Fără margini +hud-settings-gpu_profiler = Enable GPU timing (not supported everywhere) +hud-settings-particles = Particule +hud-settings-lossy_terrain_compression = Lossy terrain compression +hud-settings-weapon_trails = Urme de Arme +hud-settings-flashing_lights = Lumini intermitente +hud-settings-flashing_lights_info = Enables all kinds of flashing, e.g. flickering or lightning strikes +hud-settings-resolution = Rezoluție +hud-settings-bit_depth = Adâncime biți +hud-settings-refresh_rate = Rată de reîmprospătare +hud-settings-lighting_rendering_mode = Modul de redare a luminii +hud-settings-lighting_rendering_mode-ashikhmin = Tip A - Intensiv +hud-settings-lighting_rendering_mode-blinnphong = Tip B - Mediu +hud-settings-lighting_rendering_mode-lambertian = Tip L - Slab +hud-settings-shadow_rendering_mode = Shadow Rendering Mode +hud-settings-shadow_rendering_mode-none = Nimic +hud-settings-shadow_rendering_mode-cheap = Slab +hud-settings-shadow_rendering_mode-map = Hartă +hud-settings-shadow_rendering_mode-map-resolution = Rezoluție +hud-settings-rain_occlusion-resolution = Rain Occlusion Resolution +hud-settings-lod_detail = LoD Detail +hud-settings-save_window_size = Salvează Mărimea Ferestrei +hud-settings-reset_graphics = Resetează la starea inițială +hud-settings-bloom = Strălucire +hud-settings-point_glow = Point Glow +hud-settings-master_volume = Volum Principal +hud-settings-inactive_master_volume_perc = Volum Fereastră Inactivă +hud-settings-music_volume = Volum Muzică +hud-settings-sound_effect_volume = Volum Efecte Sonore +hud-settings-ambience_volume = Volum Ambianță +hud-settings-audio_device = Dispozitiv Audio +hud-settings-reset_sound = Resetează la starea inițială +hud-settings-english_fallback = Afișează în Engleză pentru traduceri care lipsesc +hud-settings-awaitingkey = Apasă o tastă... +hud-settings-unbound = Nimic +hud-settings-reset_keybinds = Resetează la starea inițială +hud-settings-chat_tabs = Fereastre de Chat +hud-settings-label = Eticheta: +hud-settings-delete = Șterge +hud-settings-show_all = Afișează toate +hud-settings-messages = Mesaje +hud-settings-activity = Activitate +hud-settings-death = Moarte +hud-settings-group = Grup +hud-settings-faction = Facțiune +hud-settings-world = Lume +hud-settings-region = Regiune +hud-settings-say = Spune +hud-settings-all = Toate +hud-settings-group_only = Doar în grup +hud-settings-reset_chat = Resetează la starea inițială diff --git a/assets/voxygen/i18n/ro/hud/skills.ftl b/assets/voxygen/i18n/ro/hud/skills.ftl new file mode 100644 index 0000000..84febbb --- /dev/null +++ b/assets/voxygen/i18n/ro/hud/skills.ftl @@ -0,0 +1,128 @@ +hud-rank_up = Punct de Abilitate Nou +hud-skill-sp_available = { $number } PA valabile +hud-skill-not_unlocked = Nedeblocat încă +hud-skill-req_sp = + { "\u000A" } + + Necesită { $number } PA +hud-skill-unlck_sword_title = Deblochează Sabia +hud-skill-unlck_sword = Deblochează copacul abilitaților pentru sabie{ $SP } +hud-skill-unlck_axe_title = Deblochează Topor +hud-skill-unlck_axe = Deblochează copacul abilitaților pentru topor{ $SP } +hud-skill-unlck_hammer_title = Deblochează Ciocan +hud-skill-unlck_hammer = Deblochează copacul abilitaților pentru ciocan{ $SP } +hud-skill-unlck_bow_title = Deblochează Arc +hud-skill-unlck_bow = Deblochează copacul abilitaților pentru arc{ $SP } +hud-skill-unlck_staff_title = Deblochează Toiag +hud-skill-unlck_staff = Deblochează copacul abilitaților pentru toiag{ $SP } +hud-skill-unlck_sceptre_title = Deblochează Sceptru +hud-skill-unlck_sceptre = Deblochează copacul abilitaților pentru sceptru{ $SP } +hud-skill-climbing_title = Cățărare +hud-skill-climbing = Sarind mai sus +hud-skill-climbing_cost_title = Costul Cățărării +hud-skill-climbing_cost = Cățărarea folosește cu { $boost }% mai puțină energie{ $SP } +hud-skill-climbing_speed_title = Viteza Cățărării +hud-skill-climbing_speed = Cațără-te de { $boost }% mai rapid{ $SP } +hud-skill-swim_title = Înot +hud-skill-swim = Mișcare în mediu ud +hud-skill-swim_speed_title = Viteza Înotului +hud-skill-swim_speed = Înoata de { $boost }% mai repede{ $SP } +hud-skill-sc_lifesteal_title = Raza Furtilui de Viata +hud-skill-sc_lifesteal = Extrage viata din sangele inamicilor tai +hud-skill-sc_lifesteal_damage_title = Daune +hud-skill-sc_lifesteal_damage = Provoaca cu { $boost }% mai multe daune{ $SP } +hud-skill-sc_lifesteal_range_title = Distanta +hud-skill-sc_lifesteal_range = Raza ta ajunge cu { $boost }% mai departe{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Furt de Viata +hud-skill-sc_lifesteal_lifesteal = Transforma cu { $boost }% mai mult sange in viata{ $SP } +hud-skill-sc_lifesteal_regen_title = Regenerare Energie +hud-skill-sc_lifesteal_regen = Recupereaza-ti energia cu { $boost }%{ $SP } +hud-skill-sc_heal_title = Aura Vindecatoare +hud-skill-sc_heal = Vindeca-ti aliatii folosing sangele inamicilor tai, iti trebuie combo pentru activare +hud-skill-sc_heal_heal_title = Vindecare +hud-skill-sc_heal_heal = Te vindeci de { $boost }% mai mult{ $SP } +hud-skill-sc_heal_cost_title = Costul de Energie +hud-skill-sc_heal_cost = Vindecarea necesita cu { $boost }% mai putina energie{ $SP } +hud-skill-sc_heal_duration_title = Duratia +hud-skill-sc_heal_duration = Efecetele aurii de vindecare dureaza cu { $boost }% mai mult{ $SP } +hud-skill-sc_heal_range_title = Raza +hud-skill-sc_heal_range = Aura ta vindecatoare ajunge cu { $boost }% mai departe{ $SP } +hud-skill-sc_wardaura_unlock_title = Deblocheaza Aura Protectoare +hud-skill-sc_wardaura_unlock = Te lasa sa-ti protejezi amici de atacurile inamicilor cu o aura protectoare{ $SP } +hud-skill-sc_wardaura_strength_title = Putere +hud-skill-sc_wardaura_strength = Mareste puterea protectiei cu { $boost }%{ $SP } +hud-skill-sc_wardaura_duration_title = Duratie +hud-skill-sc_wardaura_duration = Efectele protectiei tale dureaza de { $boost }% mai mult{ $SP } +hud-skill-sc_wardaura_range_title = Raza +hud-skill-sc_wardaura_range = Protectia ajunge de { $boost }% mai departe{ $SP } +hud-skill-sc_wardaura_cost_title = Costul de Energie +hud-skill-sc_wardaura_cost = Creearea protectieti necisita de { $boost }% mei putina enerigie{ $SP } +hud-skill-st_shockwave_range_title = Raza Undei de Soc +hud-skill-st_shockwave_range = Mareste raza undei de soc cu { $boost }%{ $SP } +hud-skill-st_shockwave_cost_title = Costul Undei de Soc +hud-skill-st_shockwave_cost = Scade pretul energiei pentru a arunca sateni neajutorati cu { $boost }%{ $SP } +hud-skill-st_shockwave_knockback_title = Aruncarea Undei de Soc +hud-skill-st_shockwave_knockback = Mareste potentialul aruncarii cu { $boost }%{ $SP } +hud-skill-st_shockwave_damage_title = Daunele Undei de Soc +hud-skill-st_shockwave_damage = Mareste daunele cauzare de unda de soc cu { $boost }%{ $SP } +hud-skill-st_shockwave_unlock_title = Deblocheaza Unda de Soc +hud-skill-st_shockwave_unlock = Deblocheaza abilitatea de a arunca inamicii la distanta folosind flacari{ $SP } +hud-skill-st_flamethrower_title = Aruncator de Flacari +hud-skill-st_flamethrower = Arunca flacari, arde-i pe toti +hud-skill-st_flame_velocity_title = Velocitatea Flacarii +hud-skill-st_flame_velocity = Flacara ajunge de { $boost }% mai repede la destinatie{ $SP } +hud-skill-st_flamethrower_range_title = Raza pentru Aruncator de Flacari +hud-skill-st_flamethrower_range = Pentru cand flacarile nu ajung, vor merge de { $boost }% mai departe{ $SP } +hud-skill-st_energy_drain_title = Consumptia Energiei +hud-skill-st_energy_drain = Scade rata la care se consuma energia cu { $boost }%{ $SP } +hud-skill-st_flamethrower_damage_title = Daune Aruncator de Flacari +hud-skill-st_flamethrower_damage = Mareste daunele cu { $boost }%{ $SP } +hud-skill-st_explosion_radius_title = Raza exploziei +hud-skill-st_explosion_radius = Mai mare inseamna mai bine, mareste raza exploziei cu { $boost }%{ $SP } +hud-skill-st_energy_regen_title = Regenerare Energie +hud-skill-st_energy_regen = Marsete extrasul de energie cu { $boost }%{ $SP } +hud-skill-st_fireball_title = Minge in Flacari +hud-skill-st_fireball = Arunca o minge in flacari care explodeaza la impact +hud-skill-st_damage_title = Daune +hud-skill-st_damage = Mareste daunele cu { $boost }%{ $SP } +hud-skill-bow_projectile_speed_title = Viteza Proiectilei +hud-skill-bow_projectile_speed = Trage sageti de { $boost }% mai departe, mai rapid{ $SP } +hud-skill-bow_charged_title = Sageata Incarcata +hud-skill-bow_charged = Pentru ca ai ajteptat mai mult +hud-skill-bow_charged_damage_title = Daune Incarcare +hud-skill-bow_charged_damage = Mareste daunele cu { $boost }%{ $SP } +hud-skill-bow_charged_energy_regen_title = Regenerate Incarcare +hud-skill-bow_charged_energy_regen = Mareste recuperarea energiei cu { $boost }%{ $SP } +hud-skill-bow_charged_knockback_title = Aruncare Incarcare +hud-skill-bow_charged_knockback = Arunca inamicii de { $boost }% mai departe{ $SP } +hud-skill-bow_charged_speed_title = Charged Speed +hud-skill-bow_charged_speed = Increases the rate that you charge the attack by { $boost }%{ $SP } +hud-skill-bow_charged_move_title = Charged Move Speed +hud-skill-bow_charged_move = Increases how fast you can shuffle while charging the attack by { $boost }%{ $SP } +hud-skill-bow_repeater_title = Repeater +hud-skill-bow_repeater = Cu cat tragi mai mult cu atat trafi mai rapid +hud-skill-bow_repeater_damage_title = Daune Repeater +hud-skill-bow_repeater_damage = Mareste daunele cauzate cu { $boost }%{ $SP } +hud-skill-bow_repeater_cost_title = Repeater Cost +hud-skill-bow_repeater_cost = Decreases the energy cost to become a repeater by { $boost }%{ $SP } +hud-skill-bow_repeater_speed_title = Viteza Repeater +hud-skill-bow_repeater_speed = Increases the rate at which you fire arrows by { $boost }%{ $SP } +hud-skill-bow_shotgun_unlock_title = Unlocks Shotgun +hud-skill-bow_shotgun_unlock = Unlocks ability to fire multiple arrows at once{ $SP } +hud-skill-bow_shotgun_damage_title = Shotgun Damage +hud-skill-bow_shotgun_damage = Increases the damage done by { $boost }%{ $SP } +hud-skill-bow_shotgun_cost_title = Shotgun Cost +hud-skill-bow_shotgun_cost = Decreases the cost of shotgun by { $boost }%{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Shotgun Arrows +hud-skill-bow_shotgun_arrow_count = Increases the number of arrows in the burst by { $boost }{ $SP } +hud-skill-bow_shotgun_spread_title = Shotgun Spread +hud-skill-bow_shotgun_spread = Decreases the spread of the arrows by { $boost }%{ $SP } +hud-skill-mining_title = Minare +hud-skill-pick_strike_title = Lovitură de Târnăcop +hud-skill-pick_strike = Lovește roci cu târnăcopul pentru a primi minereu, gemuri și experiență +hud-skill-pick_strike_speed_title = Viteza Lovituri de Târnăcop +hud-skill-pick_strike_speed = Minează roci mai rapid{ $SP } +hud-skill-pick_strike_oregain_title = Extras de minereuri +hud-skill-pick_strike_oregain = Sansa sa primesti un minereu in plus ({ $boost }% per nivel){ $SP } +hud-skill-pick_strike_gemgain_title = Extras de gemuri +hud-skill-pick_strike_gemgain = Sansa sa primesti un gem in plus ({ $boost }% per nivel){ $SP } diff --git a/assets/voxygen/i18n/ro/hud/social.ftl b/assets/voxygen/i18n/ro/hud/social.ftl new file mode 100644 index 0000000..771acdb --- /dev/null +++ b/assets/voxygen/i18n/ro/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = Alți jucători +hud-social-online = Conectați: +hud-social-friends = Prieteni +hud-social-not_yet_available = Nu este valabil încă +hud-social-faction = Facțiune +hud-social-play_online_fmt = { $nb_player } jucator(i) conectați +hud-social-name = Numa +hud-social-level = Nivel +hud-social-zone = Zonă +hud-social-account = Cont diff --git a/assets/voxygen/i18n/ro/hud/subtitles.ftl b/assets/voxygen/i18n/ro/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ro/hud/trade.ftl b/assets/voxygen/i18n/ro/hud/trade.ftl new file mode 100644 index 0000000..b86640c --- /dev/null +++ b/assets/voxygen/i18n/ro/hud/trade.ftl @@ -0,0 +1,23 @@ +hud-trade-trade_window = Negocează +hud-trade-phase1_description = + Trage itemele pe care vrei să le negociezi + în locul potrivit. +hud-trade-phase2_description = + The trade is now locked to give you + time to review it. +hud-trade-phase3_description = Trade is being processed. +hud-trade-persons_offer = Ofertă de la { $playername } +hud-trade-has_accepted = + { $playername } + has a acceptat +hud-trade-accept = Accepta +hud-trade-decline = Refuză +hud-trade-invite_sent = Cerere de negociere a fost trimisă lui { $playername }. +hud-trade-result-completed = Negocierea sa terminat cu secces. +hud-trade-result-declined = Negociere respinsă. +hud-trade-result-nospace = Nu exista destul spațiu pentru a negocia. +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Oferta ta +hud-trade-their_offer = Oferta lor +hud-trade-amount_input = Selectează un item diff --git a/assets/voxygen/i18n/ro/main.ftl b/assets/voxygen/i18n/ro/main.ftl new file mode 100644 index 0000000..1ca911f --- /dev/null +++ b/assets/voxygen/i18n/ro/main.ftl @@ -0,0 +1,95 @@ +main-username = Nume de utilizator +main-server = Server +main-password = Parola +main-connecting = Se conectează +main-creating_world = Se creează lumea +main-tip = Sfat: +main-unbound_key_tip = nelegat +main-notice = + Bine ai venit în versiunea alfa de Veloren! + + Înainte să începi distracția, te rog să ții minte câteva lucruri: + + - Această versiune de joc este prematură. Așteaptă-te la erori, gameplay nefinisat, mecanisme nelustruite și caracteristici care lipsesc. + + - Dacă ai feedback constructiv sau rapoarte de erori, ne poți contacta pe Reddit, GitLab sau în serverul nostru de comunitate pe Discord. + + - Veloren este licențiat sub licența susră-deschisă(„open-source”) GPL 3. Asta înseamnă că ești liber să joci, să modifici și să redistribui jocul + după gustul tău (cu condiția ca munca derivată să fie sub GPL 3). + + - Veloren este un proiect non-profit al comunotații, iar cei care lucrează la el sunt voluntari. + Daca îți place ce vezi, ești binevenit să te alături echipelor de dezvoltare sau echipelor de artă! + + Îți mulțumim că ai citit acest anunț, sperăm că te vei distra! + + ~ Dezvoltatorii Veloren +main-login_process = + Informații privind procesul de autentificare: + + Ține minte că îți trebuie un cont + pentru a juca pe servere cu autentificarea activată. + + Poți să-ți faci un cont pe + + https://veloren.net/account/. +main-login-server_not_found = Serverul nu a fost găsit +main-login-authentication_error = Eroare de autentificare pe server +main-login-internal_error = Eroare internă pe client (cel mai probabil, personajul jucătorului a fost șters) +main-login-failed_auth_server_url_invalid = Nu s-a putut conecta la serverul de autentificare +main-login-insecure_auth_scheme = Schema de autentificare HTTP NU este acceptată. Este nesigur! În scopuri de dezvoltare, HTTP este permis pentru „localhost” sau versiuni de depanare +main-login-server_full = Serverul este plin +main-login-untrusted_auth_server = Serverul de autentificare nu este de încredere +main-login-outdated_client_or_server = ServerWentMad: Probabil că versiunile sunt incompatibile, verifică pentru actualizări. +main-login-timeout = Timeout: Serverul nu a răspuns la timp. (Probleme de supraîncărcare sau de rețea). +main-login-server_shut_down = Serverul s-a oprit +main-login-network_error = Eroare de rețea +main-login-network_wrong_version = Versiunile de server și client sunt nepotrivite, te rog să-ți actualizezi clientul jocului. +main-login-failed_sending_request = Solicitarea către serverul de autentificare a eșuat +main-login-invalid_character = Caracterul selectat este invalid +main-login-client_crashed = Aplicația a eșuat +main-login-not_on_whitelist = Pentru a intra Trebuie să fii trecut pe Lista Albă de către un Admin +main-login-banned = Ai fost interzis pentru urmatorul motiv +main-login-kicked = Ai fost dat afară pentru urmatorul motiv +main-login-select_language = Selectează o limbă +main-login-client_version = Versiunea Aplicației +main-login-server_version = Versiunea Serverului +main-login-client_init_failed = Clientul nu sa putut initializa: { $init_fail_reason } +main-login-username_bad_characters = Numele de utilizator conține caractere invalide (Doar alfanumerice, '_' și '-' sunt permise) +main-login-username_too_long = Numele de utilizator este prea lung! Lungimea maximă este: { $max_len } +main-servers-select_server = Selectează un server +main-servers-singleplayer_error = Nu s-a putut conecta la serverul intern: { $sp_error } +main-servers-network_error = Eroare de rețea/socket de server: { $raw_error } +main-servers-participant_error = Eroare de protocol/participant deconectat: { $raw_error } +main-servers-stream_error = Eroare de conectare/compresare/(de)serializare a clientului: { $raw_error } +main-servers-database_error = Eroare în baza de date a serverului: { $raw_error } +main-servers-persistence_error = Eroare de persistență a serverului (probabil legată de active(„assets”)/datele de caractere): { $raw_error } +main-servers-other_error = Eroare generală de server: { $raw_error } +main-credits = Credite +main-credits-created_by = creat de către +main-credits-music = Muzică +main-credits-fonts = Fonturi +main-credits-other_art = Altă artă +main-credits-contributors = Colaboratori +loading-tips = + .a0 = Apasă '{ $gameinput-togglelantern }' ca să-ți aprinzi lanterna. + .a1 = Apasă '{ $gameinput-help }' ca să vezi toate tastele inițiale. + .a2 = Poți scrie /say sau /s ca să vorbești cu jucătorii direct din jurul tău. + .a3 = Poți scrie /region sau /r ca să vorbești doar cu jucătorii care sunt în jurul a câteva sute de blocuri. + .a4 = Adminii pot folosi comanda /build pentru a intra în modul de construcție. + .a5 = Poți scrie /group sau /g ca să vorbești cu jucatorii din grupul tău. + .a6 = Pentru a trimite mesaje private scrie /tell urmat de numele jucătorului și mesajul tău. + .a7 = Uită-te după hrană, cufăre și alte bunuri împrăștiate peste tot în lume! + .a8 = Invetarul ți-e plin cu hrană? Încearcă să faci mâncare mai bună din ea! + .a9 = Nu știi ce să faci? Încearcă una dintre temniţele marcate pe hartă! + .a10 = Nu uita să ajustezi graficile pentru sistemul tău. Apasă '{ $gameinput-settings }' pentru a deschide setările. + .a11 = Jucând cu alții e distractiv! Apasă '{ $gameinput-social }' ca să vezi cine e conectat. + .a12 = Apasă '{ $gameinput-dance }' pentru a dansa. Petrecere! + .a13 = Apasă '{ $gameinput-glide }' ca să-ți deschizi Planorul și să cucerești cerurile. + .a14 = Veloren e înca în Pre-Alpha. Ne străduim să-l îmbunătățim în ficare zi! + .a15 = Dacă vrei să te alături echipei de dezvoltare sau dacă doar vrei să vorbești cu noi, intră pe serverul nostru de Discord. + .a16 = Puți comuta afișarea nivelului de sănătate pe bara de sănătate din setări + .a17 = Așeazăte lângă un foc de tabară (cu tasta '{ $gameinput-sit }') ca să-ți vindeci rănile încetișor. + .a18 = Ai nevoie de mai multe rucsacuri sau de armură mai bună ca să-ți continui aventura? Apasă '{ $gameinput-crafting }' pentru a deschide meniul de meșteșuguri! + .a19 = Apasă '{ $gameinput-roll }' ca să te rostogolești. Rostogolindu-te poți să te miști mai repede și să eviți atacurile inamicilor. + .a20 = Nu știi pentru ce folosești un item? Cauată 'input:' în meniul de meșteșuguri ca să vezi rețetele în care este folosit. + .a21 = Ai găsit ceva interesant? Ia o captură de ecran cu '{ $gameinput-screenshot }'. diff --git a/assets/voxygen/i18n/ro/npc.ftl b/assets/voxygen/i18n/ro/npc.ftl new file mode 100644 index 0000000..19e623c --- /dev/null +++ b/assets/voxygen/i18n/ro/npc.ftl @@ -0,0 +1,210 @@ +npc-speech-villager = + .a0 = Iubesc brânza. +npc-speech-villager_open = + .a0 = Mă gândesc la ce se gandește Catoblepas când manancă iarbă. + .a1 = Ce crezi că fac ca Rămăsițele Strălucitoare să străluceasca? + .a2 = Ai auzit vreodată de ferocii Rechini de Uscat? Cică trăiesc în deșerturi. + .a3 = Mă intreb ce se află dincolo de munte. + .a4 = I-am lăsat niște brânză fratelui meu. Acum nu știu dacă exista sau nu. O numesc brânza lui Schrödinger. + .a5 = Ai prins vreodată un licurice? + .a6 = Se spune că gemuri strălucitoare de toate felurile se găsesc în peșteri. + .a7 = Nu pot să ințeleg de unde tot vin Sauroks ăia. +npc-speech-villager_adventurous = + .a0 = Sper că am să-mi fac propriul planor cândva. + .a1 = Mi-ar plăcea să fac speleologie într-o peșteră când voi fi mai puternic. +npc-speech-villager_closed = + .a0 = Nu ești de prin părțile astea, nu-i așa? + .a1 = Așa-i că satul nostru este cel mai bun? + .a2 = Se spune că ciupercile sunt bune pentru sănătate. Personal, nu am mâncat niciodată. + .a3 = A fi sau a nu fi? Cred voi fi un fermier. +npc-speech-villager_conscientious = + .a0 = Mă țin ocupat. Tot timpul este câte ceva de facut. + .a1 = Sper să plouă curând. Ar fi bine pentru plante. +npc-speech-villager_busybody = + .a0 = Ar trebui ca oamenii să vorbească mai puțin și să muncească mai mult. +npc-speech-villager_unconscientious = + .a0 = Cred că este timpul pentru un al doilea mic dejun! + .a1 = I wish was my house wasn't such a mess. But then I'd have to tidy up! Haha! + .a2 = Unde am lăsat chestia aia... +npc-speech-villager_extroverted = + .a0 = Nu o sâ-ți vină sâ crezi ce am facut weekenul âsta! + .a1 = Top of the morning to you! + .a2 = Ce părere ai despre vremea asta? + .a3 = I'm just crackers about cheese! + .a4 = Nu uita de biscuiți! + .a5 = Pur și simplu ador brânza dwarven. Mi-aș dori să o pot face. + .a6 = Azi noapte am avut un vis minunat despre brânză. Ce ar putea să însemne? + .a7 = Iubesc mierea! Și urăsc albinele. +npc-speech-villager_sociable = + .a0 = Nu poftești înauntru? Noi chiar acum mâncăm niste brânză! + .a1 = Ai vrea să-mi vezi grădina? Okay, poate alt dată. +npc-speech-villager_introverted = + .a0 = Salut. + .a1 = Oh eu? Nu sunt nimic special. +npc-speech-villager_agreeable = + .a0 = Cum te simți azi? + .a1 = Spune-mi daca ai nevoie de ceva. + .a2 = Mi-ai văzut pisica pe undeva? +npc-speech-villager_worried = + .a0 = Ai grijă de tine, înregulă? Sunt multe pericole în lume. +npc-speech-villager_disagreeable = + .a0 = Eu o spun asa cum e. Destul de rău dacă oamenilor nu le place. + .a1 = Oamenii se ofensează prea ușor. +npc-speech-villager_neurotic = + .a0 = Gândindu-mă la temnițele alea mă sperie. Sper ca cineva să le curețe. + .a1 = Cineva ar trebui să facă ceva despre cultiștii ăștia. Eu nu mă bag. + .a2 = Am o presimțire că ceva rău se va întâmpla. + .a3 = Mi-as dori ca cineva să țină lupii departe de sat. +npc-speech-villager_sad_loner = + .a0 = Sunt atât de singur. + .a1 = { "." }.. scuze pentru liniștea asta incomodă. Nu mă pricep cu oamenii. +npc-speech-villager_seeker = + .a0 = Vreau să văd lumea largă. Trebuie să fie mai multe decât satu ăsta. +npc-speech-villager_stable = + .a0 = Nu e așa ca e o zi minunată? + .a1 = Viața nu e așa de rea. + .a2 = O zi minunată pentru o plimbare prin padure! +npc-speech-villager_decline_trade = + .a0 = Imi pare rau, Nu am nimic de vândut. + .a1 = Sa negociem? De parcă am ceva ce te poate interesa. + .a2 = Ce e al meu e al meu, n-am să-l dau pentru nimic. +npc-speech-merchant_advertisement = + .a0 = Te pot interesa intr-o negociere? + .a1 = Vrei să negocieazi cu mine? + .a2 = Am o gramadă de bunuri, vrei să arunci o privire? +npc-speech-merchant_busy = + .a0 = Te rog să astepți, sunt singura persoană aici. + .a1 = Un moment, lasă-mă să termin. + .a2 = Sunt ocupat, revino mai târziu. +npc-speech-merchant_busy_rude = + .a0 = Hei, așteaptă-ți rândul. + .a1 = Măcar vezi persoana din fața ta? + .a2 = Nu tăia linia. +npc-speech-merchant_trade_successful = + .a0 = Îți mulțumesc că ai negociat cu mine! + .a1 = Mulțumesc! +npc-speech-merchant_trade_declined = + .a0 = Poate data viitoare, să ai o zi frumoasa! + .a1 = Destul de rău, poate data viitoare, atunci! +npc-speech-villager_cultist_alarm = + .a0 = Aveți grija! Există un cultist în libertate! + .a1 = La arme! Cultiștii atacă! + .a2 = Cum își permit cultiștii ăștia să ne atace satul! + .a3 = Moarte cultistilor! + .a4 = Cultiștii nu vor fi telorați aici! + .a5 = Cultist criminal! + .a6 = Gustă din tăișul sabiei mele, cultist nenorocit! + .a7 = Nimic nu poate curăța sângele de pe mâinile tale, cultistule! + .a8 = Miliarde de barnacles albaștri! Un cultist printre noi! + .a9 = Răutățile acestui cultist sunt pe cale să înceteze! + .a10 = Cultistu ăsta-i al meu! + .a11 = Pregatește-te să-ți întâlnești creatorul, cultist impuțit! + .a12 = Văd un cultist! Prindeți-l! + .a13 = Văd un cultist! Atacați! + .a14 = Văd un cultist! Nu-l lăsați să evadeze! + .a15 = I-ar placea unui cultist onorabil niște MOARTE?! + .a16 = Nu ierta niciodată! Nu uita niciodata! Regretă, cultistule! + .a17 = Mori, cultistule! + .a18 = Domnia ta de teroare se va opri! + .a19 = Uite ce primești pentru ce ai facut! + .a20 = Nu primim oameni ca tine pe aici. + .a21 = Ar fii trebuit să stai sub pământ! +npc-speech-villager_under_attack = + .a0 = Ajutor, sunt atacat! + .a1 = Ajutor! Sunt atacat! + .a2 = Ouch! Sunt atacat! + .a3 = Ouch! Sunt atacat! Ajutor! + .a4 = Ajutați-mă! Sunt atacat! + .a5 = Sunt atacat! Ajutor! + .a6 = Sunt atacat! Ajutați-mă! + .a7 = Ajutor! + .a8 = Ajutor! Ajutor! + .a9 = Ajutor! Ajutor! Ajutor! + .a10 = sunt atacat! + .a11 = AAAHHH! Sunt atacat! + .a12 = AAAHHH! Sunt atacat! Ajutor! + .a13 = Ajutor! Suntem atacați! + .a14 = Ajutor! Ucigaș! + .a15 = Ajutor! Un ucigaș se află în libertate! + .a16 = Ajutor! Încearcă să mă omoare! + .a17 = Gărzi, sunt atacat! + .a18 = Gărzi! Sunt atacat + .a19 = Sunt atacat! Gărzi! + .a20 = Ajutor! Gărzi! Sunt atacat! + .a21 = Gărzi! Veniți repede! + .a22 = Gărzi! Gărzi! + .a23 = Gărzi! Este un răufăcător care mă atacă! + .a24 = Gărzi, ucideți acest răufăcător! + .a25 = Gărzi! Este un ucigaș! + .a26 = Gărzi! Ajutați-mă! + .a27 = Nu ai să scapi cu asta! Gărzi! + .a28 = Drac ce ești! + .a29 = Ajută-mă! + .a30 = Ajutor! Vă rog! + .a31 = Au! Gărzi! Ajutor! + .a32 = Vin după mine! + .a33 = Ajutor! Ajutor! Sunt reprimat! + .a34 = Ah, acum vedem violența esențială sistemului. + .a35 = E doar o zgârietură! + .a36 = Încetează! + .a37 = Ce ți-am facut eu vreodată?! + .a38 = Încetează a mă mai ataca! + .a39 = Hei! Ai grijă unde țintești cu chestia aia! + .a40 = Heinous wretch, be gone with you! + .a41 = Incetează! Pleacă! + .a42 = Now you're making me mad! + .a43 = Mă! Cine te crezi?! + .a44 = I'll have your head for that! + .a45 = Oprește-te, te rog! Nu am nimic de valoare la mine! + .a46 = Am să-l pun pe fratele meu pe tine, el e mai mare decât mine! + .a47 = Nuuu, îi spun mamei! + .a48 = Te blestem! + .a49 = Te rog nu face asta. + .a50 = Nu a fost prea frumos! + .a51 = Îți funcionează arma, acum o poți pune deoparte! + .a52 = Ai milă! + .a53 = Te rog, am familie! + .a54 = Sunt prea tânăr sa mor! + .a55 = Putem să vorbim despre asta? + .a56 = Violența nu e niciodată raspunsul! + .a57 = Azi se dovedește a fi o zi foarte proastă... + .a58 = Hei, a durut! + .a59 = Eek! + .a60 = Ce nesimțire! + .a61 = Oprește-te, te implor! + .a62 = Sper să cadă o variolă peste tine! + .a63 = Nu e amuzant. + .a64 = Cum îți permiți?! + .a65 = Vei plăti pentru asta! + .a66 = Continuă și vei regreta + .a67 = Nu mă face să te lovesc! + .a68 = Trebuie să fie o neînțelegere! + .a69 = Nu e nevoie să faci asta! + .a70 = Pleacă, dracului! + .a71 = Chiar a durut! + .a72 = De ce ai face asta? + .a73 = Sfinte Sisoe, încetează! + .a74 = Cred că m-ai confundat cu altcineva! + .a75 = Nu merit așa ceva! + .a76 = Te rog să nu mai faci aia. + .a77 = Gărzi, aruncați monstru ăsta în lac! + .a78 = Îmi voi pune tarasque pe tine! + .a79 = De ce euuuuuu? +npc-speech-villager_enemy_killed = + .a0 = Mi-am distrus inamicul! + .a1 = În sfârșit, pace! + .a2 = { "." }.. bun, ce faceam? +npc-speech-menacing = + .a0 = Te avertizez! + .a1 = Dacă mai faci un pas am să te atac! + .a2 = Nu mă sperii! + .a3 = Pleacă de lângă mine! + .a4 = Întoarcete dacă vrei să trăiești! + .a5 = Nu ești bine venit aici! +npc-speech-cultist_low_health_fleeing = + .a0 = Retreat for the cause! + .a1 = Retragere! + .a2 = Blestemat sa fii! + .a3 = Am să te blestem în viața de dincolo! + .a4 = Trebuie să mă odihnesc! + .a5 = Sunt prea puternici! diff --git a/assets/voxygen/i18n/ru/_manifest.ron b/assets/voxygen/i18n/ru/_manifest.ron new file mode 100644 index 0000000..1ec3c5e --- /dev/null +++ b/assets/voxygen/i18n/ru/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Русский (Russian) +( + metadata: ( + language_name: "Русский (Russian)", + language_identifier: "ru", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/ru/body.ftl b/assets/voxygen/i18n/ru/body.ftl new file mode 100644 index 0000000..dbec8df --- /dev/null +++ b/assets/voxygen/i18n/ru/body.ftl @@ -0,0 +1,64 @@ +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-werewolf = оборотень +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cave_troll = пещерный тролль +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-wendigo = вендиго +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cyclops = циклоп +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mountain_troll = горный тролль +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-swamp_troll = болотный тролль +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-generic = некое создание +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-red_oni = красный они +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-minotaur = минотавр +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-male = огр +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-dullahan = дюллахан +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-occult_saurok = оккультный саурок +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mighty_saurok = могучий саурок +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sly_saurok = коварный саурок +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-harvester = жнец +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-blue_oni = синий они +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tursus = турсус +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-yeti = йети +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-female = огр +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mindflayer = свежеватель разума +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tidal_warrior = воин прилива +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-gigas_frost = морозный гигант +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sea_bishop = морской епископ +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-haniwa_general = генерал племени ханива +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_demolisher = терракотовый разрушитель +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_pursuer = терракотовый преследователь +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cursekeeper = терракотовый преследователь +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_punisher = терракотовый каратель +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlord = военачальник культистов +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlock = чернокнижник культист +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-adlet_elder = старейшина адлетов +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_besieger = терракотовый завоеватель diff --git a/assets/voxygen/i18n/ru/buff.ftl b/assets/voxygen/i18n/ru/buff.ftl new file mode 100644 index 0000000..e5dec51 --- /dev/null +++ b/assets/voxygen/i18n/ru/buff.ftl @@ -0,0 +1,168 @@ +## Regeneration + +buff-heal = Лечение + .desc = Постепенное восстановление здоровья + .stat = Восстанавливает { $str_total } здоровья + +## Potion + +buff-potion = Зелье + .desc = Питьё... + +## Saturation + +buff-saturation = Насыщение + .desc = Восстановление здоровья за счет расходных материалов. + +## Campfire + +buff-campfire_heal = Исцеление у костра + .desc = Отдых у костра лечит { $rate }% в секунду. + +## Energy Regen + +buff-energy_regen = Восстановление энергии + .desc = Ускоренное восстановление энергии + .stat = Восстанавливает { $str_total } энергии + +## Health Increase + +buff-increase_max_health = Повышение максимального здоровья + .desc = Увеличение лимита здоровья + .stat = + Повышает максимум здоровья + на { $strength } + +## Energy Increase + +buff-increase_max_energy = Повышение максимальной энергии + .desc = Увеличение лимита энергии + .stat = + Повышает максимум энергии + на { $strength } + +## Invulnerability + +buff-invulnerability = Неуязвимость + .desc = Вы не можете получить урон от атак. + .stat = Дарует неуязвимость + +## Protection Ward + +buff-protectingward = Защитная Аура + .desc = Вы в некоторой степени защищены от атак. + +## Frenzied + +buff-frenzied = Бешенство + .desc = Кровь течёт быстрее, ускоряя ваше движение и понемногу исцеляя вас. + +## Haste + +buff-hastened = Ускорение + .desc = Скорость передвижения и атак повышена. + +## Bleeding + +buff-bleed = Кровотечение + .desc = Наносит регулярный урон. + +## Curse + +buff-cursed = Проклятие + .desc = Вас прокляли. + +## Burning + +buff-burn = В огне + .desc = Вы горите живьём + +## Crippled + +buff-crippled = Увечье + .desc = Ваше движение затруднено, так как ваши ноги сильно травмированы. + +## Freeze + +buff-frozen = Обморожение + .desc = Скорость движения и атак снижена. + +## Wet + +buff-wet = Мокрый + .desc = Ваши ноги не слушаются, остановка затруднена. + +## Ensnared + +buff-ensnared = Ловушка + .desc = Лоза опутывает ваши ноги затрудняя движение. + +## Fortitude + +buff-fortitude = Стойкость + .desc = Вы можете выдерживать оглушающие удары. + +## Parried + +buff-parried = Парированный + .desc = Вашу атаку отразили, ваше восстановление замедлено. + +## Potion sickness + +buff-potionsickness = Отравление зельем + .desc = Зелья исцеляют вас меньше, если вы недавно уже употребили другое зелье. + .stat = + Уменьшает исцеление от + последующих зелий на { $strength }%. + +## Reckless + +buff-reckless = Безрассудный + .desc = Ваши атаки стали сильнее, однако вы стали открытым для вражеских атак. + +## Util + +buff-text-over_seconds = + более { $dur_secs -> + [one] секунды + *[other] { $dur_secs } секунд + } +buff-text-for_seconds = + на { $dur_secs -> + [one] { $dur_secs } секунду + [few] { $dur_secs } секунды + [many] { $dur_secs } секунд + *[other] { $dur_secs } секунд + } +buff-remove = Нажмите, чтобы удалить +# Imminent Critical +buff-imminentcritical = + .desc = Ваша следующая атака нанесет противнику критический удар. +buff-mysterious = Таинственный эффект +# Flame +buff-flame = Пламя + .desc = Пламя — ваш союзник. +# Polymorped +buff-polymorphed = + .desc = Ваше тело меняет форму. +# Fury +buff-fury = Ярость +# Frigid +buff-frigid = + .desc = Заморозьте своих врагов. +# Berserk +buff-berserk = Берсерк + .desc = Вы находитесь в состоянии ярости, в результате чего ваши атаки становятся более мощными и быстрыми, а скорость увеличивается. Однако при этом снижается способность к защите. +# Bloodfeast +buff-bloodfeast = Кровавый пир +# Salamander's Aspect +buff-salamanderaspect = + .desc = Вы не горите и быстро перемещаетесь по лаве. +# Agility +buff-agility = Ловкость + .desc = Вы двигаетесь быстрее, но наносите меньше урона и получаете больше повреждений. + .stat = + Увеличивает скорость передвижения на { $strength }%. + но уменьшает ваш урон на 100%, + и увеличивает уязвимость к урону + на 100%. diff --git a/assets/voxygen/i18n/ru/char_selection.ftl b/assets/voxygen/i18n/ru/char_selection.ftl new file mode 100644 index 0000000..aec74f5 --- /dev/null +++ b/assets/voxygen/i18n/ru/char_selection.ftl @@ -0,0 +1,29 @@ +char_selection-loading_characters = Загрузка персонажей... +char_selection-delete_permanently = Навсегда удалить этого персонажа? +char_selection-change_server = Сменить сервер +char_selection-enter_world = Войти в мир +char_selection-spectate = Режим наблюдателя +char_selection-joining_character = Присоединение к миру... +char_selection-logout = Выход +char_selection-create_new_character = Создать нового персонажа +char_selection-creating_character = Создание персонажа... +char_selection-character_creation = Персонаж создан +char_selection-human_default = Стандартный человек +char_selection-level_fmt = Уровень { $level_nb } +char_selection-uncanny_valley = Дикие Земли +char_selection-plains_of_uncertainty = Равнины Сомнения +char_selection-beard = Борода +char_selection-hair_style = Прическа +char_selection-hair_color = Цвет волос +char_selection-eye_color = Цвет глаз +char_selection-skin = Цвет кожи +char_selection-eyeshape = Глаза +char_selection-accessories = Аксессуары +char_selection-create_info_name = Вашему персонажу нужно имя! +char_selection-version_mismatch = ВНИМАНИЕ! На этом сервере работает другая, возможно, несовместимая версия игры. Пожалуйста, обновите свою игру. +char_selection-starting_site = Выберите начальную область +char_selection-starting_site_prev = Предыдущий +char_selection-starting_site_name = { $name } +char_selection-starting_site_next = Следующий +char_selection-starting_site_kind = Тип: { $kind } +char_selection-rules = Правила diff --git a/assets/voxygen/i18n/ru/common.ftl b/assets/voxygen/i18n/ru/common.ftl new file mode 100644 index 0000000..d38706b --- /dev/null +++ b/assets/voxygen/i18n/ru/common.ftl @@ -0,0 +1,118 @@ +common-username = Никнейм +common-singleplayer = Одиночная игра +common-multiplayer = Мультиплеер +common-servers = Сервера +common-quit = Выход +common-settings = Настройки +common-languages = Язык +common-interface = Интерфейс +common-gameplay = Геймплей +common-controls = Управление +common-video = Графика +common-sound = Звук +common-chat = Чат +common-networking = Сеть +common-resume = Продолжить +common-characters = Персонажи +common-close = Закрыть +common-yes = Да +common-no = Нет +common-back = Назад +common-create = Создание +common-okay = Окей +common-add = Добавить +common-accept = Принять +common-decline = Отказаться +common-disclaimer = Предупреждение +common-cancel = Отменить +common-none = Отключено +common-error = Ошибка +common-fatal_error = Фатальная ошибка +common-you = Вы +common-automatic = Авто +common-random = Случайно +common-empty = Пустой +common-confirm = Подтвердить +common-delete_server = Удалить сервер +common-interface_settings = Настройки интерфейса +common-gameplay_settings = Настройки геймплея +common-controls_settings = Настройки управления +common-video_settings = Графические настройки +common-sound_settings = Настройки звука +common-language_settings = Настройки языка +common-chat_settings = Настройки чата +common-networking_settings = Настройки сети +common-connection_lost = + Связь потеряна! + Сервер перезапущен? + Клиент обновлен до версии сервера? +common-species-orc = Орк +common-species-human = Человек +common-species-dwarf = Дворф +common-species-elf = Эльф +common-species-draugr = Нежить +common-species-danari = Данари +common-weapons-axe = Топор +common-weapons-dagger = Кинжал +common-weapons-greatsword = Двуручный меч +common-weapons-shortswords = Короткие мечи +common-weapons-sword = Меч +common-weapons-staff = Огненный посох +common-weapons-bow = Лук +common-weapons-hammer = Молот +common-weapons-general = Общий бой +common-weapons-sceptre = Скипетр лечения +common-weapons-shield = Защита +common-weapons-spear = Копье +common-weapons-hammer_simple = Простой молот +common-weapons-sword_simple = Простой меч +common-weapons-staff_simple = Простой посох +common-weapons-axe_simple = Простой топор +common-weapons-bow_simple = Простой лук +common-weapons-unique = Уникальный +common-tool-debug = Отладка +common-tool-farming = Фермерский инструмент +common-tool-pick = Кирка +common-tool-mining = Инструмент добычи +common-tool-instrument = Музыкальный инструмент +common-kind-modular_component = Модульный компонент +common-kind-modular_component_partial = Компонент +common-kind-glider = Дельтаплан +common-kind-consumable = Расходуемый +common-kind-throwable = Можно бросить +common-kind-utility = Полезность +common-kind-ingredient = Ингредиент +common-kind-lantern = Фонарь +common-hands-one = Одноручное +common-hands-two = Двуручное +common-rand_appearance = Случайная внешность +common-rand_name = Случайное имя +common-stats-combat_rating = БР +common-stats-power = Сила +common-stats-speed = Скорость +common-stats-range = Дистанция +common-stats-energy_efficiency = Энергоэффективность +common-stats-buff_strength = Увеличение силы +common-stats-precision_mult = Множитель крита +common-stats-armor = Броня +common-stats-poise_res = Оглушение +common-stats-energy_max = Максимальная энергия +common-stats-energy_reward = Восстановление энергии +common-stats-precision_power = Сила крита +common-stats-stealth = Скрытность +common-stats-slots = Слоты +common-material-metal = Металл +common-material-wood = Дерево +common-material-stone = Камень +common-material-cloth = Ткань +common-material-hide = Кожа +common-sprite-chest = Сундук +common-stats-durability = Прочность +common-sprite-chair = Стул +common-accessibility = Спец. возможности +common-accessibility_settings = Настройки Специальных Возможностей +common-tool-shovel = Лопата +common-stats-effect-power = Сила Эффектов +common-sprite-mud = Грязь +common-sprite-crate = Ящик +common-sprite-grave = Могила diff --git a/assets/voxygen/i18n/ru/esc_menu.ftl b/assets/voxygen/i18n/ru/esc_menu.ftl new file mode 100644 index 0000000..3b55a38 --- /dev/null +++ b/assets/voxygen/i18n/ru/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Выйти в меню +esc_menu-quit_game = Выйти из игры \ No newline at end of file diff --git a/assets/voxygen/i18n/ru/gameinput.ftl b/assets/voxygen/i18n/ru/gameinput.ftl new file mode 100644 index 0000000..7868f65 --- /dev/null +++ b/assets/voxygen/i18n/ru/gameinput.ftl @@ -0,0 +1,78 @@ +gameinput-primary = Основная атака +gameinput-secondary = Вторичная атака +gameinput-block = Блок +gameinput-slot1 = Горячая клавиша 1 +gameinput-slot2 = Горячая клавиша 2 +gameinput-slot3 = Горячая клавиша 3 +gameinput-slot4 = Горячая клавиша 4 +gameinput-slot5 = Горячая клавиша 5 +gameinput-slot6 = Горячая клавиша 6 +gameinput-slot7 = Горячая клавиша 7 +gameinput-slot8 = Горячая клавиша 8 +gameinput-slot9 = Горячая клавиша 9 +gameinput-slot10 = Горячая клавиша 10 +gameinput-swaploadout = Сменить снаряжение +gameinput-togglecursor = Вкл/Выкл курсор +gameinput-help = Вкл/Выкл окно помощи +gameinput-toggleinterface = Вкл/Выкл интерфейс +gameinput-toggledebug = Вкл/Выкл FPS и отладочную информацию +gameinput-toggle_egui_debug = Показать информацию для отладки EGUI +gameinput-togglechat = Вкл/Выкл чат +gameinput-screenshot = Сделать скриншот +gameinput-toggleingameui = Вкл/Выкл никнеймы и имена +gameinput-fullscreen = Вкл/Выкл полноэкранный режим +gameinput-moveforward = Двигаться вперед +gameinput-moveleft = Двигаться влево +gameinput-moveright = Двигаться вправо +gameinput-moveback = Двигаться назад +gameinput-jump = Прыжок +gameinput-glide = Дельтаплан +gameinput-roll = Перекат +gameinput-climb = Карабкаться +gameinput-climbdown = Спускаться +gameinput-wallleap = Прыжок от стены +gameinput-togglelantern = Вкл/Выкл фонарь +gameinput-mount = Оседлать +gameinput-chat = Чат +gameinput-command = Команда +gameinput-escape = Назад +gameinput-map = Карта +gameinput-bag = Рюкзак +gameinput-trade = Обмен +gameinput-social = Список игроков +gameinput-sit = Сидеть +gameinput-spellbook = Навыки +gameinput-settings = Настройки +gameinput-respawn = Возродиться +gameinput-charge = Зарядить +gameinput-togglewield = Достать/Убрать оружие +gameinput-interact = Взаимодействовать +gameinput-freelook = Свободная камера +gameinput-autowalk = Автоматический бег +gameinput-zoomlock = Блокировка зума камеры +gameinput-cameraclamp = Фиксирование камеры +gameinput-dance = Танцевать +gameinput-select = Выбор объекта +gameinput-acceptgroupinvite = Принять приглашение в группу +gameinput-declinegroupinvite = Отклонить приглашение в группу +gameinput-cyclecamera = Переключение камеры +gameinput-crafting = Крафт +gameinput-fly = Полет +gameinput-sneak = Красться +gameinput-swimdown = Погрузиться +gameinput-swimup = Всплыть +gameinput-mapzoomin = Увеличение масштаба карты +gameinput-mapzoomout = Уменьшение масштаба карты +gameinput-greet = Поприветствовать +gameinput-map-locationmarkerbutton = Поставить точку на карте +gameinput-spectatespeedboost = Ускорение в режиме наблюдателя +gameinput-spectateviewpoint = Режим наблюдателя +gameinput-mutemaster = Выключить звук +gameinput-muteinactivemaster = Выключить звук (неактивное окно) +gameinput-mutemusic = Выключить музыку +gameinput-mutesfx = Выключить звуки эффектов +gameinput-muteambience = Выключить звуки окружения +gameinput-zoomin = Приближение камеры +gameinput-zoomout = Отдаление камеры +gameinput-stayfollow = Ждать/Следовать +gameinput-togglewalk = Ходьба diff --git a/assets/voxygen/i18n/ru/hud/ability.ftl b/assets/voxygen/i18n/ru/hud/ability.ftl new file mode 100644 index 0000000..16437e5 --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/ability.ftl @@ -0,0 +1,270 @@ +common-abilities-debug-possess = Овладевающая стрела + .desc = Стреляет ядовитой стрелой. Позволяет управлять вашей целью. +common-abilities-bow-shotgun = Мультивыстрел + .desc = Выстрел несколькими стрелами одновременно +common-abilities-staff-fireshockwave = Пламенное кольцо + .desc = Поджигает землю огненной ударной волной. +common-abilities-sceptre-wardingaura = Аура защиты + .desc = Защищает ваших союзников от вражеских атак. +common-abilities-sword-crippling_gouge = Выколотка + .desc = + Наносит противнику кровоточащую рану. + Переводит в калечащую стойку. +common-abilities-sword-heavy_fortitude = Сильная выдержка + .desc = Вы сохраняете устойчивость, чтобы последующие несколько ударов вас не пошатнули. +veloren-core-pseudo_abilities-sword-defensive_stance = Защитная стойка + .desc = Атаки в этой стойке могут действовать как слабый блок или парирование. +common-abilities-sword-agile_double_slash = Быстрый двойной удар + .desc = Быстрая комбинация из двух атак с более слабыми ударами +veloren-core-pseudo_abilities-sword-double_slash = Двойной удар + .desc = Комбинация из двух ударов +# Sword abilities +common-abilities-sword-crippling_double_slash = Калечащий Двойной Удар + .desc = Двойной удар, который может наложить кровотечение на врага. +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-basic_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-agile_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-defensive_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crippling_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cleaving_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-heavy_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-agile_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-defensive_state = "" +# Sword abilities +common-abilities-sword-cleaving_double_slash = Рассекающий Двойной Удар + .desc = Двойной удар, способный рассечь несколько врагов. +# Sword abilities +veloren-core-pseudo_abilities-sword-secondary_ability = Вспомогательная Способность Меча + .desc = Способность, назначенная на клавишу вспомогательной атаки. +# Sword abilities +common-abilities-sword-basic_thrust = Базовый Выпад + .desc = Заряженная атака более мощная. +# Sword abilities +common-abilities-sword-heavy_slam = Тяжелый Слэм + .desc = Сильный удар сверху, который можно зарядить, чтобы сильнее ошеломить врага. +# Sword abilities +common-abilities-sword-agile_perforate = Шквал + .desc = Стремительный шквал легких ударов. +# Sword abilities +common-abilities-sword-agile_dual_perforate = Шквал + .desc = Стремительный шквал легких ударов обоими клинками. +# Sword abilities +common-abilities-sword-crippling_deep_rend = Глубокий Разрыв + .desc = Удар по раненному противнику, наносит больше урона истекающим кровью врагам. +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-heavy_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crippling_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cleaving_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-double_slash = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-modified_depending_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crescent_slash = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-fell_strike = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-skewer = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cascade = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cross_cut = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-requires_moderate_combo = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-enter_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-require_stance = "" +# Sword abilities +common-abilities-sword-cleaving_spiral_slash = Спиральный Взмах + .desc = Взмахните клинком вокруг, чтобы поразить всех рядом. +# Sword abilities +common-abilities-sword-defensive_double_slash = Защитный Двойной Разрез + .desc = Двойной удар, который уменьшает урон от вражеских ударов. +# Sword abilities +veloren-core-pseudo_abilities-sword-cleaving_stance = Рассекающая Стойка + .desc = Атаки в этой стойке могут поражать нескольких врагов. +# Debug abilities +common-abilities-debug-evolve = Эволюция + .desc = Вы становитесь лучшей версией себя. +# Debug abilities +common-abilities-debug-glide_speeder = Вруум + .desc = Дает вам силу, позволяющую дотянуться до всего, куда бы вы ни посмотрели. +# Sword abilities +veloren-core-pseudo_abilities-sword-heavy_stance = Тяжелая Стойка + .desc = Атаки в этой стойке могут оглушать врагов и наносят больше урона оглушенным врагам, но они медленнее. +# Sword abilities +veloren-core-pseudo_abilities-sword-agile_stance = Подвижная Стойка + .desc = Атаки в этой стойке быстрые, но слабые. +# Sword abilities +veloren-core-pseudo_abilities-sword-crippling_stance = Калечащая Стойка + .desc = Атаки в этой стойке наносят или усугубляют кровоточащие раны. +# Sword abilities +common-abilities-sword-basic_double_slash = Базовый Двойной Удар + .desc = Базовая комбинация из двух ударов. +# Sword abilities +common-abilities-sword-heavy_double_slash = Тяжёлый Двойной Разрез + .desc = Медленная комбинация из двух атак, которая может оглушить. +# Sword abilities +common-abilities-sword-cleaving_dual_spiral_slash = Спиральный Взмах + .desc = Взмахните клинками вокруг, чтобы поразить всех рядом. +# Sword abilities +veloren-core-pseudo_abilities-sword-crescent_slash = Серповидный Удар + .desc = + Удар, идущий по диагонали + Изменяется в зависимости от вашей стойки +# Sword abilities +common-abilities-sword-basic_crescent_slash = Базовый Серповидный Удар + .desc = Базовый удар по диагонали. +# Sword abilities +common-abilities-sword-heavy_crescent_slash = Тяжёлый Серповидный Удар + .desc = Более медленный удар по диагонали, может наложить эффект оглушения. +# Sword abilities +common-abilities-sword-agile_crescent_slash = Быстрый Серповидный Удар + .desc = Слабый, но быстрый удар по диагонали. +# Sword abilities +common-abilities-sword-defensive_crescent_slash = Защитный Серповидный Удар + .desc = Удар по диагонали, может парировать атаки. +# Sword abilities +common-abilities-sword-crippling_crescent_slash = Калечащий Серповидный Удар + .desc = Удар по диагонали, может наложить эффект кровотечения. +# Sword abilities +common-abilities-sword-cleaving_crescent_slash = Рассекающий Серповидный Удар + .desc = Удар по диагонали, может нанести урон по нескольким противникам. +# Sword abilities +veloren-core-pseudo_abilities-sword-fell_strike = Удар С Выпадом + .desc = + Быстрый и сильный удар. + Изменяется в зависимости от вашей стойки. +# Sword abilities +common-abilities-sword-basic_fell_strike = Базовый Удар С Выпадом + .desc = Базовый, быстрый и сильный удар. +# Sword abilities +common-abilities-sword-heavy_fell_strike = Тяжёлый Удар С Выпадом + .desc = Быстрый и сильный удар, может наложить эффект оглушения. +# Sword abilities +common-abilities-sword-agile_fell_strike = Подвижный Удар С Выпадом + .desc = Очень быстрый и сильный удар. +# Sword abilities +common-abilities-sword-defensive_fell_strike = Защитный Удар С Выпадом + .desc = Быстрый и сильный парирующий удар. +# Sword abilities +common-abilities-sword-crippling_fell_strike = Калечащий Удар С Выпадом + .desc = Быстрый и сильный удар, может наложить эффект кровотечения. +# Sword abilities +common-abilities-sword-cleaving_fell_strike = Рассекающий Удар С Выпадом + .desc = Быстрый и сильный удар, может нанести урон по нескольким противникам. +# Sword abilities +veloren-core-pseudo_abilities-sword-finisher = Добивание + .desc = + Использует накопленное комбо, чтобы завершить бой. + Изменяется в зависимости от вашей стойки. +# Sword abilities +veloren-core-pseudo_abilities-sword-skewer = Шпажка + .desc = + Колющий выпад + Модифицируется в зависимости от вашей стойки. +# Sword abilities +common-abilities-sword-basic_skewer = Базовая Шпажка + .desc = Основной колющий выпад. +# Sword abilities +common-abilities-sword-heavy_skewer = Тяжелая Шпажка + .desc = Колющий выпад, который может оглушить врага. +# Sword abilities +common-abilities-sword-agile_skewer = Подвижная Шпажка + .desc = Быстрый колющий выпад. +# Sword abilities +common-abilities-sword-defensive_skewer = Защитная Шпажка + .desc = Парирующий, колющий выпад. +# Sword abilities +common-abilities-sword-basic_mighty_strike = Могучий Удар + .desc = + Сильный удар. + Требуется умеренное количество комбо-очков. +# Axe abilities +common-abilities-axe-berserk = Берсерк + .desc = Увеличивает силу, но делает вас более уязвимым. +# Axe abilities +common-abilities-axe-furor = Фурор + .desc = По мере того как ваша ярость нарастает, ваши удары наносят больше комбо. +# Axe abilities +common-abilities-axe-skull_bash = Череполом + .desc = Удар плоской стороной топора, может наложить эффект оглушения. +# Debug abilities +common-abilities-debug-glide_boost = Вруум + .desc = Дает вам силу достучаться до небес. +# Sword abilities +common-abilities-sword-defensive_vital_jab = Контратакующий Джеб + .desc = Быстро заряженный джеб, наносит больше урона противникам, удар которых вы парировали. diff --git a/assets/voxygen/i18n/ru/hud/bag.ftl b/assets/voxygen/i18n/ru/hud/bag.ftl new file mode 100644 index 0000000..faeb592 --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/bag.ftl @@ -0,0 +1,43 @@ +hud-bag-inventory = Инвентарь { $playername } +hud-bag-stats_title = Характеристики { $playername } +hud-bag-armor = Броня +hud-bag-stats = Характеристики +hud-bag-head = Голова +hud-bag-neck = Шея +hud-bag-tabard = Плащ +hud-bag-shoulders = Плечи +hud-bag-chest = Грудь +hud-bag-hands = Руки +hud-bag-lantern = Фонарь +hud-bag-glider = Дельтаплан +hud-bag-belt = Пояс +hud-bag-ring = Кольцо +hud-bag-back = Спина +hud-bag-legs = Ноги +hud-bag-feet = Ступни +hud-bag-mainhand = Левая рука +hud-bag-offhand = Правая рука +hud-bag-inactive_mainhand = Неактивный слот левой руки +hud-bag-inactive_offhand = Неактивный слот правой руки +hud-bag-swap_equipped_weapons_title = Поменять местами экипированное оружие +hud-bag-swap_equipped_weapons_desc = Нажмите { $key } +hud-bag-bag = Рюкзак +hud-bag-health = Здоровье +hud-bag-energy = Энергия +hud-bag-combat_rating = Боевой Рейтинг +hud-bag-protection = Защита +hud-bag-stun_res = Устойчивость к оглушению +hud-bag-stealth = Скрытность +hud-bag-combat_rating_desc = + Рассчитано с учетом вашего + оборудования и здоровья. +hud-bag-protection_desc = Снижение урона за счет брони +hud-bag-stun_res_desc = + Устойчивость к оглушению от последовательных ударов. + Восстанавливается как энергия. +hud-bag-sort_by_name = Сортировать по имени +hud-bag-sort_by_quality = Сортировать по качеству +hud-bag-sort_by_category = Сортировать по категории +hud-bag-sort_by_tag = Сортировать по тегам +hud-bag-backpack = Рюкзак +hud-bag-sort_by_quantity = Сортировать по количеству diff --git a/assets/voxygen/i18n/ru/hud/char_window.ftl b/assets/voxygen/i18n/ru/hud/char_window.ftl new file mode 100644 index 0000000..e76b3a7 --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Имя Персонажа +character_window-character_stats = + Выносливость + + Ловкость + + Мудрость + + Защита diff --git a/assets/voxygen/i18n/ru/hud/chat.ftl b/assets/voxygen/i18n/ru/hud/chat.ftl new file mode 100644 index 0000000..f35eef5 --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/chat.ftl @@ -0,0 +1,83 @@ +## Player events + +hud-chat-online_msg = { "[" }{ $name }] зашёл на сервер +hud-chat-offline_msg = { "[" }{ $name }] покинул сервер + +## Buff deaths + +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] сгорел вызванного [{ $attacker }] + .bleeding = { "[" }{ $victim }] умер от кровотечения вызванного [{ $attacker }] + .curse = { "[" }{ $victim }] умер от проклятия вызванного [{ $attacker }] + .crippled = { "[" }{ $victim }] умер от множественных травм вызванного [{ $attacker }] + .frozen = { "[" }{ $victim }] замёрз насмерть вызванного [{ $attacker }] + .mysterious = { "[" }{ $victim }] загадочно умер вызванного [{ $attacker }] +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] сгорел + .bleeding = { "[" }{ $victim }] умер от кровотечения + .curse = { "[" }{ $victim }] умер от проклятия + .crippled = { "[" }{ $victim }] умер от множественных травм + .frozen = { "[" }{ $victim }] замёрз насмерть + .mysterious = { "[" }{ $victim }] загадочно умер +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] сгорел вызванного { $attacker } + .bleeding = { "[" }{ $victim }] умер от кровотечения вызванного { $attacker } + .curse = { "[" }{ $victim }] умер от проклятия вызванного { $attacker } + .crippled = { "[" }{ $victim }] умер от множественных травм вызванного { $attacker } + .frozen = { "[" }{ $victim }] замёрз насмерть вызванного { $attacker } + .mysterious = { "[" }{ $victim }] загадочно умер вызванного { $attacker } + +## PvP deaths + +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] одержал победу над [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] застрелил [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] взорвал [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] убил [{ $victim }] магией +hud-chat-pvp_other_kill_msg = { "[" }{ $attacker }] убил [{ $victim }] + +## PvE deaths + +hud-chat-npc_melee_kill_msg = { $attacker } убил [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } застрелил [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } взорвал [{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } убил [{ $victim }] магией +hud-chat-npc_other_kill_msg = { $attacker } убил [{ $victim }] + +## Other deaths + +hud-chat-fall_kill_msg = { "[" }{ $name }] умер от падения +hud-chat-suicide_msg = { "[" }{ $name }] умер от ран, нанесённых самому себе +hud-chat-default_death_msg = { "[" }{ $name }] умер + +## Utils + +hud-chat-all = Все +hud-chat-chat_tab_hover_tooltip = ПКМ для настроек +hud-loot-pickup-msg-you = + { $amount -> + [1] Вы подобрали { $item } + *[other] Вы подобрали { $amount }x { $item } + } +hud-loot-pickup-msg = + { $gender -> + [she] + { $amount -> + [1] { $actor } подобрала { $item } + *[other] { $actor } подобрала { $amount }x { $item } + } + *[he] + { $amount -> + [1] { $actor } подобрал { $item } + *[other] { $actor } подобрал { $amount }x { $item } + } + } +hud-chat-goodbye = До свидания! +hud-chat-connection_lost = Соединение потеряно. Выход через { $time } секунд. +# Npc /tell messages, no gender info, sadly +hud-chat-tell-from-npc = От [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-to = К [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-from = От [{ $alias }]: { $msg } +# Npc /tell messages, no gender info, sadly +hud-chat-tell-to-npc = К [{ $alias }]: { $msg } diff --git a/assets/voxygen/i18n/ru/hud/crafting.ftl b/assets/voxygen/i18n/ru/hud/crafting.ftl new file mode 100644 index 0000000..546b5ab --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/crafting.ftl @@ -0,0 +1,50 @@ +hud-crafting = Крафт +hud-crafting-recipes = Рецепты +hud-crafting-ingredients = Ингредиенты: +hud-crafting-craft = Создать +hud-crafting-craft_all = Создать все +hud-crafting-tool_cata = Необходимо: +hud-crafting-req_crafting_station = Необходимо: +hud-crafting-anvil = Наковальня +hud-crafting-cauldron = Зельеварочный котёл +hud-crafting-cooking_pot = Котелок +hud-crafting-crafting_bench = Верстак +hud-crafting-forge = Кузница +hud-crafting-loom = Ткацкий станок +hud-crafting-spinning_wheel = Прялка +hud-crafting-tanning_rack = Стойка для дубления кожи +hud-crafting-salvaging_station = Станция разборки +hud-crafting-campfire = Костёр +hud-crafting-tabs-all = Все +hud-crafting-tabs-armor = Броня +hud-crafting-tabs-dismantle = Разобрать +hud-crafting-tabs-food = Еда +hud-crafting-tabs-glider = Дельтапланы +hud-crafting-tabs-potion = Зелья +hud-crafting-tabs-tool = Инструменты +hud-crafting-tabs-utility = Утилиты +hud-crafting-tabs-weapon = Оружие +hud-crafting-tabs-bag = Рюкзаки +hud-crafting-tabs-processed_material = Материалы +hud-crafting-dismantle_title = Разборка +hud-crafting-dismantle_explanation = + Наведите курсор на предмет чтобы увидеть + что вы можете получить. + + Двойное нажатие для начала разборки. +hud-crafting-modular_desc = Перетащите сюда часть предметов, чтобы создать оружие. +hud-crafting-mod_weap_prim_slot_title = Основной компонент оружия +hud-crafting-mod_weap_prim_slot_desc = Поместите сюда основной компонент оружия (например клинок меча, топорище, или плечо лука). +hud-crafting-mod_weap_sec_slot_title = Вторичный компонент оружия +hud-crafting-mod_weap_sec_slot_desc = Поместите сюда вторичный компонент оружия (например рукоять меча, рукоять лука или сердцевину посоха). +hud-crafting-mod_comp_metal_prim_slot_title = Металлический слиток +hud-crafting-mod_comp_metal_prim_slot_desc = Положите сюда металлический слиток, только определённые металлы можно использовать для изготовления оружия. +hud-crafting-mod_comp_wood_prim_slot_title = Дерево +hud-crafting-mod_comp_wood_prim_slot_desc = Положите сюда дерево, только определённое дерево можно использовать для изготовления оружия. +hud-crafting-mod_comp_sec_slot_title = Животный материал +hud-crafting-mod_comp_sec_slot_desc = При желании поместите сюда животный материал, только определённые ингредиенты можно использовать для улучшения оружия. +hud-crafting-repair_equipped = Ремонт экипированного +hud-crafting-repair_all = Починить всё +hud-crafting-repair_slot_desc = Поместите сюда предмет, чтобы узнать стоимость его ремонта при текущем уровне прочности. +hud-crafting-repair = Ремонт +hud-crafting-repair_bench = Ремонтный стол diff --git a/assets/voxygen/i18n/ru/hud/group.ftl b/assets/voxygen/i18n/ru/hud/group.ftl new file mode 100644 index 0000000..4572142 --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Группа +hud-group-invite_to_join = [{ $name }] пригласил вас в свою группу! +hud-group-invite_to_trade = [{ $name }] предлагает вам поторговать. +hud-group-invite = Пригласить +hud-group-kick = Выгнать +hud-group-assign_leader = Назначить лидером +hud-group-leave = Покинуть группу +hud-group-dead = Мёртвый +hud-group-out_of_range = Вне досягаемости +hud-group-add_friend = Добавить в друзья +hud-group-link_group = Объединить группы +hud-group-in_menu = В меню +hud-group-members = Члены группы \ No newline at end of file diff --git a/assets/voxygen/i18n/ru/hud/map.ftl b/assets/voxygen/i18n/ru/hud/map.ftl new file mode 100644 index 0000000..dfa5396 --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/map.ftl @@ -0,0 +1,44 @@ +hud-map-map_title = Карта +hud-map-qlog_title = Задания +hud-map-topo_map = Топографическая карта +hud-map-difficulty = Сложность +hud-map-towns = Города +hud-map-castles = Замки +hud-map-dungeons = Подземелья +hud-map-caves = Пещеры +hud-map-cave = Пещера +hud-map-peaks = Горы +hud-map-biomes = Биомы +hud-map-voxel_map = Воксельная карта +hud-map-trees = + Гигантские + деревья +hud-map-tree = + Гигантское + дерево +hud-map-town = Город +hud-map-castle = Замок +hud-map-bridge = Мост +hud-map-dungeon = Подземелье +hud-map-difficulty_dungeon = + Подземелье + + Сложность: { $difficulty } +hud-map-drag = Переместить +hud-map-zoom = Увеличить +hud-map-mid_click = + Установить + отметку +hud-map-recenter = По центру +hud-map-marked_location = Отмеченное место +hud-map-marked_location_remove = Нажмите, чтобы удалить +hud-map-change_map_mode = Изменить режим карты +hud-map-toggle_minimap_voxel = Подробная миникарта +hud-map-zoom_minimap_explanation = Увеличьте миникарту, чтобы более детально рассмотреть область вокруг вас. +hud-map-gnarling = Форт Гнарлингов +hud-map-chapel_site = Морская часовня +hud-map-placed_by = Метка установлена { $name } +hud-map-df_mine = Шахта +hud-map-terracotta = Терракотовые Руины +hud-map-haniwa = Катакомбы Ханива +hud-map-adlet = Крепость Адлетов diff --git a/assets/voxygen/i18n/ru/hud/misc.ftl b/assets/voxygen/i18n/ru/hud/misc.ftl new file mode 100644 index 0000000..7179d0d --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/misc.ftl @@ -0,0 +1,82 @@ +hud-do_not_show_on_startup = Не показывать это при запуске +hud-show_tips = Показать советы +hud-quests = Задания +hud-you_died = Вы умерли +hud-waypoint_saved = Путевая точка сохранена +hud-sp_arrow_txt = SP +hud-inventory_full = Инвентарь полон +hud-someone_else = Кто-нибудь другой +hud-another_group = Другая группа +hud-owned_by_for_secs = Принадлежит { $name } в течение { $secs } сек. +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Сочетания клавиш +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Фонарь +hud-press_key_to_show_debug_info_fmt = Нажмите { $key }, чтобы показать отладочную информацию +hud-press_key_to_toggle_keybindings_fmt = Нажмите { $key }, чтобы переключить отображение назначений клавиш +hud-press_key_to_toggle_debug_info_fmt = Нажмите { $key }, чтобы переключить отладочную информацию +hud-press_key_to_respawn = Нажмите { $key }, чтобы возродиться у последнего костра. +hud-tutorial_btn = Руководство +hud-tutorial_click_here = Нажмите [ { $key } ], чтобы включить курсор и нажмите эту кнопку! +hud-tutorial_elements = Крафт +hud-temp_quest_headline = Привет путешественник! +hud-temp_quest_text = + Для начала, вы можете осмотреть эту деревню и собрать немного припасов. + + Вы можете взять с собой в путешествие всё, что вам нужно! + + Посмотрите в правый нижний угол экрана, чтобы найти различные вещи, такие как ваша сумка, меню крафта и карта. + + Станки для крафта позволяют создавать доспехи, оружие, еду и многое другое! + + Дикие животные по всему городу - отличный источник шкуры животных, из которой вы можете сделать защиту от опасностей этого мира. + + Когда почувствуете себя готовым, постарайтесь получить ещё лучшее снаряжение из множества испытаний, отмеченных на вашей карте! +hud-spell = Способности +hud-diary = Дневник +hud-free_look_indicator = Активирован свободный вид. Чтобы отключить, нажмите { $key }. +hud-camera_clamp_indicator = Активирован вертикальный фиксатор камеры. Чтобы отключить, нажмите { $key }. +hud-auto_walk_indicator = Активирована автоматическая ходьба/плавание +hud-collect = Собрать +hud-pick_up = Подобрать +hud-open = Открыть +hud-use = Использовать +hud-mine = Добыть +hud-talk = Говорить +hud-trade = Торговать +hud-mount = Оседлать +hud-sit = Сесть +hud-zoom_lock_indicator-enable = Зум камеры заблокирован +hud_items_lost_dur = Ваши экипированные предметы потеряли прочность. +hud-unlock-requires = Открыть с помощью { $item } +hud-read = Читать +hud-unlock-consumes = Используйте { $item } для открытия +hud-mine-needs_unhandled_case = Требуется ??? +hud-steer = Управлять +hud-mine-needs_shovel = Нужна Лопата +hud-activate = Активировать +hud-portal = Портал +hud-mine-needs_pickaxe = Требуется Кирка +hud-follow = Следовать +hud-zoom_lock_indicator-disable = Зум камеры разблокирован +hud-zoom_lock_indicator-remind = Зум зафиксирован +hud-dig = Копать +hud-stay = Ждать +hud-deactivate = Отключить +hud-init-stage-render-pipeline = Создание конвейера рендеринга ({ $done }/{ $total }) +hud-init-stage-server-worldsim-erosion = { "[" }{ -server }]: Эрозия { $percentage }% +hud-init-stage-server-economysim = { "[" }{ -server }]: Симуляция экономики... +hud-init-stage-server-db-migrations = { "[" }{ -server }]: Применение миграций баз данных... +hud-init-stage-client-connection-establish = { "[" }{ -client }]: Установление соединения с сервером... +hud-init-stage-server-db-vacuum = { "[" }{ -server }]: Очистка базы данных... +hud-init-stage-server-worldciv-civcreate = { "[" }{ -server }]: Сгенерировано { $generated } из { $total } цивилизаций +hud-init-stage-server-worldciv-site = { "[" }{ -server }]: Генерация сайтов... +hud-init-stage-server-spotgen = { "[" }{ -server }]: Генерация спотов... +hud-init-stage-server-starting = { "[" }{ -server }]: Запуск сервера... +hud-init-stage-client-request-server-version = { "[" }{ -client }]: Ожидание версии сервера... +hud-init-stage-client-authentication = { "[" }{ -client }]: Аутентификация... +hud-init-stage-client-load-init-data = { "[" }{ -client }]: Загрузка данных инициализации с сервера... +hud-init-stage-client-starting-client = { "[" }{ -client }]: Подготовка клиента... +hud-lay = Лечь +-client = Клиент +-server = Сервер +hud-init-stage-singleplayer = Запуск сервера одиночной игры... +hud-init-stage-multiplayer = Запуск многопользовательской игры diff --git a/assets/voxygen/i18n/ru/hud/quest.ftl b/assets/voxygen/i18n/ru/hud/quest.ftl new file mode 100644 index 0000000..64907e0 --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/quest.ftl @@ -0,0 +1,7 @@ +hud-quest-reward = Я награжу тебя: +hud-quest-desc-fetch = Пожалуйста, помоги мне найти: +hud-quest-accept = Принять +hud-quest-decline = Отклонить +hud-quest-desc-kill = Не могли бы вы помочь мне убить +hud-quest-intro = Приветствую, { $playername }! +hud-quest = Задание diff --git a/assets/voxygen/i18n/ru/hud/sct.ftl b/assets/voxygen/i18n/ru/hud/sct.ftl new file mode 100644 index 0000000..89d3e4a --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Опыта +hud-sct-block = БЛОК diff --git a/assets/voxygen/i18n/ru/hud/settings.ftl b/assets/voxygen/i18n/ru/hud/settings.ftl new file mode 100644 index 0000000..535bdca --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/settings.ftl @@ -0,0 +1,180 @@ +hud-settings-general = Общие +hud-settings-none = Нет +hud-settings-press_behavior-toggle = Вкл/Выкл +hud-settings-press_behavior-hold = Удержание +hud-settings-help_window = Окно помощи +hud-settings-debug_info = Отладочная информация +hud-settings-show_hitboxes = Отображать хитбоксы +hud-settings-show_chat = Отображать чат +hud-settings-show_hotkey_hints = Показывать подсказки клавиш +hud-settings-tips_on_startup = Советы при запуске +hud-settings-ui_scale = Масштаб пользовательского интерфейса +hud-settings-relative_scaling = Стандартное масштабирование +hud-settings-custom_scaling = Настраиваемое масштабирование +hud-settings-crosshair = Перекрестие +hud-settings-opacity = Прозрачность +hud-settings-hotbar = Панель быстрого доступа +hud-settings-toggle_shortcuts = Отображать горячие клавиши +hud-settings-buffs_skillbar = Баффы на панели навыков +hud-settings-buffs_mmap = Баффы возле миникарты +hud-settings-toggle_bar_experience = Переключить панель опыта +hud-settings-scrolling_combat_text = Отображение урона/исцеления +hud-settings-damage_accumulation_duration = Продолжительность накопления урона +hud-settings-incoming_damage = Отображение получаемого урона +hud-settings-incoming_damage_accumulation_duration = Продолжительность накопления получаемого урона +hud-settings-round_damage = Округление урона +hud-settings-speech_bubble = Диалоговое окно +hud-settings-speech_bubble_self = Показывать свои диалоговые окна +hud-settings-speech_bubble_dark_mode = Диалоговое окно (тёмная тема) +hud-settings-speech_bubble_icon = Иконка диалогового окна +hud-settings-energybar_numbers = Значения на панели энергии +hud-settings-always_show_bars = Всегда показывать панели энергии +hud-settings-enable_poise_bar = Показывать шкалу равновесия +hud-settings-experience_numbers = Очки опыта +hud-settings-accumulate_experience = Складывать очки опыта +hud-settings-values = Цифры +hud-settings-percentages = Проценты +hud-settings-chat = Чат +hud-settings-background_opacity = Прозрачность фона +hud-settings-chat_character_name = Имена персонажей в чате +hud-settings-loading_tips = Советы при загрузке +hud-settings-reset_interface = По умолчанию +hud-settings-pan_sensitivity = Чувствительность мыши +hud-settings-zoom_sensitivity = Чувствительность масштабирования +hud-settings-camera_clamp_angle = Угол для режима вертикального фиксатора камеры +hud-settings-invert_scroll_zoom = + Инвертировать + масштаб прокрутки +hud-settings-invert_mouse_y_axis = + Инвентировать ось + Y мыши +hud-settings-invert_controller_y_axis = + Инвентировать ось + X контроллера +hud-settings-enable_mouse_smoothing = Сглаживание камеры +hud-settings-free_look_behavior = + Переключение + свободной камеры +hud-settings-auto_walk_behavior = + Переключение + автоматической ходьбы +hud-settings-camera_clamp_behavior = + Переключение вертикального + фиксатора камеры +hud-settings-player_physics_behavior = Физика игрока (экспериментальная) +hud-settings-stop_auto_walk_on_input = Остановить автоходьбу при движении +hud-settings-auto_camera = Авто-камера +hud-settings-bow_zoom = Приближение при натягивании тетивы +hud-settings-reset_gameplay = По умолчанию +hud-settings-view_distance = + Дальность + видимости +hud-settings-entity_view_distance = + Дальность + видимости существ +hud-settings-lod_distance = Дистанция LoD +hud-settings-sprites_view_distance = + Дальность + видимости спрайтов +hud-settings-entities_detail_distance = + Дальность + деталей существ +hud-settings-maximum_fps = Максимальный FPS +hud-settings-background_fps = FPS в фоновом режиме +hud-settings-present_mode = Режим показа +hud-settings-present_mode-vsync_capped = Ограниченный Vsync +hud-settings-present_mode-vsync_uncapped = Неограниченный Vsync +hud-settings-present_mode-vsync_off = Vsync выкл +hud-settings-fov = Угол обзора (град.) +hud-settings-gamma = Гамма +hud-settings-exposure = Экспозиция +hud-settings-ambiance = Яркость окружения +hud-settings-antialiasing_mode = Режим сглаживания +hud-settings-upscale_factor = Внутреннее разрешение +hud-settings-cloud_rendering_mode = Качество облаков +hud-settings-fluid_rendering_mode = Качество воды +hud-settings-fluid_rendering_mode-low = Низкое +hud-settings-fluid_rendering_mode-medium = Среднее +hud-settings-fluid_rendering_mode-high = Высокое +hud-settings-reflection_rendering_mode = Качество отражений +hud-settings-reflection_rendering_mode-low = Низкое +hud-settings-reflection_rendering_mode-medium = Среднее +hud-settings-reflection_rendering_mode-high = Высокое +hud-settings-cloud_rendering_mode-minimal = Минимальное +hud-settings-cloud_rendering_mode-low = Низкое +hud-settings-cloud_rendering_mode-medium = Среднее +hud-settings-cloud_rendering_mode-high = Высокое +hud-settings-cloud_rendering_mode-ultra = Ультра +hud-settings-fullscreen = Полноэкранный +hud-settings-fullscreen_mode = Полноэкранный режим +hud-settings-fullscreen_mode-exclusive = Полноэкранный режим +hud-settings-fullscreen_mode-borderless = Окно без рамок +hud-settings-gpu_profiler = Замеры GPU (не везде поддерживается) +hud-settings-particles = Частицы +hud-settings-lossy_terrain_compression = Сжатие рельефа с потерями +hud-settings-weapon_trails = Эффект оружия +hud-settings-flashing_lights = Мигающие источники света +hud-settings-flashing_lights_info = Убирает все виды мигания, т. е. мерцания или молнии +hud-settings-resolution = Разрешение +hud-settings-bit_depth = Битовая глубина +hud-settings-refresh_rate = Частота обновления +hud-settings-lighting_rendering_mode = Качество освещения +hud-settings-lighting_rendering_mode-ashikhmin = Высокое +hud-settings-lighting_rendering_mode-blinnphong = Среднее +hud-settings-lighting_rendering_mode-lambertian = Низкое +hud-settings-shadow_rendering_mode = Качество тени +hud-settings-shadow_rendering_mode-none = Отключено +hud-settings-shadow_rendering_mode-cheap = Низкое +hud-settings-shadow_rendering_mode-map = Высокое +hud-settings-shadow_rendering_mode-map-resolution = Разрешение +hud-settings-rain_occlusion-resolution = Разрешение дождевой окклюзии +hud-settings-lod_detail = Уровень детализации LoD +hud-settings-save_window_size = Сохранить размер окна +hud-settings-reset_graphics = По умолчанию +hud-settings-minimal_graphics = Минимальные +hud-settings-low_graphics = Низкие +hud-settings-medium_graphics = Средние +hud-settings-high_graphics = Высокие +hud-settings-ultra_graphics = Ультра +hud-settings-bloom = Свечение +hud-settings-point_glow = Источники света +hud-settings-master_volume = Общая громкость +hud-settings-inactive_master_volume_perc = Громкость неактивного окна +hud-settings-music_volume = Громкость музыки +hud-settings-sound_effect_volume = Громкость эффектов +hud-settings-ambience_volume = Громкость окружения +hud-settings-music_spacing = Интервал музыки +hud-settings-audio_device = Аудио-устройство +hud-settings-reset_sound = По умолчанию +hud-settings-english_fallback = Отображать английский для отсутствующих переводов +hud-settings-awaitingkey = Нажмите клавишу... +hud-settings-unbound = Отсутствует +hud-settings-reset_keybinds = По умолчанию +hud-settings-chat_tabs = Вкладки чата +hud-settings-label = Ярлык: +hud-settings-delete = Удалить +hud-settings-show_all = Отображать все +hud-settings-messages = Сообщения +hud-settings-activity = Активность +hud-settings-death = Смерть +hud-settings-group = Группа +hud-settings-faction = Фракция +hud-settings-world = Мир +hud-settings-region = Регион +hud-settings-say = Сказать +hud-settings-all = Все +hud-settings-group_only = Только группа +hud-settings-reset_chat = По умолчанию +hud-settings-third_party_integrations = Сторонние интеграции +hud-settings-enable_discord_integration = Включить интеграцию Discord +hud-settings-autopress_behavior-toggle = Переключить +hud-settings-autopress_behavior-auto = Авто +hud-settings-slots = Слоты +hud-settings-subtitles = Субтитры +hud-settings-combat_music = Боевая музыка +hud-settings-prefix_switch_point = Ограничение разряда для переключения префикса СИ +hud-settings-zoom_lock_behavior = Функция блокировки удаленности камеры +hud-settings-zoom_lock = Блокировка удаленности камеры +hud-settings-use_prefixes = Использование префиксов СИ для обозначения количества +hud-settings-walking_speed_behavior = Настройка скорости ходьбы +hud-settings-walking_speed = Скорость ходьбы diff --git a/assets/voxygen/i18n/ru/hud/skills.ftl b/assets/voxygen/i18n/ru/hud/skills.ftl new file mode 100644 index 0000000..ac582ca --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/skills.ftl @@ -0,0 +1,144 @@ +hud-rank_up = Новый SP +hud-skill-sp_available = { $number } SP доступны +hud-skill-not_unlocked = Еще не разблокирован +hud-skill-req_sp = + { "\u000A" } + + Необходимо { $number } SP +hud-skill-set_as_exp_bar = Установить как шкалу опыта +hud-skill-unlck_sword_title = Разблокировать меч +hud-skill-unlck_sword = Разблокировать древо навыков владения мечом{ $SP } +hud-skill-unlck_axe_title = Разблокировать топор +hud-skill-unlck_axe = Разблокировать древо навыков владения топором{ $SP } +hud-skill-unlck_hammer_title = Разблокировать молот +hud-skill-unlck_hammer = Разблокировать древо навыков владения молотом{ $SP } +hud-skill-unlck_bow_title = Разблокировать лук +hud-skill-unlck_bow = Разблокировать древо навыков владения луком{ $SP } +hud-skill-unlck_staff_title = Разблокировать посох +hud-skill-unlck_staff = Разблокировать древо навыков владения посохом{ $SP } +hud-skill-unlck_sceptre_title = Разблокировать скипетр +hud-skill-unlck_sceptre = Разблокировать древо навыков владения скипетром{ $SP } +hud-skill-climbing_title = Скалолазание +hud-skill-climbing = Высота прыжка на вершине подъема больше +hud-skill-climbing_cost_title = Расход энергии +hud-skill-climbing_cost = Скалолазание использует на { $boost }% меньше энергии{ $SP } +hud-skill-climbing_speed_title = Скорость +hud-skill-climbing_speed = Вы поднимаетесь на { $boost }% быстрее{ $SP } +hud-skill-swim_title = Плавание +hud-skill-swim = Перемещение в воде +hud-skill-swim_speed_title = Скорость +hud-skill-swim_speed = Плавание на { $boost }% быстрее{ $SP } +hud-skill-sc_lifesteal_title = Вампирский луч +hud-skill-sc_lifesteal = Высосите жизнь из ваших врагов +hud-skill-sc_lifesteal_damage_title = Урон +hud-skill-sc_lifesteal_damage = Наносит на { $boost }% больше урона{ $SP } +hud-skill-sc_lifesteal_range_title = Дальность +hud-skill-sc_lifesteal_range = Ваш луч на { $boost }% дальше{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Вампиризм +hud-skill-sc_lifesteal_lifesteal = Преобразуйте дополнительные { $boost }% урона в здоровье{ $SP } +hud-skill-sc_lifesteal_regen_title = Восстановление энергии +hud-skill-sc_lifesteal_regen = Восстановите свою энергию на { $boost }%{ $SP } +hud-skill-sc_heal_title = Луч жизни +hud-skill-sc_heal = Исцелите союзников, используя кровь своих врагов. Требует комбо для активации +hud-skill-sc_heal_heal_title = Лечение +hud-skill-sc_heal_heal = Увеличивает эффективность исцеления союзников на { $boost }%{ $SP } +hud-skill-sc_heal_cost_title = Расход энергии +hud-skill-sc_heal_cost = Исцеление требует на { $boost }% меньше энергии{ $SP } +hud-skill-sc_heal_duration_title = Длительность эффекта +hud-skill-sc_heal_duration = Эффекты ауры исцеления длятся на { $boost }% дольше longer{ $SP } +hud-skill-sc_heal_range_title = Дальность +hud-skill-sc_heal_range = Ваш луч на { $boost }% дальше{ $SP } +hud-skill-sc_wardaura_unlock_title = Аура защиты +hud-skill-sc_wardaura_unlock = Позволяет вам повысить защиту своих союзников (и себя){ $SP } +hud-skill-sc_wardaura_strength_title = Сила +hud-skill-sc_wardaura_strength = Сила вашей брони увеличивается на { $boost }%{ $SP } +hud-skill-sc_wardaura_duration_title = Продолжительность +hud-skill-sc_wardaura_duration = Эффект длится на { $boost }% дольше{ $SP } +hud-skill-sc_wardaura_range_title = Радиус +hud-skill-sc_wardaura_range = Радиус на { $boost }% больше{ $SP } +hud-skill-sc_wardaura_cost_title = Расход энергии +hud-skill-sc_wardaura_cost = Создание ауры потребует на { $boost }% меньше энергии{ $SP } +hud-skill-st_shockwave_range_title = Радиус кольца +hud-skill-st_shockwave_range = Радиус больше на { $boost }%{ $SP } +hud-skill-st_shockwave_cost_title = Расход энергии +hud-skill-st_shockwave_cost = Затраты энергии ниже на { $boost }%{ $SP } +hud-skill-st_shockwave_knockback_title = Волна отбрасывания +hud-skill-st_shockwave_knockback = Увеличивает потенциал отбрасывания на { $boost }%{ $SP } +hud-skill-st_shockwave_damage_title = Урон +hud-skill-st_shockwave_damage = Увеличивает урон кольца огня на { $boost }%{ $SP } +hud-skill-st_shockwave_unlock_title = Кольцо огня +hud-skill-st_shockwave_unlock = Открывает возможность отбрасывать врагов с помощью огня{ $SP } +hud-skill-st_flamethrower_title = Поток пламени +hud-skill-st_flamethrower = Испускает плотный поток пламени. Сожги всех вокруг! +hud-skill-st_flame_velocity_title = Скорость +hud-skill-st_flame_velocity = Скорость создания пламени выше на { $boost }%{ $SP } +hud-skill-st_flamethrower_range_title = Дальность действия +hud-skill-st_flamethrower_range = Дальность действия на { $boost }% выше{ $SP } +hud-skill-st_energy_drain_title = Экономия энергии +hud-skill-st_energy_drain = Уменьшает скорость траты энергии на { $boost }%{ $SP } +hud-skill-st_flamethrower_damage_title = Урон +hud-skill-st_flamethrower_damage = Урон от потока пламени увеличивается на { $boost }%{ $SP } +hud-skill-st_explosion_radius_title = Радиус взрыва +hud-skill-st_explosion_radius = Больше - лучше, увеличивает радиус взрыва на { $boost }%{ $SP } +hud-skill-st_energy_regen_title = Восстановление энергии +hud-skill-st_energy_regen = Увеличивает прирост энергии на { $boost }%{ $SP } +hud-skill-st_fireball_title = Огненный шар +hud-skill-st_fireball = Стреляет огненным шаром, который взрывается при ударе +hud-skill-st_damage_title = Урон +hud-skill-st_damage = Увеличивает урон на { $boost }%{ $SP } +hud-skill-bow_projectile_speed_title = Скорость снаряда +hud-skill-bow_projectile_speed = Стрелы летят дальше и быстрее на { $boost }%{ $SP } +hud-skill-bow_charged_title = Прицельный выстрел +hud-skill-bow_charged = Вы натягиваете тетиву сильнее, увеличивая мощность выстрела +hud-skill-bow_charged_damage_title = Урон +hud-skill-bow_charged_damage = Урон увеличен на { $boost }%{ $SP } +hud-skill-bow_charged_energy_regen_title = Восстановление энергии +hud-skill-bow_charged_energy_regen = Повышает восстановление энергии на { $boost }%{ $SP } +hud-skill-bow_charged_knockback_title = Отбрасывание выстрела +hud-skill-bow_charged_knockback = Отбрасывание стрел сильнее на { $boost }%{ $SP } +hud-skill-bow_charged_speed_title = Скорость +hud-skill-bow_charged_speed = Увеличивает скорость атаки на { $boost }%{ $SP } +hud-skill-bow_charged_move_title = Скорость перемещения +hud-skill-bow_charged_move = Увеличивает скорость перемещения при прицеливании на { $boost }%{ $SP } +hud-skill-bow_repeater_title = Скорострел +hud-skill-bow_repeater = Скорострельность увеличивается с каждым выстрелом +hud-skill-bow_repeater_damage_title = Урон +hud-skill-bow_repeater_damage = Увеличивает наносимый урон на { $boost }%{ $SP } +hud-skill-bow_repeater_cost_title = Расход энергии +hud-skill-bow_repeater_cost = Снижает затраты энергии на { $boost }%{ $SP } +hud-skill-bow_repeater_speed_title = Скорость +hud-skill-bow_repeater_speed = Увеличивает скорость стрельбы на { $boost }%{ $SP } +hud-skill-bow_shotgun_unlock_title = Мультивыстрел +hud-skill-bow_shotgun_unlock = Возможность стрелять несколькими стрелами одновременно{ $SP } +hud-skill-bow_shotgun_damage_title = Урон +hud-skill-bow_shotgun_damage = Увеличивает наносимый урон на { $boost }%{ $SP } +hud-skill-bow_shotgun_cost_title = Расход энергии +hud-skill-bow_shotgun_cost = Снижает затраты энергии на { $boost }%{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Увеличенный колчан +hud-skill-bow_shotgun_arrow_count = Увеличивает количество стрел в серии выстрелов на { $boost }{ $SP } +hud-skill-bow_shotgun_spread_title = Прицельный выстрел +hud-skill-bow_shotgun_spread = Уменьшает разброс стрел на { $boost }%{ $SP } +hud-skill-mining_title = Добыча +hud-skill-pick_strike_title = Удар киркой +hud-skill-pick_strike = Разбивай камни киркой, чтобы получить руду, самоцветы и опыт +hud-skill-pick_strike_speed_title = Скорость кирки +hud-skill-pick_strike_speed = Добывай быстрее{ $SP } +hud-skill-pick_strike_oregain_title = Больше руды +hud-skill-pick_strike_oregain = Шанс на получение бонусной руды ({ $boost }% за каждый уровень){ $SP } +hud-skill-pick_strike_gemgain_title = Больше самоцветов +hud-skill-pick_strike_gemgain = Шанс на получение бонусных самоцветов ({ $boost }% за каждый уровень){ $SP } +# Internal terms, currently only used in es +# If we remove them here, they also get auto-removed in es, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-sc_wardaura_title = "" +# Internal terms, currently only used in es +# If we remove them here, they also get auto-removed in es, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-bow_shotgun_title = "" +# Internal terms, currently only used in es +# If we remove them here, they also get auto-removed in es, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-st_shockwave_title = "" diff --git a/assets/voxygen/i18n/ru/hud/social.ftl b/assets/voxygen/i18n/ru/hud/social.ftl new file mode 100644 index 0000000..609818b --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = Другие игроки +hud-social-online = В сети: +hud-social-friends = Друзья +hud-social-not_yet_available = Пока недоступно +hud-social-faction = Фракция +hud-social-play_online_fmt = Игроков в сети: { $nb_player } +hud-social-name = Имя +hud-social-level = Уровень +hud-social-zone = Зона +hud-social-account = Учетная запись diff --git a/assets/voxygen/i18n/ru/hud/subtitles.ftl b/assets/voxygen/i18n/ru/hud/subtitles.ftl new file mode 100644 index 0000000..619e994 --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/subtitles.ftl @@ -0,0 +1,49 @@ +subtitle-bird_call = Пение птиц +subtitle-owl = Уханье совы +subtitle-portal-activated = Портал активирован +subtitle-glide = Планирование +subtitle-running_water = Бурление воды +subtitle-swim = Плавание +subtitle-pickup_bow = Лук подобран +subtitle-glider_open = Дельтаплан экипирован +subtitle-portal-teleported = Телепортирован через портал +subtitle-death = Смерть +subtitle-pickup_failed = Не удалось поднять +subtitle-pickup_item = Предмет подобран +subtitle-campfire = Треск костра +subtitle-wield_staff = Посох экипирован +subtitle-pickup_sword = Меч подобран +subtitle-wield_axe = Топор экипирован +subtitle-wield_bow = Лук экипирован +subtitle-wield_hammer = Молот экипирован +subtitle-damage = Урон +subtitle-climb = Карабканье +subtitle-bees = Жужжание пчёл +subtitle-sword_attack = Взмах меча +subtitle-pickup_hammer = Молот подобран +subtitle-lightning = Гром +subtitle-hammer_attack = Взмах молота +subtitle-axe_attack = Взмах топора +subtitle-footsteps_grass = Ходьба по траве +subtitle-glider_close = Дельтаплан не экипирован +subtitle-pickup_axe = Топор подобран +subtitle-footsteps_earth = Ходьба по земле +subtitle-footsteps_rock = Ходьба по камню +subtitle-unwield_staff = Посох более не экипирован +subtitle-unwield_sword = Меч более не экипирован +subtitle-wield_sword = Меч экипирован +subtitle-wield_instrument = Инструмент экипирован +subtitle-unwield_hammer = Молот более не экипирован +subtitle-explosion = Взрыв +subtitle-break_block = Блок уничтожен +subtitle-unwield_axe = Топор более не экипирован +subtitle-instrument_organ = Орган играет +subtitle-wield_shield = Щит экипирован +subtitle-unwield_bow = Лук более не экипирован +subtitle-wield_sceptre = Скипетр экипирован +subtitle-roll = Перекат +subtitle-attack_blocked = Атака заблокирована +subtitle-interrupted = Прервано +subtitle-fire_shot = Выстрел посоха +subtitle-staff_attack = Выстрел посоха +subtitle-footsteps_snow = Шаги по снегу diff --git a/assets/voxygen/i18n/ru/hud/trade.ftl b/assets/voxygen/i18n/ru/hud/trade.ftl new file mode 100644 index 0000000..5bca551 --- /dev/null +++ b/assets/voxygen/i18n/ru/hud/trade.ftl @@ -0,0 +1,40 @@ +hud-trade-trade_window = Торговля +hud-trade-phase1_description = + Перетащите предметы для обмена + в соответствующую область. +hud-trade-phase2_description = + Сделка теперь заблокирована, чтобы у вас было время + её просмотреть. +hud-trade-phase3_description = Сделка обрабатывается. +hud-trade-persons_offer = Предложение от { $playername } +hud-trade-has_accepted = + { $playername } + принял +hud-trade-accept = Принять +hud-trade-decline = Отклонить +hud-trade-invite_sent = Запрос на обмен отправлен { $playername }. +hud-trade-result-completed = Сделка успешно завершена. +hud-trade-result-declined = Сделка отклонена. +hud-trade-result-nospace = Недостаточно места для завершения сделки. +hud-trade-buy = + Цена покупки: { $coin_num -> + [one] { $coin_formatted } монета + [few] { $coin_formatted } монеты + [many] { $coin_formatted } монет + *[other] { $coin_formatted } монет + } +hud-trade-sell = + Цена продажи: { $coin_num -> + [one] { $coin_formatted } монета + [few] { $coin_formatted } монеты + [many] { $coin_formatted } монет + *[other] { $coin_formatted } монет + } +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Ваше предложение +hud-trade-their_offer = + Предложение + скупщика +hud-trade-amount_input = Выберите предмет +hud-confirm-trade-for-nothing = Вы действительно хотите отдать эти предметы даром? diff --git a/assets/voxygen/i18n/ru/item/admin.ftl b/assets/voxygen/i18n/ru/item/admin.ftl new file mode 100644 index 0000000..ad53ed4 --- /dev/null +++ b/assets/voxygen/i18n/ru/item/admin.ftl @@ -0,0 +1,40 @@ +armor-tabard_admin = Накидка Админа + .desc = С большой силой приходит большая ответственность. +armor-misc-back-admin = Плащ Админа + .desc = + С большой силой приходит + большая ответственность. +armor-tabard-admin_tabard = Накидка Админа + .desc = + С большой силой приходит + большая ответственность. +armor-misc-back-admin_back = Плащ Админа + .desc = + С большой силой приходит + большая ответственность. +armor-velorite-back = Велоритовый Плащ Админа + .desc = Куда я снова подевал свой банхамер? +armor-velorite-belt = Велоритовый Пояс + .desc = { "" } +armor-velorite-boots = Велоритовые Сапоги + .desc = { "" } +armor-misc-bag-admin_black_hole = Админская Черная Дыра + .desc = Говорят, туда влезет все. +armor-velorite-chest = Велоритовый Нагрудник + .desc = { "" } +armor-velorite-hands = Велоритовые Перчатки + .desc = { "" } +weapon-bow-velorite-debug = Велоритовый Лук Админа + .desc = Наполнен силой Велорита. +weapon-sword-frost-admin_sword = Великий Меч Админа + .desc = Не должен ли он быть банхамером? +armor-velorite-legs = Велоритовая Юбка + .desc = { "" } +object-item_cheese = Золотой Сыр + .desc = Говорят, боги едят его, чтобы получить вечную молодость. +weapon-tool-broom_belzeshrub_purple = Белзешраб - Метла Бог + .desc = Вы можете услышать, как она хихикает, когда вы слишком сильно ударяетесь о землю... +armor-velorite-shoulder = Велоритовые Наплечники + .desc = { "" } +other-glider-vroom-debug = Врум Дельтаплан + .desc = Происходит врууум. diff --git a/assets/voxygen/i18n/ru/item/armor/armor.ftl b/assets/voxygen/i18n/ru/item/armor/armor.ftl new file mode 100644 index 0000000..7a0ed17 --- /dev/null +++ b/assets/voxygen/i18n/ru/item/armor/armor.ftl @@ -0,0 +1,36 @@ +armor-hide-carapace-back = Накидка-Панцирь + .desc = Сделана из панциря, который когда-то защищал зверя. +armor-hide-carapace-belt = Пояс Из Панциря + .desc = Сделан из панциря, который когда-то защищал зверя. +armor-hide-carapace-chest = Панцирная Кираса + .desc = Сделана из панциря, который когда-то защищал зверя. +armor-hide-carapace-foot = Панцирные Ботинки. + .desc = Сделаны из панциря, который когда-то защищал зверя. +armor-hide-carapace-hand = Панцирные Наручи + .desc = Сделаны из панциря, который когда-то защищал зверя. +armor-hide-carapace-pants = Панцирные Поножи + .desc = Сделаны из панциря, который когда-то защищал зверя. +armor-hide-carapace-shoulder = Панцирные Наплечники + .desc = Сделаны из панциря, который когда-то защищал зверя. +armor-hide-primal-back = Первобытная Накидка + .desc = Выкована из шкуры, что прочнее стали. +armor-hide-primal-belt = Первобытный Пояс + .desc = Выкован из шкуры, что прочнее стали. +armor-hide-primal-chest = Первобытная Кираса + .desc = Выкована из шкуры, что прочнее стали. +armor-hide-primal-foot = Первобытные Ботинки + .desc = Выкованы из шкуры, что прочнее стали. +armor-hide-primal-hand = Первобытные Перчатки + .desc = Выкованы из шкуры, что прочнее стали. +armor-hide-leather-back = Кожаный Плащ + .desc = Стремителен подобно ветру. +armor-hide-leather-belt = Кожаный Ремень + .desc = Стремителен подобно ветру. +armor-hide-leather-foot = Кожаные Ботинки + .desc = Стремительны подобно ветру. +armor-hide-leather-hand = Кожаные Перчатки + .desc = Стремительны подобно ветру. +armor-misc-head-leather-0 = Кожаный Шлем + .desc = Стремителен подобно ветру. +armor-hide-leather-pants = Кожаные Штаны + .desc = Стремительны подобно ветру. diff --git a/assets/voxygen/i18n/ru/item/armor/other.ftl b/assets/voxygen/i18n/ru/item/armor/other.ftl new file mode 100644 index 0000000..57cfb4c --- /dev/null +++ b/assets/voxygen/i18n/ru/item/armor/other.ftl @@ -0,0 +1,80 @@ +lantern-magic_lantern = Волшебный Фонарь + .desc = Осветит даже самое тёмное подземелье. Великое чудовище было убито ради этого предмета. +lantern-blue = Холодный Синий Фонарь + .desc = Этот фонарь удивительно холодный, когда горит. +lantern-black = Чёрный Фонарь + .desc = Довольно распространен из-за популярности среди начинающих искателей приключений! +lantern-geode_purp = Фиолетовая Жеода + .desc = Излучает приятное свечение, помогает успокоить нервы. +lantern-green = Фонарь Цедры Лайма + .desc = В нем есть отверстие, в которое можно поместить кольцо... +lantern-polaris = Полярная Звезда + .desc = Рождественский фонарь. +lantern-pumpkin = Жуткая Тыква + .desc = Она только что моргнула?! +lantern-red = Красный Фонарь + .desc = Внимание: содержимое горячее. +glider-basic_red = Красный Тканевый Дельтаплан + .desc = Простой дельтаплан яркого красного цвета. +glider-basic_white = Дельтаплан Из Простой Ткани + .desc = Просто, но стильно. +glider-blue = Синий Сокол + .desc = Цвета неба. +glider-butterfly-moonlit_love = Лунная Любовь + .desc = Любовь витает в воздухе. +glider-cloverleaf = Лист Клевера + .desc = Приносит удачу своему владельцу. Легкий в ношении и создании, а также очень милый! +glider-leaves = Листовой Дельтаплан + .desc = Пари среди деревьев. +glider-butterfly-orange_monarch = Данаида Монарх + .desc = Нежные крылышки слегка трепещут. +glider-moonrise = Водная Ночь + .desc = Звезды этой ночи так прекрасны. +glider-butterfly-blue_morpho = Морфо Менелай + .desc = Нежные крылышки слегка трепещут. +glider-moth = Сатурния Луна + .desc = Нежные крылышки слегка трепещут. +glider-sandraptor = Крылья Песчаного Раптора + .desc = Взлетите на крыльях жаждущего хищника. +glider-cultists = Скаллгрин + .desc = Смерть свыше. +glider-snowraptor = Крылья Снежного Раптора + .desc = Взлетите на крыльях кровожадного хищника. +glider-sunset = Горизонт + .desc = Еще не час расплаты. +glider-winter_wings = Крылья Зимы + .desc = Блестяще сверкает и холодит даже под теплым солнцем. +glider-woodraptor = Крылья Древесного Раптора + .desc = Взлетите на крыльях скрытного хищника. +armor-misc-back-backpack = Прочный Рюкзак + .desc = Хранит все ваши вещи вместе. +armor-misc-bag-heavy_seabag = Тяжелый Морской Мешок + .desc = Обычно используется моряками. +armor-misc-bag-knitted_red_pouch = Вязаная Красная Сумка + .desc = Большая красная сумка с двумя отделениями, изготовленная из крашеной шерсти. +armor-misc-bag-liana_kit = Корзина Из Лиан + .desc = Сплетена из высушенных лиан. +armor-misc-bag-mindflayer_spellbag = Волшебный Мешок Свежевателя Разума + .desc = + Вы почти можете почувствовать зловещее присутствие + свежевателя разума, проникающее сквозь ткань. +armor-misc-bag-reliable_backpack = Надежный Рюкзак + .desc = Он никогда вас не подведет. +armor-misc-bag-reliable_leather_pack = Надежная Кожаная Сумка + .desc = Никогда вас не подведет. +armor-misc-bag-soulkeeper_cursed = Проклятый Хранитель Душ + .desc = В работе. +armor-misc-bag-soulkeeper_pure = Очищенный Хранитель Душ + .desc = В работе. +armor-misc-bag-sturdy_red_backpack = Прочный Красный Хурджин + .desc = Очень прочная и большая сумка, расшитая аметистами и толстой кожей. +armor-misc-bag-tiny_leather_pouch = Маленький Кожаный Мешочек + .desc = Небольшой надежный кожаный мешочек. +armor-misc-bag-tiny_red_pouch = Крошечный Красный Мешочек + .desc = Изготовлен из нескольких лоскутов окрашенной ткани. +armor-misc-bag-troll_hide_pack = Сумка Из Кожи Тролля + .desc = Тролли определенно пострадали при её изготовлении. +armor-misc-bag-woven_red_bag = Плетеная Красная Сумка + .desc = Красная сумка среднего размера. Хотя она все равно кажется довольно тесной. +lantern-delvers_lamp = Лампа Делвера + .desc = Идеально подходит для добычи полезных ископаемых. diff --git a/assets/voxygen/i18n/ru/item/items/crafting.ftl b/assets/voxygen/i18n/ru/item/items/crafting.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ru/item/items/food.ftl b/assets/voxygen/i18n/ru/item/items/food.ftl new file mode 100644 index 0000000..e0b9aef --- /dev/null +++ b/assets/voxygen/i18n/ru/item/items/food.ftl @@ -0,0 +1,63 @@ +sprite-food-meat-beast_large_raw = Кусок Сырого Мяса + .desc = Кусок мяса зверя, лучше приготовить. +sprite-cabbage-cabbage = Латук + .desc = Яркий зеленый листовой овощ. Сделайте несколько салатов! +sprite-food-salad_plain = Обычный Салат + .desc = Просто нарезанный латук. Это вообще считается салатом? +sprite-tomato-tomato = Помидор + .desc = Красная ягода. На самом деле это не овощ! +sprite-food-salad_tomato = Томатный Салат + .desc = Салат из листьев с добавлением сочных нарезанных помидоров. +sprite-food-meat-beast_large_cooked = Приготовленный Мясной Кусок + .desc = Средней прожарки. +sprite-food-meat-beast_small_cooked = Приготовленный Мясной Ломтик + .desc = Средней прожарки. +sprite-food-meat-beast_small_raw = Сырой Мясной Ломтик + .desc = Небольшой кусок мяса зверя, лучше приготовить. +object-mushroom_curry = Грибное Карри + .desc = Кто может отказаться? +sprite-carrot-carrot = Морковь + .desc = Оранжевый корнеплод. Говорят, что она улучшает зрение! +sprite-mushrooms-mushroom-10 = Гриб + .desc = Остаётся надеяться, что он не ядовитый. +object-apple_half = Яблоко + .desc = Красное и сочное. +object-coconut_half = Кокос + .desc = Надежный источник воды и жиров. Часто встречается на пальмах. +sprite-food-meat-bird_cooked = Приготовленное Мясо Птицы + .desc = Вкуснее есть с двух рук. +sprite-food-meat-bird_large_cooked = Огромная Приготовленная Голень + .desc = Это блюдо будет легендарным! +sprite-food-meat-bird_large_raw = Огромная Сырая Голень + .desc = Она великолепна. +sprite-food-meat-fish_cooked = Приготовленная Рыба + .desc = Свежеприготовленный стейк из морепродуктов. +sprite-food-meat-tough_cooked = Приготовленное Жесткое Мясо + .desc = На вкус экзотично. +sprite-food-meat-tough_raw = Сырое Жесткое Мясо + .desc = Своеобразный кусок мяса, лучше приготовить. +object-blue_cheese = Сыр С Голубой Плесенью + .desc = Пахучий и сытный. +object-cactus_drink = Кактусовая Колада + .desc = Придает особую колючесть. +object-honeycorn = Кукурузная Конфета + .desc = Слааадко. +object-mushroom_stick = Грибы На Палочке + .desc = Жареные грибы на палочке для удобства переноски. +object-pumpkin_spice_brew = Тыквенно-Пряное Варево + .desc = Варится из заплесневелых тыкв. +object-apple_stick = Яблоки На Палочке + .desc = На палочке носятся легче! +object-cheese = Дворфийский Сыр + .desc = Изготовлен из козьего молока лучшими дворфийскими производителями. Ароматный и питательный! +sprite-food-meat-fish_raw = Сырая Рыба + .desc = Рыба, порезанная на стейк, лучше приготовить. +sprite-food-meat-bird_raw = Сырое Мясо Птицы + .desc = Крупная голень. +object-sunflower_ice_tea = Холодный Чай Из Подсолнечника + .desc = Заваривается из свежеочищенных семян подсолнечника. +sprite-spore-corruption_spore = Споры Порчи + .desc = + Вы чувствуете, как в вас пульсирует злая сила. + + Возможно, будет неразумно держать их при себе слишком долго... diff --git a/assets/voxygen/i18n/ru/item/items/key.ftl b/assets/voxygen/i18n/ru/item/items/key.ftl new file mode 100644 index 0000000..285f0aa --- /dev/null +++ b/assets/voxygen/i18n/ru/item/items/key.ftl @@ -0,0 +1,32 @@ +object-lockpick = Обычная Отмычка + .desc = Используется для открытия обычных замков. Сломается после использования. +object-key-bone = Костяной Ключ + .desc = Используется для открытия костяных замков. Сломается после использования. +object-key-glass = Стеклянный Ключ + .desc = Используется для открытия стеклянных барьеров. Сломается после использования. +object-key-rusty = Ржавый Ключ От Башни + .desc = Пахнет волшебством с добавлением... сыра? +object-key-quarry-ancient = Древний Ключ + .desc = Если повезет, сработает еще раз, прежде чем сломается. +object-key-quarry-backdoor = Ключ От Чёрного Хода + .desc = Если повезёт, сработает ещё раз, прежде чем сломается. +object-key-quarry-overseer = Ключ Смотрителя + .desc = Если повезет, сработает еще раз, прежде чем сломается. +object-key-quarry-smelting = Ключ От Плавильной Комнаты + .desc = Если повезёт, сработает ещё раз, прежде чем сломается. +object-key-quarry-keeper_goggle_left = Левое Стекло От Очков + .desc = Похоже, это может открыть дверь... +object-key-quarry-keeper_goggle_right = Правое Стекло От Очков + .desc = Похоже, это может открыть дверь... +object-key-cyclops_eyeball = Глаз Циклопа + .desc = Похоже, он может открыть древний механизм. +object-key-haniwa = Ключ-Камень Ханивы + .desc = Используется для открытия дверей. Сломается после использования. +object-key-terracotta_chest = Ключ От Терракотового Сундука + .desc = Используется для открытия сундуков. Сломается после использования. +object-key-terracotta_door = Ключ От Терракотовой Двери + .desc = Используется для открытия дверей. Сломается после использования. +object-key-miner = Ключ Шахтера + .desc = Используется для открытия дверей. Сломается после использования. +object-key-forge = Ключ от Кузни + .desc = Используется для открытия дверей. Сломается после использования. diff --git a/assets/voxygen/i18n/ru/item/items/potion.ftl b/assets/voxygen/i18n/ru/item/items/potion.ftl new file mode 100644 index 0000000..5f3d2e3 --- /dev/null +++ b/assets/voxygen/i18n/ru/item/items/potion.ftl @@ -0,0 +1,20 @@ +object-potion_red = Сильнодействующее Зелье + .desc = Сильнодействующее зелье исцеления. +object-curious_potion = Любопытное Зелье + .desc = Интересно, что оно делает... +object-potion_agility = Зелье Скорости + .desc = Бегите, глупцы! +object-potion_big = Большое Зелье + .desc = Драгоценное лекарство, сейчас это самый большой флакон целебного зелья. +object-potion_combustion = Зелья Возгорания + .desc = Поджигает пользователя. +object-potion_med = Среднее Зелье + .desc = Инновационное изобретение аптекаря, лучше его более мелких предшественников. +object-potion_minor = Малое Зелье + .desc = Небольшое зелье, приготовленное из яблок и меда. +object-burning_charm = Пылающий Талисман + .desc = Пламя - ваш союзник, воспользуйтесь его силой, чтобы поджечь своих врагов. +object-frozen_charm = Замораживающий талисман + .desc = Пусть ваши враги почувствуют жало холода, когда вы заморозите их на месте. +object-lifesteal_charm = Поглощающий Талисман + .desc = Поглощайте жизненную силу своей цели для исцеления себя. diff --git a/assets/voxygen/i18n/ru/item/weapon/modular.ftl b/assets/voxygen/i18n/ru/item/weapon/modular.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ru/item/weapon/musical_instrument.ftl b/assets/voxygen/i18n/ru/item/weapon/musical_instrument.ftl new file mode 100644 index 0000000..1010e7c --- /dev/null +++ b/assets/voxygen/i18n/ru/item/weapon/musical_instrument.ftl @@ -0,0 +1,30 @@ +weapon-tool-wooden_bass = Контрабас + .desc = Деревянный Бас. +weapon-tool-wooden_flute = Флейта + .desc = Деревянная Флейта. +weapon-tool-glass_flute = Стеклянная Флейта + .desc = Что с ней делает кардинал? +weapon-tool-wooden_guitar = Гитара + .desc = Деревянная Гитара. +weapon-tool-black_velvet_guitar = Тёмная Гитара + .desc = Звучит резко. +weapon-tool-icy_talharpa = Ледяная Тальхарпа + .desc = Ледяная Тальхарпа. +weapon-tool-wooden_kalimba = Калимба + .desc = Деревянная Калимба. +weapon-tool-wooden_lute = Лютня + .desc = Деревянная Лютня. +weapon-tool-wooden_lyre = Лира + .desc = Деревянная Лира. +weapon-tool-melodica = Мелодика + .desc = Деревянная Мелодика. +weapon-tool-wooden_sitar = Ситар + .desc = Деревянный Ситар. +weapon-tool-washboard = Стиральная Доска + .desc = Стиральная Доска. +weapon-tool-wildskin_drum = Барабан из Дикой Шкуры + .desc = Бить, стучать, ты знаешь как играть! +weapon-tool-steeltonguedrum = Глюкофон + .desc = Глюкофон. +weapon-tool-shamisen = Сямисэн + .desc = Сямисэн. diff --git a/assets/voxygen/i18n/ru/item/weapon/primary_component.ftl b/assets/voxygen/i18n/ru/item/weapon/primary_component.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ru/item/weapon/projectile.ftl b/assets/voxygen/i18n/ru/item/weapon/projectile.ftl new file mode 100644 index 0000000..a19a287 --- /dev/null +++ b/assets/voxygen/i18n/ru/item/weapon/projectile.ftl @@ -0,0 +1,16 @@ +object-bomb = Бомба + .desc = Взрывное устройство, подрывники его обожают! +weapon-projectile-fireworks_blue = Синий Фейерверк + .desc = Рекомендуемый обзор: 42 чанка. +weapon-projectile-fireworks_green = Зеленый Фейерверк + .desc = Остерегайтесь деревьев. +weapon-projectile-fireworks_purple = Фиолетовый Фейерверк + .desc = Фаворит культа. +weapon-projectile-fireworks_red = Красный Фейерверк + .desc = Иногда в крайнем случае люди используют их в качестве сигнальной ракеты. +weapon-projectile-fireworks_white = Белый Фейерверк + .desc = Мерцает, словно звезды. +weapon-projectile-fireworks_yellow = Желтый Фейерверк + .desc = Великий ученый скончался после испытания этого изобретения в помещении. +object-surprise_egg = Яйцо-Сюрприз + .desc = Особенное, взрывное, пасхальное. diff --git a/assets/voxygen/i18n/ru/item/weapon/secondary_component.ftl b/assets/voxygen/i18n/ru/item/weapon/secondary_component.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/ru/item/weapon/tool.ftl b/assets/voxygen/i18n/ru/item/weapon/tool.ftl new file mode 100644 index 0000000..fcd19b8 --- /dev/null +++ b/assets/voxygen/i18n/ru/item/weapon/tool.ftl @@ -0,0 +1,22 @@ +weapon-tool-broom = Метла + .desc = Уже разваливается. +weapon-tool-pitchfork = Вилы + .desc = Один из зубцов сломан. +weapon-tool-rake = Грабли + .desc = Скреплены шпагатом. +weapon-tool-fishing_rod_blue = Удочка + .desc = Пахнет рыбой. +weapon-tool-hoe_green = Мотыга + .desc = Испачкана грязью. +weapon-tool-shovel_green = Лопата + .desc = Покрыта навозом. +weapon-tool-shovel_gold = Лопата + .desc = Ее недавно почистили. +weapon-tool-pickaxe_green = Кирка + .desc = У неё отколот край. +weapon-tool-pickaxe_steel = Стальная Кирка + .desc = Позволяет быстро добывать руду поблизости. +weapon-tool-pickaxe_stone = Каменная Кирка + .desc = Ударь по земле! +weapon-tool-golf_club = Клюшка + .desc = Крестьянин-метельщик. Ярый антиурбанист. Климатический кризис? Какой климатический кризис? diff --git a/assets/voxygen/i18n/ru/item/weapon/weapon.ftl b/assets/voxygen/i18n/ru/item/weapon/weapon.ftl new file mode 100644 index 0000000..d7486f4 --- /dev/null +++ b/assets/voxygen/i18n/ru/item/weapon/weapon.ftl @@ -0,0 +1,66 @@ +weapon-shield-wood-0 = Рваный Тарджет + .desc = Надеюсь выдержит еще несколько ударов ... +weapon-shield-starter = Деревянный Щит + .desc = Не способен сдерживать огонь. +weapon-dagger-dagger_basic-0 = Подозрительный Нож Для Бумаги + .desc = Быстро открывает письма. +weapon-dagger-dagger_cult-0 = Магический Кинжал Культиста + .desc = Он принадлежал лидеру злого культа. +weapon-dagger-dagger_rusty = Ржавый Кинжал + .desc = Легко спрятать. +weapon-bow-sagitta = Саггита + .desc = Говорят, что одной стрелы было достаточно, чтобы убить дракона. +weapon-bow-starter = Неровный Лук + .desc = Кто-то вырезал на нем свои инициалы. +weapon-bow-velorite = Велоритовый Лук + .desc = Насыщен силой Велорита. +weapon-sword-starter_1h = Повреждённый Гладиус + .desc = Этот клинок пережил свои лучшие времена, но, безусловно, он прослужит еще долго. +weapon-axe-parashu = Парашу + .desc = Говорят, что он способен рассечь небеса. +weapon-axe-2haxe_rusty = Зазубренный Топор + .desc = Каждая вмятина рассказывает историю срубленного дерева. +weapon-staff-firestaff_cultist = Посох Культиста + .desc = Огонь не отдает жаром. +weapon-staff-laevateinn = Леветайн + .desc = Может разгромить врата смерти. +weapon-staff-firestaff_humble_stick = Скромная Палка + .desc = Трость для ходьбы с заостренным концом. +weapon-staff-firestaff_starter = Сучковатый Жезл + .desc = Пахнет смолой и магией. +weapon-sword-caladbolg = Каладболг + .desc = Вы чувствуете сверхъестественное существо, наблюдающее за вами. +weapon-sword-cultist = Большой Магический Оккультный Меч + .desc = Он принадлежал зловещему Предводителю Культа. +weapon-sword-frost-0 = Ледяной Секач + .desc = Излучает морозную ауру. +weapon-sword-frost-1 = Морозная Пила + .desc = Выкована из цельного куска вечного льда. +weapon-sword-starter = Поврежденный Великий Меч + .desc = Лезвие может треснуть в любой момент, но ты надеешься, что оно перенесет сражение. +weapon-sceptre-amethyst = Аметистовый Посох + .desc = Этот камень близок к совершенству. +weapon-sceptre-root_evil = Корень Зла + .desc = 'За все приходится платить...' +weapon-sceptre-ore-nature = Велоритовый Скипетр + .desc = Исцеляет ваших союзников с помощью мистической ауры Велорита. +weapon-sceptre-wood-simple = Трость для Ходьбы Натуралиста + .desc = Исцеляет ваших союзников силой природы. +weapon-hammer-burnt_drumstick = Обгоревшая Голень + .desc = Возможно, нужно больше тренироваться... +weapon-hammer-cult_purp-0 = Магический Боевой Молот Культиста + .desc = Это принадлежало лидеру злого культа. +weapon-sceptre-caduceus = Кадуцей + .desc = Змеи кажутся живыми. +weapon-axe-2haxe_malachite-0 = Малахитовый Топор + .desc = Гравированный наконечник топора, украшенный малахитом на лезвии, придает ему магические свойства. +weapon-hammer-craftsman = Молоток Ремесленника + .desc = Используется для изготовления различных предметов. +weapon-hammer-2hhammer_starter = Старый Прочный Молоток + .desc = 'Собственность...' Остальное отсутствует. +weapon-hammer-2hhammer_mjolnir = Мьёльнир + .desc = Сверкает молниями. +weapon-hammer-2hhammer_rusty = Грубая Киянка + .desc = Ломает кости, как палки и камни. +weapon-hammer-2hhammer_flimsy = Хлипкий Молоток + .desc = Головка едва закреплена. diff --git a/assets/voxygen/i18n/ru/main.ftl b/assets/voxygen/i18n/ru/main.ftl new file mode 100644 index 0000000..c5413eb --- /dev/null +++ b/assets/voxygen/i18n/ru/main.ftl @@ -0,0 +1,113 @@ +main-username = Никнейм +main-server = Сервер +main-password = Пароль +main-connecting = Соединение +main-creating_world = Создание мира +main-tip = Совет: +main-unbound_key_tip = Нет +main-notice = + Добро пожаловать в альфа версию Veloren! + + Прежде чем погрузиться в веселье, пожалуйста, имейте в виду несколько вещей: + + - Это очень ранняя альфа. Ожидайте ошибок, крайне незавершенного геймплея, неполированной механики и отсутствующих функций. + + - Если у вас есть конструктивные отзывы или сообщения об ошибках, вы можете связаться с нами через Reddit, GitLab или наш сервер Discord. + + - Veloren лицензирован по лицензии GPL 3 с открытым исходным кодом. Это означает, что вы можете играть, изменять и распространять игру + по своему усмотрению (при условии, что производная работа также находится в рамках GPL 3). + + - Veloren - это некоммерческий общественный проект, и все, кто работает над ним, являются добровольцами. + Если вам нравится то, что вы видите, вы можете присоединиться к командам разработчиков или художников! + + Спасибо, что нашли время прочитать это уведомление, мы надеемся, что вам понравится игра! + + ~ Разработчики Veloren +main-login_process = + Информация о процессе входа в систему: + + Обратите внимание, что вам нужна учетная + запись для игры на серверах с поддержкой аутентификации. + + Вы можете создать учетную запись по адресу + + https://veloren.net/account/. +main-login-server_not_found = Сервер не найден +main-login-authentication_error = Ошибка аутентификации на сервере +main-login-internal_error = Внутренняя ошибка на клиенте (скорее всего, персонаж игрока был удален) +main-login-failed_auth_server_url_invalid = Не удалось подключиться к серверу аутентификации +main-login-insecure_auth_scheme = Схема аутентификации HTTP не поддерживается. Это небезопасно! В целях разработки, HTTP разрешен для 'локального хоста' или отладочных сборок +main-login-server_full = Сервер заполнен +main-login-untrusted_auth_server = Сервер аутентификации не является доверенным +main-login-outdated_client_or_server = ServerWentMad: Возможно, версии несовместимы, проверьте наличие обновлений. +main-login-timeout = Time-out: Сервер не ответил вовремя. (Перегрузка или проблемы с сетью). +main-login-server_shut_down = Сервер выключен +main-login-network_error = Ошибка сети +main-login-network_wrong_version = Несоответствие версии сервера и клиента, пожалуйста, обновите свой игровой клиент. +main-login-failed_sending_request = Не удалось выполнить запрос на сервер аутентификации +main-login-invalid_character = Выбранный символ недопустим +main-login-client_crashed = Клиент крашнулся +main-login-not_on_whitelist = Вам нужна запись в Белом списке от администратора, чтобы присоединиться +main-login-banned = Вы были забанены по следующей причине +main-login-kicked = Вас выгнали по следующей причине +main-login-select_language = Выберите язык +main-login-client_version = Версия клиента +main-login-server_version = Версия сервера +main-login-client_init_failed = Ошибка запуска клиента: { $init_fail_reason } +main-login-username_bad_characters = Неподдерживаемые символы в имени! (Используйте только буквы, цифры, '_' и '-') +main-login-username_too_long = Слишком длинное имя! Максимальная длина: { $max_len } +main-servers-select_server = Выбор сервера +main-servers-singleplayer_error = Ошибка подключения к внутреннему серверу: { $sp_error } +main-servers-network_error = Ошибка сокета сети серверов: { $raw_error } +main-servers-participant_error = Отключение участника/ошибка протокола: { $raw_error } +main-servers-stream_error = Ошибка данных клиента во время подключения: { $raw_error } +main-servers-database_error = Ошибка данных сервера: { $raw_error } +main-servers-persistence_error = Ошибка постоянства сервера (Возможно связано с ресурсами игры или данными о персонаже): { $raw_error } +main-servers-other_error = Ошибка сервера: { $raw_error } +main-credits = Благодарности +main-credits-created_by = сделано +main-credits-music = Музыка +main-credits-fonts = Шрифты +main-credits-other_art = Другие работы +main-credits-contributors = Авторы +loading-tips = + .a0 = Нажмите '{ $gameinput-togglelantern }', чтобы зажечь фонарь. + .a1 = Нажмите '{ $gameinput-help }', чтобы просмотреть все клавиши по умолчанию. + .a2 = Вы можете ввести /say или /s, чтобы общаться только с игроками непосредственно вокруг вас. + .a3 = Вы можете ввести /region или /r, чтобы общаться только с игроками в паре сотен блоков вокруг вас. + .a4 = Администраторы могут использовать команду /build для входа в режим постройки. + .a5 = Вы можете ввести /group или /g, чтобы общаться только с игроками в вашей текущей группе. + .a6 = Чтобы отправить личные сообщения, введите /tell, а затем имя игрока и ваше сообщение. + .a7 = Смотрите внимательно чтобы найти еду, сундуки и другие предметы, разбросанные по всему миру! + .a8 = Инвентарь заполнен едой? Попробуйте приготовить из неё еду получше! + .a9 = Интересно чем можно заняться? Попробуйте зачистить одно из подземелий, отмеченных на карте! + .a10 = Не забудьте настроить графику для вашей системы. Нажмите '{ $gameinput-settings }', чтобы открыть настройки. + .a11 = Играть с другими весело! Нажмите '{ $gameinput-social }', чтобы узнать, кто находится в сети. + .a12 = Нажмите '{ $gameinput-dance }', чтобы танцевать. Вечеринка! + .a13 = Нажмите '{ $gameinput-glide }', чтобы открыть свой дельтаплан и покорить небо. + .a14 = Veloren все еще находится в Пре-Альфе. Мы делаем всё возможное, чтобы улучшать его каждый день! + .a15 = Если вы хотите присоединиться к команде разработчиков или просто пообщаться с нами, присоединяйтесь к нашему серверу Discord. + .a16 = Вы можете переключить отображение количества здоровья на панели здоровья в настройках. + .a17 = Сядьте у костра (с помощью клавиши '{ $gameinput-sit }'), чтобы залечить свои раны. + .a18 = Вам нужно больше сумок или лучшая броня, чтобы продолжить свое путешествие? Нажмите '{ $gameinput-crafting }', чтобы открыть меню крафта! + .a19 = Нажмите '{ $gameinput-roll }' для переката. Перекаты могут быть использованы для быстрого передвижения и для уклонения от атак. + .a20 = Не знаете для чего нужен предмет? Введите 'input:' в меню крафта чтобы увидеть в каких рецептах он используется. + .a21 = Нашли что-то красивое? Сделайте скриншот при помощи '{ $gameinput-screenshot }'. +main-singleplayer-new = Новый +main-singleplayer-map_shape = Форма +main-singleplayer-world_name = Имя мира +menu-singleplayer-confirm_delete = Вы уверены, что хотите удалить "{ $world_name }" +main-singleplayer-delete = Удалить +main-singleplayer-random_seed = Случайный +main-singleplayer-map_erosion_quality = Качество эрозии +main-singleplayer-play = Играть +main-singleplayer-invalid_name = Ошибка: Недопустимое имя +main-singleplayer-size_lg = Логарифмический размер +main-singleplayer-map_scale = Вертикальное масштабирование +main-singleplayer-map_large_warning = Предупреждение: Для первого запуска больших миров потребуется много времени +main-singleplayer-create_custom = Создать пользовательский +main-singleplayer-seed = Сид +main-singleplayer-day_length = Длительность дня +main-singleplayer-generate_and_play = Генерировать и играть +menu-singleplayer-confirm_regenerate = Вы точно хотите восстановить "{ $world_name }"? +main-singleplayer-regenerate = Восстановить diff --git a/assets/voxygen/i18n/ru/npc.ftl b/assets/voxygen/i18n/ru/npc.ftl new file mode 100644 index 0000000..cfd60dd --- /dev/null +++ b/assets/voxygen/i18n/ru/npc.ftl @@ -0,0 +1,319 @@ +npc-speech-villager = + .a0 = Я люблю сыр. +npc-speech-villager_open = + .a0 = Интересно, что думает Катоблепас когда ест траву. + .a1 = Как ты думаешь, что заставляет Glowing Remains светиться? + .a2 = Ты когда-нибудь слышал о свирепых наземных акулах? Я вот слышал, что они живут в пустынях. + .a3 = Интересно, что там по ту сторону гор. + .a4 = Я оставил немного сыра у родни. Теперь я не знаю, существует он или нет. Я называю это "сыром Шрёдингера". + .a5 = Ты когда-нибудь ловил светлячков? + .a6 = Говорят, в пещерах можно найти блестящие драгоценные камни всех видов. + .a7 = Я не могу понять, откуда приходят эти Сауроки. +npc-speech-villager_adventurous = + .a0 = Я надеюсь, что однажды смогу собрать свой собственный дельтаплан. + .a1 = Я бы хотел исследовать пещеры, когда стану сильнее. +npc-speech-villager_closed = + .a0 = Ты не из здешних, не так ли? + .a1 = Не кажется ли тебе, что наша деревня лучшая? + .a2 = Говорят, грибы полезны для здоровья. Никогда не ел их. + .a3 = Быть или не быть? Я думаю, что буду фермером. +npc-speech-villager_conscientious = + .a0 = Я всё время занят. Дел по горло. + .a1 = Надеюсь скоро пойдет дождь. Это пошло бы на пользу урожаю. +npc-speech-villager_busybody = + .a0 = Людям надо меньше работать языком и больше руками. +npc-speech-villager_unconscientious = + .a0 = Пришло время подкрепиться! + .a1 = Как бы мне хотелось, чтобы мой дом не был в таком беспорядке. Но, с другой стороны, мне бы тогда пришлось убираться! Ха-ха! + .a2 = Где же я её оставил... +npc-speech-villager_extroverted = + .a0 = Ты не поверишь, что я делал в эти выходные! + .a1 = Доброе утро! + .a2 = Как вам погода? + .a3 = Я просто помешан на сыре! + .a4 = Не забудь про печенье! + .a5 = Я просто обожаю сыр дворфов. Я бы хотел научиться его готовить. + .a6 = Мне приснился чудесный сон о сыре прошлой ночью. Что бы это значило? + .a7 = Я люблю мёд! Но ненавижу пчёл. +npc-speech-villager_sociable = + .a0 = Не хочешь заглянуть? Мы как раз собирались отведать сыра! + .a1 = Не хочешь взглянуть на мой сад? Ладно, может быть в другой раз. +npc-speech-villager_introverted = + .a0 = Привет. + .a1 = А, я? Да я тут так. +npc-speech-villager_agreeable = + .a0 = Как дела? + .a1 = Скажи мне, если тебе что-нибудь понадобится. + .a2 = Ты не видел моего кота? +npc-speech-villager_worried = + .a0 = Будь осторожен! Слышишь? Вокруг много опасностей. +npc-speech-villager_disagreeable = + .a0 = Я всегда говорю прямо. Если людям это не нравится, это их проблемы. + .a1 = Люди такие обидчивые. +npc-speech-villager_neurotic = + .a0 = Мысли об этих подземельях пугают меня. Надеюсь их кто-нибудь зачистит. + .a1 = Кто-то должен что-то сделать с этими культистами. Желательно не я. + .a2 = У меня плохое предчувствие. + .a3 = Я бы хотел, чтобы кто-нибудь отогнал волков подальше от деревни. +npc-speech-villager_sad_loner = + .a0 = Я так одинок. + .a1 = { "." }.. Извини за это неловкое молчание. Я не очень умею ладить с людьми. +npc-speech-villager_seeker = + .a0 = Я хочу когда-нибудь увидеть весь мир. В жизни должно быть что-то большее, чем эта деревня. +npc-speech-villager_stable = + .a0 = Разве этот день не прекрасен? + .a1 = Жизнь не так уж и плоха. + .a2 = Прекрасный день для прогулки по лесу! +npc-speech-villager_decline_trade = + .a0 = Извини, мне нечем с тобой торговать. + .a1 = Торговля? Как будто у меня есть что-то, что может тебя заинтересовать. + .a2 = Мой дом - моя собственность, я не хочу продавать его. +npc-speech-villager_busy = + .a0 = Извини, я сейчас не могу с тобой разговаривать. + .a1 = Позже поговорим, я занят. +npc-speech-merchant_advertisement = + .a0 = Могу ли я заинтересовать вас сделкой? + .a1 = Ты хочешь со мной поторговать? + .a2 = У меня обширный ассортимент, не хочешь взглянуть? +npc-speech-merchant_busy = + .a0 = Пожалуйста подожди, я не могу разорваться. + .a1 = Минутку, дай мне закончить. + .a2 = Я занят, зайди попозже. +npc-speech-merchant_busy_rude = + .a0 = Эй, жди своей очереди. + .a1 = Ты не видишь другого человека перед собой? + .a2 = Не лезь вне очереди. +npc-speech-merchant_trade_successful = + .a0 = Спасибо, что торгуешь со мной! + .a1 = Спасибо тебе! +npc-speech-merchant_trade_declined = + .a0 = Может в другой раз, хорошего дня! + .a1 = Жаль, может быть в следующий раз! +npc-speech-merchant_trade_cancelled_hostile = + .a0 = Извините, что прерываю, но у нас здесь проблема, которую нужно решить! + .a1 = Поторгуемся позже, сначала мне нужно разобраться с этим! +npc-speech-ambush = + .a0 = Путешествовать в одиночку глупо! + .a1 = Всё равно что отнять конфетку у ребёнка! +npc-speech-villager_cultist_alarm = + .a0 = Берегись! Культист на свободе! + .a1 = К оружию! Культисты атакуют! + .a2 = Как посмели культисты напасть на нашу деревню! + .a3 = Смерть культистам! + .a4 = Культистов здесь не потерпят! + .a5 = Кровожадный культист! + .a6 = Попробуй на вкус острие моего меча, грязный культист! + .a7 = Ничто не сможет смыть кровь с твоих рук, культист! + .a8 = Миллиарды пузырящихся синих ракушек! Культист среди нас! + .a9 = Злодеяния этого культиста вот-вот будут прекращены! + .a10 = Этот культист мой! + .a11 = Приготовься встретить своего создателя, грязный культист! + .a12 = Я вижу культиста! Схватите его! + .a13 = Я вижу культиста! В атаку! + .a14 = Я вижу культиста! Не дайте ему сбежать! + .a15 = Будет ли самый почтенный культист заботиться о какой-то СМЕРТИ?! + .a16 = Никогда не прощу! Никогда не забуду! Культист, ты пожалеешь! + .a17 = Умри, культист! + .a18 = Ваше царство террора захвачено! + .a19 = Вот тебе за все, что ты сделал! + .a20 = Здесь не рады таким, как вы. + .a21 = Тебе следовало оставаться под землей! +npc-speech-villager_under_attack = + .a0 = Помогите, Меня атакуют! + .a1 = Помогите! Меня атакуют! + .a2 = Ой, Меня атакуют! + .a3 = Ой, Меня атакуют! Помогите! + .a4 = Помоги мне! Меня атакуют! + .a5 = Меня атакуют! Помогите! + .a6 = Меня атакуют! Помогите мне! + .a7 = Помогите! + .a8 = Помогите! Помогите! + .a9 = Помогите! Помогите! Помогите! + .a10 = Меня атакуют! + .a11 = АААААА! Меня атакуют! + .a12 = АААААА! Меня атакуют! Помогите! + .a13 = Помогите! Мы атакованы! + .a14 = Помогите! Убийца! + .a15 = Помогите! Убийца на свободе! + .a16 = Помогите! Они пытаются меня убить! + .a17 = Стража, Меня атакуют! + .a18 = Стража! Меня атакуют! + .a19 = Меня атакуют! Стража! + .a20 = Помогите! Стража! Меня атакуют! + .a21 = Стража! Скорее! + .a22 = Стража! Стража! + .a23 = Стража! Этот злодей бьёт меня! + .a24 = Стража, схватите этого негодяя! + .a25 = Стража! Здесь убийца! + .a26 = Стража! Помогите мне! + .a27 = Тебе это не сойдет с рук! Стража! + .a28 = Ты изверг! + .a29 = Помогите мне! + .a30 = Помогите! Пожалуйста! + .a31 = Ой! Стража! Помогите! + .a32 = Они идут за мной! + .a33 = Помогите! Помогите! Меня постигла расплата! + .a34 = Ах, теперь мы видим насилие, присущее системе. + .a35 = Это всего лишь царапина! + .a36 = Остановитесь! + .a37 = Что я тебе сделал?! + .a38 = Пожалуйста, не бей! + .a39 = Эй! Смотри, куда направляешь эту штуку! + .a40 = Гнусный негодяй, проваливай отсюда! + .a41 = Прекрати! Уходи! + .a42 = Ты уже достал! + .a43 = Эй! Что ты возомнил о себе?! + .a44 = Я тебе башку оторву! + .a45 = Остановись, пожалуйста. У меня ничего нет! + .a46 = Я позову брата, он то тебе покажет! + .a47 = Нет! Я расскажу маме! + .a48 = Будь ты проклят! + .a49 = Пожалуйста, не делай этого. + .a50 = Это было неприятно! + .a51 = Ваше оружие работает, можете убрать его! + .a52 = Пощади! + .a53 = Пожалуйста, у меня семья! + .a54 = Я слишком молод, чтобы умереть! + .a55 = Может договоримся? + .a56 = Насилие - это не выход! + .a57 = Сегодня выдался плохой день... + .a58 = Эй, это больно! + .a59 = Ик! + .a60 = Как грубо! + .a61 = Остановись, прошу тебя! + .a62 = Чтоб ты сдох! + .a63 = Это не смешно. + .a64 = Как ты смеешь?! + .a65 = Ты заплатишь за это! + .a66 = Ты об этом пожалеешь! + .a67 = Не заставляй меня делать тебе больно! + .a68 = Произошла какая-то ошибка! + .a69 = Не делай этого! + .a70 = Изыди, дьявол! + .a71 = Это очень больно! + .a72 = Зачем ты это сделал? + .a73 = Ради всего святого, прекрати! + .a74 = Ты меня перепутал с кем то! + .a75 = Я не заслуживаю этого! + .a76 = Пожалуйста, больше так не делай. + .a77 = Стража, утопите этого монстра в озере! + .a78 = Я натравлю своего Тараска на тебя! + .a79 = Почему я? +npc-speech-villager_enemy_killed = + .a0 = Я уничтожил врага! + .a1 = Наконец-то мир! + .a2 = { "." }.. что я там делал? +npc-speech-menacing = + .a0 = Я предупреждаю тебя! + .a1 = Ещё шаг и я атакую! + .a2 = Я не боюсь тебя! + .a3 = Уходи отсюда! + .a4 = Разворачивайся, если хочешь жить! + .a5 = Тебе тут не рады! +npc-speech-cultist_low_health_fleeing = + .a0 = Не бегство - а тактическое отступление! + .a1 = Отступаем! + .a2 = Проклинаю тебя! + .a3 = Я прокляну тебя в следующей жизни! + .a4 = Я должен передохнуть! + .a5 = Они слишком сильны! +npc-speech-prisoner = + .a0 = Пожалуйста, найдите ключ! + .a1 = Быть в ловушке не весело. + .a2 = Этому Кардиналу нельзя доверять. + .a3 = Эти церковники задумали что-то неладное. +npc-speech-day_time = + .a0 = Начинается новый день! + .a1 = Мне никогда не нравилось просыпаться... +npc-speech-night_time = + .a0 = Темнеет, пора возвращаться домой. + .a1 = Я устал. + .a2 = Моя кровать зовет меня! +npc-speech-dist_far = далеко +npc-speech-witness_enemy_murder = + .a0 = Мой герой! + .a1 = Наконец-то хоть кто-то это сделал! + .a2 = Да! +npc-speech-witness_death = + .a0 = Нет! + .a1 = Это ужасно! + .a2 = О, Боже мой! +npc-speech-dist_very_far = очень далеко +# Generic NPC messages +npc-speech-start_hunting = + .a0 = Пора идти на охоту! +# Generic NPC messages +npc-speech-moving_on = + .a0 = Я провел здесь достаточно времени, вперед к { $site }! +# Generic NPC messages +npc-speech-migrating = + .a0 = Мне больше не нравится жить здесь. Пора переезжать в { $site }. + .a1 = Пора переезжать в { $site }, мне надоело это место. +# Generic NPC messages +npc-speech-guard_thought = + .a0 = Мой брат сражается с ограми. А что я? Стал стражником... + .a1 = Просто ещё один патруль, после смогу отправиться домой. + .a2 = Ни один бандит не пройдёт мимо меня. +# Generic NPC messages +npc-speech-merchant_sell_undirected = + .a0 = Все мои товары самого высокого качества! + .a1 = Кто-нибудь хочет купить мои товары? + .a2 = У меня лучшие предложения в городе. + .a3 = Ищете припасы? У меня есть все необходимое. +# Generic NPC messages +npc-speech-merchant_sell_directed = + .a0 = Вы на месте! Вам нужен новый этот, как его там? + .a1 = Вы голодны? Уверен, у меня есть сыр, который вы можете купить. + .a2 = Похоже, вам не помешала бы новая броня! +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_east = востоке +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_south_east = юго-востоке +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_south = юге +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_south_west = юго-западе +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_west = западе +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_north_west = северо-западе +# NPC site hints +# Available variables: +# - $dir references npc-speech-dir-* variables below +# - $dist references npc-speech-dist-* variables below +# - $site represents hard-coded site in the world +npc-speech-tell_site = + .a0 = Вы посещали { $site }? Это на { $dir } отсюда! + .a1 = Вам стоит как-нибудь посетить { $site }. + .a2 = Если пройти { $dist } на { $dir }, то можно попасть в { $site }. + .a3 = На { $dir } вы найдете { $site }, это { $dist }. +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_north = севере +# Direction hints, used ONLY in npc-speech-tell* above +npc-speech-dir_north_east = северо-востоке +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_ahead = в некотором отдалении +# NPC monster hints +# Available variables: +# - $dir references npc-speech-dir-* variables below +# - $dist references npc-speech-dist-* variables below +# - $body references body-npc-speech-* variables in `body` component +npc-speech-tell_monster = + .a0 = Говорят, что { $body } находится на { $dir }, { $dist }... + .a1 = Считаешь себя крутым? На { $dir } есть { $body }. +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_near = неподалеку +# NPC proposals +npc-speech-arena = Давайте сядем вон там! +# Distance hints, used ONLY in npc-speech-tell* above +npc-speech-dist_near_to = очень близко +# NPC reactions +npc-speech-witness_murder = + .a0 = Убийца! + .a1 = Как ты мог это сделать? + .a2 = Ааа! +# NPC reactions +npc-speech-welcome-aboard = + .a0 = Добро пожаловать на борт! + .a1 = Могу ли я посмотреть ваш билет... шучу, это бесплатно! + .a2 = Удачной поездки! diff --git a/assets/voxygen/i18n/sr/_manifest.ron b/assets/voxygen/i18n/sr/_manifest.ron new file mode 100644 index 0000000..9afe54d --- /dev/null +++ b/assets/voxygen/i18n/sr/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Serbian +( + metadata: ( + language_name: "Српски (Serbian)", + language_identifier: "sr", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/sr/body.ftl b/assets/voxygen/i18n/sr/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/sr/buff.ftl b/assets/voxygen/i18n/sr/buff.ftl new file mode 100644 index 0000000..cc92a92 --- /dev/null +++ b/assets/voxygen/i18n/sr/buff.ftl @@ -0,0 +1,35 @@ +buff-remove = Кликни да уклониш +buff-heal = Лечење + .desc = Обнавља здравње током времена. + .stat = Обнавља { $str_total } Здравље +buff-potion = Напитак + .desc = Испијање... +buff-saturation = Засићење + .desc = Обнавља здравње током времена једењем. +buff-campfire_heal = Лечење поред ватре + .desc = Одмарање поред ватре лечи { $rate }% у секунди. +buff-invulnerability = Нерањивост + .desc = Напад те не може ранити. + .stat = Додељује Нерањивост +buff-protectingward = Одбрамбени Штит + .desc = Имаш заштиту, донекле, од напада. +buff-frenzied = Помахнитао + .desc = Прожет/а си надприродном брзином и можеш игнорисати ситне повреде. +buff-bleed = Крварење + .desc = Наноси обичне ране. +buff-cursed = Проклет/а + .desc = Проклет/а си. +buff-burn = У Пламену + .desc = Жив/а гориш +buff-crippled = Обогаљен/а + .desc = Обогољен/а си док су твоје ноге тешко рањене. +buff-frozen = Залеђен/а + .desc = Твоји покрети и напади су успорени. +buff-wet = Мокар/а + .desc = Подлога одбија твоја стопала, отежавајући заустављање. +buff-ensnared = Заробљен/а + .desc = Ноге се уплићу у лозу, отежавајући ти кретање. +buff-increase_max_health = + .stat = Подиже Максимално Здравље за { $strength } +buff-text-over_seconds = током { $dur_secs } секунди +buff-text-for_seconds = за { $dur_secs } секудни diff --git a/assets/voxygen/i18n/sr/char_selection.ftl b/assets/voxygen/i18n/sr/char_selection.ftl new file mode 100644 index 0000000..ee1676d --- /dev/null +++ b/assets/voxygen/i18n/sr/char_selection.ftl @@ -0,0 +1,21 @@ +char_selection-loading_characters = Учитавање ликова... +char_selection-delete_permanently = Заувек обриши Лик? +char_selection-change_server = Промени Сервер +char_selection-enter_world = Уђи у Свет +char_selection-logout = Одјави се +char_selection-create_new_character = Направи Нови Лик +char_selection-creating_character = Направи Лик... +char_selection-character_creation = Прављење Лика +char_selection-human_default = Човек Подразумевано +char_selection-level_fmt = Ниво { $level_nb } +char_selection-uncanny_valley = Дивљина +char_selection-plains_of_uncertainty = Равнице Неизвесности +char_selection-beard = Брада +char_selection-hair_style = Стил Косе +char_selection-hair_color = Боја Косе +char_selection-eye_color = Боја Очију +char_selection-skin = Кожа +char_selection-eyeshape = Детаљи Очију +char_selection-accessories = Прибор +char_selection-create_info_name = Твом Лику је потребно име! +char_selection-version_mismatch = Упозорење! Овај сервер користи другачију, вероватно неподржану верзију игре. Молимо ажурирајте игру. diff --git a/assets/voxygen/i18n/sr/common.ftl b/assets/voxygen/i18n/sr/common.ftl new file mode 100644 index 0000000..7224a86 --- /dev/null +++ b/assets/voxygen/i18n/sr/common.ftl @@ -0,0 +1,98 @@ +common-username = корничко име +common-singleplayer = Играј сам +common-multiplayer = Играј на мреж +common-servers = Сервери +common-quit = Изађи +common-settings = Подешавања +common-languages = Језици +common-interface = Интерфејс +common-gameplay = Игра +common-controls = Контроле +common-video = Графика +common-sound = Звук +common-chat = Причаоница +common-resume = Настави +common-characters = Ликови +common-close = Затвори +common-yes = Да +common-no = Не +common-back = Назад +common-create = Направи +common-okay = Океј +common-add = Додај +common-accept = Прихвати +common-decline = Одбаци +common-disclaimer = Одрицање одговорности +common-cancel = Откажи +common-none = Ништа +common-error = Грешка +common-fatal_error = Фатална Грешка +common-you = Ти +common-automatic = Ауто +common-random = Насумично +common-empty = Празно +common-interface_settings = Подешавања Интерфејса +common-gameplay_settings = Подешавања Игре +common-controls_settings = Подешавања Контрола +common-video_settings = Подешавања Графике +common-sound_settings = Подешавања Звука +common-language_settings = Подешавања Језика +common-chat_settings = Подешавања Причаонице +common-connection_lost = + Конекција изгубљена! + Да ли је сервер рестартован? + Да ли је клијент ажуриран? +common-species-orc = Орк +common-species-human = Човек +common-species-dwarf = патуљак +common-species-elf = Вилењак +common-species-draugr = Мртвац +common-species-danari = Данари +common-weapons-axe = Секира +common-weapons-greatsword = Велики Мач +common-weapons-shortswords = Кратки Мач +common-weapons-sword = Мач +common-weapons-staff = Ватрени Штап +common-weapons-bow = Лук +common-weapons-hammer = Чекић +common-weapons-general = Основне Вештине +common-weapons-sceptre = Лечеће Жезло +common-weapons-shield = Штит +common-weapons-spear = Копље +common-weapons-hammer_simple = Обичан Чекић +common-weapons-sword_simple = Обичан Мач +common-weapons-staff_simple = Обичан Штап +common-weapons-axe_simple = Обична Секира +common-weapons-bow_simple = Обичан Лук +common-weapons-unique = Јединствен +common-tool-debug = Дебаг +common-tool-farming = Ратарски Алат +common-tool-pick = Крамп +common-tool-mining = Рударење +common-kind-modular_component = Модуларна Компонента +common-kind-glider = Једрењак +common-kind-consumable = Јестиво +common-kind-throwable = Може се Бацити +common-kind-utility = Корисна Справа +common-kind-ingredient = Састојак +common-kind-lantern = Лампа +common-hands-one = Једноручни +common-hands-two = Дворучни +common-rand_appearance = Насумичан изглед +common-rand_name = Насумично име +common-stats-combat_rating = CR +common-stats-power = Снага +common-stats-speed = Брзина +common-stats-precision_mult = Мулти Крит +common-stats-armor = Оклоп +common-stats-poise_res = Отпорност на Омаму +common-stats-energy_max = Макс Здравље +common-stats-energy_reward = Здравље Награда +common-stats-precision_power = Крит Снага +common-stats-stealth = Невидљивост +common-stats-slots = Места +common-material-metal = Метал +common-material-wood = Дрво +common-material-stone = Камен +common-material-cloth = Тканина +common-material-hide = Кожа diff --git a/assets/voxygen/i18n/sr/esc_menu.ftl b/assets/voxygen/i18n/sr/esc_menu.ftl new file mode 100644 index 0000000..40d5086 --- /dev/null +++ b/assets/voxygen/i18n/sr/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Одјави се +esc_menu-quit_game = Напусти Игру \ No newline at end of file diff --git a/assets/voxygen/i18n/sr/gameinput.ftl b/assets/voxygen/i18n/sr/gameinput.ftl new file mode 100644 index 0000000..cd5d751 --- /dev/null +++ b/assets/voxygen/i18n/sr/gameinput.ftl @@ -0,0 +1,65 @@ +gameinput-primary = Основни Напад +gameinput-secondary = Споредни Напад +gameinput-block = Блок +gameinput-slot1 = Пречица Место 1 +gameinput-slot2 = Пречица Место 2 +gameinput-slot3 = Пречица Место 3 +gameinput-slot4 = Пречица Место 4 +gameinput-slot5 = Пречица Место 5 +gameinput-slot6 = Пречица Место 6 +gameinput-slot7 = Пречица Место 7 +gameinput-slot8 = Пречица Место 8 +gameinput-slot9 = Пречица Место 9 +gameinput-slot10 = Пречица Место 10 +gameinput-swaploadout = Замени Опрему +gameinput-togglecursor = Ис/Укључи Курсор +gameinput-help = Пребаци Помоћ +gameinput-toggleinterface = Ис/Укључи Интерфејс +gameinput-toggledebug = Ис/Укључи FPS и Debug Инфо +gameinput-toggle_egui_debug = Ис/Укључи EGUI Debug Инфо +gameinput-togglechat = Ис/Укључи Причаоницу +gameinput-screenshot = Сними Слику +gameinput-toggleingameui = Ис/Укључи Имена +gameinput-fullscreen = Укључи Пун-Екран +gameinput-moveforward = Иди Напред +gameinput-moveleft = Иди Лево +gameinput-moveright = Иди Десно +gameinput-moveback = Иди Назад +gameinput-jump = Скочи +gameinput-glide = Једрење +gameinput-roll = Котрљање +gameinput-climb = Пењање +gameinput-climbdown = Спуштање +gameinput-wallleap = Скок са Зида +gameinput-togglelantern = Ис/Укључи Лампу +gameinput-mount = Узјаши +gameinput-chat = Причаоница +gameinput-command = Команда +gameinput-escape = Откажи +gameinput-map = Мапа +gameinput-bag = Ранац +gameinput-trade = Трампа +gameinput-social = Социјала +gameinput-sit = Седни +gameinput-spellbook = Магије +gameinput-settings = Подешавања +gameinput-respawn = Препород +gameinput-charge = Напад +gameinput-togglewield = Ис/Укључи Руку +gameinput-interact = Интеракција +gameinput-freelook = Слободан Поглед +gameinput-autowalk = Ауто Корачај/Пливај +gameinput-cameraclamp = Притегни Камеру +gameinput-dance = Играње +gameinput-select = Одабери Ентитет +gameinput-acceptgroupinvite = Прихвати Позив у Групу +gameinput-declinegroupinvite = Одбаци Позив у Групу +gameinput-cyclecamera = Кружна Камера +gameinput-crafting = Прављење +gameinput-fly = Летење +gameinput-sneak = Шуњање +gameinput-swimdown = Зарањање +gameinput-swimup = Израњање +gameinput-mapzoomin = Увеличај мапу +gameinput-mapzoomout = Умањи мапу +gameinput-greet = Поздрав \ No newline at end of file diff --git a/assets/voxygen/i18n/sr/hud/ability.ftl b/assets/voxygen/i18n/sr/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/sr/hud/bag.ftl b/assets/voxygen/i18n/sr/hud/bag.ftl new file mode 100644 index 0000000..50f5e0d --- /dev/null +++ b/assets/voxygen/i18n/sr/hud/bag.ftl @@ -0,0 +1,38 @@ +hud-bag-inventory = { $playername } Инвентар +hud-bag-stats_title = { $playername } Статистика +hud-bag-armor = Оклоп +hud-bag-stats = Статистика +hud-bag-head = Глава +hud-bag-neck = Врат +hud-bag-tabard = Капут +hud-bag-shoulders = Рамена +hud-bag-chest = Груди +hud-bag-hands = Руке +hud-bag-lantern = Лампа +hud-bag-glider = Једрењак +hud-bag-belt = Појас +hud-bag-ring = Прстен +hud-bag-back = Леђа +hud-bag-legs = Ноге +hud-bag-feet = Стопала +hud-bag-mainhand = Рука +hud-bag-offhand = Штит +hud-bag-inactive_mainhand = Неактивна Рука +hud-bag-inactive_offhand = Неактиван Штит +hud-bag-swap_equipped_weapons_title = Замени оружје +hud-bag-swap_equipped_weapons_desc = Стисни { $key } +hud-bag-bag = Торба +hud-bag-health = Здравље +hud-bag-combat_rating = Борбеност +hud-bag-protection = Заштита +hud-bag-stun_res = Отпорност на Омамљивање +hud-bag-combat_rating_desc = + Прорачунато на бази + опреме и здравља. +hud-bag-protection_desc = Упијање штете преко оклопа +hud-bag-stun_res_desc = + Отпорност на узастопно омамљивање. + Обнавља се као и снага. +hud-bag-sort_by_name = Поређај по Називу +hud-bag-sort_by_quality = Поређај по Квалитету +hud-bag-sort_by_category = Поређај по Категорији diff --git a/assets/voxygen/i18n/sr/hud/char_window.ftl b/assets/voxygen/i18n/sr/hud/char_window.ftl new file mode 100644 index 0000000..67a3821 --- /dev/null +++ b/assets/voxygen/i18n/sr/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Име Лика +character_window-character_stats = + Иждржљивост + + Спремност + + Снага ума + + Заштита diff --git a/assets/voxygen/i18n/sr/hud/chat.ftl b/assets/voxygen/i18n/sr/hud/chat.ftl new file mode 100644 index 0000000..f7fce44 --- /dev/null +++ b/assets/voxygen/i18n/sr/hud/chat.ftl @@ -0,0 +1,36 @@ +hud-chat-all = Све +hud-chat-chat_tab_hover_tooltip = Десни клик за подешавања +hud-chat-online_msg = { "[" }{ $name }] се повезао/ла +hud-chat-offline_msg = { "[" }{ $name }] се одјавио/ла +hud-chat-default_death_msg = { "[" }{ $name }] умро/ла +hud-chat-fall_kill_msg = { "[" }{ $name }] је умро/ла од пада са висине +hud-chat-suicide_msg = { "[" }{ $name }] је умро/ла од само-нанетих рана +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] је умро/ла од: горења изазвано од [{ $attacker }] + .bleeding = { "[" }{ $victim }] је умро/ла од: крварења изазвано од [{ $attacker }] + .curse = { "[" }{ $victim }] је умро/ла од: клетве изазвано од [{ $attacker }] + .crippled = { "[" }{ $victim }] је умро/ла од: парализе изазвано од [{ $attacker }] + .frozen = { "[" }{ $victim }] је умро/ла од: смрзавања изазвано од [{ $attacker }] +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] је поразио/ла [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] је упуцао/ла [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] је разнео/ла [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] је убио/ла [{ $victim }] магијом +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] умро/ла од: горења + .bleeding = { "[" }{ $victim }] умро/ла од: крварења + .curse = { "[" }{ $victim }] умро/ла од: клетве + .crippled = { "[" }{ $victim }] умро/ла од: парализе + .frozen = { "[" }{ $victim }] умро/ла од: смрзавања +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] умро/ла од: горења изазвано од { $attacker } + .bleeding = { "[" }{ $victim }] умро/ла од: крварења изазвано од { $attacker } + .curse = { "[" }{ $victim }] умро/ла од: клетве изазвано од { $attacker } + .crippled = { "[" }{ $victim }] умро/ла од: парализе изазвано од { $attacker } + .frozen = { "[" }{ $victim }] умро/ла од: смрзавања изазвано од { $attacker } +hud-chat-npc_melee_kill_msg = { $attacker } је убио/ла [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } је упуца/ла [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } је разнео/ла [{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } је убио/ла [{ $victim }] магијомc +hud-chat-npc_other_kill_msg = { $attacker } је убио/ла [{ $victim }] +hud-chat-goodbye = Збогом! +hud-chat-connection_lost = Веза се прекинула. Бићеш избачен/а за { $time } секунди. diff --git a/assets/voxygen/i18n/sr/hud/crafting.ftl b/assets/voxygen/i18n/sr/hud/crafting.ftl new file mode 100644 index 0000000..ca69a6c --- /dev/null +++ b/assets/voxygen/i18n/sr/hud/crafting.ftl @@ -0,0 +1,25 @@ +hud-crafting = Прављење +hud-crafting-recipes = Рецепти +hud-crafting-ingredients = Састојци: +hud-crafting-craft = Направи +hud-crafting-tool_cata = Захтева: +hud-crafting-req_crafting_station = Захтева: +hud-crafting-anvil = Наковањ +hud-crafting-cauldron = Казан +hud-crafting-cooking_pot = Лонац за Кување +hud-crafting-crafting_bench = Радни Сто +hud-crafting-forge = Ковачница +hud-crafting-loom = Разбој +hud-crafting-spinning_wheel = Предионица +hud-crafting-tanning_rack = Кожара +hud-crafting-tabs-all = Све +hud-crafting-tabs-armor = Оклоп +hud-crafting-tabs-dismantle = Растави +hud-crafting-tabs-food = Храна +hud-crafting-tabs-glider = Једрењаци +hud-crafting-tabs-potion = Напитци +hud-crafting-tabs-tool = Алати +hud-crafting-tabs-utility = Корисне Справе +hud-crafting-tabs-weapon = Оружје +hud-crafting-tabs-bag = Торбе +hud-crafting-tabs-processed_material = Материјали \ No newline at end of file diff --git a/assets/voxygen/i18n/sr/hud/group.ftl b/assets/voxygen/i18n/sr/hud/group.ftl new file mode 100644 index 0000000..2f27c55 --- /dev/null +++ b/assets/voxygen/i18n/sr/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Група +hud-group-invite_to_join = [{ $name }] те је позвао/ла у групу! +hud-group-invite_to_trade = [{ $name }] жели да се трампи са тобом. +hud-group-invite = Позови +hud-group-kick = Избаци +hud-group-assign_leader = Постави за Вођу +hud-group-leave = Напусти Групу +hud-group-dead = Мртав +hud-group-out_of_range = Ван домета +hud-group-add_friend = Додај у Пријатеље +hud-group-link_group = Повежи Групе +hud-group-in_menu = У Менију +hud-group-members = Чланови Групе \ No newline at end of file diff --git a/assets/voxygen/i18n/sr/hud/map.ftl b/assets/voxygen/i18n/sr/hud/map.ftl new file mode 100644 index 0000000..f3b2240 --- /dev/null +++ b/assets/voxygen/i18n/sr/hud/map.ftl @@ -0,0 +1,31 @@ +hud-map-map_title = Мапа +hud-map-qlog_title = Мисија +hud-map-topo_map = Топографски +hud-map-difficulty = Тежина +hud-map-towns = Градови +hud-map-castles = Замкови +hud-map-dungeons = Тамнице +hud-map-caves = Пећине +hud-map-cave = Пећина +hud-map-peaks = Планине +hud-map-voxel_map = Воксел Мапа +hud-map-trees = Огромно Дрвеће +hud-map-tree = Велико Дрво +hud-map-town = Град +hud-map-castle = Замак +hud-map-dungeon = Тамница +hud-map-difficulty_dungeon = + Тамница + + Тежина: { $difficulty } +hud-map-drag = Превуци +hud-map-zoom = Увеличај +hud-map-mid_click = Остави Ознаку +hud-map-recenter = Нацентрирај +hud-map-marked_location = Означено Место +hud-map-marked_location_remove = Стисни да Уклониш +hud-map-change_map_mode = Промени приказ мапе +hud-map-toggle_minimap_voxel = Ис/Укључи Воксел Поглед на Мапици +hud-map-zoom_minimap_explanation = + Увеличај Мапицу да видиш + околину у виже детаља \ No newline at end of file diff --git a/assets/voxygen/i18n/sr/hud/misc.ftl b/assets/voxygen/i18n/sr/hud/misc.ftl new file mode 100644 index 0000000..19be853 --- /dev/null +++ b/assets/voxygen/i18n/sr/hud/misc.ftl @@ -0,0 +1,34 @@ +hud-do_not_show_on_startup = Не приказуј ово при покретању +hud-show_tips = Прикажи Савете +hud-quests = Мисије +hud-you_died = Погино/ла си +hud-waypoint_saved = Место упамћено +hud-sp_arrow_txt = ВП +hud-inventory_full = Инвентар Пун +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Тастери +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Лампа +hud-press_key_to_show_debug_info_fmt = Стисни { $key } да видиш додатне информације +hud-press_key_to_toggle_keybindings_fmt = Стисни { $key } да видиш увезане тастере +hud-press_key_to_toggle_debug_info_fmt = Стисни { $key } да видиш додатне информације +hud-press_key_to_respawn = Стисни { $key } да се поново створиш поред задње ватре. +hud-tutorial_btn = Упутство +hud-tutorial_click_here = Стисни [ { $key } ] да притиснеш ово дугме и ослободиш миша! +hud-tutorial_elements = Прављење +hud-temp_quest_headline = Поздрав Путниче! +hud-temp_quest_text = + За почетак авантуре прошврљај овим селом и сакупи неке залиха. + + Слободан/на си да узмеш шта год зажелиш! + + У доњем десном угалу екрана се налази твоја торба, мени за прављење и мапа. + + Станица за Прављење ти омогућава да направиш оклопе, оружја, храну и што шта друго! + + Дивље животиње свуда око града су одличан извор Коже од које можеш направити заштиту од дивљине. + + Кад код мислиш да си спреман/на, пробај да направиш бољу опрему у изазовима означеним на мапи! +hud-spell = Магије +hud-diary = Дневник +hud-free_look_indicator = Слободни поглед активан. Стисни { $key } да га искључиш. +hud-camera_clamp_indicator = Вертикално ограничавање камере активно. Стисни { $key } да га искључиш. +hud-auto_walk_indicator = Ауто кретање/пливање активно diff --git a/assets/voxygen/i18n/sr/hud/quest.ftl b/assets/voxygen/i18n/sr/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/sr/hud/sct.ftl b/assets/voxygen/i18n/sr/hud/sct.ftl new file mode 100644 index 0000000..653f48d --- /dev/null +++ b/assets/voxygen/i18n/sr/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } ИСК +hud-sct-block = БЛОКИРАНО diff --git a/assets/voxygen/i18n/sr/hud/settings.ftl b/assets/voxygen/i18n/sr/hud/settings.ftl new file mode 100644 index 0000000..440a4ee --- /dev/null +++ b/assets/voxygen/i18n/sr/hud/settings.ftl @@ -0,0 +1,108 @@ +hud-settings-general = Општа +hud-settings-none = Ништа +hud-settings-press_behavior-toggle = Ис/Укључи +hud-settings-press_behavior-hold = Држи +hud-settings-help_window = Прозор за Помоћ +hud-settings-debug_info = Дебаг Инфо +hud-settings-show_hitboxes = Прикажи сударне облике +hud-settings-show_chat = Прикажи Причаоницу +hud-settings-tips_on_startup = Савети при покретању +hud-settings-ui_scale = UI-Величина +hud-settings-relative_scaling = Релативно Увећање +hud-settings-custom_scaling = Произвољно Увећање +hud-settings-crosshair = Крстић +hud-settings-hotbar = Пречице-трака +hud-settings-toggle_shortcuts = Ис/Укључи Пречице +hud-settings-buffs_skillbar = Бафови на Траци Вештина +hud-settings-buffs_mmap = Бафови на Мапици +hud-settings-toggle_bar_experience = Ис/Укључи Траку са Искуством +hud-settings-scrolling_combat_text = Померајући Борбени Текст +hud-settings-incoming_damage = Долазне Ране +hud-settings-speech_bubble = Говорни Облачић +hud-settings-speech_bubble_dark_mode = Тамни Говорни Облачић +hud-settings-speech_bubble_icon = Иконица Говорног Облачића +hud-settings-energybar_numbers = Здравље у Бројевима +hud-settings-values = Вредности +hud-settings-percentages = Проценти +hud-settings-chat = Причаоница +hud-settings-chat_character_name = Име Ликова у Причаоници +hud-settings-loading_tips = Савети при Учитавању +hud-settings-reset_interface = Подразумевано +hud-settings-pan_sensitivity = Осетљивост Курсора +hud-settings-zoom_sensitivity = Осетљивост Увеличавања +hud-settings-camera_clamp_angle = Угао ограничења вертикалне камере +hud-settings-invert_scroll_zoom = Обрнуто Скрол Зумирање +hud-settings-invert_mouse_y_axis = Обрнута y оса миша +hud-settings-invert_controller_y_axis = Обрнута y оса управљача +hud-settings-enable_mouse_smoothing = Фино Померање Камере +hud-settings-free_look_behavior = Слободни Поглед +hud-settings-auto_walk_behavior = Аутоматско Кретање +hud-settings-camera_clamp_behavior = Затезање Камере +hud-settings-player_physics_behavior = Физика Играча (пробно) +hud-settings-stop_auto_walk_on_input = Заустави Ауто Кретање при Покрету +hud-settings-auto_camera = Ауто Камера +hud-settings-reset_gameplay = Подразумевано +hud-settings-view_distance = Видљивост +hud-settings-sprites_view_distance = Видљивост Спрајтова +hud-settings-maximum_fps = Максимални FPS +hud-settings-present_mode = Припремљен Режим +hud-settings-fov = Видно Поље (степени) +hud-settings-gamma = Гама +hud-settings-exposure = Изложеност +hud-settings-ambiance = Светлина Атмосфере +hud-settings-antialiasing_mode = Режим Изглађивања +hud-settings-upscale_factor = Фактор Увећања +hud-settings-cloud_rendering_mode = Режим Исцртавања Облака +hud-settings-fluid_rendering_mode = Режим Исцртавања Течности +hud-settings-cloud_rendering_mode-minimal = Минимални +hud-settings-cloud_rendering_mode-low = Ниско +hud-settings-cloud_rendering_mode-medium = Средње +hud-settings-cloud_rendering_mode-high = Високо +hud-settings-cloud_rendering_mode-ultra = Веома Високо +hud-settings-fullscreen = Пун-Екран +hud-settings-fullscreen_mode = Пун-Екран Режим +hud-settings-fullscreen_mode-exclusive = Искључив +hud-settings-fullscreen_mode-borderless = Без-ивица +hud-settings-gpu_profiler = Омогући GPU прорачун времена (није свуда подржано) +hud-settings-particles = Честице +hud-settings-lossy_terrain_compression = Lossy компресија терена +hud-settings-resolution = Резолуција +hud-settings-bit_depth = Бит Дубина +hud-settings-refresh_rate = Брзина Освежавања +hud-settings-lighting_rendering_mode = Режим Исцртавања Осветљења +hud-settings-lighting_rendering_mode-ashikhmin = Врста A - Високо +hud-settings-lighting_rendering_mode-blinnphong = Врста B - Средње +hud-settings-lighting_rendering_mode-lambertian = Врста L - Јефтино +hud-settings-shadow_rendering_mode = Режим Исцртавања Сенки +hud-settings-shadow_rendering_mode-none = Ништа +hud-settings-shadow_rendering_mode-cheap = Јефтино +hud-settings-shadow_rendering_mode-map = Мапа +hud-settings-shadow_rendering_mode-map-resolution = Резолуција +hud-settings-lod_detail = LoD Детаљи +hud-settings-save_window_size = Упамти величину +hud-settings-reset_graphics = Подразумевано +hud-settings-master_volume = Главни Звук Јачина +hud-settings-inactive_master_volume_perc = Јачина Звука Некативног Прозора +hud-settings-music_volume = Јачина Музике +hud-settings-sound_effect_volume = Јачина Звучних Ефеката +hud-settings-audio_device = Аудио Уређаја +hud-settings-reset_sound = Подразумевано +hud-settings-english_fallback = Ако недостаје превод прилажи Енглески +hud-settings-awaitingkey = Стисни Тастер... +hud-settings-unbound = Ништа +hud-settings-reset_keybinds = Подразумевано +hud-settings-chat_tabs = Картице Причаонице +hud-settings-label = Називи: +hud-settings-delete = Обриши +hud-settings-show_all = Прикажи Све +hud-settings-messages = Поруке +hud-settings-activity = Активност +hud-settings-death = Смрт +hud-settings-group = Група +hud-settings-faction = Фракција +hud-settings-world = Свет +hud-settings-region = Регијон +hud-settings-say = Близу +hud-settings-all = Све +hud-settings-group_only = Само Група +hud-settings-reset_chat = Подразумевано diff --git a/assets/voxygen/i18n/sr/hud/skills.ftl b/assets/voxygen/i18n/sr/hud/skills.ftl new file mode 100644 index 0000000..dd82cbb --- /dev/null +++ b/assets/voxygen/i18n/sr/hud/skills.ftl @@ -0,0 +1,126 @@ +hud-rank_up = Нови Вештина Поен +hud-skill-sp_available = { $number } ВП доступан +hud-skill-not_unlocked = Није откључано +hud-skill-req_sp = + { "\u000A" } + + Потребно { $number } ВП +hud-skill-unlck_sword_title = Откључај Мач +hud-skill-unlck_sword = Откључава стабло мач вештина{ $SP } +hud-skill-unlck_axe_title = Откључај Секиру +hud-skill-unlck_axe = Откључава стабло секира вештина{ $SP } +hud-skill-unlck_hammer_title = Откључај Чекић +hud-skill-unlck_hammer = Откључава стабло чекић вештина{ $SP } +hud-skill-unlck_bow_title = Откључај Лук +hud-skill-unlck_bow = Откључава стабло лук вештина{ $SP } +hud-skill-unlck_staff_title = Откључај Штап +hud-skill-unlck_staff = Откључава стабло штап вештина{ $SP } +hud-skill-unlck_sceptre_title = Откључај Жезло +hud-skill-unlck_sceptre = Откључава стабло жезло вештина{ $SP } +hud-skill-climbing_title = Пењање +hud-skill-climbing = Већи Скок +hud-skill-climbing_cost_title = Цена Пењања +hud-skill-climbing_cost = Пењање користи { $boost }% мање снаге{ $SP } +hud-skill-climbing_speed_title = Брзина Пењања +hud-skill-climbing_speed = Пењање је { $boost }% брже{ $SP } +hud-skill-swim_title = Пливање +hud-skill-swim = Кретање у мокром окружењу +hud-skill-swim_speed_title = Брзина Пливања +hud-skill-swim_speed = Пливање је { $boost }% брже{ $SP } +hud-skill-sc_lifesteal_title = Зрак крађе живота +hud-skill-sc_lifesteal = Исисава живот из непријатеља +hud-skill-sc_lifesteal_damage_title = Рањавање +hud-skill-sc_lifesteal_damage = Наноси { $boost }% више рана{ $SP } +hud-skill-sc_lifesteal_range_title = Домет +hud-skill-sc_lifesteal_range = Твој зрак досеже { $boost }% даље{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Крађа живота +hud-skill-sc_lifesteal_lifesteal = Претвара додатни { $boost }% нанетих рана у здравље{ $SP } +hud-skill-sc_lifesteal_regen_title = Обнова Снаге +hud-skill-sc_lifesteal_regen = Допуни своју снаге за { $boost }%{ $SP } +hud-skill-sc_heal_title = Лечећа Аура +hud-skill-sc_heal = Лечи своје савезнике крвљу непријатеља, потребан комбо за активирање +hud-skill-sc_heal_heal_title = Лечење +hud-skill-sc_heal_heal = Побољшава лечење за { $boost }%{ $SP } +hud-skill-sc_heal_cost_title = Цена Снаге +hud-skill-sc_heal_cost = Лечење захтева { $boost }% мање снаге{ $SP } +hud-skill-sc_heal_duration_title = Трајање +hud-skill-sc_heal_duration = Ефекат лечеће ауре траје { $boost }% дуже{ $SP } +hud-skill-sc_heal_range_title = Домет +hud-skill-sc_heal_range = Твоја лечећа аура досеже { $boost }% даље{ $SP } +hud-skill-sc_wardaura_unlock_title = Откључај Заштитну Ауру +hud-skill-sc_wardaura_unlock = Омогућава ти да заштитиш своје савезнике од непријатеља{ $SP } +hud-skill-sc_wardaura_strength_title = Снага +hud-skill-sc_wardaura_strength = Повећава снагу заштите за { $boost }%{ $SP } +hud-skill-sc_wardaura_duration_title = Трајање +hud-skill-sc_wardaura_duration = Ефекат твоје заштите траје { $boost }% дуже{ $SP } +hud-skill-sc_wardaura_range_title = Домет +hud-skill-sc_wardaura_range = Твоја заштита досеже { $boost }% даље{ $SP } +hud-skill-sc_wardaura_cost_title = Цена Снаге +hud-skill-sc_wardaura_cost = За стварање заштите је потребно { $boost }% мање снаге{ $SP } +hud-skill-st_shockwave_range_title = Опсег Ватреног Таласа +hud-skill-st_shockwave_range = повећава домет за { $boost }%{ $SP } +hud-skill-st_shockwave_cost_title = Цена Ватреног Таласа +hud-skill-st_shockwave_cost = Смањује снагу потребну за одбацивање беспомоћних сељака за { $boost }%{ $SP } +hud-skill-st_shockwave_knockback_title = Снага Одбацивања +hud-skill-st_shockwave_knockback = Повећава снагу одбацивања за { $boost }%{ $SP } +hud-skill-st_shockwave_damage_title = Рањавање Ватреним Таласом +hud-skill-st_shockwave_damage = Повећава нанете ране за { $boost }%{ $SP } +hud-skill-st_shockwave_unlock_title = Откључај Ватрени Талас +hud-skill-st_shockwave_unlock = Откључава способност да одбацивања непријатеља ветреним таласом{ $SP } +hud-skill-st_flamethrower_title = Бацач Пламена +hud-skill-st_flamethrower = Избацује ватру, и све их пржи +hud-skill-st_flame_velocity_title = Брзина Ватре +hud-skill-st_flame_velocity = Ватра стиже брже, за { $boost }%{ $SP } +hud-skill-st_flamethrower_range_title = Домет Бацача Пламена +hud-skill-st_flamethrower_range = Када пламен једноставно не допире, досеже { $boost }% даље{ $SP } +hud-skill-st_energy_drain_title = Штедња Снаге +hud-skill-st_energy_drain = Смањује потрошњу снаге за { $boost }%{ $SP } +hud-skill-st_flamethrower_damage_title = Рањавање Бацачем Пламена +hud-skill-st_flamethrower_damage = Повећава рањавање за { $boost }%{ $SP } +hud-skill-st_explosion_radius_title = Домет Експлозије +hud-skill-st_explosion_radius = Већ је бољи, повећава домет експлозије за { $boost }%{ $SP } +hud-skill-st_fireball_title = Ватрена Кугла +hud-skill-st_fireball = Испаљује ватрену куглу која екслодира при судару +hud-skill-st_damage_title = Рањавање +hud-skill-st_damage = Повећава рањавање за { $boost }%{ $SP } +hud-skill-bow_projectile_speed_title = Брзина Пројектила +hud-skill-bow_projectile_speed = Стреле добацују даље и брже за { $boost }%{ $SP } +hud-skill-bow_charged_title = Запета Стрела +hud-skill-bow_charged = Зато што чекаш дуже +hud-skill-bow_charged_damage_title = Рањавање Запетом Стрелом +hud-skill-bow_charged_damage = Повећава рањавање за { $boost }%{ $SP } +hud-skill-bow_charged_energy_regen_title = Обнављање Снаге +hud-skill-bow_charged_energy_regen = Повећава обнављање стамине за { $boost }%{ $SP } +hud-skill-bow_charged_knockback_title = Одбациваље Запетом Стрелом +hud-skill-bow_charged_knockback = Одбацује непријатеља даље за { $boost }%{ $SP } +hud-skill-bow_charged_speed_title = Брзина Запете Стреле +hud-skill-bow_charged_speed = Повећава брзину напада за { $boost }%{ $SP } +hud-skill-bow_charged_move_title = Брзина Кретања При Пуњењу +hud-skill-bow_charged_move = Повећава брзину пуњења при нападу за { $boost }%{ $SP } +hud-skill-bow_repeater_title = Понављач +hud-skill-bow_repeater = Брзо испањивање стрела +hud-skill-bow_repeater_damage_title = Рањавање Понављачем +hud-skill-bow_repeater_damage = Повећава нанете ране за { $boost }%{ $SP } +hud-skill-bow_repeater_cost_title = Цена Понављача +hud-skill-bow_repeater_cost = Смаљује коришћење снаге понављача за { $boost }%{ $SP } +hud-skill-bow_repeater_speed_title = Брзина Понављача +hud-skill-bow_repeater_speed = Повећава брзину испаљиваља стрела за { $boost }%{ $SP } +hud-skill-bow_shotgun_unlock_title = Откључај Сачмару +hud-skill-bow_shotgun_unlock = Откључава способност испаљивања више стрела у исто време{ $SP } +hud-skill-bow_shotgun_damage_title = Рањавање Сачмаром +hud-skill-bow_shotgun_damage = Повећава нанете ране за{ $boost }%{ $SP } +hud-skill-bow_shotgun_cost_title = Цена Сачмаре +hud-skill-bow_shotgun_cost = Смањује цену сачмаре за { $boost }%{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Стрелна Сачмара +hud-skill-bow_shotgun_arrow_count = Повећава број испаљених стрела одједном за { $boost }{ $SP } +hud-skill-bow_shotgun_spread_title = Обухват Сачмаре +hud-skill-bow_shotgun_spread = Смањује ширину обухвата стрелама за { $boost }%{ $SP } +hud-skill-mining_title = Рударење +hud-skill-pick_strike_title = Ударац Крамп +hud-skill-pick_strike = Удари камен крампом да добијеш руду, драгуље и искуство +hud-skill-pick_strike_speed_title = Брзина Замаха Крмапом +hud-skill-pick_strike_speed = Брже рударење{ $SP } +hud-skill-pick_strike_oregain_title = Принос Руда +hud-skill-pick_strike_oregain = Шанса за добијање додатне руде ({ $boost }% по новоу){ $SP } +hud-skill-pick_strike_gemgain_title = Принос Драгуља +hud-skill-pick_strike_gemgain = Шанса за добијање додатних драгуља ({ $boost }% по новоу){ $SP } diff --git a/assets/voxygen/i18n/sr/hud/social.ftl b/assets/voxygen/i18n/sr/hud/social.ftl new file mode 100644 index 0000000..305d8f6 --- /dev/null +++ b/assets/voxygen/i18n/sr/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = Остали Играчи +hud-social-online = На-мрежи: +hud-social-friends = Пријатељи +hud-social-not_yet_available = Није још Доступно +hud-social-faction = Фракција +hud-social-play_online_fmt = { $nb_player } играча на-мрежи +hud-social-name = Име +hud-social-level = Ниво +hud-social-zone = Зона +hud-social-account = Рачун diff --git a/assets/voxygen/i18n/sr/hud/subtitles.ftl b/assets/voxygen/i18n/sr/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/sr/hud/trade.ftl b/assets/voxygen/i18n/sr/hud/trade.ftl new file mode 100644 index 0000000..3996d80 --- /dev/null +++ b/assets/voxygen/i18n/sr/hud/trade.ftl @@ -0,0 +1,20 @@ +hud-trade-trade_window = Трампа +hud-trade-phase1_description = Превуци итеме које желиш да трампиш. +hud-trade-phase2_description = + Трампа је сада закључана да ти пружи + времена да прегледаш. +hud-trade-phase3_description = Трампа се обрађује. +hud-trade-persons_offer = { $playername } понуда +hud-trade-has_accepted = + { $playername } + је прихватио/ла +hud-trade-accept = Прихвати +hud-trade-decline = Одбаци +hud-trade-invite_sent = Захтев за трампу послат { $playername }. +hud-trade-result-completed = Успешна трампа. +hud-trade-result-declined = Трампа одбачена. +hud-trade-result-nospace = Нема довољно простора за трампу. +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Твоја понуда +hud-trade-their_offer = Њихова понуда diff --git a/assets/voxygen/i18n/sr/main.ftl b/assets/voxygen/i18n/sr/main.ftl new file mode 100644 index 0000000..f582a88 --- /dev/null +++ b/assets/voxygen/i18n/sr/main.ftl @@ -0,0 +1,75 @@ +main-username = Корисничко Име +main-server = Сервер +main-password = Лозинка +main-connecting = Позвезивање +main-creating_world = Прављење Света +main-tip = Савет: +main-notice = + Добродошао/ла у алфа верзију Veloren-а! + + Пре него почнеш забаву, молимо да обратиш пажњу на следеће: + + - Ово је веома рана алфа верзија. Очекуј грешке, изузетно недовршену игру, неугланцану механику, и недостајуће функције. + + - Ако имаш конструктивну подршку или извештај о грешци, можеш нас контактирати преко Reddit-а, GitLab-а, или нашег Discord сервера. + + - Veloren је лиценциран под GPL 3 лиценцом отвореног кода. Што значи да можеш да играш, мењаш, и раздељујеш игру како код пожелиш (ако је изведена дорада такође под GPL 3 лиценцом). + + - Veloren је не профитни пројекат заједнице, и сви који раде на њему су добровољци. + Ако ти се свића што видиш, добродошао/ла си да се придружиш развојном или уметничком тиму! + + Хвала за одвојено време да прочиташ ово обавештење, надамо се да ћеш уживати у игри! + + ~ Veloren Екипа +main-login_process = + Информација о пријављивању: + + Молимо обратите пажњу да вам је потребан рачун + да играте на потврда-омогућеним серверима. + + Рачун можете направити на сајту + + https://veloren.net/account/. +main-login-server_not_found = Сервер није нађен +main-login-authentication_error = Грешка при потврди сервера +main-login-internal_error = Унутрашња грешка у клијенту (вероватно, лик играча је обрисан) +main-login-failed_auth_server_url_invalid = Грешка при повезивању са потврдним сервером +main-login-insecure_auth_scheme = HTTP потврдна шема НИЈЕ подржана. Несигурна је! Из развојних потреба, HTTP је дозвољен за 'localhost' или тест изградњама +main-login-server_full = Сервер је пун +main-login-untrusted_auth_server = Потврдни сервер није пуздан +main-login-outdated_client_or_server = Полудели Сервер: Вероватно верзија није подударна, провери ажурирања. +main-login-timeout = Истекло време: Сервер није одговоријо на време. (Преоптерећење или грешка на мрежи). +main-login-server_shut_down = Сервер искључен +main-login-network_error = Грешка на мрежи +main-login-network_wrong_version = Неподударне сервер и клијент верзија, молимо ажурирајте игру. +main-login-failed_sending_request = Захтев ка потврдном серверу није прошао +main-login-invalid_character = Одабрани лик је неважећи +main-login-client_crashed = Клијент се срушио +main-login-not_on_whitelist = Потребно је да вас Админ дода не белу-листу да би ушли +main-login-banned = Забрањен вам је улаз из следећег разлога +main-login-kicked = Одбијен вам је улаз из следеће разлога +main-login-select_language = Одабери језик +main-login-client_version = Верзија Клијнта +main-login-server_version = Верзија Сервера +main-servers-select_server = Одабери Сервер +loading-tips = + .a0 = Стисни '{ $gameinput-togglelantern }' да укључиш лампу. + .a1 = Стисни '{ $gameinput-help }' да видиш подразумеване тастере. + .a2 = Можеш да укуцаш /say или /s да разговараш са играчима који су близу тебе. + .a3 = Можеш да укуцаш /region или /r да разговараш са играчима који су пар стотина блокова удаљени. + .a4 = Админи могу да користе /build команду да активирају мод градње. + .a5 = Можеш да укуцаш /group or /g да разговараш са играчима који се налазе у твојој групи. + .a6 = Да пошаљеш приватну поруку укуцај /tell затим име играча и твоју поруку. + .a7 = Обрати пажњу на храну, сандуке и остали плен раштркан по свету! + .a8 = Инвентар пун свеже хране? Покушај да направиш бољу храну од њега! + .a9 = Питаш се шта да радиш? Пробај једну од тамница означених на мапи! + .a10 = Не заборави да подесиш графику за свој систем. Стисни '{ $gameinput-settings }' да отвориш подешавања. + .a11 = Играње са другима је забавно! Стисни '{ $gameinput-social }' да видиш ко је још присутан. + .a12 = Стисни '{ $gameinput-dance }' да заиграш. Журка! + .a13 = Стисни '{ $gameinput-glide }' да отвориш Једрењак и освојиш небо. + .a14 = Veloren је и даље Пре-Алфа. Сваким даном се трудимо да га побољшамо! + .a15 = Ако желиш да се прикључиш развојном тиму или да ступиш у контакт са нама, придружи се нашем Discord серверу. + .a16 = Можеш да укључиш приказ здравственог стања на бару за здравље у подешавањима. + .a17 = Седи поред ватре (помоћу '{ $gameinput-sit }' тастера) да се полако опоравиш од повреда. + .a18 = Треба ти више торби или бољи оклоп да наставиш путовање? Стисни '{ $gameinput-crafting }' да отвориш мени за прављење! + .a19 = Покушај да скочиш док се котрљаш кроз створења. diff --git a/assets/voxygen/i18n/sr/npc.ftl b/assets/voxygen/i18n/sr/npc.ftl new file mode 100644 index 0000000..1697d4d --- /dev/null +++ b/assets/voxygen/i18n/sr/npc.ftl @@ -0,0 +1,170 @@ +npc-speech-villager = + .a0 = Није ли предиван дан? + .a1 = Како си ти данас? + .a2 = Добро јутро ти желим! + .a3 = Питам се шта Catoblepas мисли када једе траву. + .a4 = Шта мислиш о овом времену? + .a5 = Сама мисао на тамнице ме уплаши. Надам се да ће их неко почистити. + .a6 = Имам жељу да се бавим спелеологијом у пећинама кад ојачам. + .a7 = Да ниси видео/ла моју мачку? + .a8 = Јеси ли икада чуо/ла за неустрашиву Копнену Ајкулу? Чујем да живе у пустињама. + .a9 = Кажу да се у пећинама могу наћи сјајни драгуљи свих врста. + .a10 = Само са опседнут сиром! + .a11 = Зар нећеш ући? Само што нисмо почели са сиром! + .a12 = Кажу да су печурке добре за здравље. Ја лично их никад не једем. + .a13 = Не заборави крекере! + .a14 = Просто обожавам Сир Патуљака. Их кад бих знао како да га направим. + .a15 = Питам се шта ли је са друге стране планина. + .a16 = Надам се да ћу да направим мој лични једрењак једног дана. + .a17 = Желиш ли да видиш моју башту? Важи, можда неки други пут. + .a18 = Предиван да за шетњу у шуми! + .a19 = Бити, или не бити? Мислим да ћу бити фармер. + .a20 = Зар не мислиш да је наше село најбоље? + .a21 = Шта мислиш да Сјајне Остатке чини тако сјајним? + .a22 = Мислим да је време за други доручак! + .a23 = Јеси ли икад ухватио/ла свитца? + .a24 = Просто не разумем одакле ови Sauroks-и настављају да долазе. + .a25 = Волео бих да неко држи вукове даље од села. + .a26 = Имао/ла сам предиван сан о сиру синоћ. Да ли то нешто значи? + .a27 = Оставио/ла сам мало сира код брата. Сад не знам да ли постоји или не. Зовем га Шредингер сир. + .a28 = Оставио/ла сам мало сира код сестре. Сад не знам да ли постоји или не. Зовем га Шредингер сир. + .a29 = Неко би требало да предузме нешто по питању ових култиста. По могућности не ја. + .a30 = Надам се да ће киша ускоро. Било би добро за усеве. + .a31 = Обожавам мед! И мрзим пчеле. + .a32 = Жело/ла бих да видим свет једног дана. У животу мора бити више од овог села. +npc-speech-villager_decline_trade = + .a0 = Извини, Немам ништа за продају. + .a1 = Трампа? Као да ја имам нешто што би тебе интересовало. + .a2 = Моја кућа је моја, нећу је продати низашта. +npc-speech-merchant_advertisement = + .a0 = Могу ли те заинтересовати за трампу? + .a1 = Желиш ли да се трампиш са мном? + .a2 = Имам гомилу робе, Желиш ли да погледаш? +npc-speech-merchant_busy = + .a0 = Ало, Сачекај свој ред. + .a1 = Молим те сачекај, ја сам само једна особа. + .a2 = Зар не видиш особу испред себе? + .a3 = Само моменат, да завршим. + .a4 = Нема прескакања реда. + .a5 = Заузет/а сам, дођи касније. +npc-speech-merchant_trade_successful = + .a0 = Хвала што си пазарио/ла код мене! + .a1 = Хвала лепо! +npc-speech-merchant_trade_declined = + .a0 = Можда следећи пут, пријатан дан желим! + .a1 = Штета, можда следећи пут! +npc-speech-villager_cultist_alarm = + .a0 = Пази! Култист је пуштен са ланца! + .a1 = На оружје! Култисти нападају! + .a2 = Како ли се само култисти усуде да нападну село! + .a3 = Смрт култистима!!! + .a4 = Култисти овде неће бити толерисани! + .a5 = Култист убица! + .a6 = Окуси оштрицу мог мача , ти прљави култисто! + .a7 = Ништа не може опрати твоје крваве руке, култисто! + .a8 = Милијарде блиставих плавих шкољки! Култисти су међу нама! + .a9 = Ускоро долази крај злу овог култисте! + .a10 = Овај култиста је мој! + .a11 = Припреми се да упознаш свог творца, прљави култисто! + .a12 = Видим култисте! За њима! + .a13 = Видим култисте! Напад! + .a14 = Видим култисте! Не дајте им да побегну! + .a15 = Да ли би најчаснији култиста желео једну СМРТ?! + .a16 = Никад опрости! Никад заборави! Култисти, зажалите! + .a17 = Умри, култисто! + .a18 = Твом терору је дошао крај! + .a19 = Ово ти је казна за сва злодела! + .a20 = Овде не волимо типове као што си ти. + .a21 = Боље да си остао под земљом! +npc-speech-villager_under_attack = + .a0 = Упомоћ, нападнут/а сам! + .a1 = Упомоћ, нападнут/а сам! + .a2 = Јој! нападнут/а сам! + .a3 = Јаој! нападнут/а сам! Упомоћ! + .a4 = Помозите ми! Нападнут/а сам! + .a5 = Нападнут/а сам! Упомоћ! + .a6 = Нападнут/а сам! Помозите ми! + .a7 = Упомоћ! + .a8 = Упомоћ! Упомоћ! + .a9 = Упомоћ! Упомоћ! Упомоћ! + .a10 = Нападнут/а сам! + .a11 = АЈАОЈ! Нападнут/а сам! + .a12 = АЈАОЈ! Нападнут/а сам! Упомоћ! + .a13 = Упомоћ! Нападнути смо! + .a14 = Упомоћ! Убица! + .a15 = Упомоћ! Убица је пуштен с' ланца! + .a16 = Упомоћ! Покушавају да ме убију! + .a17 = Стража, Нападнут/а сам! + .a18 = Стража! Нападнут/а сам! + .a19 = Нападнут/а сам! Стража! + .a20 = Упомоћ! Стража! Нападнут/а сам! + .a21 = Стража! Пожурите! + .a22 = Стража! Стража! + .a23 = Стража! Напада ме негативац! + .a24 = Стража, убијте овог прљавог злочинца! + .a25 = Стража! Ено га убица! + .a26 = Стража! Помозите ми! + .a27 = Нећеш се извући са овим! Стража! + .a28 = Ти ђаволе! + .a29 = Помозите ми! + .a30 = Помагајте! Молим вас! + .a31 = Јој! Стража! Упомоћ! + .a32 = Долазе по мене! + .a33 = Упомоћ! Упомоћ! Бивам потиснут/а! + .a34 = Ах, сада видимо насиље својствено систему . + .a35 = Само огреботина! + .a36 = Еј Прекини! + .a37 = Шта сам ти ја скривио?! + .a38 = Молим те престани да ме нападаш! + .a39 = Еј! Пази где упиреш са тим! + .a40 = Одвратни бедниче, нестани одавде! + .a41 = Престани! Одлази одавде! + .a42 = Сада си ме разљутио! + .a43 = Еј! Шта си ти умислио да си?! + .a44 = За то ћу ти одсећи главу! + .a45 = Престани, молим те! Са собом немам ништа вредно! + .a46 = Пустићу мога брата на тебе, он је већи него што сам ја! + .a47 = Неее, Све ћу рећи мајци! + .a48 = Проклет/а да си! + .a49 = Молим те престани са тим. + .a50 = То није лепо од тебе! + .a51 = Твоје оружје ради, сада можеш да га одложиш! + .a52 = Поштеди ме! + .a53 = Молим те, Ја имам фамилију! + .a54 = Премлад/а сам да умрем! + .a55 = Можемо ли да се нагодимо? + .a56 = Насиље није никад одговор! + .a57 = Данас имам веома лош дан... + .a58 = Еј, то боли! + .a59 = ЕЈЈЈ! + .a60 = Веома безобразно! + .a61 = Престани, молим те! + .a62 = Осип те напао! + .a63 = Ово није забавно. + .a64 = Како се усуђујеш?! + .a65 = Платићеш за ово! + .a66 = Наставиш ли овако зажалићеш! + .a67 = Не терај ме да те повредим! + .a68 = Мора да је дошло до неспоразума! + .a69 = Не мораш ово да радиш! + .a70 = Нестани, бедниче! + .a71 = То стварно боли! + .a72 = Зашто то радиш? + .a73 = За име духова, престани! + .a74 = Мора да си ме помешао/ла са неким другим! + .a75 = Ја ово нисам заслужио/ла! + .a76 = Молим те, немој то поново радити. + .a77 = Стража, баците ово чудовиште у језеро! + .a78 = Пустићу мог tarasque на тебе! + .a79 = Зашто јааааа? +npc-speech-villager_enemy_killed = + .a0 = Уништио/ла сам свог противника! + .a1 = Коначно у миру! + .a2 = { "." }.. где сам оно стао? +npc-speech-menacing = + .a0 = Упозоравам те! + .a1 = Приђеш ли корак ближе нападам! + .a2 = Не плашиш ме! + .a3 = Губи се одавде! + .a4 = Ако ти је живот мио окрени се и одлази! + .a5 = Овде ниси добродошао! diff --git a/assets/voxygen/i18n/sv/_manifest.ron b/assets/voxygen/i18n/sv/_manifest.ron new file mode 100644 index 0000000..ad43e6f --- /dev/null +++ b/assets/voxygen/i18n/sv/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for sweden Swedish +( + metadata: ( + language_name: "Svenska (Swedish)", + language_identifier: "sv", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/sv/body.ftl b/assets/voxygen/i18n/sv/body.ftl new file mode 100644 index 0000000..3823d3b --- /dev/null +++ b/assets/voxygen/i18n/sv/body.ftl @@ -0,0 +1,66 @@ +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-generic = någon varelse +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cyclops = en cyklop +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-wendigo = en wendigo +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-werewolf = en varulv +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mountain_troll = ett bergtroll +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-swamp_troll = ett träsktroll +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-blue_oni = en blå oni +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-red_oni = en röd oni +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tursus = en tursus +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mighty_saurok = en mäktig saurok +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sly_saurok = en listig saurok +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-dullahan = en dullahan +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-minotaur = en minotauros +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-yeti = en yeti +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlord = en kultisk krigsherre +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlock = en kultisk trollkarl +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sea_bishop = en sjöbiskop +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-haniwa_general = en haniwageneral +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cave_troll = ett grottroll +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-harvester = en skördare +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-occult_saurok = en ockult saurok +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_punisher = en terrakottabestraffare +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_demolisher = en terrakottademolerare +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-male = en ogre +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-female = en ogre +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mindflayer = en sinnesflåare +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_besieger = en terrakottabelägrare +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-gigas_frost = en gigas frost +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tidal_warrior = en tidvattenkrigare +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-husk_brute = en husk brute +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-adlet_elder = en adlet äldre +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-terracotta_pursuer = en terrakottaförföljare +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cursekeeper = terrakottaförföljare diff --git a/assets/voxygen/i18n/sv/buff.ftl b/assets/voxygen/i18n/sv/buff.ftl new file mode 100644 index 0000000..823ea25 --- /dev/null +++ b/assets/voxygen/i18n/sv/buff.ftl @@ -0,0 +1,210 @@ +## Regeneration + +buff-heal = Heala + .desc = Återfå hälsa över tid. + .stat = Återger { $str_total } hälsa. + +## Potion + +buff-potion = Trolldryck + .desc = Dricker... + +## Saturation + +buff-saturation = Mättnad + .desc = Återfå hälsa över tid från förbrukningsvaror. + +## Campfire + +buff-campfire_heal = Helande lägereld + .desc = Att vila vid en lägereld helar { $rate }% per sekund. + +## Energy Regen + +buff-energy_regen = Energiregeneration + .desc = Snabbare energiregeneration. + .stat = Återställer { $str_total } Energi. + +## Health Increase + +buff-increase_max_health = Öka Maximala Hälsan + .desc = Din maximala hälsogräns är ökad. + .stat = + Ökar den maximala hälsan + med { $strength }. + +## Energy Increase + +buff-increase_max_energy = Öka Maximala Energin + .desc = Höj din maximala energigräns. + .stat = + Ökar den maximala energin + med { $strength }. + +## Invulnerability + +buff-invulnerability = Osårbarhet + .desc = Du kan inte skadas av någon attack. + .stat = Ger osårbarhet. + +## Protection Ward + +buff-protectingward = Skyddsbesvärjelse + .desc = Du skyddas, någorlunda, från attacker. + +## Frenzied + +buff-frenzied = Rasande + .desc = Du är uppfylld av en onaturlig hastighet och kan ignorera mindre skador. + +## Haste + +buff-hastened = Förhastad + .desc = Dina rörelser och attacker är snabbare. + +## Bleeding + +buff-bleed = Blödande + .desc = Orsakar regelbunden skada. + +## Curse + +buff-cursed = Förbannad + .desc = En förbannelse har uttalats över dig. + +## Burning + +buff-burn = I Lågor + .desc = Du brinner levande. + +## Crippled + +buff-crippled = Förlamad + .desc = Din rörlighet hindras eftersom dina ben är allvarligt skadade. + +## Freeze + +buff-frozen = Frusen + .desc = Dina rörelser och attacker har saktats ner. + +## Wet + +buff-wet = Blöt + .desc = Marken nekar dina fötter, vilket gör det svårt att stanna. + +## Ensnared + +buff-ensnared = Intrasslad + .desc = Rankor greppar tag i dina ben vilket begränsar din rörlighet. + +## Fortitude + +buff-fortitude = Slagtålig + .desc = Du kan tåla vacklande attacker, och när du tar med skada kan du enklare få andra att vackla. + +## Parried + +buff-parried = Parerad + .desc = Du parerades och är nu långsam med att återhämta dig. + +## Potion sickness + +buff-potionsickness = Illamående från trolldryck + .desc = Trolldrycker har mindre positiv effekt på dig efter att du nyligen druckit en trolldryck. + .stat = + Minskar dem positiva effekterna av + påföljande trolldrycker med { $strength } %. + +## Reckless + +buff-reckless = Hänsynslös + .desc = Dina attacker är kraftfullare. Dock lämnar du dina försvar öppna. + +## Polymorped + +buff-polymorphed = Polymorferad + .desc = Din kropp byter form. + +## Flame + +buff-flame = Flamma + .desc = Flamman är din allierade. + +## Frigid + +buff-frigid = Frusen + .desc = Frys dina fiender. + +## Lifesteal + +buff-lifesteal = Hälsostöld + .desc = Sug ut livet ur dina fiender. + +## Polymorped + +buff-salamanderaspect = Salamanders Aspekt + .desc = Du kan inte brinna och du rör dig snabbt genom lava. + +## Imminent Critical + +buff-imminentcritical = Inkommande Kritisk Träff + .desc = Din nästa attack kommer ge ett kritiskt slag mot fienden. + +## Fury + +buff-fury = Raseri + .desc = Med ditt raseri genererar dina hugg mer kombo. + +## Sunderer + +buff-sunderer = Söndrare + .desc = Dina attacker bryter igenom dina fienders försvar och friskar upp dig med mer energi. + +## Sunderer + +buff-defiance = Trotsning + .desc = Du kan stå emot starkare och mer omskakande slag och generera kombo genom att bli slagen. Däremot är du långsammare. + +## Bloodfeast + +buff-bloodfeast = Blodfest + .desc = Du fyller upp ditt liv när du attackerar blödande fiender. + +## Berserk + +buff-berserk = Bärsärk + .desc = Du går bärsärkagång. Dina attacker blir skadligare och både du och dina attacker blir snabbare. Däremot blir dina defensiva förmågor svagare. + +## Util + +buff-text-over_seconds = under { $dur_secs } sekunder +buff-text-for_seconds = i { $dur_secs } sekunder +buff-mysterious = Mystisk effekt +buff-remove = Klicka för att ta bort +# Agility +buff-agility = Smidighet + .desc = Din rörelse är snabbare, men du orsakar minder skada, och tar mer skada. + .stat = + Ökar rörelsehastighet med { $strength }%. + I utbyte minskar din attackkraft och skydd drastiskt. +# Heatstroke +buff-heatstroke = Värmeslag + .desc = Du utsattes för värme och lider nu av värmeslag. Din energibelöning och rörelsehastighet är lägre. Chilla. +# Poisoned +buff-poisoned = Förgiftad + .desc = Du känner ditt liv vissna iväg... +# Concussion +buff-concussion = Hjärnskakning + .desc = Du har blivit slagen hårt på huvudet och har svårt att fokusera, vilket förhindrar dig från att använda några av dina mer komplexa attacker. +# Tenacity +buff-tenacity = Tenacitet + .desc = Du skakar inte bara av tyngre attacker, de ger dig även energi. Dock är du också saktare. +# Winded +buff-winded = Andfådd + .desc = Du kan knappt andas vilket hindrar hur mycket energi du kan återhämta och hur snabbt du kan röra dig. +# Rooted +buff-rooted = Rotad + .desc = Du sitter fast på plats och kan inte röra dig. +# Staggered +buff-staggered = Vacklan + .desc = Du är i obalans och mer mottaglig till tunga attacker. diff --git a/assets/voxygen/i18n/sv/char_selection.ftl b/assets/voxygen/i18n/sv/char_selection.ftl new file mode 100644 index 0000000..d3d6435 --- /dev/null +++ b/assets/voxygen/i18n/sv/char_selection.ftl @@ -0,0 +1,29 @@ +char_selection-loading_characters = Laddar karaktärer... +char_selection-delete_permanently = Radera karaktären permanent? +char_selection-change_server = Byt Server +char_selection-enter_world = Öppna Värld +char_selection-spectate = Övervaka Värld +char_selection-joining_character = Ansluter till värld... +char_selection-logout = Logga ut +char_selection-create_new_character = Skapa ny karaktär +char_selection-creating_character = Skapar karaktär... +char_selection-character_creation = Karaktärsskapande +char_selection-human_default = Människodefault +char_selection-level_fmt = Nivå { $level_nb } +char_selection-uncanny_valley = Vildmark +char_selection-plains_of_uncertainty = Osäkerhetens Slättmark +char_selection-beard = Skägg +char_selection-hair_style = Hårstil +char_selection-hair_color = Hårfärg +char_selection-eye_color = Ögonfärg +char_selection-skin = Hud +char_selection-eyeshape = Ögondetaljer +char_selection-accessories = Accessoarer +char_selection-starting_site = Välj Startområde +char_selection-starting_site_next = Nästa +char_selection-starting_site_prev = Föregående +char_selection-starting_site_name = { $name } +char_selection-starting_site_kind = Sort: { $kind } +char_selection-create_info_name = Din karaktär behöver ett namn! +char_selection-version_mismatch = VARNING! Den här servern kör en annorlunda, möjligen inkompatibel spelversion. Uppdatera gärna ditt spel. +char_selection-rules = Regler diff --git a/assets/voxygen/i18n/sv/common.ftl b/assets/voxygen/i18n/sv/common.ftl new file mode 100644 index 0000000..2225db8 --- /dev/null +++ b/assets/voxygen/i18n/sv/common.ftl @@ -0,0 +1,123 @@ +common-username = användarnamn +common-singleplayer = En spelare +common-multiplayer = Flera spelare +common-servers = Servrar +common-quit = Avsluta +common-settings = Inställningar +common-languages = Språk +common-interface = Gränssnitt +common-gameplay = Spelande +common-controls = Kontroller +common-video = Grafik +common-sound = Ljud +common-chat = Chatt +common-networking = Nätverk +common-accessibility = Tillgänglighet +common-resume = Återgå +common-characters = Karaktärer +common-close = Stäng +common-yes = Ja +common-no = Nej +common-back = Tillbaka +common-create = Skapa +common-okay = Okej +common-add = Lägg till +common-accept = Acceptera +common-decline = Avböj +common-disclaimer = Varning +common-cancel = Avbryt +common-none = Ingen +common-error = Fel +common-fatal_error = Allvarligt Fel +common-you = Du +common-automatic = Auto +common-random = Slump +common-empty = Tomt +common-confirm = Bekräfta +common-delete_server = Radera Server +common-interface_settings = Gränssnittsinställningar +common-gameplay_settings = Spelinställningar +common-controls_settings = Kontrollinställningar +common-video_settings = Grafikinställningar +common-sound_settings = Ljudinställningar +common-language_settings = Språkinställningar +common-chat_settings = Chattinställningar +common-networking_settings = Nätverksinställningar +common-accessibility_settings = Tillgänglighetsinställningar +common-connection_lost = + Anslutningen förlorades! + Startade servern om? + Är klienten uppdaterad? +common-species-orc = Orch +common-species-human = Människa +common-species-dwarf = Dvärg +common-species-elf = Alv +common-species-draugr = Odöd +common-species-danari = Danari +common-weapons-axe = Yxa +common-weapons-dagger = Dolk +common-weapons-greatsword = Storsvärd +common-weapons-shortswords = Kortsvärd +common-weapons-sword = Svärd +common-weapons-staff = Eldstav +common-weapons-bow = Pilbåge +common-weapons-hammer = Hammare +common-weapons-general = Allmän Strid +common-weapons-sceptre = Läkande Spira +common-weapons-shield = Sköld +common-weapons-spear = Spjut +common-weapons-hammer_simple = Enkel Hammare +common-weapons-sword_simple = Enkelt Svärd +common-weapons-staff_simple = Enkel Stav +common-weapons-axe_simple = Enkel Yxa +common-weapons-bow_simple = Enkel Båge +common-weapons-unique = Unik +common-tool-debug = Avbugga +common-tool-farming = Jordbruksredskap +common-tool-pick = Hacka +common-tool-shovel = Spade +common-tool-mining = Gruvgrävande +common-tool-instrument = Instrument +common-kind-modular_component = Modulär Komponent +common-kind-modular_component_partial = Komponent +common-kind-glider = Glidare +common-kind-consumable = Förbrukningsvara +common-kind-throwable = Kan kastas +common-kind-utility = Hjälpmedel +common-kind-ingredient = Ingrediens +common-kind-lantern = Lykta +common-hands-one = Enhänt +common-hands-two = Tvåhänt +common-rand_appearance = Slumpmässigt utseende +common-rand_name = Slumpmässigt namn +common-stats-combat_rating = Stridsduglighet +common-stats-power = Kraft +common-stats-speed = Hastighet +common-stats-effect-power = Effektstyrka +common-stats-range = Räckvidd +common-stats-energy_efficiency = Energieffektivitet +common-stats-buff_strength = Buff/Debuff-styrka +common-stats-precision_mult = Kritisk Multi +common-stats-armor = Rustning +common-stats-poise_res = Motståndskraft +common-stats-energy_max = Max Energi +common-stats-energy_reward = Energibelöning +common-stats-precision_power = Kritisk Kraft +common-stats-stealth = Smygning +common-stats-slots = Packningutrymme +common-stats-durability = Hållbarhet +common-material-metal = Metall +common-material-wood = Trä +common-material-stone = Sten +common-material-cloth = Tyg +common-material-hide = Skinn +common-sprite-chest = Kista +common-sprite-chair = Stol +common-sprite-mud = Lera +common-sprite-grave = Grav +common-sprite-crate = Spjällåda +common-sprite-street_lamp = Lyktstolpe +common-sprite-lantern = Lykta +common-sprite-seashell_lantern = Snäckskalslykta +common-sprite-firebowl_ground = Eldskål +common-sprite-signboard = Skylt diff --git a/assets/voxygen/i18n/sv/esc_menu.ftl b/assets/voxygen/i18n/sv/esc_menu.ftl new file mode 100644 index 0000000..cdbf199 --- /dev/null +++ b/assets/voxygen/i18n/sv/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Logga Ut +esc_menu-quit_game = Avsluta Spel diff --git a/assets/voxygen/i18n/sv/gameinput.ftl b/assets/voxygen/i18n/sv/gameinput.ftl new file mode 100644 index 0000000..565ecba --- /dev/null +++ b/assets/voxygen/i18n/sv/gameinput.ftl @@ -0,0 +1,78 @@ +gameinput-primary = Grundläggande Attack +gameinput-secondary = Sekundär Attack +gameinput-block = Blocka +gameinput-slot1 = Snabbåtkomst ruta 1 +gameinput-slot2 = Snabbåtkomst ruta 2 +gameinput-slot3 = Snabbåtkomst ruta 3 +gameinput-slot4 = Snabbåtkomst ruta 4 +gameinput-slot5 = Snabbåtkomst ruta 5 +gameinput-slot6 = Snabbåtkomst ruta 6 +gameinput-slot7 = Snabbåtkomst ruta 7 +gameinput-slot8 = Snabbåtkomst ruta 8 +gameinput-slot9 = Snabbåtkomst ruta 9 +gameinput-slot10 = Snabbåtkomst ruta 10 +gameinput-swaploadout = Byt Utrustning +gameinput-togglecursor = Visa/Dölj Muspekare +gameinput-help = Visa/Dölj Hjälpfönster +gameinput-toggleinterface = Visa/Dölj Gränssnitt +gameinput-toggledebug = Visa/Dölj FPS och Felsökningsinfo +gameinput-toggle_egui_debug = Visa/Dölj EGUI-felsökningsinfo +gameinput-togglechat = Visa/Dölj Chatt +gameinput-screenshot = Ta Skärmbild +gameinput-toggleingameui = Visa/Dölj Namnskyltar +gameinput-fullscreen = Växla Helskärm +gameinput-moveforward = Gå Framåt +gameinput-moveleft = Gå Vänster +gameinput-moveright = Gå Höger +gameinput-moveback = Gå Bakåt +gameinput-jump = Hoppa +gameinput-glide = Glidare +gameinput-roll = Rulla +gameinput-climb = Klättra +gameinput-climbdown = Klättra Ner +gameinput-wallleap = Vägghopp +gameinput-togglelantern = Visa/Dölj Lykta +gameinput-mount = Sitt upp +gameinput-chat = Prata +gameinput-command = Kommando +gameinput-escape = Avbryt +gameinput-map = Karta +gameinput-bag = Säck +gameinput-trade = Byteshandla +gameinput-social = Socialt +gameinput-sit = Sitt +gameinput-spellbook = Trollformler +gameinput-settings = Inställningar +gameinput-respawn = Återuppliva +gameinput-charge = Anfall +gameinput-togglewield = Byt draget vapen +gameinput-interact = Interagera +gameinput-freelook = Frigör Kamera +gameinput-autowalk = Gå/Simma Automatiskt +gameinput-zoomin = Zooma in kamera +gameinput-zoomout = Zooma ut kamera +gameinput-zoomlock = Lås kamerazoom +gameinput-cameraclamp = Lås Kamera +gameinput-dance = Dansa +gameinput-select = Välj Entitet +gameinput-acceptgroupinvite = Acceptera Gruppinbjudan +gameinput-declinegroupinvite = Avböj Gruppinbjudan +gameinput-cyclecamera = Byt Kamera +gameinput-crafting = Tillverkning +gameinput-fly = Flyg +gameinput-sneak = Smyg +gameinput-swimdown = Simma nedåt +gameinput-swimup = Simma uppåt +gameinput-mapzoomin = Förstora kartan +gameinput-mapzoomout = Förminska kartan +gameinput-greet = Hälsa +gameinput-map-locationmarkerbutton = Placera en markör på Kartan +gameinput-spectatespeedboost = Övervakningshastighetsökning +gameinput-spectateviewpoint = Övervaka synpunkt +gameinput-mutemaster = Stäng av huvudvolym +gameinput-muteinactivemaster = Stäng av huvudvolym (inaktivt fönster) +gameinput-mutemusic = Stäng av musikvolym +gameinput-mutesfx = Stäng av SFX-volym +gameinput-muteambience = Stäng av bakgrundsvolym +gameinput-stayfollow = Stanna/Följ +gameinput-togglewalk = Växla Promenerande diff --git a/assets/voxygen/i18n/sv/hud/ability.ftl b/assets/voxygen/i18n/sv/hud/ability.ftl new file mode 100644 index 0000000..8e28902 --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/ability.ftl @@ -0,0 +1,401 @@ +common-abilities-debug-possess = Besättande spil + .desc = Skjuter en förgiftad pil. Låter dig kontrollera ditt mål. +common-abilities-bow-shotgun = Pilskur + .desc = Skjuter iväg en skur av pilar. +common-abilities-staff-fireshockwave = Eldens ring + .desc = Tänder eld på marken med en eldig stötvåg. +common-abilities-sceptre-wardingaura = Vårdande Aura + .desc = Skyddar dina allierade mot fiendens attacker. +# Sword abilities +veloren-core-pseudo_abilities-sword-heavy_stance = Tung Hållning + .desc = Attacker i denna hållning kan göra att fiender vacklar och ge mer skada på vacklande fiender men är långsammare. +veloren-core-pseudo_abilities-sword-agile_stance = Smidig Hållning + .desc = Attacker är snabbare men svagare i denna hållning. +veloren-core-pseudo_abilities-sword-defensive_stance = Defensiv Hållning + .desc = Attacker i denna hållning kan användas som en svag blockering eller parering. +veloren-core-pseudo_abilities-sword-crippling_stance = Förlamande Hållning + .desc = Attacker i denna hållning skapar eller förvärrar varaktiga skador. +veloren-core-pseudo_abilities-sword-cleaving_stance = Klyvande Hållning + .desc = Attacker i denna hållning kan träffa flera fiender. +veloren-core-pseudo_abilities-sword-double_slash = Dubbelhugg + .desc = En kombo med två träffar. +common-abilities-sword-basic_double_slash = Grundläggande Dubbelhugg + .desc = En grundläggande tvåslagskombo. +common-abilities-sword-heavy_double_slash = Tungt Dubbelhugg + .desc = En långsammare tvåslagskombo som kan få en att vackla. +common-abilities-sword-agile_double_slash = Smidigt Dubbelhugg + .desc = En snabb tvåslagskombo med lättare hugg. +common-abilities-sword-defensive_double_slash = Defensivt Dubbelhugg + .desc = En tvåslagskombo som minskar effekten av fiendens attacker. +common-abilities-sword-crippling_double_slash = Förlamande Dubbelhugg + .desc = En tvåslagskombo som kan förlänga fiendens blödande. +common-abilities-sword-cleaving_double_slash = Klyvande Dubbelhugg + .desc = En tvåslagskombo som kan klyva genom flera fiender. +veloren-core-pseudo_abilities-sword-secondary_ability = Sekundär Svärdsförmåga + .desc = Förmågan bunden till sekundär attackknapp. +common-abilities-sword-basic_thrust = Grundläggande Stöt + .desc = Laddar man upp stöten blir den kraftfullare. +common-abilities-sword-heavy_slam = Tung Smäll + .desc = Ett tungt hugg över huvudet som kan laddas upp för att få fienden att vackla mer. +common-abilities-sword-agile_perforate = Perforera + .desc = Ett snabbt virrvarr av lätta attacker. +common-abilities-sword-agile_dual_perforate = Perforera + .desc = Ett snabbt virrvarr av lätta attacker med båda svärd. +common-abilities-sword-defensive_vital_jab = Defensivt Dödligt Hugg + .desc = Ett snabbt laddat hugg som gör mer skada mot parerade fiender. +common-abilities-sword-crippling_deep_rend = Djupt Sår + .desc = Ett hugg riktat mot ett redan öppet sår, gör mer skada mot blödande fiender. +common-abilities-sword-cleaving_spiral_slash = Spiralhugg + .desc = Svep ditt blad hela vägen runt dig för att träffa alla i närheten. +common-abilities-sword-cleaving_dual_spiral_slash = Spiralhugg + .desc = Svep båda dina blad hela vägen runt dig för att träffa alla i närheten. +veloren-core-pseudo_abilities-sword-crescent_slash = Halvmåneshugg + .desc = + Ett uppåtriktat diagonellt hugg. + Denna skill ändras beroende på din antagna hållning. +common-abilities-sword-basic_crescent_slash = Grundläggande Halvmåneshugg + .desc = Ett grundläggande uppåtriktat diagonellt hugg. +common-abilities-sword-heavy_crescent_slash = Tungt Halvmåneshugg + .desc = Ett uppåtriktat diagonellt hugg som kan få fienden att vackla. +common-abilities-sword-agile_crescent_slash = Smidigt Halvmåneshugg + .desc = Ett lätt uppåtriktat diagolellt hugg. +common-abilities-sword-defensive_crescent_slash = Defensivt Halvmåneshugg + .desc = Ett parerande uppåtriktat diagolellt hugg. +common-abilities-sword-crippling_crescent_slash = Förlamande Halvmåneshugg + .desc = Ett uppåtriktat diagonellt hugg som kan blöda. +common-abilities-sword-cleaving_crescent_slash = Klyvande Halvmåneshugg + .desc = Ett uppåtriktat diagonellt hugg som kan klyva genom fiender. +veloren-core-pseudo_abilities-sword-fell_strike = Dödligt Hugg + .desc = + Ett snabbt starkt hugg. + Denna skill ändras beroende på din antagna hållning. +common-abilities-sword-basic_fell_strike = Grundläggande Dödligt Hugg + .desc = Ett grundläggande snabbt starkt hugg. +common-abilities-sword-heavy_fell_strike = Tungt Dödligt Hugg + .desc = Ett starkt hugg som kan få fienden att vackla. +common-abilities-sword-agile_fell_strike = Smidigt Dödligt Hugg + .desc = Ett väldigt snabbt starkt hugg. +common-abilities-sword-defensive_fell_strike = Defensivt Dödligt Hugg + .desc = A parerande snabbt starkt hugg. +common-abilities-sword-crippling_fell_strike = Förlamande Dödligt Hugg + .desc = Ett snabbt starkt hugg som kan blöda. +common-abilities-sword-cleaving_fell_strike = Klyvande Dödligt Hugg + .desc = Ett snabbt starkt hugg som kan klyva genom fiender. +veloren-core-pseudo_abilities-sword-skewer = Spetsning + .desc = + Ett spetsande utfall. + Denna skill ändras beroende på din antagna hållning. +common-abilities-sword-basic_skewer = Grundläggande Spetsning + .desc = Ett grundläggande spetsande utfall. +common-abilities-sword-heavy_skewer = Tung Spetsning + .desc = Ett spetsande utfall som kan få fienden att vackla. +common-abilities-sword-agile_skewer = Smidig Spetsning + .desc = Ett snabbt spetsande utfall. +common-abilities-sword-defensive_skewer = Defensiv Spetsning + .desc = Ett parerande spetsande utfall. +common-abilities-sword-crippling_skewer = Förlamande Spetsning + .desc = Ett spetsande utfall som kan blöda. +common-abilities-sword-cleaving_skewer = Klyvande Spetsning + .desc = Ett spetsande utfall som kan klyva genom fiender. +veloren-core-pseudo_abilities-sword-cascade = Kaskad + .desc = + Ett hugg över huvudet. + Denna skill ädnras beroende på din antagna hållning. +common-abilities-sword-basic_cascade = Grundläggande Kaskad + .desc = Ett grundläggande hugg över huvudet. +common-abilities-sword-heavy_cascade = Tung Kaskad + .desc = Ett hugg över huvudet som kan få fienden att vackla. +common-abilities-sword-agile_cascade = Smidig Kaskad + .desc = Ett snabbt hugg över huvudet. +common-abilities-sword-defensive_cascade = Defensiv Kaskad + .desc = Ett parerande hugg över huvudet. +common-abilities-sword-crippling_cascade = Förlamande Kaskad + .desc = Ett hugg över huvudet som kan blöda. +common-abilities-sword-cleaving_cascade = Klyvande Kaskad + .desc = Ett hugg över huvudet som kan klyva genom fiender. +veloren-core-pseudo_abilities-sword-cross_cut = Korshugg + .desc = + Ett hugg åt höger och vänster. + Denna skill ändras beroende på din antagna hållning. +common-abilities-sword-basic_cross_cut = Grundläggande Korshugg + .desc = Ett grundläggande hugg åt höger och vänster. +common-abilities-sword-heavy_cross_cut = Tungt Korshugg + .desc = Ett hugg åt höger och vänster som kan få fienden att vackla. +common-abilities-sword-agile_cross_cut = Smidigt Korshugg + .desc = Ett snabbt hugg åt höger och vänster. +common-abilities-sword-defensive_cross_cut = Defensivt Korshugg + .desc = Ett parerande hugg åt höger och vänster. +common-abilities-sword-crippling_cross_cut = Förlamande Korshugg + .desc = Ett hugg åt höger och vänster som kan blöda. +common-abilities-sword-cleaving_cross_cut = Klyvande Korshugg + .desc = Ett hugg åt höger och vänster som kan klyva genom fiender. +common-abilities-sword-basic_dual_cross_cut = Grundläggande Korshugg + .desc = Ett grundläggande hugg åt höger och vänster samtidigt. +common-abilities-sword-heavy_dual_cross_cut = Tungt Korshugg + .desc = Ett hugg åt höger och vänster samtidigt som kan få fienden att vackla. +common-abilities-sword-agile_dual_cross_cut = Smidigt Korshugg + .desc = Ett snabbt hugg åt höger och vänster samtidigt. +common-abilities-sword-defensive_dual_cross_cut = Defensivt Korshugg + .desc = Ett parerande hugg åt höger och vänster samtidigt. +common-abilities-sword-crippling_dual_cross_cut = Förlamande Korshugg + .desc = Ett hugg åt höger och vänster samtidigt som kan blöda. +common-abilities-sword-cleaving_dual_cross_cut = Klyvande Korshugg + .desc = Ett hugg åt höger och vänster samtidigt som kan klyva genom fiender. +veloren-core-pseudo_abilities-sword-finisher = Avslutare + .desc = + En förmåga som konsumerar kombo och är menat för att avsluta en strid. + Denna skill ändras beroende på din antagna hållning. +common-abilities-sword-basic_mighty_strike = Mäktigt Hugg + .desc = + Ett simpelt kraftfullt hugg. + Kräver en måttlig mängd kombo för att använda. +common-abilities-sword-heavy_guillotine = Giljotin + .desc = + En stark klyvning som troligtvis vacklar det den inte dödar. + Kräver en måttlig mängd kombo för att använda. +common-abilities-sword-agile_hundred_cuts = Hundra Hugg + .desc = + Många väldigt snabba hugg mot din fiende. + Kräver en måttlig mängd kombo för att använda. +common-abilities-sword-defensive_counter = Kontra + .desc = + En snabbt påbörjad attack som gör mycket mer skada mot en parerad fiende. + Kräver en måttlig mängd kombo för att använda. +common-abilities-sword-crippling_mutilate = Lemlästa + .desc = + Lämlesta din fiende genom att såga genom deras skador, gör mer skada mot blödande fiender. + Kräver en måttlig mängd kombo för att använda. +common-abilities-sword-cleaving_bladestorm = Storm av Svärdsblad + .desc = + Överrumpla dina fiender med flera cykliska hugg med ditt svärd. + Kräver en måttlig mängd kombo för att använda. +common-abilities-sword-cleaving_dual_bladestorm = Storm av Svärdsblad + .desc = + Överrumpla dina fiender med flera cykliska sving med båda dina svärd. + Kräver en måttlig mängd kombo för att använda. +common-abilities-sword-heavy_sweep = Tungt Svep + .desc = + Ett tungt brett svepande hugg som gör mer skada mot vacklande fiender. + Påbörjar tung hållning. +common-abilities-sword-heavy_pommel_strike = Pommelsslag + .desc = + Ge din fiende en hjärnskakning med ett trubbigt slag på huvudet. + Påbörjar tung hållning. +common-abilities-sword-agile_quick_draw = Snabbt Drag + .desc = + Rusa framåt medan du drar ditt svärd för en snabb attack. + Påbörjar smidig hållning. +common-abilities-sword-agile_feint = Fint + .desc = + Stig åt sidan sedan tillbaka innan du hugger. + Påbörjar smidig hållning. +common-abilities-sword-defensive_riposte = Ripost + .desc = + Parera ett hugg innan du omedelbart motattackerar. + Påbörjar defensiv hållning. +common-abilities-sword-defensive_disengage = Stig undan + .desc = + Backa ett steg efter att du huggit. + Påbörjar defensiv hållning. +common-abilities-sword-crippling_gouge = Urholka + .desc = + Ge din fiende ett bestående sår som kommer fortsätta blöda. + Påbörjar förlamande hållning. +common-abilities-sword-crippling_hamstring = Förlama + .desc = + Skada din fiendes senor så de kan röra sig sämre. + Påbörjar förlamande hållning. +common-abilities-sword-cleaving_whirlwind_slice = Virvelvindssnitt + .desc = + Hugg cirkulärt alla fiender runtom dig. + Påbörjar klyvande hållning. +common-abilities-sword-cleaving_dual_whirlwind_slice = Virvelvindssnitt + .desc = + Hugg cirkulärt alla fiender runtom dig med båda svärd. + Påbörjar klyvande hållning. +common-abilities-sword-cleaving_earth_splitter = Jordklyvare + .desc = + Klyv jorden, om detta används medan du faller kommer det ha en mycket starkare inverkan. + Påbörjar klyvande hållning. +common-abilities-sword-heavy_fortitude = Uthållighet + .desc = + Ökar ditt vacklingsmotstånd och medan du tar mer skada kommer dina attacker vara mer vacklande. + Kräver tung hållning. +common-abilities-sword-heavy_pillar_thrust = Pelarstöt + .desc = + Stick ditt svärd genom fienden, hela vägen ner i marken, är effektivare om detta används medan du faller. + Kräver tung hållning. +common-abilities-sword-agile_dancing_edge = Dansande Egg + .desc = + Rör dig och attackera snabbare. + Kräver smidig hållning. +common-abilities-sword-agile_flurry = Flurry + .desc = + Flera snabba hugg. + Kräver smidig hållning. +common-abilities-sword-agile_dual_flurry = Flurry + .desc = + Flera snabba hugg med båda svärd. + Kräver smidig hållning. +common-abilities-sword-defensive_stalwart_sword = Stabilt Svärd + .desc = + Skaka av dig de flesta attackerna, inkommande skada är reducerad. + Kräver defensiv hållning. +common-abilities-sword-defensive_deflect = Deflektera + .desc = + En manöver snabb nog att blockera projektiler. + Kräver defensiv hållning. +common-abilities-sword-crippling_eviscerate = Slit isär + .desc = + Sliter upp sår mer, gör mer skada mot förlamade fiender. + Kräver förlamande hållning. +common-abilities-sword-crippling_bloody_gash = Blodigt Jack + .desc = + Hugg grymt en redan blödande skada, gör mer skada mot blödande fiender. + Kräver förlamande hållning. +common-abilities-sword-cleaving_blade_fever = Bladfeber + .desc = + Attackera mer hämningslöst vilket ökar kraften i dina hugg medan det lämnar dig öppen för inkommande attacker. + Kräver klyvande hållning. +common-abilities-sword-cleaving_sky_splitter = Himmelsklyvare + .desc = + Ett kraftfullt hugg som till och med sägs kunna klyva himlen, men kommer klyva genom fiender. + Kräver klyvande hållning. +-heavy_stance = "" +-agile_stance = "" +common-abilities-axe-execute = Avrätta + .desc = + Ett förödande slag som ofta är känd att vara fatal. + Kräver 30 kombo att använda. + Uppgraderar automatiskt till maelstrom vid 50 kombo om upplåst. +common-abilities-axe-berserk = Bärsärk + .desc = Ökar din styrka dock med kostnaden av att lämna dig sårbar. +common-abilities-axe-brutal_swing = Brutal Sving + .desc = En snurrande klyvning runt om dig. +common-abilities-axe-maelstrom = Maelstrom + .desc = + Slå allt i din närhet med ett förödande, snurrande slag. + Uppgraderar automatisk från avrätta vid 50 kombo. +# Axe abilities +common-abilities-axe-triple_chop = Tripellhugg + .desc = Tre snabba slag. +common-abilities-axe-cleave = Klyv + .desc = Ett nergående hugg som kan bygga multikombo. +common-abilities-axe-plunder = Plunder + .desc = Ta snabba steg mot din fiende, och stjäl deras balans med ett slag. +common-abilities-axe-fracture = Fraktur + .desc = + Ett förlamande slag som hindrar din fiendes rörelse. + Skalar med kombo vid aktivering, konsumerar hälften av kombo. +common-abilities-debug-evolve = Utveckla + .desc = Du blir ett bättre själv. +# Debug abilities +common-abilities-debug-glide_speeder = Vroom + .desc = Ger dig kraften att nå vart än dina ökon kikar. +# Debug abilities +common-abilities-debug-glide_boost = Vroom + .desc = Ger dig kraften att nå himlen. +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-agile_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crippling_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cleaving_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-basic_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-heavy_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-defensive_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crippling_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cleaving_state = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-double_slash = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-modified_depending_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-crescent_slash = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-fell_strike = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-skewer = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cascade = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-cross_cut = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-requires_moderate_combo = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-require_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-defensive_stance = "" +# Internal terms, currently only used in zh-Hans. +# If we remove them here, they also get auto-removed in zh-Hans, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-enter_stance = "" +# Axe abilities +common-abilities-hammer-helm_crusher = Hjälmkrossare + .desc = Slå din fiendes huvud med din hammare, och ge dem hjärnskakning. +# Axe abilities +common-abilities-hammer-tenacity = Tenacitet + .desc = Håll dig själv stark då du står emot attack efter attack, och klarar av att attackera under hela tiden. +# Axe abilities +common-abilities-hammer-earthshaker = Jordskakare + .desc = Slå huvudet av din bloddränkta hammare i marken, och utlös en chockvåg som slår vinden ur alla omkring dig. diff --git a/assets/voxygen/i18n/sv/hud/bag.ftl b/assets/voxygen/i18n/sv/hud/bag.ftl new file mode 100644 index 0000000..d714394 --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/bag.ftl @@ -0,0 +1,43 @@ +hud-bag-inventory = { $playername }s Packning +hud-bag-stats_title = { $playername }s Statistik +hud-bag-armor = Rustning +hud-bag-stats = Statistik +hud-bag-head = Huvud +hud-bag-neck = Hals +hud-bag-tabard = Tappert +hud-bag-shoulders = Axlar +hud-bag-chest = Bröst +hud-bag-hands = Händer +hud-bag-lantern = Lykta +hud-bag-glider = Glidare +hud-bag-belt = Bälte +hud-bag-ring = Ring +hud-bag-back = Rygg +hud-bag-legs = Ben +hud-bag-feet = Fötter +hud-bag-mainhand = Förstahand +hud-bag-offhand = Andrahand +hud-bag-inactive_mainhand = Inaktiv Förstahand +hud-bag-inactive_offhand = Inaktiv Andrahand +hud-bag-swap_equipped_weapons_title = Byt plats på dragna vapen +hud-bag-swap_equipped_weapons_desc = Tryck { $key } +hud-bag-bag = Säck +hud-bag-health = Hälsa +hud-bag-energy = Energi +hud-bag-combat_rating = Stridsduglighet +hud-bag-protection = Skydd +hud-bag-stun_res = Motståndskraft mot att bli överväldigad +hud-bag-stealth = Smygning +hud-bag-combat_rating_desc = + Beräknas från din + utrustning och hälsa. +hud-bag-protection_desc = Skademinskning från rustning. +hud-bag-stun_res_desc = + Motståndskraft mot att bli överväldigad efter upprepade slag. + Regenereras likt energi. +hud-bag-sort_by_name = Sortera efter Namn +hud-bag-sort_by_quality = Sortera efter Kvalitet +hud-bag-sort_by_category = Sortera efter Kategori +hud-bag-sort_by_tag = Sort efter Tagg +hud-bag-sort_by_quantity = Sortera efter Kvantitet +hud-bag-backpack = Ryggsäck diff --git a/assets/voxygen/i18n/sv/hud/char_window.ftl b/assets/voxygen/i18n/sv/hud/char_window.ftl new file mode 100644 index 0000000..ada667d --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Karaktärens namn +character_window-character_stats = + Uthållighet + + Kondition + + Viljekraft + + Skydd diff --git a/assets/voxygen/i18n/sv/hud/chat.ftl b/assets/voxygen/i18n/sv/hud/chat.ftl new file mode 100644 index 0000000..167eebb --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/chat.ftl @@ -0,0 +1,84 @@ +## Player events + +hud-chat-online_msg = { "[" }{ $name }] är online nu. +hud-chat-offline_msg = { "[" }{ $name }] gick offline. + +## Buff deaths + +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] dödsorsak: eld orsakad av [{ $attacker }] + .bleeding = { "[" }{ $victim }] dödsorsak: blodförlust orsakad av [{ $attacker }] + .curse = { "[" }{ $victim }] dödsorsak: trolldom orsakad av [{ $attacker }] + .crippled = { "[" }{ $victim }] dödsorsak: allvarliga skador orsakad av [{ $attacker }] + .frozen = { "[" }{ $victim }] dödsorsak: förfrysning orsakad av [{ $attacker }] + .mysterious = { "[" }{ $victim }] dödsorsak: hemlig orsakad av [{ $attacker }] +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] dödsorsak: eld + .bleeding = { "[" }{ $victim }] dödsorsak: blodförlust + .curse = { "[" }{ $victim }] dödsorsak: trolldom + .crippled = { "[" }{ $victim }] dödsorsak: allvarliga skador + .frozen = { "[" }{ $victim }] dödsorsak: förfrysning + .mysterious = { "[" }{ $victim }] dödsorsak: hemlig +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] dödsorsak: eld orsakad av { $attacker } + .bleeding = { "[" }{ $victim }] dödsorsak: blodförlust orsakad av { $attacker } + .curse = { "[" }{ $victim }] dödsorsak: trolldom orsakad av { $attacker } + .crippled = { "[" }{ $victim }] dödsorsak: allvarliga skador orsakad av { $attacker } + .frozen = { "[" }{ $victim }] dödsorsak: förfrysning orsakad av { $attacker } + .mysterious = { "[" }{ $victim }] dödsorsak: hemlig orsakad av { $attacker } + +## PvP deaths + +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] besegrade [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] sköt [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] sprängde [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] dödade [{ $victim }] med magi +hud-chat-pvp_other_kill_msg = { "[" }{ $attacker }] dödade [{ $victim }] + +## PvE deaths + +hud-chat-npc_melee_kill_msg = { $attacker } dödade [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } sköt [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } sprängde [{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } dödade [{ $victim }] med magi +hud-chat-npc_other_kill_msg = { $attacker } dödade [{ $victim }] + +## Other deaths + +hud-chat-fall_kill_msg = { "[" }{ $name }] föll till sin död +hud-chat-suicide_msg = { "[" }{ $name }] dog av självförvållade skador +hud-chat-default_death_msg = { "[" }{ $name }] dog + +## Utils + +hud-chat-all = Alla +hud-chat-chat_tab_hover_tooltip = Högerklicka för inställningar +hud-loot-pickup-msg = + { $amount -> + [1] { $actor } plockade upp { $item } + *[other] { $actor } plockade upp { $amount }x { $item } + } +hud-chat-goodbye = Hejdå! +hud-chat-connection_lost = Anslutningen bröts. Sparkas ut om { $time } sekunder. +# Player /tell messages, $user_gender should be available +hud-chat-tell-to = Till [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-from = Från [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-from-npc = Från [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-to-npc = Till [{ $alias }]: { $msg } +# HUD Pickup message +hud-loot-pickup-msg-you = + { $amount -> + [1] Du plockade upp { $item } + *[other] Du plockade upp { $amount }x { $item } + } +# Player /tell messages, $user_gender should be available +hud-chat-message-in-group-with-name = ({ $group }) [{ $alias }] { $name }: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message = { "[" }{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message-with-name = { "[" }{ $alias }] { $name }: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-message-in-group = ({ $group }) [{ $alias }]: { $msg } diff --git a/assets/voxygen/i18n/sv/hud/crafting.ftl b/assets/voxygen/i18n/sv/hud/crafting.ftl new file mode 100644 index 0000000..375c2df --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/crafting.ftl @@ -0,0 +1,51 @@ +hud-crafting = Tillverkning +hud-crafting-recipes = Recept +hud-crafting-ingredients = Ingredienser: +hud-crafting-craft = Tillverka +hud-crafting-craft_all = Tillverka Alla +hud-crafting-repair = Reparera +hud-crafting-repair_equipped = Reparera Utrustning +hud-crafting-repair_all = Reparera Alla +hud-crafting-tool_cata = Kräver: +hud-crafting-req_crafting_station = Kräver: +hud-crafting-anvil = Städ +hud-crafting-cauldron = Kittel +hud-crafting-cooking_pot = Kokkärl +hud-crafting-crafting_bench = Arbetsbänk +hud-crafting-forge = Smedja +hud-crafting-loom = Vävstol +hud-crafting-spinning_wheel = Spinnrock +hud-crafting-tanning_rack = Garvningsställning +hud-crafting-salvaging_station = Återvinningsbord +hud-crafting-repair_bench = Reparationsbänk +hud-crafting-campfire = Lägereld +hud-crafting-tabs-all = Allt +hud-crafting-tabs-armor = Rustning +hud-crafting-tabs-dismantle = Plocka sönder +hud-crafting-tabs-food = Mat +hud-crafting-tabs-glider = Glidare +hud-crafting-tabs-potion = Trolldrycker +hud-crafting-tabs-tool = Verktyg +hud-crafting-tabs-utility = Redskap +hud-crafting-tabs-weapon = Vapen +hud-crafting-tabs-bag = Säckar +hud-crafting-tabs-processed_material = Material +hud-crafting-dismantle_title = Demontering +hud-crafting-dismantle_explanation = + Håll pekaren över föremål i din väska för att se vad + du kan återvinna. + + Dubbelklicka dem för att börja demontera. +hud-crafting-modular_desc = Dra föremålsdelar hit för att tillverka ett vapen +hud-crafting-mod_weap_prim_slot_title = Komponent för primärt vapen +hud-crafting-mod_weap_prim_slot_desc = Placera en komponent för ett primärt vapen här (t.ex. ett svärdsblad, yxhuvud, eller båglemmar). +hud-crafting-mod_weap_sec_slot_title = Komponent för sekundärt vapen +hud-crafting-mod_weap_sec_slot_desc = Placera en komponent för ett sekundärt vapen här (e.g. ett svärdsfäste, båghandtag, eller stavkärna). +hud-crafting-mod_comp_metal_prim_slot_title = Metalltacka +hud-crafting-mod_comp_metal_prim_slot_desc = Placera en metalltacka här, endast vissa metaller kan användas för att tillverka vapen. +hud-crafting-mod_comp_wood_prim_slot_title = Trä +hud-crafting-mod_comp_wood_prim_slot_desc = Placera en träsort här, endast vissa träsorter kan användas för att tillverka vapen. +hud-crafting-mod_comp_sec_slot_title = Djurmaterial +hud-crafting-mod_comp_sec_slot_desc = Placera valfritt en tillverkningsingrediens från ett djur, endast vissa ingredienser kan användas för att förändra vapen. +hud-crafting-repair_slot_title = Skadat Föremål +hud-crafting-repair_slot_desc = Placera ett föremål här för att se kostnadenför att reparera det vid dess nuvarande hållbarhetsnivå. \ No newline at end of file diff --git a/assets/voxygen/i18n/sv/hud/group.ftl b/assets/voxygen/i18n/sv/hud/group.ftl new file mode 100644 index 0000000..487fa15 --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Grupp +hud-group-invite_to_join = { "[" }{ $name }] bjöd in dig till sin grupp! +hud-group-invite_to_trade = { "[" }{ $name }] skulle vilja köpslå med dig. +hud-group-invite = Bjud In +hud-group-kick = Sparka Ut +hud-group-assign_leader = Utse Ledare +hud-group-leave = Lämna Grupp +hud-group-dead = Död +hud-group-out_of_range = Utom räckhåll +hud-group-add_friend = Lägg till som vän +hud-group-link_group = Koppla Grupper +hud-group-in_menu = I Meny +hud-group-members = Gruppmedlemmar diff --git a/assets/voxygen/i18n/sv/hud/map.ftl b/assets/voxygen/i18n/sv/hud/map.ftl new file mode 100644 index 0000000..c65e78d --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/map.ftl @@ -0,0 +1,40 @@ +hud-map-map_title = Karta +hud-map-qlog_title = Uppdrag +hud-map-topo_map = Topografisk +hud-map-difficulty = Svårighet +hud-map-towns = Samhällen +hud-map-castles = Borgar +hud-map-dungeons = Dungeons +hud-map-caves = Grottor +hud-map-cave = Grotta +hud-map-peaks = Berg +hud-map-biomes = Biomer +hud-map-voxel_map = Voxelkarta +hud-map-trees = Jätteträd +hud-map-tree = Jätteträd +hud-map-town = Samhälle +hud-map-castle = Borg +hud-map-bridge = Bro +hud-map-dungeon = Dungeon +hud-map-df_mine = Gruva +hud-map-difficulty_dungeon = + Dungeon + + Svårighet: { $difficulty } +hud-map-drag = Dra +hud-map-zoom = Zooma +hud-map-mid_click = Markera Landmärke +hud-map-recenter = Omcentrera +hud-map-marked_location = Markerad Plats +hud-map-marked_location_remove = Klicka för att ta bort +hud-map-change_map_mode = Ändra Kartläge +hud-map-toggle_minimap_voxel = Växla Minikartans Voxelvy +hud-map-zoom_minimap_explanation = + Zooma in Minikartan för att se + området runtom dig i högre detalj +hud-map-gnarling = Gnarlingsfästning +hud-map-chapel_site = Sjökapell +hud-map-adlet = Adletfort +hud-map-placed_by = Placerad av { $name } +hud-map-terracotta = Terrakottaruinerna +hud-map-haniwa = Haniwakatakomb diff --git a/assets/voxygen/i18n/sv/hud/misc.ftl b/assets/voxygen/i18n/sv/hud/misc.ftl new file mode 100644 index 0000000..b0439aa --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/misc.ftl @@ -0,0 +1,83 @@ +hud-do_not_show_on_startup = Visa inte detta vid uppstart +hud-show_tips = Visa Tips +hud-quests = Uppdrag +hud-you_died = Du Dog +hud-waypoint_saved = Landmärke Sparat +hud-sp_arrow_txt = FP +hud-inventory_full = Packning är Full +hud-someone_else = någon annan +hud-another_group = en annan grupp +hud-owned_by_for_secs = Ägs av { $name } i { $secs } sekunder +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Tangentbordsgenvägar +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Lykta +hud-press_key_to_show_debug_info_fmt = Tryck { $key } för att visa felsökningsinfo +hud-press_key_to_toggle_keybindings_fmt = Tryck { $key } för att visa/dölja tangentbordsgenvägar +hud-press_key_to_toggle_debug_info_fmt = Tryck { $key } att visa/dölja felsökningsinfo +hud_items_lost_dur = Din utrustning har förlorat Hållbarhet. +hud-press_key_to_respawn = Tryck { $key } för att återuppliva vid lägerelden du besökte sist. +hud-tutorial_btn = Instruktioner +hud-tutorial_click_here = Tryck [ { $key } ] för att frigöra din muspekare och klicka på den här knappen! +hud-tutorial_elements = Tillverkning +hud-temp_quest_headline = Var hälsad, resenär! +hud-temp_quest_text = + Du kan börja din färd med att utforska den här byn och samla ihop lite förnödenheter. + + Känn dig fri att ta med dig vad du kan tänkas behöva på dina äventyr! + + Titta längst ner på höger sida av din skärm för att se saker som din packning, tillverkningsmeny och karta. + + Tilllverkningsstationerna låter dig tillverka rustning, vapen, mat och mycket mer! + + De vilda djuren runtom hela byn är en bra källa till djurhudar för att tillverka något för att skydda mot farorna ute i världen. + + När du känner dig redo, försök skaffa bättre utrustning från de många utmaningarna som finns markerade på din karta! +hud-spell = Förtrollningar +hud-diary = Dagbok +hud-free_look_indicator = Kameran är olåst. Tryck { $key } för att ändra. +hud-camera_clamp_indicator = Kameran är låst vertikalt. Tryck { $key } För att ändra. +hud-auto_walk_indicator = Automatisk gång/simning aktiverad +hud-zoom_lock_indicator-remind = Zoom låst +hud-zoom_lock_indicator-enable = Kamerazoom låst +hud-zoom_lock_indicator-disable = Kamerazoom upplåst +hud-collect = Plocka upp +hud-pick_up = Plocka upp +hud-open = Öppna +hud-use = Använd +hud-read = Läs +hud-unlock-requires = Öppna med { $item } +hud-unlock-consumes = Använd { $item } för att öppna +hud-mine = Hacka +hud-dig = Gräv +hud-mine-needs_pickaxe = Kräver Hacka +hud-mine-needs_shovel = Kräver Spade +hud-mine-needs_unhandled_case = Kräver ??? +hud-talk = Prata +hud-trade = Byteshandla +hud-mount = Bestig +hud-sit = Sitt +hud-steer = Styr +hud-deactivate = Inaktivera +hud-init-stage-client-authentication = { "[" }{ -client }]: Autentiserar... +hud-init-stage-server-worldsim-erosion = { "[" }{ -server }]: Erosion { $percentage } % +hud-stay = Stanna +-client = Klient +hud-init-stage-singleplayer = Startar singleplayer-server... +hud-init-stage-server-db-vacuum = { "[" }{ -server }]: Städar databas... +hud-init-stage-server-worldciv-civcreate = { "[" }{ -server }]: Genererade { $generated } utav { $total } civilisationer +hud-init-stage-server-economysim = { "[" }{ -server }]: Simulerar ekonomi... +hud-init-stage-server-starting = { "[" }{ -server }]: Startar server... +hud-init-stage-multiplayer = Startar multiplayer +hud-init-stage-client-request-server-version = { "[" }{ -client }]: Väntar på serverversion... +hud-init-stage-client-load-init-data = { "[" }{ -client }]: Laddar initialiseringdata från server... +hud-init-stage-client-starting-client = { "[" }{ -client }]: Förbereder Klient... +hud-portal = Portal +-server = Server +hud-init-stage-client-connection-establish = { "[" }{ -client }]: Etablerar anslutning till server... +hud-init-stage-server-db-migrations = { "[" }{ -server }]: Tillämpar databasmigrationer... +hud-activate = Aktivera +hud-follow = Följ +hud-init-stage-render-pipeline = Skapar renderings-pipeline ({ $done }/{ $total }) +hud-lay = Ligg +hud-init-stage-server-worldciv-site = { "[" }{ -server }]: Genererar platser... +hud-init-stage-server-spotgen = { "[" }{ -server }]: Genererar fläckar... +hud-pet = Klappa diff --git a/assets/voxygen/i18n/sv/hud/quest.ftl b/assets/voxygen/i18n/sv/hud/quest.ftl new file mode 100644 index 0000000..31e264d --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/quest.ftl @@ -0,0 +1,7 @@ +hud-quest = Uppdrag +hud-quest-intro = Hälsningar, { $playername }! +hud-quest-desc-fetch = Vänligen hjälp mig hitta: +hud-quest-desc-kill = Kan du hjälpa mig att döda +hud-quest-reward = Jag kommer belöna dig med: +hud-quest-accept = Acceptera +hud-quest-decline = Neka diff --git a/assets/voxygen/i18n/sv/hud/sct.ftl b/assets/voxygen/i18n/sv/hud/sct.ftl new file mode 100644 index 0000000..b1e1877 --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } XP +hud-sct-block = BLOCKERAD diff --git a/assets/voxygen/i18n/sv/hud/settings.ftl b/assets/voxygen/i18n/sv/hud/settings.ftl new file mode 100644 index 0000000..49e877e --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/settings.ftl @@ -0,0 +1,167 @@ +hud-settings-general = Allmänt +hud-settings-none = Ingen +hud-settings-press_behavior-toggle = Slå av eller på +hud-settings-press_behavior-hold = Håll +hud-settings-autopress_behavior-toggle = Slå av eller på +hud-settings-autopress_behavior-auto = Auto +hud-settings-help_window = Hjälpfönster +hud-settings-debug_info = Felsökningsinformation +hud-settings-show_hitboxes = Visa kollisionsgränser +hud-settings-show_chat = Visa chatt +hud-settings-show_hotkey_hints = Visa snabbtangentstips +hud-settings-tips_on_startup = Tips vid uppstart +hud-settings-ui_scale = Skalning av gränssnitt +hud-settings-relative_scaling = Relativ skalning +hud-settings-custom_scaling = Anpassad skalning +hud-settings-crosshair = Hårkors +hud-settings-opacity = Transparens +hud-settings-hotbar = Snabbåtkomst +hud-settings-toggle_shortcuts = Växla genvägar +hud-settings-buffs_skillbar = Buffs vid skill bar +hud-settings-buffs_mmap = Buffs vid Minikartan +hud-settings-toggle_bar_experience = Visa/dölj erfarenhetsmätare +hud-settings-scrolling_combat_text = Scrollande stridstext +hud-settings-damage_accumulation_duration = Skadeackumulationsvaraktighet +hud-settings-incoming_damage = Inkommande skada +hud-settings-incoming_damage_accumulation_duration = Inkommande Skadeackumulationsvaraktighet +hud-settings-round_damage = Avrunda skada +hud-settings-speech_bubble = Pratbubbla +hud-settings-speech_bubble_self = Visa egna pratbubblor +hud-settings-speech_bubble_dark_mode = Pratbubbla mörkt läge +hud-settings-speech_bubble_icon = Pratbubbleikon +hud-settings-energybar_numbers = Energimätare med värden +hud-settings-always_show_bars = Visa alltid energimätaren +hud-settings-enable_poise_bar = Visa mätare för allmäntillstånd +hud-settings-experience_numbers = Erfarenhetspoäng +hud-settings-accumulate_experience = Visa erfarenhetspoäng som aggregat +hud-settings-values = Värden +hud-settings-percentages = Procent +hud-settings-chat = Chatt +hud-settings-background_opacity = Bakgrundsopacitet +hud-settings-chat_character_name = Karaktärsnamn i chatten +hud-settings-loading_tips = Tips på laddningsskärmen +hud-settings-reset_interface = Återställ till standard +hud-settings-pan_sensitivity = Panoreringskänslighet +hud-settings-zoom_sensitivity = Zoomkänslighet +hud-settings-camera_clamp_angle = Vinkel för kamera fastlåst i verikalt läge +hud-settings-invert_scroll_zoom = Invertera scroll-zoom +hud-settings-invert_mouse_y_axis = Invertera musens Y-axel +hud-settings-invert_controller_y_axis = Invertera kontrollerns Y-axel +hud-settings-enable_mouse_smoothing = Mjuka kamerarörelser +hud-settings-free_look_behavior = Beteende för rörlig kamera +hud-settings-auto_walk_behavior = Beteende för automatisk gång +hud-settings-camera_clamp_behavior = Beteende för låst kamera +hud-settings-zoom_lock_behavior = Beteende för låst kamerazoom +hud-settings-player_physics_behavior = Spelarfysik (experimentellt) +hud-settings-stop_auto_walk_on_input = Avsluta automatisk gång vid rörelse +hud-settings-auto_camera = Automatisk kamera +hud-settings-bow_zoom = Zooma in när du spänner bågen +hud-settings-zoom_lock = Lås kamerazoom +hud-settings-reset_gameplay = Återställ till standard +hud-settings-view_distance = Visningsavstånd +hud-settings-entity_view_distance = Visningsavstånd för entiteter +hud-settings-lod_distance = LoD-avstånd +hud-settings-sprites_view_distance = Visningsavstånd för sprites +hud-settings-entities_detail_distance = Detaljavstånd för entiteter +hud-settings-maximum_fps = Maximal FPS +hud-settings-background_fps = Bakgrunds-FPS +hud-settings-present_mode = Presentationsläge +hud-settings-present_mode-vsync_capped = Vsync begränsad +hud-settings-present_mode-vsync_uncapped = Vsync obegränsad +hud-settings-present_mode-vsync_off = Vsync av +hud-settings-fov = Synfält (grader) +hud-settings-gamma = Gamma +hud-settings-exposure = Exponering +hud-settings-ambiance = Omgivningens ljusstyrka +hud-settings-antialiasing_mode = AntiAliasing-läge +hud-settings-upscale_factor = Intern upplösning +hud-settings-cloud_rendering_mode = Molnrenderingsläge +hud-settings-fluid_rendering_mode = Vätskerenderingsläge +hud-settings-fluid_rendering_mode-low = Låg +hud-settings-fluid_rendering_mode-medium = Medium +hud-settings-fluid_rendering_mode-high = Hög +hud-settings-reflection_rendering_mode = Reflektionsrenderingsläge +hud-settings-reflection_rendering_mode-low = Låg +hud-settings-reflection_rendering_mode-medium = Medium +hud-settings-reflection_rendering_mode-high = Hög +hud-settings-cloud_rendering_mode-minimal = Minimal +hud-settings-cloud_rendering_mode-low = Låg +hud-settings-cloud_rendering_mode-medium = Medium +hud-settings-cloud_rendering_mode-high = Hög +hud-settings-cloud_rendering_mode-ultra = Ultra +hud-settings-fullscreen = Helskärm +hud-settings-fullscreen_mode = Helskärmsläge +hud-settings-fullscreen_mode-exclusive = Exklusivt +hud-settings-fullscreen_mode-borderless = Utan ram +hud-settings-gpu_profiler = Aktivera GPU-timing (stöds inte överallt) +hud-settings-particles = Partiklar +hud-settings-lossy_terrain_compression = Destruktiv terrängkomprimering +hud-settings-weapon_trails = Strimmor efter vapen +hud-settings-flashing_lights = Blinkande lysen +hud-settings-flashing_lights_info = Tillåter alla sorters blinkande, t.ex. flimrande ljus eller blixtnedslag +hud-settings-resolution = Upplösning +hud-settings-bit_depth = Bitdjup +hud-settings-refresh_rate = Uppdateringsfrekvens +hud-settings-lighting_rendering_mode = Ljusrenderingsläge +hud-settings-lighting_rendering_mode-ashikhmin = Typ A - Hög +hud-settings-lighting_rendering_mode-blinnphong = Typ B - Medium +hud-settings-lighting_rendering_mode-lambertian = Typ L - Billig +hud-settings-shadow_rendering_mode = Skuggrenderingsläge +hud-settings-shadow_rendering_mode-none = Ingen +hud-settings-shadow_rendering_mode-cheap = Billig +hud-settings-shadow_rendering_mode-map = Kartlagd +hud-settings-shadow_rendering_mode-map-resolution = Upplösning +hud-settings-rain_occlusion-resolution = Regnocklusionsupplösning +hud-settings-lod_detail = LoD-detalj +hud-settings-save_window_size = Spara fönsterstorlek +hud-settings-reset_graphics = Återställ till standard +hud-settings-minimal_graphics = Minimal +hud-settings-low_graphics = Låg +hud-settings-medium_graphics = Medium +hud-settings-high_graphics = Hög +hud-settings-ultra_graphics = Ultra +hud-settings-bloom = Bloom +hud-settings-point_glow = Punktssken +hud-settings-master_volume = Huvudvolym +hud-settings-inactive_master_volume_perc = Huvudvolym (inaktivt fönster) +hud-settings-music_volume = Musikvolym +hud-settings-sound_effect_volume = Ljudeffektsvolym +hud-settings-ambience_volume = Omgivningsvolym +hud-settings-combat_music = Stridsmusik +hud-settings-music_spacing = Pauslängd mellan musik +hud-settings-audio_device = Ljudenhet +hud-settings-reset_sound = Återställ till standard +hud-settings-english_fallback = Visa engelska för saknade översättningar +hud-settings-awaitingkey = Tryck på en tangent... +hud-settings-unbound = Ingen +hud-settings-reset_keybinds = Återställ till standard +hud-settings-chat_tabs = Chattflikar +hud-settings-label = Etikett: +hud-settings-delete = Radera +hud-settings-show_all = Visa alla +hud-settings-messages = Meddelanden +hud-settings-activity = Aktivitet +hud-settings-death = Död +hud-settings-group = Grupp +hud-settings-faction = Fraktion +hud-settings-world = Värld +hud-settings-region = Region +hud-settings-say = Säg +hud-settings-all = Alla +hud-settings-group_only = Endast grupp +hud-settings-reset_chat = Återställ till standard +hud-settings-third_party_integrations = Tredjepartsintegrationer +hud-settings-enable_discord_integration = Aktivera Discord-integration +hud-settings-subtitles = Undertexter +hud-settings-language_send_to_server = Skicka det konfigurerade språket till servrar (för att lokalisera regler och motd-meddelanden) +hud-settings-walking_speed = Gånghastighet +hud-settings-walking_speed_behavior = Gånghastighetsbeteende +hud-settings-present_mode-vsync_adaptive = Adaptiv vsync +hud-settings-use_prefixes = Använd SI-prefix för kvantiteter +hud-settings-prefix_switch_point = Siffergräns för SI-prefixbyte +hud-settings-aim_offset_x = Horisontell siktförskjutning +hud-settings-aim_offset_y = Vertikal siktförskjutning +hud-settings-slots = Platser +hud-settings-keybind-helper = + M1 för att sätta + M2 för att avsätta diff --git a/assets/voxygen/i18n/sv/hud/signs.ftl b/assets/voxygen/i18n/sv/hud/signs.ftl new file mode 100644 index 0000000..235f45e --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/signs.ftl @@ -0,0 +1 @@ +common-signs-keep_out = Håll dig borta! diff --git a/assets/voxygen/i18n/sv/hud/skills.ftl b/assets/voxygen/i18n/sv/hud/skills.ftl new file mode 100644 index 0000000..397b411 --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/skills.ftl @@ -0,0 +1,146 @@ +hud-rank_up = Nytt färdighetspoäng +hud-skill-sp_available = + { $number -> + [0] Inga färdighetspoäng tillgängliga + [1] { $number } Färdighetspoäng tillgänglig + *[other] { $number } Färdighetspoäng tillgängliga + } +hud-skill-not_unlocked = Inte upplåst än +hud-skill-req_sp = { "\u000A" }Kräver { $number } FP +hud-skill-set_as_exp_bar = Övervaka framsteg i erfarenhetsmätare +hud-skill-unlck_sword_title = Svärdkompetens +hud-skill-unlck_sword = Låser upp svärdets färdighetsträd.{ $SP } +hud-skill-unlck_axe_title = Yxkompetens +hud-skill-unlck_axe = Låser upp yxans färdighetsträd.{ $SP } +hud-skill-unlck_hammer_title = Hammarkompetens +hud-skill-unlck_hammer = Låser upp hammarens färdighetsträd.{ $SP } +hud-skill-unlck_bow_title = Pilbågskompetens +hud-skill-unlck_bow = Låser upp pilbågens färdighetsträd.{ $SP } +hud-skill-unlck_staff_title = Stavkompetens +hud-skill-unlck_staff = Låser upp stavens färdighetsträd.{ $SP } +hud-skill-unlck_sceptre_title = Spirkompetens +hud-skill-unlck_sceptre = Låser upp spirans färdighetsträd.{ $SP } +hud-skill-climbing_title = Klättring +hud-skill-climbing = Förmåga att klättra på ytor. +hud-skill-climbing_cost_title = Kostnad för klättring +hud-skill-climbing_cost = Klättring använder { $boost } % mindre energi.{ $SP } +hud-skill-climbing_speed_title = Klättringshastighet +hud-skill-climbing_speed = Klättra { $boost } % fortare.{ $SP } +hud-skill-swim_title = Simning +hud-skill-swim = Rörelse genom vatten. +hud-skill-swim_speed_title = Simhastighet +hud-skill-swim_speed = Simma { $boost } % fortare.{ $SP } +hud-skill-sc_lifesteal_title = Livsstjälande stråle +hud-skill-sc_lifesteal = Sug livet ur dina fiender. +hud-skill-sc_lifesteal_damage_title = Skada +hud-skill-sc_lifesteal_damage = Orsaka { $boost } % större skada.{ $SP } +hud-skill-sc_lifesteal_range_title = Räckvidd +hud-skill-sc_lifesteal_range = Din stråle når { $boost } % längre.{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Livsstjälande +hud-skill-sc_lifesteal_lifesteal = Omvandlar ytterligare { $boost } % av skadan till hälsa.{ $SP } +hud-skill-sc_lifesteal_regen_title = Energiregeneration +hud-skill-sc_lifesteal_regen = Fyll på din energi med ytterligare { $boost } %.{ $SP } +hud-skill-sc_heal_title = Healande Aura +hud-skill-sc_heal = Heala dina allierade med dina fienders blod, kräver kombo för att aktivera. +hud-skill-sc_heal_heal_title = Heala +hud-skill-sc_heal_heal = Ökar mängden du healar med { $boost } %.{ $SP } +hud-skill-sc_heal_cost_title = Energikostnad +hud-skill-sc_heal_cost = Healande kräver { $boost } % mindre energi.{ $SP } +hud-skill-sc_heal_duration_title = Tidsspann +hud-skill-sc_heal_duration = Effekterna från din healande aura varar { $boost } % längre.{ $SP } +hud-skill-sc_heal_range_title = Radie +hud-skill-sc_heal_range = Din healande aura når { $boost } % längre.{ $SP } +hud-skill-sc_wardaura_unlock_title = Låser upp beskyddande aura +hud-skill-sc_wardaura_unlock = Låter dig skydda dina vänner mot fiendeattacker.{ $SP } +hud-skill-sc_wardaura_strength_title = Styrka +hud-skill-sc_wardaura_strength = Styrkan av ditt skydd ökar med { $boost } %.{ $SP } +hud-skill-sc_wardaura_duration_title = Varaktighet +hud-skill-sc_wardaura_duration = Ditt beskydd varar { $boost } % längre.{ $SP } +hud-skill-sc_wardaura_range_title = Räckvidd +hud-skill-sc_wardaura_range = Ditt beskydd når { $boost } % längre.{ $SP } +hud-skill-sc_wardaura_cost_title = Energikostnad +hud-skill-sc_wardaura_cost = Ditt beskydd kräver { $boost } % mindre energi att upprätta.{ $SP } +hud-skill-st_shockwave_range_title = Chockfrontens räckvidd +hud-skill-st_shockwave_range = Kasta saker som tidigre var utom räckhåll, räckvidden utökas med { $boost } %.{ $SP } +hud-skill-st_shockwave_cost_title = Chockfrontens kostnad +hud-skill-st_shockwave_cost = Minskar energikostnaden för att kasta hjälplösa bybor med { $boost } %.{ $SP } +hud-skill-st_shockwave_knockback_title = Chockfrontens styrka +hud-skill-st_shockwave_knockback = Ökar kastpotential med { $boost } %.{ $SP } +hud-skill-st_shockwave_damage_title = Chockfrontens skada +hud-skill-st_shockwave_damage = Ökar skadeverkan med { $boost } %.{ $SP } +hud-skill-st_shockwave_unlock_title = Lås upp chockfront +hud-skill-st_shockwave_unlock = Låser upp förmågan att kasta iväg fiender med eld.{ $SP } +hud-skill-st_flamethrower_title = Eldkastare +hud-skill-st_flamethrower = Slungar eld, stek dem alla. +hud-skill-st_flame_velocity_title = Flamhastighet +hud-skill-st_flame_velocity = Elden sprider sig snabbare, { $boost } % snabbare.{ $SP } +hud-skill-st_flamethrower_range_title = Eldkastares räckvidd +hud-skill-st_flamethrower_range = När flammorna inte når, räcker de { $boost } % längre.{ $SP } +hud-skill-st_energy_drain_title = Energidränering +hud-skill-st_energy_drain = Minskar hastigheten energin dräneras med { $boost } %.{ $SP } +hud-skill-st_flamethrower_damage_title = Eldkastarens skadeverkan +hud-skill-st_flamethrower_damage = Ökar skadan med { $boost } %.{ $SP } +hud-skill-st_explosion_radius_title = Explosionsradie +hud-skill-st_explosion_radius = Större är bättre, ökar explosionsradien med { $boost } %.{ $SP } +hud-skill-st_energy_regen_title = Engergiregeneration +hud-skill-st_energy_regen = Ökar energivinst med { $boost } %.{ $SP } +hud-skill-st_fireball_title = Eldklot +hud-skill-st_fireball = Skjuter ett eldklot som exploderar vid träff. +hud-skill-st_damage_title = Skada +hud-skill-st_damage = Ökar skada med { $boost } %.{ $SP } +hud-skill-bow_projectile_speed_title = Projektilhastighet +hud-skill-bow_projectile_speed = Låter dig skjuta pilar längre, snabbare, med { $boost } %.{ $SP } +hud-skill-bow_charged_title = Laddat skott +hud-skill-bow_charged = Eftersom du väntade längre. +hud-skill-bow_charged_damage_title = Laddad Skada +hud-skill-bow_charged_damage = Ökar skada med { $boost } %.{ $SP } +hud-skill-bow_charged_energy_regen_title = Energiåterhämtning +hud-skill-bow_charged_energy_regen = Ökar energiåterhämtning med { $boost } %.{ $SP } +hud-skill-bow_charged_knockback_title = Laddad knuffning +hud-skill-bow_charged_knockback = Knuffa fiender länge bort med { $boost } %.{ $SP } +hud-skill-bow_charged_speed_title = Laddad Hastighet +hud-skill-bow_charged_speed = Ökar hur fort du laddar attacken med { $boost } %.{ $SP } +hud-skill-bow_charged_move_title = Laddad rörelsehastighet +hud-skill-bow_charged_move = Ökar hur fort du kan röra på dig medan du laddar attacken med { $boost } %.{ $SP } +hud-skill-bow_repeater_title = Upprepare +hud-skill-bow_repeater = Skjuter fortare ju längre tid du skjuter. +hud-skill-bow_repeater_damage_title = Upprepande skottsskada +hud-skill-bow_repeater_damage = Ökar skadan du gör med { $boost } %.{ $SP } +hud-skill-bow_repeater_cost_title = Upprepande skottskostnad +hud-skill-bow_repeater_cost = Minskar energikostnaden för att bli ett upprepande skott med { $boost } %.{ $SP } +hud-skill-bow_repeater_speed_title = Upprepande skottshastighet +hud-skill-bow_repeater_speed = Ökar hur fort du skjuter pilar med { $boost } %.{ $SP } +hud-skill-bow_shotgun_unlock_title = Låser upp Hagelgevär +hud-skill-bow_shotgun_unlock = Låser upp förmågan att skjuta flera pilar samtidigt.{ $SP } +hud-skill-bow_shotgun_damage_title = Hagelgevärsskada +hud-skill-bow_shotgun_damage = Ökar skadan du gör med { $boost } %.{ $SP } +hud-skill-bow_shotgun_cost_title = Hagelgevärskostnad +hud-skill-bow_shotgun_cost = Miinskar kostnaden för hagelgevär med { $boost } %.{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Hagelgevärspilar +hud-skill-bow_shotgun_arrow_count = Ökar antalet pilar i skottsalvan med { $boost }.{ $SP } +hud-skill-bow_shotgun_spread_title = Hagelgevärsspridning +hud-skill-bow_shotgun_spread = Minskar pilarnas spridning med { $boost } %.{ $SP } +hud-skill-mining_title = Gruvgrävande +hud-skill-pick_strike_title = Hackeslag +hud-skill-pick_strike = Slå stenar med hackan för att få malm, ädelstenar och erfarenhet. +hud-skill-pick_strike_speed_title = Hackeslaghastighet +hud-skill-pick_strike_speed = Hacka stenar fortare.{ $SP } +hud-skill-pick_strike_oregain_title = Hackans Malmavkastning +hud-skill-pick_strike_oregain = Chans att få extra malm ({ $boost } % per nivå).{ $SP } +hud-skill-pick_strike_gemgain_title = Hackans Ädelstensavkastning +hud-skill-pick_strike_gemgain = Chans att få extra ädelstenar ({ $boost } % per nivå).{ $SP } +# internal terms, currently only used in ES +# If we remove them here, they also get auto-removed in ES, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-sc_wardaura_title = "" +# internal terms, currently only used in ES +# If we remove them here, they also get auto-removed in ES, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-bow_shotgun_title = "" +# internal terms, currently only used in ES +# If we remove them here, they also get auto-removed in ES, +# so please keep them, even when not used in English file. +# See https://github.com/WeblateOrg/weblate/issues/9895 +-hud-skill-st_shockwave_title = "" diff --git a/assets/voxygen/i18n/sv/hud/social.ftl b/assets/voxygen/i18n/sv/hud/social.ftl new file mode 100644 index 0000000..ce8ce39 --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/social.ftl @@ -0,0 +1,14 @@ +hud-social = Andra spelare +hud-social-online = Inloggade: +hud-social-friends = Vänner +hud-social-not_yet_available = Inte tillgängligt än +hud-social-faction = Fraktion +hud-social-play_online_fmt = + { $nb_player -> + [1] { $nb_player } spelare online + *[other] { $nb_player } spelare online + } +hud-social-name = Namn +hud-social-level = Nivå +hud-social-zone = Zon +hud-social-account = Konto diff --git a/assets/voxygen/i18n/sv/hud/subtitles.ftl b/assets/voxygen/i18n/sv/hud/subtitles.ftl new file mode 100644 index 0000000..21cb56f --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/subtitles.ftl @@ -0,0 +1,147 @@ +subtitle-campfire = Lägereld knastrar +subtitle-bird_call = Fåglar sjunger +subtitle-bees = Bin surrar +subtitle-owl = Uggla tutar +subtitle-running_water = Vatten bubblar +subtitle-lightning = Åska +subtitle-footsteps_grass = Steg på gräs +subtitle-footsteps_earth = Steg på jord +subtitle-footsteps_rock = Steg på sten +subtitle-footsteps_snow = Steg på snö +subtitle-pickup_item = Föremål upplockat +subtitle-pickup_failed = Misslyckad upplockning +subtitle-glider_open = Glidare framtagen +subtitle-glider_close = Glidare bortlagd +subtitle-glide = Glidning +subtitle-roll = Rullning +subtitle-swim = Simmning +subtitle-climb = Klättring +subtitle-damage = Skada +subtitle-death = Död +subtitle-wield_bow = Båge framtagen +subtitle-unwield_bow = Båge bortlagd +subtitle-pickup_bow = Båge upplockad +subtitle-wield_sword = Svärd framtagen +subtitle-unwield_sword = Svärd bortlagd +subtitle-sword_attack = Svärd svingat +subtitle-pickup_sword = Svärd upplockad +subtitle-wield_axe = Yxa framtagen +subtitle-unwield_axe = Yxa bortlagd +subtitle-axe_attack = Yxa svingat +subtitle-pickup_axe = Yxa upplockad +subtitle-wield_hammer = Hammare framtagen +subtitle-unwield_hammer = Hammare bortlagd +subtitle-hammer_attack = Hammare svingat +subtitle-pickup_hammer = Hammare upplockad +subtitle-wield_staff = Stav framtagen +subtitle-unwield_staff = Stav bortlagd +subtitle-fire_shot = Stav avfyrad +subtitle-staff_attack = Stav avfyrad +subtitle-pickup_staff = Stav upplockad +subtitle-wield_sceptre = Spira framtagen +subtitle-unwield_sceptre = Spira bortlagd +subtitle-sceptre_heal = Spira healande aura +subtitle-pickup_sceptre = Spira upplockad +subtitle-wield_dagger = Dolk framtagen +subtitle-uwield_dagger = Dolk bortlagd +subtitle-dagger_attack = Dolk svingat +subtitle-pickup_dagger = Dolk upplockad +subtitle-wield_shield = Shöld framtagen +subtitle-unwield_shield = Sköld bortlagd +subtitle-shield_attack = Sköld knuffad +subtitle-pickup_shield = Sköld upplockad +subtitle-pickup_pick = Hacka upplockad +subtitle-pickup_gemstone = Ädelsten upplockad +subtitle-instrument_organ = Orgel spelas +subtitle-wield_instrument = Instrument framtagen +subtitle-unwield_instrument = Instrument bortlagd +subtitle-instrument_double_bass = Kontrabas spelas +subtitle-instrument_flute = Flöjt spelas +subtitle-instrument_glass_flute = Glasflöjt spelas +subtitle-instrument_lyre = Lyra spelas +subtitle-instrument_icy_talharpa = Isig Talharpa spelas +subtitle-instrument_kalimba = Kalimba spelas +subtitle-instrument_melodica = Melodica spelas +subtitle-instrument_lute = Luta spelas +subtitle-instrument_sitar = Sitar spelas +subtitle-instrument_guitar = Gitarr spelas +subtitle-instrument_dark_guitar = Mörk Gitarr spelas +subtitle-instrument_washboard = Tvättbräda spelas +subtitle-instrument_wildskin_drum = Vildskinnstrumma spelas +subtitle-pickup_instrument = Instrument upplockad +subtitle-explosion = Explosion +subtitle-arrow_shot = Pil skjuten +subtitle-arrow_miss = Pil miss +subtitle-arrow_hit = Pil träff +subtitle-skill_point = Färdighetspoäng erhållen +subtitle-sceptre_beam = Spirstråle +subtitle-flame_thrower = Flamkastare +subtitle-break_block = Block förstört +subtitle-attack_blocked = Attack blockerad +subtitle-parry = Parerad +subtitle-interrupted = Avbruten +subtitle-stunned = Överväldigad +subtitle-dazed = Förvirrad +subtitle-knocked_down = Nedslagen +subtitle-attack-ground_slam = Marksmäll +subtitle-attack-laser_beam = Laserstråle +subtitle-attack-cyclops_charge = Cyklopanfallning +subtitle-giga_roar = Frost gigas vrål +subtitle-deep_laugh = Djupt skratt +subtitle-attack-flash_freeze = Blixtfrysning +subtitle-attack-icy_spikes = Istappar +subtitle-attack-ice_crack = Isspricka +subtitle-attack-steam = Ånga +subtitle-attack-shovel = Spade gräver +subtitle-consume_potion = Dricker förtrollningsdryck +subtitle-consume_apple = Äter äpple +subtitle-consume_cheese = Äter ost +subtitle-consume_food = Äter +subtitle-consume_liquid = Dricker +subtitle-utterance-alligator-angry = Alligator väser +subtitle-utterance-antelope-angry = Antilop fnyser +subtitle-utterance-biped_large-angry = Tung grymtning +subtitle-utterance-bird-angry = Fågel skriker gällt +subtitle-utterance-adlet-angry = Adlet skäller +subtitle-utterance-pig-angry = Gris grymtar +subtitle-utterance-reptile-angry = Reptil väser +subtitle-utterance-sea_crocodile-angry = Saltvattenskrokodil väser +subtitle-utterance-saurok-angry = Saurok väser +subtitle-utterance-cat-calm = Katt jamar +subtitle-utterance-cow-calm = Ko råmar +subtitle-utterance-fungome-calm = Fungome piper +subtitle-utterance-goat-calm = Get bräker +subtitle-utterance-pig-calm = Gris nöffar +subtitle-utterance-sheep-calm = Får bräker +subtitle-utterance-truffler-calm = Truffler nöffar +subtitle-utterance-human-greeting = Hälsning +subtitle-utterance-adlet-hurt = Adlet gnäller +subtitle-utterance-antelope-hurt = Antilop skriker +subtitle-utterance-biped_large-hurt = Tung gnällning +subtitle-utterance-human-hurt = Människa har ont +subtitle-utterance-lion-hurt = Lejon morrar +subtitle-utterance-mandroga-hurt = Mandroga skriker +subtitle-utterance-maneater-hurt = Maneater rapar +subtitle-utterance-marlin-hurt = Marlin har ont +subtitle-utterance-mindflayer-hurt = Mindflayer har ont +subtitle-utterance-dagon-hurt = Dagon har ont +subtitle-utterance-asp-angry = Asp väser +subtitle-utterance-asp-calm = Asp kväker +subtitle-utterance-asp-hurt = Asp har ont +subtitle-utterance-wendigo-angry = Wendigo skriker +subtitle-utterance-wendigo-calm = Wendigo mumlar +subtitle-utterance-wolf-angry = Varg morrar +subtitle-utterance-wolf-hurt = Varg gnäller +subtitle-utterance-wyvern-angry = Wyvern ryter +subtitle-utterance-wyvern-hurt = Wyvern har ont +subtitle-utterance-phoenix-angry = Fenix skriker +subtitle-attack-from-the-ashes = Healingljud +subtitle-attack-fuse_charge = Säkring fräser +subtitle-portal-activated = Portal Aktiverad +subtitle-instrument_steeldrum = Steeldrum spelas +subtitle-portal-teleported = Teleporterade via portal +subtitle-instrument_shamisen = Shamisen spelas +subtitle-utterance-phoenix-hurt = Fenix har ont +subtitle-lavapool = Lavapool +subtitle-surprise_egg = Gudomligt Ljud +subtitle-bleep = Beep Bleep diff --git a/assets/voxygen/i18n/sv/hud/trade.ftl b/assets/voxygen/i18n/sv/hud/trade.ftl new file mode 100644 index 0000000..c47b41f --- /dev/null +++ b/assets/voxygen/i18n/sv/hud/trade.ftl @@ -0,0 +1,34 @@ +hud-trade-trade_window = Byte +hud-trade-phase1_description = + Drag de föremål du vill byta + till motsvarande ruta. +hud-trade-phase2_description = + Bytet är nu låst för att ge dig + tid att inspektera det. +hud-trade-phase3_description = Bytet behandlas. +hud-trade-persons_offer = Erbjudande från { $playername } +hud-trade-has_accepted = + { $playername } + har accepterat +hud-trade-accept = Acceptera +hud-trade-decline = Avböj +hud-trade-invite_sent = Bytesförfrågan har skickats till { $playername }. +hud-trade-result-completed = Bytet har genomförts. +hud-trade-result-declined = Bytet har avbrutits. +hud-trade-result-nospace = Inte tillräckligt mycket utrymme för att genomföra bytet. +hud-trade-buy = + Köppris: { $coin_num -> + [1] ett mynt + *[other] { $coin_formatted } mynt + } +hud-trade-sell = + Säljpris: { $coin_num -> + [1] ett mynt + *[other] { $coin_formatted } mynt + } +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Ditt erbjudande +hud-trade-their_offer = Deras erbjudande +hud-trade-amount_input = Välj ett föremål +hud-confirm-trade-for-nothing = Vill du verkligen ge bort dessa föremål utan något i utbyte? diff --git a/assets/voxygen/i18n/sv/item/admin.ftl b/assets/voxygen/i18n/sv/item/admin.ftl new file mode 100644 index 0000000..51178a2 --- /dev/null +++ b/assets/voxygen/i18n/sv/item/admin.ftl @@ -0,0 +1,36 @@ +armor-tabard_admin = Administratörens Tappert + .desc = Med stor kraft kommer stort ansvar. +armor-misc-back-admin = Administratörens Mantel + .desc = + Med stor kraft kommer + stort ansvar. +armor-tabard-admin_tabard = Administratörens Tappert + .desc = + Med stor kraft kommer + stort ansvar. +armor-misc-back-admin_back = Administratörens Mantel + .desc = + Med stor kraft kommer + stort ansvar. +armor-misc-bag-admin_black_hole = Administratörens Svarta Hål + .desc = De säger att den får plats med vad som helst. +armor-velorite-back = Veloritadministratörsmantel + .desc = Var lade jag min banhammare igen? +armor-velorite-belt = Veloritbälte + .desc = { "" } +object-item_cheese = Guldost + .desc = De säger att gudar äter det för att få evig ungdom. +weapon-tool-broom_belzeshrub_purple = Kvastguden Belzeshrub + .desc = Du kan höra honom fnissa när du slår i marken en bit för hårt... +weapon-bow-velorite-debug = Admin Veloritbåge + .desc = Ingjuten med Veloritkraft. +other-glider-vroom-debug = Vroomglidare + .desc = Går brrr +armor-velorite-hands = Velorithandskar + .desc = { "" } +armor-velorite-legs = Veloritkjol + .desc = { "" } +armor-velorite-boots = Veloritstövlar + .desc = { "" } +weapon-sword-frost-admin_sword = Admin Storsvärd + .desc = Borde det inte vara en hammare? diff --git a/assets/voxygen/i18n/sv/item/armor/armor.ftl b/assets/voxygen/i18n/sv/item/armor/armor.ftl new file mode 100644 index 0000000..62fbfd4 --- /dev/null +++ b/assets/voxygen/i18n/sv/item/armor/armor.ftl @@ -0,0 +1,108 @@ +armor-misc-neck-diamond = Diamanthalsband + .desc = Ett dyrt guldhalsband, utsmyckad med utsökta diamanter. +armor-witch-hat = Häxhatt + .desc = Drar styrka från mörk konst. +armor-hide-leather-pants = Läderbyxor + .desc = Kvick som vinden. +armor-misc-neck-gold = Guldhalsband + .desc = Ett dyrt guldhalsband... ser stulen ut. +armor-misc-pants-grayscale = Jägarbyxor + .desc = Tillverkad av mjukt, smidigt läder. +armor-misc-chest-worker_green = Grön Arbetströja + .desc = Användes av en bonde, tills nyligen. +armor-misc-chest-worker_yellow_1 = Gul Arbetströja + .desc = Användes av en bonde, tills nyligen. +armor-hide-leather-belt = Läderbälte + .desc = Kvick som vinden. +armor-misc-head-crown = Krona + .desc = En krona anpassad för kunglig statur. +armor-misc-head-helmet = Hjälm + .desc = { "" } +armor-misc-head-spikeguard = Spikad Krona + .desc = Påminner om någon sort av taggig krona. +armor-misc-pants-worker_blue = Blåa Arbetsbyxor + .desc = Robust och pålitlig. +armor-misc-pants-worker_brown = Bekväma Arbetsbyxor + .desc = Robust och pålitlig. +armor-misc-chest-worker_orange_0 = Orange Arbetströja + .desc = Användes av en bonde, tills nyligen. +armor-misc-chest-worker_orange_1 = Orange Arbetströja + .desc = Användes av en bonde, tills nyligen. +armor-misc-chest-worker_purple_0 = Lila Arbetströja + .desc = Robust och pålitlig. +armor-misc-chest-worker_purple_1 = Lila Arbetströja + .desc = Användes av en bonde, tills nyligen. +armor-misc-chest-worker_red_0 = Röd Arbetströja + .desc = Användes av en bonde, tills nyligen. +armor-misc-chest-worker_red_1 = Röd Arbetströja + .desc = Användes av en bonde, tills nyligen. +armor-misc-chest-worker_yellow_0 = Gul Arbetströja + .desc = Användes av en bonde, tills nyligen. +armor-misc-ring-diamond = Diamantring + .desc = En guldring med en dyr diamant. +armor-misc-ring-gold = Guldring + .desc = En enkel guldring... nästan som att den saknar en ädelsten. +armor-misc-ring-scratched = Repad Ring + .desc = Passar knappt ditt finger. +armor-misc-back-short-0 = Kort Lädercape + .desc = Troligen gjort av det finaste lädret. +armor-pirate-hat = Pirathatt + .desc = Det verkar som att en papegoja har suttit här. +armor-cloth-woolen-pants = Ullbyxor + .desc = Tjocka och redo för snön. +armor-misc-chest-shirt_white = Vit Arbetströja + .desc = Användes av en bonde, tills nyligen. +armor-misc-chest-worker_purp_brown = Lila Arbetströja + .desc = Robust och pålitlig. +armor-cloth-woolen-belt = Ullbälte + .desc = Tjock och redo för snön. +armor-hide-leather-back = Lädermantel + .desc = Kvick som vinden. +armor-misc-head-leather-0 = Läderkeps + .desc = Kvick som vinden. +armor-hide-rawhide-belt = Råskinnsbälte + .desc = Tajt packade bitar av läder. Väger lite och är robust! +armor-hide-dragonscale-back = Drakfjällscape + .desc = Tillverkad av fjällen från en legendarisk varelse, kraft kan kännas pulsera genom den. +armor-hide-scale-back = Fjällcape + .desc = Varje inbäddad fjäll ger ytterligare skydd. +armor-hide-rawhide-back = Råskinnsmantel + .desc = Tajt packade bitar av läder. Väger lite och är robust! +armor-hide-rawhide-pants = Råskinnsbyxor + .desc = Tajt packade bitar av läder. Väger lite och är robust! +armor-misc-ring-amethyst = Ametistring + .desc = En tennring med en ametiststen. +armor-misc-ring-ruby = Rubinring + .desc = En silverring med en rubinsten. +armor-misc-back-backpack-traveler = Resenärens Ryggsäck + .desc = Bekväm och med tillräcklig kapacitet, den är en hamstrares bästa vän. +armor-misc-back-dungeon_purple = Lila Kultistcape + .desc = Luktar som mörk magi och levande ljus. +armor-misc-back-short-1 = Grön Filt + .desc = Håller dina axlar varma. +armor-hide-leather-hand = Läderhandskar + .desc = Kvick som vinden. +armor-hide-rawhide-foot = Råskinnsskor + .desc = Tajt packade bitar av läder. Väger lite och är robust! +armor-misc-ring-emerald = Smaragdring + .desc = En koboltring med en smaragdsten. +armor-misc-ring-sapphire = Safirring + .desc = En järnring med en safirsten. +armor-hide-leather-foot = Läderstövlar + .desc = Kvick som vinden. +armor-hide-carapace-belt = Carapaxbälte + .desc = Gjort från skalet som en gång skyddade en best. +armor-hide-carapace-chest = Carapaxkyrass + .desc = Gjort från skalet som en gång skyddade en best. +armor-hide-carapace-back = Carapaxcape + .desc = Gjort från skalet som en gång skyddade en best. +armor-hide-dragonscale-chest = Drakfjäll Bröstplåt + .desc = Tillverkad av fjällen från en legendarisk varelse, kraft kan kännas pulsera genom den. +armor-mail-orichalcum-7 = Orikalkumhjälm + .desc = En uråldrig legering. Myter lever kvar om hjältar som en gång bar denna metall. +armor-mail-orichalcum-2 = Orikalkumbälte + .desc = En uråldrig legering. Myter lever kvar om hjältar som en gång bar denna metall. +armor-mail-orichalcum-6 = Orikalkumcape + .desc = En uråldrig legering. Myter lever kvar om hjältar som en gång bar denna metall. +armor-mail-orichalcum-4 = Orikalkumhandskar + .desc = En uråldrig legering. Myter lever kvar om hjältar som en gång bar denna metall. diff --git a/assets/voxygen/i18n/sv/item/armor/other.ftl b/assets/voxygen/i18n/sv/item/armor/other.ftl new file mode 100644 index 0000000..b953e22 --- /dev/null +++ b/assets/voxygen/i18n/sv/item/armor/other.ftl @@ -0,0 +1,36 @@ +lantern-magic_lantern = Magisk Lykta + .desc = Lyser upp även den mörkaste dungeonen. Ett stort monster var dödad för det här föremålet. +lantern-black = Svart Lykta + .desc = Ganska vanlig då den är populär bland blivande äventyrare! +lantern-blue = Sval Blå Lykta + .desc = Denna lykta är förvånansvärt kall när den är på. +lantern-polaris = Polaris + .desc = Jullykta. +lantern-pumpkin = Kuslig Pumpa + .desc = Blinkade den just?! +lantern-red = Röd Lykta + .desc = Obs: innehåll varmt. +glider-moonrise = Akvatisk Natt + .desc = Stjärnorna är underbara i natt. +glider-sunset = Horisont + .desc = Det är inte sann middag. +glider-winter_wings = Vingar av Vinter + .desc = Glittrar briljant och svalt även under den varma solen. +armor-misc-bag-mindflayer_spellbag = Sinnesflåare Trolleriväska + .desc = + Du kan nästan känna en sinnesflåares + onda närvaro strömma igenom tyget. +armor-misc-bag-reliable_backpack = Pålitlig Ryggsäck + .desc = Den kommer aldrig ge dig upp. +lantern-geode_purp = Lila Geod + .desc = Avger ett lugnande sken, hjälper med att lugna ner nerverna. +glider-leaves = Lövglidare + .desc = flyg bland träden. +glider-butterfly-orange_monarch = Orange Monark + .desc = De delikata vingarna fladdrar svagt. +glider-butterfly-blue_morpho = Blå Morpho + .desc = De delikata vingarna fladdrar svagt. +glider-moth = Grön Luna + .desc = De delikata vingarna fladdrar svagt. +glider-blue = Blå Falk + .desc = Himmelfärgad. diff --git a/assets/voxygen/i18n/sv/item/items/crafting.ftl b/assets/voxygen/i18n/sv/item/items/crafting.ftl new file mode 100644 index 0000000..7aade90 --- /dev/null +++ b/assets/voxygen/i18n/sv/item/items/crafting.ftl @@ -0,0 +1,139 @@ +sprite-rocks-rock-0 = Stenar + .desc = Småstenar från marken, inget ovanligt med det. +sprite-crafting_ing-plant_fiber = Plantfiber + .desc = En längd av rå växtmaterial. +sprite-crafting_ing-cloth-silk = Silke + .desc = Ett fint och starkt fiber producerat av spindlar. +sprite-flowers-sunflower_1 = Solros + .desc = Doftar som sommar. +sprite-cacti-flat_cactus_med = Kaktus + .desc = Växer i varma och torra platser. Väldigt taggig! +sprite-crafting_ing-pearl = Pärla + .desc = Skulle göra en fin lampa. +object-training_dummy = Träningsdummy + .desc = Hans namn är William. Slå när du känner för det. +sprite-twigs-twigs-0 = Kvistar + .desc = Hittas nära träd. En ekorre måste ha sparkat ner dem. +sprite-crafting_ing-leather-simple_leather = Enkel Läder + .desc = Lätt och flexibel. +sprite-crafting_ing-leather-thick_leather = Tjock läder + .desc = Stark och tålig. +sprite-crafting_ing-cloth-cotton = Bomull + .desc = Lätt att jobba med och multifunktionell. +sprite-crafting_ing-cloth-linen = Linne + .desc = En textil gjort från linfibrer. +sprite-crafting_ing-cloth-linen_red = Röd Linne + .desc = En linfibertextil, färgad för att sticka ut. +sprite-crafting_ing-cloth-sunsilk = Solsilke + .desc = En övernaturlig stark textil. +sprite-crafting_ing-cloth-wool = Mjukt Ull + .desc = Mjukt ull från ett djur. +sprite-flowers-flower_red-4 = Röd Blomma + .desc = Kan användas som färgningsingrediens. +sprite-flowers-flax = Vilt Lin + .desc = Kan användas till att spinna några enkla tyger. +sprite-flowers-yellow = Gul Blomma + .desc = Glöder som solen. +object-v-coin = Mynt + .desc = Värdefulla mynt, kan utbytas mot gods och tjänster. +object-mortar_pestle = Mortel och Pistill + .desc = Krossar och malar saker till ett fint pulver eller pasta. Nödvändig för tillvärkning av vissa föremål. +object-honey = Honung + .desc = Stulen från en bikupa. Bina kan knappast vara glada över detta! +sprite-mineral-ore-gold = Guldmalm + .desc = En värdefull gul metall. +sprite-mineral-ore-iron = Järnmalm + .desc = En otrolig vanlig men otrolig versatil metall. +sprite-mineral-ore-silver = Silvermalm + .desc = En värdefull glänsande gråvit metall. +sprite-velorite-velorite_ore = Velorit + .desc = En bisarr, märkligt skimrande malm, dess urspring verkar vara dold i mystik. +sprite-velorite-velorite = Veloritfragment + .desc = Små runor glittrar på dess yta, men du vet inte vad det betyder. +sprite-mineral-ore-copper = Kopparmalm + .desc = En brun metall. En viktig del av brons. +sprite-mineral-ore-tin = Tennmalm + .desc = En silvrig metall. En av komponenterna till brons. +sprite-wood-item-bamboo = Bambu + .desc = Ett gigantiskt trälikt gräss. Kan användas när man tillverkar trävapen. +sprite-wood-item-wood = Trästockar + .desc = Vanliga, stabila trästockar. Kan användas när man tillverkar trävapen. +sprite-crafting_ing-bowl = Skål + .desc = En enkel skål till att förbereda måltider. +sprite-crafting_ing-cotton_boll = Bomullsboll + .desc = Plockad från en vanlig bomullsväxt. +sprite-mineral-ore-coal = Kål + .desc = En mörk, förbränningsbar energikälla. +sprite-mineral-ingot-cobalt = Kobolttacka + .desc = + En anmärkingsvärd blå tacka. + + Kan användas när man tillverkar metallvapen. +sprite-mineral-ingot-copper = Koppartacka + .desc = En tacka med en unik brun färg. +sprite-mineral-ingot-gold = Guldtacka + .desc = En tacka gjort av raffinerat metalliskt guld. +sprite-mineral-ingot-iron = Järntacka + .desc = + En otroligt vanlig metall. + + Kan användas när man tillverkar metallvapen. +sprite-mineral-ingot-silver = Silvertacka + .desc = En tacka gjort av raffinerat metalliskt silver. +sprite-mineral-ingot-tin = Tenntacka + .desc = En tacka som främst används till att göra brons. +sprite-mineral-gem-amethystgem = Ametist + .desc = En värdefull lila ädelsten. +sprite-mineral-gem-diamondgem = Diamant + .desc = En glittrande silverädelsten. +sprite-mineral-gem-emeraldgem = Smaragd + .desc = En färgglad smaragdgrön ädelsten. +sprite-mineral-gem-rubygem = Rubin + .desc = En utmärkt scharlakansröd pärla. +sprite-mineral-gem-sapphiregem = Safir + .desc = En färgglad koboltfärgad pärla. +sprite-mineral-gem-topazgem = Topas + .desc = En enastående orange ädelsten. +sprite-mineral-ore-cobalt = Koboltmalm + .desc = En blå, glansig malm. +sprite-mineral-ore-bloodstone = Blodstensmalm + .desc = En djupröd malm, den påminner dig om blod. +sprite-mineral-ingot-bloodsteel = Blodstålstacka + .desc = + En legering mellan blodsten och järn, med en mörkröd färg. + + Kan användas när man tillverkar metallvapen. +sprite-mineral-ingot-steel = Ståltacka + .desc = + En legering mellan järn och kål som är mycket tuffare än dess komponenter. + + Kan användas när man tillverkar metallvapen. +sprite-wood-item-hardwood = Hårdträstockar + .desc = Extra tjocka och robusta stockar. Kan användas när man tillverkar trävapen. +sprite-wood-item-eldwood = Åldersträstockar + .desc = Gammla stockar som emanerar magi. Kan användas när man tillverkar trävapen. +sprite-wood-item-frostwood = Frostträstockar + .desc = Kylig trä som kommer från kalla biomer. Kylande vid beröring. Kan användas när man tillverkar trävapen. +sprite-wood-item-ironwood = Järnträstockar + .desc = En särskilt robust trä. Kan användas när man tillverkar trävapen. +sprite-mineral-ingot-bronze = Bronstacka + .desc = + En robust legering gjort från att kombinera koppar och tenn. + + Kan användas när man tillverkar metallvapen. +sprite-crafting_ing-hide-carapace = Hård Carapax + .desc = Tuff, hård carapax, en sköld för många varelser. +sprite-crafting_ing-hide-troll_hide = Trollskinn + .desc = Plundrat från grottoll. +sprite-crafting_ing-animal_misc-fur = Mjukt Päls + .desc = Mjukt päls från ett djur. +sprite-crafting_ing-hide-scale = Fjäll + .desc = Glänsande fjäll hittad från ett djur. +sprite-crafting_ing-animal_misc-grim_eyeball = Grym Ögonglob + .desc = Kastar en förstenande blick. +sprite-crafting_ing-animal_misc-phoenix_feather = Fenixfjäder + .desc = Sägs ha magiska egenskaper. +sprite-crafting_ing-hide-dragon_scale = Drakfjäll + .desc = Tuff fjäll från en legendarisk best, varm vid rörsel. +sprite-seashells-shell-0 = Snäckskal + .desc = Skal från en sjövarelse. diff --git a/assets/voxygen/i18n/sv/item/items/food.ftl b/assets/voxygen/i18n/sv/item/items/food.ftl new file mode 100644 index 0000000..281964a --- /dev/null +++ b/assets/voxygen/i18n/sv/item/items/food.ftl @@ -0,0 +1,63 @@ +sprite-food-meat-beast_large_raw = Rå Köttklump + .desc = Stycke av kraftigt djurkött, bäst efter tillagning. +sprite-food-meat-bird_large_cooked = Enormt Kokt Kycklingben + .desc = Gör för en legendarisk måltid. +sprite-food-meat-beast_small_raw = Rå Köttskiva + .desc = Liten klump av kraftigt djurkött, bäst efter tillagning. +object-pumpkin_spice_brew = Pumpakryddgryta + .desc = Bryggt av mögliga pumpor. +sprite-spore-corruption_spore = Korruptionens Spor + .desc = + Du känner en ond kraft pulsera inombords. + + Det må vara oklokt att ha kvar den för länge... +sprite-cabbage-cabbage = Sallat + .desc = En färgglad grön bladig grönsak. +sprite-food-salad_plain = Enkel Sallad + .desc = Bokstavligen bara sallatskivor. Räknas det här verkligen som en sallad? +sprite-food-meat-fish_cooked = Kokt Fisk + .desc = En fräsch tillagad havsmatsbiff. +object-cactus_drink = Kaktus Colada + .desc = Ger dig den speciella stickande känslan. +sprite-carrot-carrot = Morot + .desc = En orange rotfrukt. Det sägs att den kommer förbättra din syn! +sprite-food-salad_tomato = Tomatsallad + .desc = Bladig sallad med några hackade, saftiga tomater inblandade. +sprite-food-meat-tough_raw = Rå Tufft Kött + .desc = Märklig bit av kött, bäst efter tillagning. +sprite-mushrooms-mushroom-10 = Svamp + .desc = Förhoppningsvis är den här inte giftig. +sprite-tomato-tomato = Tomat + .desc = En röd frukt. Det är faktiskt inte en grönsak! +sprite-food-meat-beast_large_cooked = Kokt Köttskiva + .desc = Medium Rare. +sprite-food-meat-beast_small_cooked = Kokt köttskiva + .desc = Medium Rare. +sprite-food-meat-bird_cooked = Kokt Fågelkött + .desc = Bäst njuten med en i varje hand. +sprite-food-meat-bird_raw = Rå Fågelkött + .desc = Ett rejält kycklingben. +sprite-food-meat-tough_cooked = Kokt Tufft Kött + .desc = Smakar exotiskt. +object-apple_half = Äpple + .desc = Röd och saftig. +object-apple_stick = Äppelpinne + .desc = Pinnen gör det enklade att bära! +object-coconut_half = Kokosnöt + .desc = Pålitlig källa för vatten och fett. Kan ofta ses växa på palmträd. +object-honeycorn = Honungsmajs + .desc = Naaajs. +object-mushroom_stick = Svamppinne + .desc = Rostade svampar på en pinne för enkelt bärande. +object-sunflower_ice_tea = Solros-iste + .desc = Bryggt av nyskalade solrosfrön. +sprite-food-meat-bird_large_raw = Enormt Rå Kycklingben + .desc = Det är magnifikt. +sprite-food-meat-fish_raw = Rå Fisk + .desc = En biff hackad från en fisk, bäst efter tillagning. +object-mushroom_curry = Svampcurry + .desc = Vem kan säga nej till det? +object-blue_cheese = Blå ost + .desc = Skarp och fyllande. +object-cheese = Dvärgost + .desc = Gjort av getmjölk från de finaste dvärgprodukterna. Aromatisk och näringsrik! diff --git a/assets/voxygen/i18n/sv/item/items/key.ftl b/assets/voxygen/i18n/sv/item/items/key.ftl new file mode 100644 index 0000000..87010e2 --- /dev/null +++ b/assets/voxygen/i18n/sv/item/items/key.ftl @@ -0,0 +1,32 @@ +object-key-quarry-ancient = Uråldrig nyckel + .desc = Om du har tur räcker den en gång till innan den går sönder. +object-lockpick = Vanlig Dyrk + .desc = Används till att öppna vanliga lås. Går sönder efter användning. +object-key-glass = Glasnyckel + .desc = Används till att öppna Glasbarriärer. Gör sönder efter användning. +object-key-rusty = Rostig Tornsnyckel + .desc = Luktar som magi med en bit av... ost? +object-key-cyclops_eyeball = Cyklopöga + .desc = Ser ut som att den kan öppna en uråldrig mekanism. +object-key-terracotta_door = Terrakotta Dörrnyckel + .desc = Används till att öppna dörrar. Går sönder efter användning. +object-key-haniwa = Haniwa Nyckelsten + .desc = Används till att öppna dörrar. Går sönder efter användning. +object-key-quarry-keeper_goggle_right = Höger Goggleglas + .desc = Ser ut som att den kan öppna en dörr... +object-key-quarry-smelting = Smältrumsnyckel + .desc = Om du har tur räcker den en gång till innan den går sönder. +object-key-bone = Bennyckel + .desc = Används till att öppna benlås. Går sönder efter användning. +object-key-quarry-backdoor = Bakdörrsnyckel + .desc = Om du har tur räcker den en gång till innan den går sönder. +object-key-quarry-keeper_goggle_left = Vänster Goggleglas + .desc = Ser ut som att den kan öppna en dörr... +object-key-quarry-overseer = Överseende nyckel + .desc = Om du har tur räcker den en gång till innan den går sönder. +object-key-terracotta_chest = Terrakotta Kistnyckel + .desc = Används till att öppna kistor. Går sönder efter användning. +object-key-forge = Smidesnyckel + .desc = Används till att öppna dörrar. Går sönder efter användning. +object-key-miner = Gruvarbetarnyckel + .desc = Används till att öppna dörrar. Går sönder efter användning. diff --git a/assets/voxygen/i18n/sv/item/items/potion.ftl b/assets/voxygen/i18n/sv/item/items/potion.ftl new file mode 100644 index 0000000..88dacf2 --- /dev/null +++ b/assets/voxygen/i18n/sv/item/items/potion.ftl @@ -0,0 +1,22 @@ +object-curious_potion = Nyfiken Dryck + .desc = Undrar vad det här gör... +object-potion_agility = Smidighetens Dryck + .desc = Flyg, era dårar! +object-potion_big = Stor Dryck + .desc = Värdefull medicin, den gör för den största återhämtande flaskan hittills. +object-potion_combustion = Förbränningens Dryck + .desc = Sätter använden i lågor. +object-potion_med = Medelstor Dryck + .desc = En innovativ uppfinning från en apotekare, bättre än dess mindre föregångare. +object-potion_minor = Liten Dryck + .desc = En liten dryck ihopblandad av äpplen och honung. +object-burning_charm = Flammande Charm + .desc = Flamma är din allierade, utnyttja dess kraft till att bränna dina fiender. +object-frozen_charm = Frysande Charm + .desc = Låt dina fiender känna kylans sting medan du fryser dem i deras spår. +object-lifesteal_charm = Sifoncharm + .desc = Sifonera ditt måls liv och använd den till ditt eget. +object-potion_red = Potent Dryck + .desc = En potent läkande dryck. +object-potion_curious = Nyfiken Dryck + .desc = Undrar vad det här gör... diff --git a/assets/voxygen/i18n/sv/item/weapon/modular.ftl b/assets/voxygen/i18n/sv/item/weapon/modular.ftl new file mode 100644 index 0000000..1a98a09 --- /dev/null +++ b/assets/voxygen/i18n/sv/item/weapon/modular.ftl @@ -0,0 +1,278 @@ +weapon-sword-katana-iron-2h = Järnkatana + .desc = { "" } +weapon-axe-battleaxe-bloodsteel-2h = Blodstål Stridsyxa + .desc = { "" } +weapon-sword-longsword-steel-1h = Stål Kortsvärd + .desc = { "" } +weapon-bow-longbow-bamboo = Bambu Långbåge + .desc = { "" } +weapon-bow-warbow-bamboo = Bambu Stridsbåge + .desc = { "" } +weapon-axe-jagged-iron-1h = Järn-tomahawk + .desc = { "" } +weapon-axe-axe-iron-2h = Järnyxa + .desc = { "" } +weapon-sword-zweihander-bronze-2h = Brons-zweihänder + .desc = { "" } +weapon-sword-sabre-bronze-1h = Brons Kroksabel + .desc = { "" } +weapon-sceptre-sceptre-wood = Träspira + .desc = { "" } +weapon-hammer-hammer-cobalt-1h = Kobolt Knölpåk + .desc = { "" } +weapon-hammer-hammer-steel-1h = Stål Knölpåk + .desc = { "" } +weapon-sword-sabre-bloodsteel-2h = Blodstålssabel + .desc = { "" } +weapon-sword-longsword-bloodsteel-2h = Blodstål Långsvärd + .desc = { "" } +weapon-axe-battleaxe-bronze-2h = Brons Stridsyxa + .desc = { "" } +weapon-axe-jagged-bronze-1h = Brons-tomahawk + .desc = { "" } +weapon-sword-sabre-cobalt-2h = Koboltsabel + .desc = { "" } +weapon-bow-warbow-wood = Trä Stridsbåge + .desc = { "" } +weapon-hammer-spikedmace-iron-1h = Järn Stridsklubba + .desc = { "" } +weapon-sword-sawblade-iron-2h = Järn Sågblad + .desc = { "" } +weapon-sword-sabre-iron-1h = Järn Kroksabel + .desc = { "" } +weapon-sword-ornate-steel-2h = Utsmyckad Stålsvärd + .desc = { "" } +weapon-sword-sabre-iron-2h = Järnsabel + .desc = { "" } +weapon-sword-ornate-iron-1h = Järnrapir + .desc = { "" } +weapon-sword-zweihander-iron-2h = Järn-zweihänder + .desc = { "" } +weapon-bow-bow-wood = Träbåge + .desc = { "" } +weapon-hammer-hammer-bronze-2h = Bronshammare + .desc = { "" } +weapon-hammer-spikedmace-bronze-2h = Brons Spetsig Stridsklubba + .desc = { "" } +weapon-hammer-spikedmace-bronze-1h = Brons Stridsklubba + .desc = { "" } +weapon-hammer-warhammer-bronze-2h = Brons Stridshammare + .desc = { "" } +weapon-sword-longsword-iron-2h = Järn Långsvärd + .desc = { "" } +weapon-sword-longsword-iron-1h = Järn Kortsvärd + .desc = { "" } +weapon-bow-shortbow-wood = Trä Kortbåge + .desc = { "" } +weapon-bow-longbow-wood = Trä Långbåge + .desc = { "" } +weapon-hammer-hammer-bronze-1h = Brons Knölpåk + .desc = { "" } +weapon-sword-ornate-iron-2h = Utsmyckad Järnsvärd + .desc = { "" } +weapon-bow-ornate-wood = Utsmyckad Träbåge + .desc = { "" } +weapon-hammer-ornate-bronze-2h = Utsmyckad Bronshammare + .desc = { "" } +weapon-bow-composite-wood = Trä Sammansat Båge + .desc = { "" } +weapon-hammer-hammer-bloodsteel-2h = Blodstålshammare + .desc = { "" } +weapon-hammer-spikedmace-bloodsteel-2h = Blodstål Spetsig Stridsklubba + .desc = { "" } +weapon-hammer-spikedmace-bloodsteel-1h = Blodstål Stridsklubba + .desc = { "" } +weapon-hammer-warhammer-bloodsteel-2h = Blodstål Stridshammare + .desc = { "" } +weapon-axe-axe-bloodsteel-2h = Boldstålsyxa + .desc = { "" } +weapon-axe-jagged-bloodsteel-1h = Blodståls-tomahawk + .desc = { "" } +weapon-hammer-hammer-bloodsteel-1h = Blodstål Knölpåk + .desc = { "" } +weapon-hammer-ornate-bloodsteel-2h = Utsmyckad Blodstålshammare + .desc = { "" } +weapon-axe-ornate-bloodsteel-2h = Utsmyckad Blodstålsyxa + .desc = { "" } +weapon-axe-jagged-cobalt-1h = Kobolt-tomahawk + .desc = { "" } +weapon-axe-axe-cobalt-2h = Koboltyxa + .desc = { "" } +weapon-axe-battleaxe-cobalt-2h = Kobolt Stridsyxa + .desc = { "" } +weapon-hammer-spikedmace-iron-2h = Järn Spetsig Stridsklubba + .desc = { "" } +weapon-hammer-hammer-iron-2h = Järnhammare + .desc = { "" } +weapon-hammer-warhammer-iron-2h = Järn Stridshammare + .desc = { "" } +weapon-sword-zweihander-steel-2h = Stål-zweihänder + .desc = { "" } +weapon-sword-longsword-steel-2h = Stål Långsvärd + .desc = { "" } +weapon-sword-katana-steel-2h = Stålkatana + .desc = { "" } +weapon-sword-ornate-steel-1h = Stålrapir + .desc = { "" } +weapon-sword-sawblade-steel-2h = Stål Sågblad + .desc = { "" } +weapon-sword-sabre-steel-2h = Stålsabel + .desc = { "" } +weapon-sword-sabre-steel-1h = Stål Kroksabel + .desc = { "" } +weapon-hammer-hammer-iron-1h = Järn Knölpåk + .desc = { "" } +weapon-axe-ornate-cobalt-2h = Utsmyckad Koboltyxa + .desc = { "" } +weapon-hammer-ornate-iron-2h = Utsmyckad Järnhammare + .desc = { "" } +weapon-bow-composite-bamboo = Bambu Sammansatt Båge + .desc = { "" } +weapon-bow-shortbow-bamboo = Bambu Kortbåge + .desc = { "" } +weapon-bow-bow-bamboo = Bambubåge + .desc = { "" } +weapon-bow-ornate-bamboo = Utsmyckad Bambubåge + .desc = { "" } +weapon-axe-battleaxe-iron-2h = Järn Stridsyxa + .desc = { "" } +weapon-axe-jagged-steel-1h = Stål-tomahawk + .desc = { "" } +weapon-axe-battleaxe-steel-2h = Stål Stridsyxa + .desc = { "" } +weapon-axe-axe-steel-2h = Stålyxa + .desc = { "" } +weapon-sword-longsword-bronze-2h = Brons Långsvärd + .desc = { "" } +weapon-sword-longsword-bronze-1h = Brons Kortsvärd + .desc = { "" } +weapon-sword-katana-bronze-2h = Bronskatana + .desc = { "" } +weapon-sword-sabre-bronze-2h = Bronssabel + .desc = { "" } +weapon-sword-ornate-bronze-1h = Bronsrapir + .desc = { "" } +weapon-sword-sawblade-bronze-2h = Brons Sågblad + .desc = { "" } +weapon-sceptre-crozier-wood = Träkräkla + .desc = { "" } +weapon-hammer-hammer-cobalt-2h = Kobolthammare + .desc = { "" } +weapon-hammer-spikedmace-cobalt-2h = Kobolt Spetsig Stridsklubba + .desc = { "" } +weapon-hammer-spikedmace-cobalt-1h = Kobolt Stridsklubba + .desc = { "" } +weapon-hammer-warhammer-cobalt-2h = Kobolt Stridshammare + .desc = { "" } +weapon-hammer-hammer-steel-2h = Stålhammare + .desc = { "" } +weapon-hammer-spikedmace-steel-2h = Stål Spetsig Stridsklubba + .desc = { "" } +weapon-hammer-spikedmace-steel-1h = Stål Stridsklubba + .desc = { "" } +weapon-hammer-warhammer-steel-2h = Stål Stridshammare + .desc = { "" } +weapon-sceptre-crozier-bamboo = Bambukräkla + .desc = { "" } +weapon-sceptre-sceptre-bamboo = Bambuspira + .desc = { "" } +weapon-sword-sabre-bloodsteel-1h = Blodstål Kroksabel + .desc = { "" } +weapon-sword-zweihander-bloodsteel-2h = Blodståls-zweihänder + .desc = { "" } +weapon-sword-katana-bloodsteel-2h = Blodstålskatana + .desc = { "" } +weapon-sword-longsword-bloodsteel-1h = Blodstål Kortsvärd + .desc = { "" } +weapon-sword-ornate-bloodsteel-1h = Blodstålsrapir + .desc = { "" } +weapon-sword-sawblade-bloodsteel-2h = Blodstål Sågblad + .desc = { "" } +weapon-axe-axe-bronze-2h = Bronsyxa + .desc = { "" } +weapon-sword-longsword-cobalt-2h = Kobolt Långsvärd + .desc = { "" } +weapon-sword-longsword-cobalt-1h = Kobolt Kortsvärd + .desc = { "" } +weapon-sword-sawblade-cobalt-2h = Kobolt Sågblad + .desc = { "" } +weapon-sword-katana-cobalt-2h = Koboltkatana + .desc = { "" } +weapon-sword-zweihander-cobalt-2h = Kobolt-zweihänder + .desc = { "" } +weapon-sword-ornate-cobalt-1h = Koboltrapir + .desc = { "" } +weapon-sword-sabre-cobalt-1h = Kobolt Kroksabel + .desc = { "" } +weapon-sword-ornate-cobalt-2h = Utsmyckad Koboltsvärd + .desc = { "" } +weapon-axe-ornate-bronze-2h = Utsmyckad Bronsyxa + .desc = { "" } +weapon-sceptre-ornate-frostwood = Utsmyckad Frostträ-spira + .desc = { "" } +weapon-sceptre-sceptre-frostwood = Frostträ-spira + .desc = { "" } +weapon-sceptre-crozier-frostwood = Frostträ-kräkla + .desc = { "" } +weapon-axe-ornate-orichalcum-2h = Utsmyckad Orikalkumyxa + .desc = { "" } +weapon-axe-jagged-orichalcum-1h = Orikalkum-tomahawk + .desc = { "" } +weapon-axe-axe-orichalcum-2h = Orikalkumyxa + .desc = { "" } +weapon-axe-battleaxe-orichalcum-2h = Orikalkum Stridsyxa + .desc = { "" } +weapon-staff-staff-hardwood = Hårdträstav + .desc = { "" } +weapon-staff-ornate-hardwood = Utsmyckad Hårdträstav + .desc = { "" } +weapon-staff-ornate-frostwood = Utsmyckad Frostträstav + .desc = { "" } +weapon-staff-staff-frostwood = Frostträstav + .desc = { "" } +weapon-hammer-warhammer-orichalcum-2h = Orikalkum Stridshammare + .desc = { "" } +weapon-hammer-hammer-orichalcum-2h = Orikalkumhammare + .desc = { "" } +weapon-hammer-hammer-orichalcum-1h = Orikalkum Knölpåk + .desc = { "" } +weapon-hammer-spikedmace-orichalcum-2h = Orikalkum Spetsig Stridsklubba + .desc = { "" } +weapon-hammer-spikedmace-orichalcum-1h = Orikalkum Stridsklubba + .desc = { "" } +weapon-hammer-ornate-orichalcum-2h = Utsmyckad Orikalkumhammare + .desc = { "" } +weapon-staff-staff-bamboo = Bambustav + .desc = { "" } +weapon-staff-ornate-bamboo = Utsmyckad Bambustav + .desc = { "" } +weapon-staff-ornate-wood = Utsmyckad Trästav + .desc = { "" } +weapon-staff-staff-wood = Trästav + .desc = { "" } +weapon-staff-staff-ironwood = Järnträstav + .desc = { "" } +weapon-staff-ornate-ironwood = Utsmyckad Järnträstav + .desc = { "" } +weapon-sword-sabre-orichalcum-2h = Orikalkumsabel + .desc = { "" } +weapon-sword-sabre-orichalcum-1h = Orikalkum Kroksabel + .desc = { "" } +weapon-sword-sawblade-orichalcum-2h = Orikalkum Sågblad + .desc = { "" } +weapon-sword-longsword-orichalcum-2h = Orikalkum Långsvärd + .desc = { "" } +weapon-sword-longsword-orichalcum-1h = Orikalkum Kortsvärd + .desc = { "" } +weapon-sword-katana-orichalcum-2h = Orikalkumkatana + .desc = { "" } +weapon-sword-zweihander-orichalcum-2h = Orikalkum-zweihänder + .desc = { "" } +weapon-sword-ornate-orichalcum-2h = Utsmyckad Orikalkumsvärd + .desc = { "" } +weapon-sword-ornate-orichalcum-1h = Orikalkumrapir + .desc = { "" } +weapon-staff-ornate-eldwood = Utsmyckad Åldersträstav + .desc = { "" } +weapon-staff-staff-eldwood = Åldersträstav + .desc = { "" } diff --git a/assets/voxygen/i18n/sv/item/weapon/musical_instrument.ftl b/assets/voxygen/i18n/sv/item/weapon/musical_instrument.ftl new file mode 100644 index 0000000..66f4cdd --- /dev/null +++ b/assets/voxygen/i18n/sv/item/weapon/musical_instrument.ftl @@ -0,0 +1,30 @@ +weapon-tool-wooden_flute = Flöjt + .desc = Träflöjt. +weapon-tool-glass_flute = Glasflöjt + .desc = Vad gör Kardinalen med den? +weapon-tool-wooden_guitar = Gitarr + .desc = Trägitarr. +weapon-tool-black_velvet_guitar = Mörk Gitarr + .desc = Låter edgy. +weapon-tool-shamisen = Shamisen + .desc = Shamisen. +weapon-tool-wooden_kalimba = Kalimba + .desc = Träkalimba. +weapon-tool-wooden_lute = Luta + .desc = Träluta. +weapon-tool-melodica = Melodika + .desc = Trämelodika. +weapon-tool-wooden_sitar = Sitar + .desc = Träsitar. +weapon-tool-washboard = Tvättbräda + .desc = Tvättbräda. +weapon-tool-steeltonguedrum = Ståltungstrumma + .desc = Ståltungstrumma. +weapon-tool-icy_talharpa = Isig Talharpa + .desc = Isig Talharpa. +weapon-tool-wooden_bass = Kontrabas + .desc = Trästråkinstrument. +weapon-tool-wildskin_drum = Vildskinnstrumma + .desc = Ett, två, du vet vad du ska göra! +weapon-tool-wooden_lyre = Lyra + .desc = Trälyra. diff --git a/assets/voxygen/i18n/sv/item/weapon/primary_component.ftl b/assets/voxygen/i18n/sv/item/weapon/primary_component.ftl new file mode 100644 index 0000000..153155f --- /dev/null +++ b/assets/voxygen/i18n/sv/item/weapon/primary_component.ftl @@ -0,0 +1,200 @@ +weapon-component-sword-katana-iron = Järn Katanablad + .desc = { "" } +weapon-component-hammer-hammer-bloodsteel = Blodstål Hammarhuvud + .desc = { "" } +weapon-component-hammer-hammer-iron = Järn Hammarhuvud + .desc = { "" } +weapon-component-axe-battleaxe-bloodsteel = Blodstål Stridsyxhuvud + .desc = { "" } +weapon-component-axe-battleaxe-iron = Järn Stridsyxhuvud + .desc = { "" } +weapon-component-sword-sabre-bloodsteel = Blodstål Sabelblad + .desc = { "" } +weapon-component-sword-longsword-bronze = Brons Långsvärdsblad + .desc = { "" } +weapon-component-hammer-hammer-cobalt = Kobolt Hammarhuvud + .desc = { "" } +weapon-component-sword-longsword-bloodsteel = Blodstål Långsvärdsblad + .desc = { "" } +weapon-component-hammer-warhammer-iron = Järn Stridshammarhuvud + .desc = { "" } +weapon-component-hammer-warhammer-cobalt = Kobolt Stridshammarhuvud + .desc = { "" } +weapon-component-sword-longsword-iron = Järn Långsvärdsblad + .desc = { "" } +weapon-component-hammer-hammer-bronze = Brons Hammarhuvud + .desc = { "" } +weapon-component-sword-sawblade-iron = Järn Sågblad + .desc = { "" } +weapon-component-sword-sabre-iron = Järn Sabelblad + .desc = { "" } +weapon-component-hammer-warhammer-bloodsteel = Blodstål Stridshammarhuvud + .desc = { "" } +weapon-component-axe-axe-bloodsteel = Blodstål Yxhuvud + .desc = { "" } +weapon-component-axe-axe-cobalt = Kobolt Yxhuvud + .desc = { "" } +weapon-component-sword-longsword-steel = Stål Långsvärdsblad + .desc = { "" } +weapon-component-sword-katana-steel = Stål Katanablad + .desc = { "" } +weapon-component-sword-sawblade-steel = Stål Sågblad + .desc = { "" } +weapon-component-sword-sabre-steel = Stål Sabelblad + .desc = { "" } +weapon-component-axe-axe-iron = Järn Yxhuvud + .desc = { "" } +weapon-component-sword-katana-bronze = Brons Katanablad + .desc = { "" } +weapon-component-sword-sabre-bronze = Brons Sabelblad + .desc = { "" } +weapon-component-sword-sawblade-bronze = Brons Sågblad + .desc = { "" } +weapon-component-hammer-hammer-steel = Stål Hammarhuvud + .desc = { "" } +weapon-component-hammer-warhammer-steel = Stål Stridshammarhuvud + .desc = { "" } +weapon-component-sword-katana-bloodsteel = Blodstål Katanablad + .desc = { "" } +weapon-component-sword-sawblade-bloodsteel = Blodstål Sågblad + .desc = { "" } +weapon-component-axe-axe-bronze = Brons Yxhuvud + .desc = { "" } +weapon-component-sword-longsword-cobalt = Kobolt Långsvärdsblad + .desc = { "" } +weapon-component-sword-sawblade-cobalt = Kobolt Sågblad + .desc = { "" } +weapon-component-sword-katana-cobalt = Kobolt Katanablad + .desc = { "" } +weapon-component-sword-sabre-cobalt = Kobolt Sabelblad + .desc = { "" } +weapon-component-hammer-spikedmace-cobalt = Kobolt Spetsig Stridsklubbshuvud + .desc = { "" } +weapon-component-sword-zweihander-iron = Järn Zweihänder-blad + .desc = { "" } +weapon-component-hammer-warhammer-bronze = Brons Stridshammarhuvud + .desc = { "" } +weapon-component-hammer-spikedmace-iron = Järn Spetsig Stridklubbshuvud + .desc = { "" } +weapon-component-sword-zweihander-steel = Stål Zweihänder-blad + .desc = { "" } +weapon-component-axe-axe-steel = Stål Yxhuvud + .desc = { "" } +weapon-component-axe-battleaxe-steel = Stål Stridsyxhuvud + .desc = { "" } +weapon-component-axe-battleaxe-bronze = Brons Stridsyxhuvud + .desc = { "" } +weapon-component-hammer-ornate-bronze = Utsmyckad Brons Hammarhuvud + .desc = { "" } +weapon-component-axe-ornate-iron = Utsmyckad Järn Yxhuvud + .desc = { "" } +weapon-component-sword-ornate-bloodsteel = Utsmyckad Blodstål Svärdblad + .desc = { "" } +weapon-component-sceptre-sceptre-wood = Trä Spirskaft + .desc = { "" } +weapon-component-sceptre-ornate-bamboo = ­Utsmyckad Bambu Spirskaft + .desc = { "" } +weapon-component-hammer-spikedmace-bronze = Brons Spetsig Stridsklubbshuvud + .desc = { "" } +weapon-component-sword-ornate-iron = Utsmyckad Järn Svärdblad + .desc = { "" } +weapon-component-hammer-spikedmace-bloodsteel = Blodstål Spetsig Stridsklubbshuvud + .desc = { "" } +weapon-component-axe-battleaxe-cobalt = Kobolt Stridsyxhuvud + .desc = { "" } +weapon-component-hammer-ornate-bloodsteel = Utsmyckad Blodstål Hammarhuvud + .desc = { "" } +weapon-component-axe-ornate-bloodsteel = Utsmyckad Blodstål Yxhuvud + .desc = { "" } +weapon-component-axe-ornate-cobalt = Utsmyckad Kobolt Yxhuvud + .desc = { "" } +weapon-component-hammer-ornate-iron = Utsmyckad Järn Hammarhuvud + .desc = { "" } +weapon-component-sword-ornate-steel = Utsmyckad Stål Svärdblad + .desc = { "" } +weapon-component-axe-ornate-steel = Utsmyckad Stål Yxhuvud + .desc = { "" } +weapon-component-sword-zweihander-bronze = Brons Zweihänder-blad + .desc = { "" } +weapon-component-sword-ornate-bronze = Utsmyckad Brons Svärdblad + .desc = { "" } +weapon-component-hammer-ornate-cobalt = Utsmyckad Kobolt Hammarhuvud + .desc = { "" } +weapon-component-sceptre-crozier-wood = Trä Kräkelskaft + .desc = { "" } +weapon-component-sceptre-ornate-wood = Utsmyckad Trä Spirskaft + .desc = { "" } +weapon-component-hammer-spikedmace-steel = Stål Spetsig Stridsklubbshuvud + .desc = { "" } +weapon-component-hammer-ornate-steel = Utsmyckad Stål Hammarhuvud + .desc = { "" } +weapon-component-sceptre-crozier-bamboo = Bambu Kräkelskaft + .desc = { "" } +weapon-component-sceptre-sceptre-bamboo = Bambu Spirskaft + .desc = { "" } +weapon-component-axe-ornate-bronze = Utsmyckad Brons Yxhuvud + .desc = { "" } +weapon-component-sword-ornate-cobalt = Utsmyckad Kobolt Svärdblad + .desc = { "" } +weapon-component-sceptre-ornate-frostwood = Utsmyckad Frostträ Spirskaft + .desc = { "" } +weapon-component-sceptre-sceptre-frostwood = Frostträ Spirskaft + .desc = { "" } +weapon-component-sceptre-crozier-frostwood = Frostträ Kräkelskaft + .desc = { "" } +weapon-component-sceptre-ornate-ironwood = Utsmyckad Järnträ Spirskaft + .desc = { "" } +weapon-component-sceptre-crozier-ironwood = Järnträ Kräkelskaft + .desc = { "" } +weapon-component-sceptre-sceptre-ironwood = Järnträ Spirskaft + .desc = { "" } +weapon-component-axe-ornate-orichalcum = Utsmyckad Orikalkum Yxhuvud + .desc = { "" } +weapon-component-axe-axe-orichalcum = Orikalkum Yxhuvud + .desc = { "" } +weapon-component-axe-battleaxe-orichalcum = Orikalkum Stridsyxhuvud + .desc = { "" } +weapon-component-staff-staff-hardwood = Hårdträ Stavskaft + .desc = { "" } +weapon-component-staff-ornate-hardwood = Utsmyckad Hårdträ Stavskaft + .desc = { "" } +weapon-component-staff-ornate-frostwood = Utsmyckad Frostträ Stavskaft + .desc = { "" } +weapon-component-staff-staff-frostwood = Frostträ Stavskaft + .desc = { "" } +weapon-component-hammer-warhammer-orichalcum = Orikalkum Stridshammarhuvud + .desc = { "" } +weapon-component-hammer-hammer-orichalcum = Orikalkum Hammarhuvud + .desc = { "" } +weapon-component-hammer-spikedmace-orichalcum = Orikalkum Spetsig Stridsklubbhuvud + .desc = { "" } +weapon-component-hammer-ornate-orichalcum = Utsmyckad Orikalkum Hammarhuvud + .desc = { "" } +weapon-component-staff-staff-bamboo = Bambu Stavskaft + .desc = { "" } +weapon-component-staff-ornate-bamboo = Utsmyckad Bambu Stavskaft + .desc = { "" } +weapon-component-staff-ornate-wood = Utsmyckad Trä Stavskaft + .desc = { "" } +weapon-component-staff-staff-wood = Trä Stavskaft + .desc = { "" } +weapon-component-staff-staff-ironwood = Järnträ Stavskaft + .desc = { "" } +weapon-component-staff-ornate-ironwood = Utsmyckad Järnträ Stavskaft + .desc = { "" } +weapon-component-staff-ornate-eldwood = Utsmyckad Åldersträ Stavskaft + .desc = { "" } +weapon-component-sword-sabre-orichalcum = Orikalkum Sabelblad + .desc = { "" } +weapon-component-sword-sawblade-orichalcum = Orikalkum Sågblad + .desc = { "" } +weapon-component-sword-longsword-orichalcum = Orikalkum Långsvärdsblad + .desc = { "" } +weapon-component-sword-katana-orichalcum = Orikalkum Katanablad + .desc = { "" } +weapon-component-sword-zweihander-orichalcum = Orikalkum Zweihänder-blad + .desc = { "" } +weapon-component-staff-staff-eldwood = Åldersträ Stavskaft + .desc = { "" } +weapon-component-sword-ornate-orichalcum = Utsmyckad Orikalkum Svärdblad + .desc = { "" } diff --git a/assets/voxygen/i18n/sv/item/weapon/projectile.ftl b/assets/voxygen/i18n/sv/item/weapon/projectile.ftl new file mode 100644 index 0000000..dc50c77 --- /dev/null +++ b/assets/voxygen/i18n/sv/item/weapon/projectile.ftl @@ -0,0 +1,16 @@ +weapon-projectile-fireworks_white = Fyverkeri Vit + .desc = Blinkar som stjärnorna. +weapon-projectile-fireworks_green = Fyverkeri Grön + .desc = Se upp för träden. +weapon-projectile-fireworks_blue = Fyverkeri Blå + .desc = Rekommendrad undanröjning: 42 chonks. +weapon-projectile-fireworks_purple = Fyverkeri Lila + .desc = Kultfavorit. +weapon-projectile-fireworks_yellow = Fyverkeri Gul + .desc = Den Store Doktorn gick bort efter att ha testat denna apparat inomhus. +object-bomb = Bomb + .desc = En högst explosiv enhet, demolerare älskar dem! +weapon-projectile-fireworks_red = Fyverkeri Röd + .desc = Människor använder ibland dessa som nödbloss i svåra situationer. +object-surprise_egg = Överraskningsägg + .desc = Explosiv Påskspecial. diff --git a/assets/voxygen/i18n/sv/item/weapon/secondary_component.ftl b/assets/voxygen/i18n/sv/item/weapon/secondary_component.ftl new file mode 100644 index 0000000..1fa9b17 --- /dev/null +++ b/assets/voxygen/i18n/sv/item/weapon/secondary_component.ftl @@ -0,0 +1,36 @@ +weapon-component-sword-hilt-medium = Medellång Svärdhjalt + .desc = { "" } +weapon-component-sceptre-core-medium = Biokärna + .desc = { "" } +weapon-component-hammer-shaft-long = Lång Hammarskaft + .desc = { "" } +weapon-component-hammer-shaft-medium = Medellång Hammarskaft + .desc = { "" } +weapon-component-axe-haft-long = Lång Yxskaft + .desc = { "" } +weapon-component-axe-haft-medium = Medellång Yxskaft + .desc = { "" } +weapon-component-axe-haft-short = Kort Yxskaft + .desc = { "" } +weapon-component-staff-core-heavy = Tung Pyrokärna + .desc = { "" } +weapon-component-staff-core-light = Lätt Pyrokärna + .desc = { "" } +weapon-component-staff-core-medium = Pyrokärna + .desc = { "" } +weapon-component-sword-hilt-long = Lång Svärdhjalt + .desc = { "" } +weapon-component-sword-hilt-short = Kort Svärdhjalt + .desc = { "" } +weapon-component-sceptre-core-heavy = Tung Biokärna + .desc = { "" } +weapon-component-sceptre-core-light = Lätt Biokärna + .desc = { "" } +weapon-component-bow-grip-short = Kort Båggrepp + .desc = { "" } +weapon-component-bow-grip-medium = Medellångt Båggrepp + .desc = { "" } +weapon-component-bow-grip-long = Långt Båggrepp + .desc = { "" } +weapon-component-hammer-shaft-short = Kort Hammarskaft + .desc = { "" } diff --git a/assets/voxygen/i18n/sv/item/weapon/tool.ftl b/assets/voxygen/i18n/sv/item/weapon/tool.ftl new file mode 100644 index 0000000..3abd05a --- /dev/null +++ b/assets/voxygen/i18n/sv/item/weapon/tool.ftl @@ -0,0 +1,22 @@ +weapon-tool-broom = Kvast + .desc = Den håller på att falla isär. +weapon-tool-fishing_rod_blue = Fiskespö + .desc = Luktar fisk. +weapon-tool-golf_club = Golfklubba + .desc = Allmogesmällare. Starkt antiurbanistisk. Klimatkris? Vilken klimatkris? +weapon-tool-hoe_green = Hacka + .desc = Den är fläckad med jord. +weapon-tool-pitchfork = Högaffel + .desc = Ett av hornen är trasiga. +weapon-tool-rake = Kratta + .desc = Hålls ihop med snöre. +weapon-tool-shovel_green = Spade + .desc = Den är täckt i gödsel. +weapon-tool-shovel_gold = Spade + .desc = Den har nyligen rengjorts. +weapon-tool-pickaxe_stone = Stenhacka + .desc = Slå jorden! +weapon-tool-pickaxe_green = Hacka + .desc = Den har en sliten kant. +weapon-tool-pickaxe_steel = Stålhacka + .desc = Tillåter smidig utgrävning av all malm inom synhåll. diff --git a/assets/voxygen/i18n/sv/item/weapon/weapon.ftl b/assets/voxygen/i18n/sv/item/weapon/weapon.ftl new file mode 100644 index 0000000..d7cd909 --- /dev/null +++ b/assets/voxygen/i18n/sv/item/weapon/weapon.ftl @@ -0,0 +1,36 @@ +weapon-shield-starter = Träsköld + .desc = Tål kanske inte eld. +weapon-dagger-dagger_basic-0 = Misstänksam Papperskniv + .desc = Öppnar brev snabbt. +weapon-bow-starter = Ojämn Båge + .desc = Någon har karvad sina initialer i den. +weapon-bow-velorite = Veloritbåge + .desc = Ingjuten med Veloritkraft. +weapon-sceptre-ore-nature = Veloritspira + .desc = Healar dina allierade med den mystika Veloritauran. +weapon-hammer-2hhammer_mjolnir = Mjölner + .desc = Den knastrar med blixtrar. +weapon-dagger-dagger_rusty = Rostig Dolk + .desc = Lättgömd. +weapon-dagger-dagger_cult-0 = Magisk Kultisk Dolk + .desc = Det här tillhörde en ond Kultledare. +weapon-staff-firestaff_cultist = Kultisk Stav + .desc = Elden ger inte av någon värme. +weapon-sceptre-amethyst = Ametiststav + .desc = Dess sten är det närmaste ifrån perfektion. +weapon-sceptre-root_evil = Roten av Ondska + .desc = 'Allting kommer till ett pris...' +weapon-hammer-burnt_drumstick = Bränt Kycklingben + .desc = Kanske behöver mer träning... +weapon-hammer-cult_purp-0 = Magisk Kultisk Stridshammare + .desc = Det här tillhörde en ond Kultledare. +weapon-hammer-2hhammer_flimsy = Bräcklig Hammare + .desc = Huvudet är knappt säkrad. +weapon-hammer-2hhammer_starter = Robust Gammal Hammare + .desc = 'Tillhör...' Resten saknas. +weapon-sword-frost-0 = Frostklyvare + .desc = Utstrålar en frysande aura. +weapon-sword-frost-1 = Frostsåg + .desc = Smidd från en enda del av evig is. +weapon-sceptre-caduceus = Kaducé + .desc = Ormarna verkar vara levande. diff --git a/assets/voxygen/i18n/sv/main.ftl b/assets/voxygen/i18n/sv/main.ftl new file mode 100644 index 0000000..89d28b0 --- /dev/null +++ b/assets/voxygen/i18n/sv/main.ftl @@ -0,0 +1,112 @@ +main-username = Användarnamn +main-server = Server +main-password = Lösenord +main-connecting = Ansluter +main-creating_world = Skapar värld +main-tip = Tips: +main-unbound_key_tip = obunden +main-notice = + Välkommen till alfa-versionen av Veloren! + + Innan du dyker in i det roliga, ber vi dig hålla några saker i åtanke: + + - Detta är en väldig tidig alfa-version. Förvänta dig buggar, väldigt bristfällig spelupplevelse, ovårdad spelmekanik och saknade funktioner. + + - Om du har konstruktiva synpunkter eller buggrapporter kan du kontakta oss på vår GitLab-repository och på vår Discord- eller Matrix-server. + + - Veloren är öppen källkod. Du får spela, modifiera, och sprida spelet vidare som du vill i enlighet med version 3 av GNU General Public License. + + - Veloren är ett ideellt community-projekt, och alla som jobbar på det är en volontär. + Om du gillar det du ser, får du gärna gå med i en utvecklings- eller konstgrupp! + + Tack för att du tog dig tid att läsa det här meddelandet, vi hoppas du kommer gilla spelet! + + ~ Utvecklarteamet +main-login_process = + Om multiplayer: + + Notera att du behöver ett konto för att spela på servrar med inloggning på. + + Du kan skapa ett konto på: + https://veloren.net/account/ +main-login-server_not_found = Servern hittades inte. +main-login-authentication_error = Inloggningsfel på servern. +main-login-internal_error = Internt fel hos klient. Tips: Spelarkaraktären kan ha blivit raderad. +main-login-failed_auth_server_url_invalid = Kunde inte ansluta till inloggningsservern. +main-login-insecure_auth_scheme = Inloggning stöds inte över HTTP. Det är osäkert! För utvecklingsskäl får HTTP användas för 'localhost' eller felsökningsversioner. +main-login-server_full = Servern är full. +main-login-untrusted_auth_server = Inloggningsservern är inte betrodd. +main-login-outdated_client_or_server = ServernÄrTokig: Versionerna är nog inkompatibla, se om det finns uppdateringar. +main-login-timeout = Timeout: Servern svarade inte i tid. Tips: servern kanske är överbelastad eller så är det problem i nätverket. +main-login-server_shut_down = Servern stängdes ner. +main-login-network_error = Nätverksfel. +main-login-network_wrong_version = Olika versioner hos server och klient. Tips: Du kanske behöver uppdatera din spelklient. +main-login-failed_sending_request = Förfrågan till inloggningsservern misslyckades. +main-login-invalid_character = Den valda karaktären är ogiltig. +main-login-client_crashed = Klient kraschade. +main-login-not_on_whitelist = Du är inte medlem i vitlistan på servern du försökte gå med i. +main-login-banned = Du har blockerats med följande motivering: +main-login-kicked = Du har sparkats ut med följande motivering: +main-login-select_language = Välj ett språk +main-login-client_version = Klientversion +main-login-server_version = Serverversion +main-login-client_init_failed = Klienten misslyckades att initiera: { $init_fail_reason } +main-login-username_bad_characters = Användarnamnet innehåller ogiltiga tecken! (Endast alfanumeriska tecken, '_' och '-' är tillåtna). +main-login-username_too_long = Användarnamnet är för långt! Maxlängd är: { $max_len } +main-servers-select_server = Välj en server +main-servers-singleplayer_error = Misslyckades att ansluta till den interna servern: { $sp_error } +main-servers-network_error = Serverns nätverks-/uttagsfel: { $raw_error } +main-servers-participant_error = Deltagarfrånkoppling/protokollfel : { $raw_error } +main-servers-stream_error = Klientanslutnings-/komprimerings-/(av)serialiseringsfel: { $raw_error } +main-servers-database_error = Serverdatabasfel: { $raw_error } +main-servers-persistence_error = Serverpersistensfel (Troligtvis Tillgångs/Karaktärsdatarelaterat): { $raw_error } +main-servers-other_error = Generellt serverfel: { $raw_error } +main-credits = Medverkande +main-credits-created_by = skapat av +main-credits-music = Musik +main-credits-fonts = Typsnitt +main-credits-other_art = Annan konst +main-credits-contributors = Bidragare +loading-tips = + .a0 = Tryck '{ $gameinput-togglelantern }' för att tända din lykta. + .a1 = Tryck '{ $gameinput-help }' för att se alla standardtangentbordsgenvägar. + .a2 = Du kan skriva /say eller /s för att bara prata med spelare i din närhet. + .a3 = Du kan skriva /region eller /r to för att bara prata med spelare några hundra block omkring dig. + .a4 = Administratörer kan använda kommandot /build för att växla till byggläget. + .a5 = Du kan skriva /group eller /g för att bara prata med spelare i din nuvarande grupp. + .a6 = För att skicka privata meddelanden använd /tell följt av ett spelarnamn och ditt meddelande. + .a7 = Håll ett öga öppet för mat, kistor och andra fynd som finns utspridda över hela världen! + .a8 = Är din packning fylld med mat? Testa att tillverka bättre mat från det! + .a9 = Undrar du vad det finns att göra? Testa på en av dungeonsarna markerade på kartan! + .a10 = Glöm inte anpassa grafiken för din dator. Tryck på '{ $gameinput-settings }' för att öppna inställningarna. + .a11 = Att spela med andra är kul! Tryck på '{ $gameinput-social }' för att se vilka som är online. + .a12 = Tryck på '{ $gameinput-dance }' för att dansa. Party! + .a13 = Tryck på '{ $gameinput-glide }' för att använda din glidare och bli himlarnas härskare. + .a14 = Veloren är fortfarande i Pre-Alpha. Vi gör vårt bästa för att förbättra det varje dag! + .a15 = Om du vill gå med i utvecklargruppen eller bara snacka med oss, gå med i vår Discord-server. + .a16 = Du kan välja att visa din hälsostatus i inställningarna. + .a17 = Sitt nära en lägereld (med '{ $gameinput-sit }'-knappen) för att långsamt återhämta dig från skador. + .a18 = Behöver du fler väskor eller bättre rustning för din fortsatta färd? Tryck på '{ $gameinput-crafting }' för att öppna tillverkningsmenyn! + .a19 = Tryck på '{ $gameinput-roll }' för att rulla. Rullning kan användas till att röra sig fortare och undvika fiendernas attacker. + .a20 = Undrar du vad ett föremål används till? Sök 'input:' i tillverkningmenyn för att se vilka recept det används i. + .a21 = Du kan ta skärmbilder med '{ $gameinput-screenshot }'. +main-singleplayer-new = Ny +main-singleplayer-regenerate = Omgenerera +main-singleplayer-create_custom = Skapa Anpassad +main-singleplayer-invalid_name = Fel: Ogiltigt namn +main-singleplayer-size_lg = Logaritmisk storlek +main-singleplayer-random_seed = Slumpmässig +main-singleplayer-day_length = Daglängd +main-singleplayer-world_name = Världnamn +main-singleplayer-map_scale = Vertikal skalning +main-singleplayer-map_erosion_quality = Erosionskvalitet +main-singleplayer-play = Spela +main-singleplayer-generate_and_play = Generera & Spela +menu-singleplayer-confirm_regenerate = Vill du verkligen omgenerera "{ $world_name }"? +menu-singleplayer-confirm_delete = Vill du verkligen radera "{ $world_name }"? +main-singleplayer-map_shape = Form +main-singleplayer-map_large_warning = Varning: Stora världar kommer att ta lång tid att starta den första gången. +main-server-rules-seen-before = De här reglerna har ändrats sen du sist accepterat dem. +main-singleplayer-delete = Radera +main-server-rules = Den här servern har regler som måste accepteras. +main-singleplayer-seed = Frö diff --git a/assets/voxygen/i18n/sv/npc.ftl b/assets/voxygen/i18n/sv/npc.ftl new file mode 100644 index 0000000..fffb93b --- /dev/null +++ b/assets/voxygen/i18n/sv/npc.ftl @@ -0,0 +1,303 @@ +npc-speech-villager = + .a0 = Jag älskar ost. +npc-speech-villager_open = + .a0 = Jag undrar vad en Catoblepa tänker på när den betar. + .a1 = Vad tror du får Skimrande Lämningar att lysa? + .a2 = Har du hört talats om de våldsamma Landhajarna? Jag hör att de bor i öknar. + .a3 = Jag undrar vad som finns på andra sidan bergen. + .a4 = Jag lämnade ost hos mitt syskon. Nu vet jag inte om den existerar eller inte. Jag kallar den för Schrödingers ost. + .a5 = Har du någonsin fångat en eldfluga? + .a6 = De säger att glimrande ädelstenar av alla slag kan hittas i grottor. + .a7 = Jag förstår bara inte var alla dem där sauroker kommer ifrån. +npc-speech-villager_adventurous = + .a0 = Jag hoppas göra min egen glidare en dag. + .a1 = Jag skulle vilja utforska någon grotta när jag blir starkare. +npc-speech-villager_closed = + .a0 = Du är inte härifrån är du? + .a2 = De påstår att svampar är bra för hälsan. Själv äter jag dem aldrig. + .a3 = Att vara, eller inte vara? Jag tror jag ska bli en bonde. +npc-speech-villager_conscientious = + .a0 = Jag håller mig upptagen. Det finns alltid något att göra. + .a1 = Jag hoppas det regnar snart. Vore bra för grödorna. +npc-speech-villager_busybody = + .a0 = Folk borde prata mindre och jobba mer. +npc-speech-villager_unconscientious = + .a0 = Jag tror det är dags för en andra frukost! + .a1 = Jag önskar att mitt hus inte var så stökigt. Men då skulle jag behöva städa! Haha! + .a2 = Var lämnade jag den där saken nu igen... +npc-speech-villager_extroverted = + .a0 = Du kommer inte tro vad jag gjorde i helgen! + .a1 = Go'morgon till dig! + .a2 = Vad tycker du om vädret? + .a3 = Jag är besatt av ost! + .a4 = Glöm inte kexen! + .a5 = Jag bara älskar dvärgarnas ost. Önskar att jag visste hur man gör det själv... + .a6 = Jag hade en fantastisk dröm om ost inatt. Vad kan det betyda? + .a7 = Jag älskar honung! Och jag hatar bin. +npc-speech-villager_sociable = + .a0 = Kom in, vettja! Vi skulle just börja på en ost! + .a1 = Skulle du vilja se min trädgård? Okej, kanske någon annan gång då. +npc-speech-villager_introverted = + .a0 = Hej. + .a1 = Åh jag? Jag är inget speciellt. +npc-speech-villager_agreeable = + .a0 = Hur står det till idag? + .a1 = Säg bara till om du behöver något. + .a2 = Har du sett min katt? +npc-speech-villager_worried = + .a0 = Var försiktig, okej? Det finns så många faror där ute. +npc-speech-villager_disagreeable = + .a0 = Jag säger som det är. Om folk inte gillar det, synd för dem. + .a1 = Folk är för lättkränkta. +npc-speech-villager_neurotic = + .a0 = Blotta tanken av dungeons ger mig rysningar. Jag hoppas att någon kommer städa ur dem. + .a1 = Någon borde göra något åt de där kultanhängarna. Helst inte jag. + .a2 = Jag känner på mig att något dåligt kommer hända. + .a3 = Jag önskar att någon kunde hålla vargarna borta från byn. +npc-speech-villager_sad_loner = + .a0 = Jag är så ensam. + .a1 = { "." }.. Förlåt för den pinsamma tystnaden. Jag är inte så bra med folk. +npc-speech-villager_seeker = + .a0 = Jag vill se världen en dag. Det måste ju finnas mer i livet än den här byn. +npc-speech-villager_stable = + .a0 = Är inte det en underbar dag? + .a1 = Livet är inte så illa. + .a2 = Underbar dag för en skogspromenad! +npc-speech-villager_decline_trade = + .a0 = Förlåt, jag har inget till salu. + .a1 = Byta varor? Som om jag har något som skulle intressera dig. + .a2 = Mitt hus är mitt, jag kommer inte sälja den för något. +npc-speech-villager_busy = + .a0 = Förlåt, jag kan inte prata med dig just nu. + .a1 = Vi pratar senare, jag är upptagen. +npc-speech-merchant_advertisement = + .a0 = Kan jag intressera dig i en byteshandel? + .a1 = Vill du handla med mig? + .a2 = Jag har gott om varor. Vill du ta en titt? +npc-speech-merchant_busy = + .a0 = Vänta snälla, jag är bara en person. + .a1 = Bara ett ögonblick, låt mig bli klar. + .a2 = Jag är upptagen, kom tillbaka senare. +npc-speech-merchant_busy_rude = + .a0 = Hallå där, vänta på din tur. + .a1 = Ser du personen framför dig? + .a2 = Gå inte före i kön. +npc-speech-merchant_trade_successful = + .a0 = Tack för att du ville handla av mig! + .a1 = Tack så mycket! +npc-speech-merchant_trade_declined = + .a0 = Kanske en annan gång, ha en bra dag! + .a1 = Äsch, det får bli nästa gång istället! +npc-speech-merchant_trade_cancelled_hostile = + .a0 = Ursäkta för att jag avbryter tidigt, vi har ett problem att lösa här! + .a1 = Vi byteshandlar senare, jag måste ta hand om detta först! +npc-speech-ambush = + .a0 = Det är oklokt att resa ensam! + .a1 = Som att stjäla godis från ett barn! +npc-speech-villager_cultist_alarm = + .a0 = Se upp! Här är en kultmedlem i farten! + .a1 = Till vapen! kultanhängarna anfaller! + .a2 = Hur vågar kultanhängarna angripa vår by! + .a3 = Död åt kulten! + .a4 = kultens anhängare kommer inte tolereras här! + .a5 = Mordiska kultanhängare! + .a6 = Smaka på min svärdsegg, din smutsiga kultanhängare! + .a7 = Inget kan två blodet från era händer, kultanhängare! + .a8 = Tusen troglodytiska terapeuter! En kultmedlem mitt ibland oss! + .a9 = kultens ondskefulla tid är snart förbi! + .a10 = Den här kultanhängaren är min! + .a11 = Gör dig redo för ett möte med din skapare, vidriga kultanhängare! + .a12 = Jag ser en kultmedlem! Efter dem! + .a13 = Jag ser en kultmedlem! Till attack! + .a14 = Jag ser en kultmedlem! Låt dem inte komma undan! + .a15 = Skulle den högt vördade kultmedlemmen önska lite DÖD? + .a16 = Aldrig förlåta! Aldrig förglömma! kultanhängare, ve er! + .a17 = Dö, kultanhängare! + .a18 = Ert skräckvälde ska gå under! + .a19 = Här är betalningen för allt ni gjort! + .a20 = Vi uppskattar inte sådana som du här omkring. + .a21 = Ni borde stannat kvar i ert gryt! +npc-speech-villager_under_attack = + .a0 = Hjälp, jag är under attack! + .a1 = Hjälp! Jag är under attack! + .a2 = Aj! Jag är under attack! + .a3 = Aj! Jag är under attack! Hjälp! + .a4 = Hjälp mig! Jag är under attack! + .a5 = Jag är under attack! Hjälp! + .a6 = Jag är under attack! Hjälp mig! + .a7 = Hjälp! + .a8 = Hjälp! Hjälp! + .a9 = Hjälp! Hjälp! Hjälp! + .a10 = Jag är under attack! + .a11 = AAAHHH! Jag är under attack! + .a12 = AAAHHH! Jag är under attack! Hjälp! + .a13 = Hjälp! Vi är under attack! + .a14 = Hjälp! Mördare! + .a15 = Hjälp! En mördare är i farten! + .a16 = Hjälp! De försöker döda mig! + .a17 = Vakter, jag är under attack! + .a18 = Vakter! Jag är under attack! + .a19 = Jag är under attack! Vakter + .a20 = Hjälp! Vakter! Jag är under attack! + .a21 = Vakter! Kom fort! + .a22 = Vakter! Vakter! + .a23 = Vakter! Det är en skurk som attackerar mig! + .a24 = Vakter, slå ihjäl den här vidriga skurken! + .a25 = Vakter! Här är en mördare! + .a26 = Vakter! Hjälp mig! + .a27 = Du kommer inte komma undan med det här! Vakter! + .a28 = Din skurk! + .a29 = Hjälp mig! + .a30 = Hjälp! Snälla! + .a31 = Aj! Vakter, hjälp! + .a32 = De kommer efter mig! + .a33 = Hjälp! Hjälp! Jag blir förtryckt! + .a34 = Ah, nu ser vi hur systemet främjar våld. + .a35 = Det här är bara en skråma! + .a36 = Sluta upp med det! + .a37 = Vad har jag nånsin gjort mot dig? + .a38 = Snälla sluta attackera mig! + .a39 = Hallå där, akta vart du pekar med den där saken! + .a40 = Din skändliga usling, försvinn med dig! + .a41 = Sluta upp med det! Försvinn! + .a42 = Nu gör du mig arg! + .a43 = Oi! Vem tror du att du är?! + .a44 = Jag ska ta ditt huvud för det där! + .a45 = Sluta, snälla! Jag bär inget av värde! + .a46 = Jag kommer skicka min bror efter dig, han är ännu större än jag! + .a47 = Neeej, jag säger till mamma! + .a48 = Förbanna dig! + .a49 = Snälla gör inte så. + .a50 = Det där var inte särskilt snällt! + .a51 = Ditt vapen funkar, du kan lägga undan den nu! + .a52 = Visa mig nåd! + .a53 = Snälla, jag har en familj! + .a54 = Jag är för ung för att dö! + .a55 = Kan vi prata om det här? + .a56 = Våld är aldrig lösningen! + .a57 = Idag visar det sig vara en dålig dag … + .a58 = Hallå, det där gjorde ont! + .a59 = Eek! + .a60 = Så oförskämt! + .a61 = Sluta, jag ber dig! + .a62 = Du har dragit en svår olycka över dig! + .a63 = Detta är inte roligt. + .a64 = Hur vågar du?! + .a65 = Det ska du allt få betala för! + .a66 = Du kommer ångra dig om du forstätter så där! + .a67 = Tvinga inte mig att göra dig illa! + .a68 = Det måste ha skett ett missförstånd! + .a69 = Du behöver inte göra det här! + .a70 = Försvinn, demon! + .a71 = Det där gjorde riktigt ont! + .a72 = Varför skulle du göra nåt sånt? + .a73 = Vid andarna, försvinn! + .a74 = Du måste ha blandat ihop mig med någon annan! + .a75 = Jag förtjänar inte det här! + .a76 = Snälla gör inte så igen. + .a77 = Vakter, kasta tillbaka detta odjur i sjön! + .a78 = Jag kommer sätta min tarask efter dig! + .a79 = Varför jaaaaaag? +npc-speech-villager_enemy_killed = + .a0 = Jag har förgjort min fiende! + .a1 = Äntligen lite lugn och ro! + .a2 = { "." }.. Vad var det nu jag höll på med? +npc-speech-menacing = + .a0 = Jag varnar dig! + .a1 = Kommer du närmare attackerar jag dig! + .a2 = Du skrämmer inte mig! + .a3 = Stick iväg! + .a4 = Vänd om ifall du vill leva! + .a5 = Du är inte välkommen här! +npc-speech-cultist_low_health_fleeing = + .a0 = Retirera för syftet! + .a1 = Retirera! + .a2 = Förbannelse över dig! + .a3 = Jag kommer förbanna dig i efterlivet! + .a4 = Jag måste vila! + .a5 = De är för starka! +npc-speech-prisoner = + .a0 = Snälla hitta nyckeln! + .a1 = Att vara fångad är inte kul. + .a2 = Den där kardinalen kan inte litas på. + .a3 = Prästerna har något fuffens för sig. +npc-speech-moving_on = + .a0 = Jag har varit här länge nog, dags att fortsätta mot { $site }! +npc-speech-migrating = + .a0 = Jag vill inte bo här längre. Dags att flytta till { $site }. + .a1 = Dags att flytta till { $site }, Jag har fått nog av det här stället. +npc-speech-night_time = + .a0 = Det är mörkt, dags att gå hem. + .a1 = Jag är trött. + .a2 = Min säng ropar efter mig! +npc-speech-day_time = + .a0 = En ny dag börjar! + .a1 = Jag har aldrig gillat att vakna... +npc-speech-start_hunting = + .a0 = Dags att gå och jaga! +npc-speech-guard_thought = + .a0 = Min broder är ute och slåss mot troll. Vad får jag? Vakttjänst... + .a1 = Bara en till patrull, sedan kan jag gå hem. + .a2 = Inga banditer kommer att komma förbi mig. +npc-speech-merchant_sell_undirected = + .a0 = Alla mina varor är av högsta kvalitet! + .a1 = Vill någon köpa mina varor? + .a2 = Jag har de bästa erbjudanden i staden. + .a3 = Letar du efter förnödenheter? Jag har vad du behöver. +npc-speech-merchant_sell_directed = + .a0 = Du där! Behöver du en ny grejemoj? + .a1 = Är du hungrig? Jag är säker på att jag har lite ost du kan köpa. + .a2 = Du ser ut som att du behöver lite ny utrustning! +npc-speech-tell_site = + .a0 = Det finns { $site } { $dir }. Har du besökt det? + .a1 = Du borde besöka { $site } någon gång. + .a2 = Om du reser { $dist } { $dir } kan du komma till { $site }. + .a3 = { $dir } hittar du { $site }, det ligger { $dist }. +npc-speech-tell_monster = + .a0 = De säger att det finns en { $body } { $dir }, { $dist }... + .a1 = Tror du att du är tuff? Det finns en { $body } { $dir }. +npc-speech-witness_murder = + .a0 = Mördare! + .a1 = Hur kunde du göra så här? + .a2 = Aaargh! +npc-speech-witness_enemy_murder = + .a0 = Min hjälte! + .a1 = Äntligen gjorde någon det! + .a2 = Jiippii! +npc-speech-witness_death = + .a0 = Nej! + .a1 = Det här är hemskt! + .a2 = Åh gud! +npc-speech-welcome-aboard = + .a0 = Välkommen ombord! + .a1 = Får jag se din biljett... skämtar bara det är gratis! + .a2 = Ha en trevlig åktur! +npc-speech-dir_north = norrut +npc-speech-dir_north_east = nordösterut +npc-speech-dir_east = österut +npc-speech-dir_south_east = sydösterut +npc-speech-dir_south = söderut +npc-speech-dir_south_west = sydvästerut +npc-speech-dir_west = västerut +npc-speech-dir_north_west = nordvästerut +npc-speech-dist_very_far = väldigt långt bort +npc-speech-dist_far = långt bort +npc-speech-dist_ahead = en bit bort +npc-speech-dist_near = nära +npc-speech-dist_near_to = väldigt nära +# NPC proposals +npc-speech-arena = Vi sätter oss där borta! +# NPC site hints +# Available variables: +# - $dir references npc-speech-dir-* variables below +# - $dist references npc-speech-dist-* variables below +# - $site represents hard-coded site in the world +npc-speech-site = + .a0 = Tycker inte du att vår by är den bästa? + .a1 = Välkommen till { $site }! + .a2 = { $site } är en trevlig by att bo i. +# NPC reactions +npc-speech-night = + .a0 = Lyktor är användbara för att komma runt på natten! + .a1 = Jag hoppas att vi är ensamma i mörkret... + .a2 = Boo! diff --git a/assets/voxygen/i18n/th/_manifest.ron b/assets/voxygen/i18n/th/_manifest.ron new file mode 100644 index 0000000..d2747d9 --- /dev/null +++ b/assets/voxygen/i18n/th/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for ไทย (Thai) +( + metadata: ( + language_name: "ไทย (Thai)", + language_identifier: "th", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.Sarabun-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Sarabun-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Sarabun-Regular", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.Sarabun-Regular", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.Sarabun-Regular", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/th/body.ftl b/assets/voxygen/i18n/th/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/th/buff.ftl b/assets/voxygen/i18n/th/buff.ftl new file mode 100644 index 0000000..6df5fbf --- /dev/null +++ b/assets/voxygen/i18n/th/buff.ftl @@ -0,0 +1,68 @@ +## Regeneration +buff-heal = ฟื้นฟู + .desc = ฟื้นฟูพลังชีวิตเป็นช่วง ๆ + .stat = ฟื้นฟูพลังชีวิต { $str_total } หน่วย +## Potion +buff-potion = ยา + .desc = กำลังดื่มด่ำกับยา... +## Saturation +buff-saturation = ท้องอิ่ม + .desc = พื้นฟูพลังชีวิตเป็นช่วง ๆ เมื่อทานอาหาร +## Campfire +buff-campfire_heal = พักผ่อน ณ แคมป์ไฟ + .desc = เมื่อนั่งพักที่แคมป์ไฟจะช่วยพื้นฟูพลังชีวิต { $rate }% ต่อวินาที +## Energy Regen +buff-energy_regen = ฟื้นฟูพลัง + .desc = ฟื้นฟูพลังเร็วขึ้น + .stat = ฟื้นฟู { $str_total } พลัง +## Health Increase +buff-increase_max_health = เพิ่งพลังชีวิตสูงสุด + .desc = พลังชีวิตสูงสุดที่สุดจะมีได้ + .stat = + เพิ่มพลังชีวิตสูงสุด + โดย { $strength } +## Energy Increase +buff-increase_max_energy = เพิ่งพลังสูงสุด + .desc = พลังสูงสุดที่สุดจะมีได้ + .stat = + เพิ่มพลังสูงสุด + โดย { $strength } +## Invulnerability +buff-invulnerability = อมตะ + .desc = ไม่เสียพลังชีวิตเมื่อถูกโจมตี + .stat = ทำให้เป็นอมตะ +## Protection Ward +buff-protectingward = พรคุ้มครอง + .desc = พรกำลังคุ้มครอง เสียพลังชีวิตเล็กน้อยเมื่อถูกโจมตี +## Frenzied +buff-frenzied = บ้าคลั่ง + .desc = วิ่งเร็วขึ้นอย่างมาก ความเสียหลายเล็กน้อยไม่สามารถหยุดคุณได้ +## Haste +buff-hastened = ผลุนผลัน + .desc = ความเร็วในการโจมตีและเคลื่อนที่เพิ่มขึ้น +## Bleeding +buff-bleed = เลือดไหล + .desc = ได้รับความบาดเจ็บทั่วไป +## Curse +buff-cursed = ต้องสาป + .desc = โดนต้องคำสาป +## Burning +buff-burn = ไฟคลอก + .desc = ไฟคลอกทั้งเป็น +## Crippled +buff-crippled = ขาหัก + .desc = ขาได้รับบาดเจ็บ เคลื่อนไหวได้ช้าลง +# Freeze +buff-frozen = แช่แข็ง + .desc = ความเร็วในการโจมตีและเคลื่อนที่ลดลง +## Wet +buff-wet = เปียก + .desc = พื้นลื่นมาก ๆ ระวังหกล้ม +## Ensnared +buff-ensnared = โดนรัด + .desc = เถาวัลย์กำลังรัดขา ขยับไปไหนไม่ได้เลย +## Util + +buff-remove = กดเพื่อปิด +buff-text-over_seconds = ในช่วงเวลา { $dur_secs } วินาที +buff-text-for_seconds = เป็นเวลา { $dur_secs } วินาที diff --git a/assets/voxygen/i18n/th/char_selection.ftl b/assets/voxygen/i18n/th/char_selection.ftl new file mode 100644 index 0000000..9d643b4 --- /dev/null +++ b/assets/voxygen/i18n/th/char_selection.ftl @@ -0,0 +1,23 @@ +char_selection-loading_characters = อยู่ระหว่างการโหลดตัวละคร ... +char_selection-delete_permanently = ลบตัวละครทิ้งหรือไม่? +char_selection-change_server = เปลี่ยนเซิร์ฟเวอร์ +char_selection-enter_world = เข้าสู่โลก +char_selection-spectate = ชมโลก +char_selection-joining_character = กำลังเข้าสู่โลก... +char_selection-logout = ออกจากเกม +char_selection-create_new_character = สร้างตัวละครใหม่ +char_selection-creating_character = อยู่ระหว่างการสร้างตัวละคร... +char_selection-character_creation = ปรับแต่งตัวละคร +char_selection-human_default = มนุษย์ธรรมดา +char_selection-level_fmt = เลเวล { $level_nb } +char_selection-uncanny_valley = ป่าดงพงไพร +char_selection-plains_of_uncertainty = ที่ราบที่ไม่น่าไว้วางใจ +char_selection-beard = หนวด +char_selection-hair_style = ทรงผม +char_selection-hair_color = สีผม +char_selection-eye_color = สีตา +char_selection-skin = ผิว +char_selection-eyeshape = รายละเอียดดวงตา +char_selection-accessories = เครื่องประดับ +char_selection-create_info_name = ตัวละครต้องมีชื่อนะ! +char_selection-version_mismatch = คำเตือน! เวอร์ชั่นเกมของคุณกับของเซิร์ฟเวอร์ไม่ตรงกัน กรุณาอัปเดทเกม diff --git a/assets/voxygen/i18n/th/common.ftl b/assets/voxygen/i18n/th/common.ftl new file mode 100644 index 0000000..2cf3fc0 --- /dev/null +++ b/assets/voxygen/i18n/th/common.ftl @@ -0,0 +1,109 @@ +common-username = ชื่อผู้ใช้ +common-singleplayer = เล่นคนเดียว +common-multiplayer = เล่นหลายคน +common-servers = รายชื่อเซิร์ฟเวอร์ +common-quit = ปิดเกม +common-settings = ตั้งค่า +common-languages = ภาษา +common-interface = หน้าจอ +common-gameplay = เกมเพลย์ +common-controls = ปุ่มควบคุม +common-video = จอภาพ +common-sound = เสียง +common-chat = พูดคุย +common-networking = เน็ตเวิร์ค +common-resume = เล่นเกมต่อ +common-characters = ตัวละคร +common-close = ปิด +common-yes = ใช่ +common-no = ปฏิเสธ +common-back = กลับ +common-create = สร้าง +common-okay = ตกลง +common-add = เพิ่ม +common-accept = ยอมรับ +common-decline = ปฏิเสธ +common-disclaimer = ระวัง +common-cancel = ยกเลิก +common-none = ไม่มี +common-error = ผิดพลาด +common-fatal_error = ผิดพลาดรุนแรง +common-you = คุณ +common-automatic = ออโต้ +common-random = สุ่ม +common-empty = ว่าง +common-confirm = ตกลง +common-delete_server = ลบเซิร์ฟเวอร์ +common-interface_settings = ตั้งค่าหน้าจอ +common-gameplay_settings = ตั้งค่าเกมเพลย์ +common-controls_settings = ตั้งค่าปุ่มควบคุม +common-video_settings = ตั้งค่ากราฟฟิก +common-sound_settings = ตั้งค่าเสียง +common-language_settings = ตั้งค่าภาษา +common-chat_settings = ตั้งค่าการสนทนา +common-networking_settings = ตั้งค่าเน็ตเวิร์ค +common-connection_lost = + โอ๊ะโอ้ว การเชื่อมต่อจะถูกจากเซิร์ฟเวอร์ + อาจจะเป็นเพราะเซิร์ฟเวอร์ถูกปิด + หรือเพราะตัวเกมไม่ใช่เวอร์ชั่นล่าสุด +common-species-orc = ออร์ค +common-species-human = มนุษย์ +common-species-dwarf = คนแคระ +common-species-elf = เอลฟ์ +common-species-draugr = ภูตผี +common-species-danari = ดานาริ +common-weapons-axe = ขวาน +common-weapons-dagger = มีดสั้น +common-weapons-greatsword = ดาบใหญ่ +common-weapons-shortswords = ดาบสั้น +common-weapons-sword = ดาบ +common-weapons-staff = คถาอัคนี +common-weapons-bow = ธนู +common-weapons-hammer = ค้อน +common-weapons-general = ทั่วไป +common-weapons-sceptre = คถาอภิรักษ์ +common-weapons-shield = โล่ +common-weapons-spear = หอก +common-weapons-hammer_simple = ค้อนอย่างง่าย +common-weapons-sword_simple = ดาบอย่างง่าย +common-weapons-staff_simple = คถาอัคนีอย่างง่าย +common-weapons-axe_simple = ขวานอย่างง่าย +common-weapons-bow_simple = ธนูอย่างง่าย +common-weapons-unique = แปลกไม่เหมือนใคร +common-tool-debug = ดีบัค +common-tool-farming = เครื่องมือการเกษตร +common-tool-pick = พลั่ว +common-tool-mining = การขุดหิน +common-tool-instrument = เครื่องมือ +common-kind-modular_component = ส่วนประกอบ +common-kind-modular_component_partial = วัสดุ +common-kind-glider = เครื่องร่อน +common-kind-consumable = ของใช้ +common-kind-throwable = ของใช้ชนิดปา +common-kind-utility = อุปกรณ์ของใช้ +common-kind-ingredient = วัตถุดิบ +common-kind-lantern = ตะเกียง +common-hands-one = จับมือเดียว +common-hands-two = จับสองมือ +common-rand_appearance = สุ่มภาพลักษณ์ +common-rand_name = สุ่มชื่อ +common-stats-combat_rating = ค่าอุปกรณ์ +common-stats-power = พลังโจมตี +common-stats-speed = ความเร็ว +common-stats-range = ระยะโจมตี +common-stats-energy_efficiency = ประสิทธิภาพพลังงาน +common-stats-buff_strength = เสริมพลังความแข็งแกร่ง +common-stats-precision_mult = ความรุนแรงคริติคอล +common-stats-armor = เกราะ +common-stats-poise_res = ความคงทน +common-stats-energy_max = พลังงานสูงสุด +common-stats-energy_reward = อัตราฟื้นฟูพลังงาน +common-stats-precision_power = ความรุนแรงของคริติคอล +common-stats-stealth = ลดการถูกตรวจจับ +common-stats-slots = จำนวนช่อง +common-material-metal = โลหะ +common-material-wood = ไม้ +common-material-stone = หิน +common-material-cloth = ผ้า +common-material-hide = หนังสัตว์ +common-sprite-chest = กล่องสมบัติ diff --git a/assets/voxygen/i18n/th/esc_menu.ftl b/assets/voxygen/i18n/th/esc_menu.ftl new file mode 100644 index 0000000..4c99814 --- /dev/null +++ b/assets/voxygen/i18n/th/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = ออกจากระบบ +esc_menu-quit_game = ออกจากเกม \ No newline at end of file diff --git a/assets/voxygen/i18n/th/gameinput.ftl b/assets/voxygen/i18n/th/gameinput.ftl new file mode 100644 index 0000000..b09c637 --- /dev/null +++ b/assets/voxygen/i18n/th/gameinput.ftl @@ -0,0 +1,73 @@ +gameinput-primary = โจมตีปกติ +gameinput-secondary = โจมตีพิเศษ +gameinput-block = บล็อค +gameinput-slot1 = แถบของใช้ช่องที่ 1 +gameinput-slot2 = แถบของใช้ช่องที่ 2 +gameinput-slot3 = แถบของใช้ช่องที่ 3 +gameinput-slot4 = แถบของใช้ช่องที่ 4 +gameinput-slot5 = แถบของใช้ช่องที่ 5 +gameinput-slot6 = แถบของใช้ช่องที่ 6 +gameinput-slot7 = แถบของใช้ช่องที่ 7 +gameinput-slot8 = แถบของใช้ช่องที่ 8 +gameinput-slot9 = แถบของใช้ช่องที่ 9 +gameinput-slot10 = แถบของใช้ช่องที่ 10 +gameinput-swaploadout = สลับอุปกรณ์สวมใส่ +gameinput-togglecursor = เปิด/ปิดเมาส์ +gameinput-help = เปิด/ปิดข้อความช่วยเหลือ +gameinput-toggleinterface = เปิด/ปิดหน้าต่างข้อมูล +gameinput-toggledebug = เปิด/ปิดข้อมูลดีบัค +gameinput-toggle_egui_debug = เปิด/ปิดข้อมูลดีบัคของ GUI +gameinput-togglechat = เปิด/ปิดช่องสนทนา +gameinput-screenshot = ถ่ายภาพหน้าจอ +gameinput-toggleingameui = เปิด/ปิดชื่อผู้เล่น +gameinput-fullscreen = ใช้โหมดเต็มหน้าจอ +gameinput-moveforward = เดินหน้า +gameinput-moveleft = เดินทางซ้าย +gameinput-moveright = เดินทางขวา +gameinput-moveback = ถอยหลัง +gameinput-jump = กระโดด +gameinput-glide = ใช้เครื่องร่อน +gameinput-roll = กลิ้ง +gameinput-climb = ปีน +gameinput-climbdown = ปีนลง +gameinput-wallleap = กระโดดข้ามกำแพง +gameinput-togglelantern = จุด/ดับตะเกียง +gameinput-mount = ขี่สัตว์เลี้ยง +gameinput-chat = สนทนากับผู้เล่น +gameinput-command = คำสั่ง +gameinput-escape = หนีออกจากพื้นที่ +gameinput-map = แผนที่ +gameinput-bag = กระเป๋า +gameinput-trade = แลกของ +gameinput-social = สังคม +gameinput-sit = นั่ง +gameinput-spellbook = หนังสือเวทย์มนต์ +gameinput-settings = การตั้งค่า +gameinput-respawn = เกิดใหม่ +gameinput-charge = ชสร์ต +gameinput-togglewield = สลับมือ +gameinput-interact = สัมผัสสิ่งของ +gameinput-freelook = ปลดล็อคกล้อง +gameinput-autowalk = เดินหน้าอัตโนมัต +gameinput-cameraclamp = ล็อคหน้าจอ +gameinput-dance = เต้น +gameinput-select = เลือกสิ่งต่าง ๆ +gameinput-acceptgroupinvite = ยอมรับคำเชิญเข้าปาร์ตี้ +gameinput-declinegroupinvite = ปฏิเสธคำเชิญเข้าปาร์ตี้ +gameinput-cyclecamera = หมุนมุมกล้อง +gameinput-crafting = สร้างสิ่งของ +gameinput-fly = บิน +gameinput-sneak = ย่อง +gameinput-swimdown = ดำน้ำ +gameinput-swimup = ขึ้นสู่ผิวน้ำ +gameinput-mapzoomin = ซูมเข้าแผนที่ +gameinput-mapzoomout = ซูมออกแผนที่ +gameinput-greet = ทักทาย +gameinput-map-locationmarkerbutton = ปักหมุดในแผนที่ +gameinput-spectatespeedboost = เพิ่มความเร็วชมโลก +gameinput-spectateviewpoint = มุมมองผู้ชม +gameinput-mutemaster = ปิดเสียง +gameinput-muteinactivemaster = ปิดเสียง (หน้าต่างที่ไม่ได้ใช้งาน) +gameinput-mutemusic = ปิดเสียงเพลง +gameinput-mutesfx = ปิดเสียงเอฟเฟกต์ +gameinput-muteambience = ปิดเสียงโดยรอบ diff --git a/assets/voxygen/i18n/th/hud/ability.ftl b/assets/voxygen/i18n/th/hud/ability.ftl new file mode 100644 index 0000000..2d09cb3 --- /dev/null +++ b/assets/voxygen/i18n/th/hud/ability.ftl @@ -0,0 +1,8 @@ +common-abilities-debug-possess = ลูกธนูเข้าสิง + .desc = ยิงลูกธนูอาบยาพิศ ใช้ควบคุมเป้าหมาย +common-abilities-bow-shotgun = รัว + .desc = ยิงลูกธนูรัวๆ +common-abilities-staff-fireshockwave = วงแหวนแห่งไฟ + .desc = จุดพื้นให้เป็นระเบิดไฟ +common-abilities-sceptre-wardingaura = ออร่าปัดเป่า + .desc = ปัดการโจมตีออกจากพวกของคุณ diff --git a/assets/voxygen/i18n/th/hud/bag.ftl b/assets/voxygen/i18n/th/hud/bag.ftl new file mode 100644 index 0000000..7fefc46 --- /dev/null +++ b/assets/voxygen/i18n/th/hud/bag.ftl @@ -0,0 +1,36 @@ +hud-bag-inventory = สัมภาระของ { $playername } +hud-bag-stats_title = ข้อมูลสถานะของ { $playername } +hud-bag-armor = เกราะ +hud-bag-stats = สถานะ +hud-bag-head = ศรีษะ +hud-bag-neck = คอ +hud-bag-tabard = ชุดทับเกราะ +hud-bag-shoulders = ไหล่ +hud-bag-chest = ลำตัว +hud-bag-hands = มือ +hud-bag-lantern = ตะเกียง +hud-bag-glider = เครื่องร่อน +hud-bag-belt = เข็มขัด +hud-bag-ring = แหวน +hud-bag-back = หลัง +hud-bag-legs = ขา +hud-bag-feet = เท่า +hud-bag-mainhand = มือข้างถนัด +hud-bag-offhand = มืออีกข้าง +hud-bag-inactive_mainhand = มือข้างถนัด (ไม่ได้ใช้งาน) +hud-bag-inactive_offhand = มืออีกข้าง (ไม่ได้ใช้งาน) +hud-bag-swap_equipped_weapons_title = สลับอาวุธที่ส่วมอยู่ +hud-bag-swap_equipped_weapons_desc = กด { $key } +hud-bag-bag = กระเป๋า +hud-bag-health = พลังชีวิต +hud-bag-energy = พลังงาน +hud-bag-combat_rating = ค่าอุปกรณ์ +hud-bag-protection = ค่าการป้องกัน +hud-bag-stun_res = ความต้านทานต่อการถูกสตัน +hud-bag-stealth = ค่าอัตราการถูกตรวจจับ +hud-bag-combat_rating_desc = นับจากอุปกรณ์ที่คุณกำลังสวมใส่และพลังชีวิต +hud-bag-protection_desc = ลดความเสียหายที่ได้รับ +hud-bag-stun_res_desc = ความทนทานต่อการถูกสตันเมื่อถูกโจมตี พื้นฟูเหมือนพลังชีวิตและพลังงาน +hud-bag-sort_by_name = จัดเรียงตามชื่อ +hud-bag-sort_by_quality = จัดเรียงตามคุณภาพ +hud-bag-sort_by_category = จัดเรียงตามประเภท diff --git a/assets/voxygen/i18n/th/hud/char_window.ftl b/assets/voxygen/i18n/th/hud/char_window.ftl new file mode 100644 index 0000000..a72867b --- /dev/null +++ b/assets/voxygen/i18n/th/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = ชื่อตัวละคร +character_window-character_stats = + ความอึด + + ความฟิต + + ความมุ่งมั่น + + พลังป้องกัน diff --git a/assets/voxygen/i18n/th/hud/chat.ftl b/assets/voxygen/i18n/th/hud/chat.ftl new file mode 100644 index 0000000..aa8f629 --- /dev/null +++ b/assets/voxygen/i18n/th/hud/chat.ftl @@ -0,0 +1,36 @@ +hud-chat-all = ทั้งหมด +hud-chat-chat_tab_hover_tooltip = คลิกขวาเพื่อตั้งค่า +hud-chat-online_msg = { "[" }{ $name }] กำลังออนไลน์ +hud-chat-offline_msg = { "[" }{ $name }] ออกจากเกม +hud-chat-default_death_msg = { "[" }{ $name }] เสียชีวิต +hud-chat-fall_kill_msg = { "[" }{ $name }] เสียชีวิต เพราะตกพื้นแรงไปหน่อย +hud-chat-suicide_msg = { "[" }{ $name }] เสียชีวิต เพราะทำร้ายตัวเอง (???) +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] ถูกสังหารโดย [{ $attacker }] จากการใช้ เสียชีวิต เพราะถูกไฟคลอก + .bleeding = { "[" }{ $victim }] ถูกสังหารโดย [{ $attacker }] จากการใช้ เสียชีวิต เพราะเลือดไหล + .curse = { "[" }{ $victim }] ถูกสังหารโดย [{ $attacker }] จากการใช้ เสียชีวิต เพราะถูกคำสาป + .crippled = { "[" }{ $victim }] ถูกสังหารโดย [{ $attacker }] จากการใช้ เสียชีวิต เพราะขาหัก + .frozen = { "[" }{ $victim }] ถูกสังหารโดย [{ $attacker }] จากการใช้ เสียชีวิต เพราะกลายเป็นไอศกรีมแช่แข็ง +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] สังหาร [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $victim }] โดนลั่นหัวคม ๆ โดย [{ $attacker }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $victim }] โดนระเบิดเป็นชิ้น ๆ โดย [{ $attacker }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] สังหาร [{ $victim }] ด้วยไสยเวทย์ +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] เสียชีวิต เพราะ เสียชีวิต เพราะถูกไฟคลอก + .bleeding = { "[" }{ $victim }] เสียชีวิต เพราะ เสียชีวิต เพราะเลือดไหล + .curse = { "[" }{ $victim }] เสียชีวิต เพราะ เสียชีวิต เพราะถูกคำสาป + .crippled = { "[" }{ $victim }] เสียชีวิต เพราะ เสียชีวิต เพราะขาหัก + .frozen = { "[" }{ $victim }] เสียชีวิต เพราะ เสียชีวิต เพราะกลายเป็นไอศกรีมแช่แข็ง +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] ถูกสังหารโดย { $attacker } จากการใช้ เสียชีวิต เพราะถูกไฟคลอก น่าเห็นใจ + .bleeding = { "[" }{ $victim }] ถูกสังหารโดย { $attacker } จากการใช้ เสียชีวิต เพราะเลือดไหล น่าเห็นใจ + .curse = { "[" }{ $victim }] ถูกสังหารโดย { $attacker } จากการใช้ เสียชีวิต เพราะถูกคำสาป น่าเห็นใจ + .crippled = { "[" }{ $victim }] ถูกสังหารโดย { $attacker } จากการใช้ เสียชีวิต เพราะขาหัก น่าเห็นใจ + .frozen = { "[" }{ $victim }] ถูกสังหารโดย { $attacker } จากการใช้ เสียชีวิต เพราะกลายเป็นไอศกรีมแช่แข็ง น่าเห็นใจ +hud-chat-npc_melee_kill_msg = { $attacker } สังหาร [{ $victim }] น่าเห็นใจ +hud-chat-npc_ranged_kill_msg = { "[" }{ $victim }] โดนลั่นหัวคม ๆ โดย { $attacker } น่าเห็นใจ +hud-chat-npc_explosion_kill_msg = { "[" }{ $victim }] โดนระเบิดเป็นชิ้น ๆ โดย { $attacker } น่าเห็นใจ +hud-chat-npc_energy_kill_msg = { $attacker } สังหาร [{ $victim }] ด้วยไสยเวทย์ น่าเห็นใจ +hud-chat-npc_other_kill_msg = { "[" }{ $victim }] ถูกสังหารโดย { $attacker } น่าเห็นใจ +hud-chat-goodbye = ลาก่อน +hud-chat-connection_lost = ถูกตัดการเชื่อมต่อ เชื่อมต่อใหม่ในอีก { $time } วินาที diff --git a/assets/voxygen/i18n/th/hud/crafting.ftl b/assets/voxygen/i18n/th/hud/crafting.ftl new file mode 100644 index 0000000..84b1e3a --- /dev/null +++ b/assets/voxygen/i18n/th/hud/crafting.ftl @@ -0,0 +1,42 @@ +hud-crafting = สร้างสิ่งของ +hud-crafting-recipes = สูตรการสร้าง +hud-crafting-ingredients = วัตถุดิบ: +hud-crafting-craft = สร้าง +hud-crafting-tool_cata = สิ่งที่ต้องใช้: +hud-crafting-req_crafting_station = สิ่งที่ต้องใช้: +hud-crafting-anvil = ทั่ง +hud-crafting-cauldron = หม้อต้มยา +hud-crafting-cooking_pot = หม้อทำอาหาร +hud-crafting-crafting_bench = โต๊ะช่าง +hud-crafting-forge = เตาหลอม +hud-crafting-loom = กี่ทอผ้า +hud-crafting-spinning_wheel = เครื่องกรอไหม +hud-crafting-tanning_rack = ราวตากหนังสัตว์ +hud-crafting-salvaging_station = โต๊ะรื้อ +hud-crafting-campfire = แคมป์ไฟ +hud-crafting-tabs-all = ทุกอย่าง +hud-crafting-tabs-armor = เกราะ +hud-crafting-tabs-dismantle = รื้อ +hud-crafting-tabs-food = อาหาร +hud-crafting-tabs-glider = เครื่องร่อน +hud-crafting-tabs-potion = ยา +hud-crafting-tabs-tool = เครื่องมือ +hud-crafting-tabs-utility = อื่น ๆ +hud-crafting-tabs-weapon = อาวุธ +hud-crafting-tabs-bag = กระเป๋า +hud-crafting-tabs-processed_material = แร่หลอมแล้วและอัญมนี +hud-crafting-dismantle_title = การรื้อ +hud-crafting-dismantle_explanation = + ชี้ที่กระเป๋าเพื่อดูไอเทมที่สามารถรื้อได้ + คลิกสองครั้งเพื่อรื้อไอเทม +hud-crafting-modular_desc = หยิบส่วนประกอบมาวางเพื่อสร้างอาวุธ +hud-crafting-mod_weap_prim_slot_title = ส่วนประกอบหลักของอาวุธ +hud-crafting-mod_weap_prim_slot_desc = นำส่วนประกอบหลักของอาวุธมาวางที่นี้ (เช่น ตัวดาบ, หัวขวาน หรือคันธนู) +hud-crafting-mod_weap_sec_slot_title = ส่วนประกอบรองของอาวุธ +hud-crafting-mod_weap_sec_slot_desc = นำส่วนประกอบรองของอาวุธมาวางที่นี้ (เช่น ด้ามดาบ, ที่จับคันธนู, หรือแกนคถา). +hud-crafting-mod_comp_metal_prim_slot_title = แท่งโลหะ +hud-crafting-mod_comp_metal_prim_slot_desc = นำแท่งโลหะมาวางที่นี้ โลหะบางชนิดไม่สามารถนำมาประกอบเป็นอาวุธได้ +hud-crafting-mod_comp_wood_prim_slot_title = ไม้ +hud-crafting-mod_comp_wood_prim_slot_desc = นำไม้มาวางที่นี้ ไม้บางชนิดไม่สามารถนำมาประกอบอาวุธได้ +hud-crafting-mod_comp_sec_slot_title = สัตว์วัตถุ +hud-crafting-mod_comp_sec_slot_desc = สามารถใช้ชิ้นส่วนสัตว์เพื่อเพิ่มประสิทธิภาพของอาวุธ ชิ้นส่วนจากสัตว์บางชนิดไม่สามารถนำมาใช้เพิ่มประสิทธิภาพได้ diff --git a/assets/voxygen/i18n/th/hud/group.ftl b/assets/voxygen/i18n/th/hud/group.ftl new file mode 100644 index 0000000..da73142 --- /dev/null +++ b/assets/voxygen/i18n/th/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = ปาร์ตี้ +hud-group-invite_to_join = ผู้เล่น [{ $name }] ต้องการชวนคุณเข้าปาร์ตี้! +hud-group-invite_to_trade = ผู้เล่น [{ $name }] ต้องการแลกของกับคุณ +hud-group-invite = เชิญชวน +hud-group-kick = เตะออก +hud-group-assign_leader = มอบตำแหน่งหัวหน้า +hud-group-leave = ออกจากปาร์ตี้ +hud-group-dead = เสียชีวิต +hud-group-out_of_range = อยู่นอกระยะ +hud-group-add_friend = เพิ่มในรานชื่อเพื่อน +hud-group-link_group = เชื่อมปาร์ตี้ +hud-group-in_menu = อยู่ในหน้าต่างเมนู +hud-group-members = รายชื่อสมาชิก \ No newline at end of file diff --git a/assets/voxygen/i18n/th/hud/map.ftl b/assets/voxygen/i18n/th/hud/map.ftl new file mode 100644 index 0000000..592d58d --- /dev/null +++ b/assets/voxygen/i18n/th/hud/map.ftl @@ -0,0 +1,32 @@ +hud-map-map_title = แผนที่ +hud-map-qlog_title = ภารกิจ +hud-map-topo_map = แผนที่ความสูง +hud-map-difficulty = ระดับความยาก +hud-map-towns = หมู่บ้าน +hud-map-castles = ปราสาท +hud-map-dungeons = ดันเจียน +hud-map-caves = ถ้ำหลายแขนง +hud-map-cave = ถ้ำ +hud-map-peaks = ภูเขา +hud-map-biomes = เขตภูมิภาค +hud-map-voxel_map = แผนที่ Voxel +hud-map-trees = ต้นไม้ยักษ์หลายแขนง +hud-map-tree = ต้นไม้ยักษ์ +hud-map-town = หมู่บ้าน +hud-map-castle = ปารสาท +hud-map-dungeon = ดันเจี่ยน +hud-map-difficulty_dungeon = + ดันเจี่ยน + + ความยาก: { $difficulty } ดาว +hud-map-drag = ลาก +hud-map-zoom = ซูม +hud-map-mid_click = ปักหมุด +hud-map-recenter = กลับมาที่ผู้เล่น +hud-map-marked_location = สถานที่ที่ปักหมุด +hud-map-marked_location_remove = กดเพื่อนำออก +hud-map-change_map_mode = เปลี่ยนโหมดแผนที่ +hud-map-toggle_minimap_voxel = เปลี่ยนโหมดมินิแมพ +hud-map-zoom_minimap_explanation = ซูมเข้าในมินิแมพเพื่อเพิ่มความคมชัด +hud-map-gnarling = ฐานทัพของเหล่า Gnarling +hud-map-placed_by = ปักโดย { $name } diff --git a/assets/voxygen/i18n/th/hud/misc.ftl b/assets/voxygen/i18n/th/hud/misc.ftl new file mode 100644 index 0000000..0d155b3 --- /dev/null +++ b/assets/voxygen/i18n/th/hud/misc.ftl @@ -0,0 +1,43 @@ +hud-do_not_show_on_startup = ไม่ต้องแสดงเมื่อเปิดเกม +hud-show_tips = แสดงคำแนะนำ +hud-quests = ภารกิจ +hud-you_died = สิ้นชีพ +hud-waypoint_saved = บันทึกจุดเกิด +hud-sp_arrow_txt = แต้มทักษะ +hud-inventory_full = กระเป๋าเต็ม +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] ปุ่มควบคุม +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] จุดตะเกียง +hud-press_key_to_show_debug_info_fmt = กด { $key } เพื่อแสดงข้อมูลเชิงลึก +hud-press_key_to_toggle_keybindings_fmt = กด { $key } เพื่อสลับปุ่มลัด +hud-press_key_to_toggle_debug_info_fmt = กด { $key } เพื่อสลับข้อมูลเชิงลึก +hud-press_key_to_respawn = กด { $key } เพื่อเกิดใหม่ที่จุดเกิด +hud-tutorial_btn = วิธีเล่น +hud-tutorial_click_here = กด [ { $key } ] เพื่อปล่อยเมาส์และกดที่ปุ่นนี้สิ! +hud-tutorial_elements = การสร้างสิ่งของ +hud-temp_quest_headline = สวัสดี คุณนักเดินทาง! +hud-temp_quest_text = + ถ้าไม่รู้จะเริ่มยังไง ลองเดินดูรอบหมู่บ้านดูก่อนก็ได้ ถ้ามีของอะไรที่ถูกใจก็หยิบเอาได้เลย ไม่ต้องเกรงใจนะ + + ถือว่าเราช่วย ๆ กันก็แล้วกัน 55555 + + มุมขวาล่างของจอจะเป็นของสำคัญอย่างสัมภาระ เมนูสร้างสิ่งของ และที่ขาดไม่ได้แผนที่ + + สามารถสร้างสิ่งของจำเป็นอย่างเช่น อาวุธ เกราะ อาหาร แล้วก็อื่น ๆ อีกเต็มเลย ที่โต๊ะของช่าง + + สัตว์ที่อยู่รอบ ๆ นี้ก็เป็นแหล่งหนังสัตว์ชั้นดีเลยทีเดียว ติดกระเป๋าไว้บางก็ไม่เสียหายนะ + + ถ้าของพร้อม คนพร้อมก็เริ่มออกเดินทางได้เลย! +hud-spell = เวทย์มนต์คาถา +hud-diary = สมุดบันทึก +hud-free_look_indicator = กำลังปลดล็อคกล้อง กด { $key } เพื่อปิด +hud-camera_clamp_indicator = กำลังล็อคหน้าจอในแนวตั้ง กด { $key } เพื่อปิด +hud-auto_walk_indicator = กำลังเดินแบบอัตโนมัต +hud-collect = เก็บ +hud-pick_up = หยิบ +hud-open = เปิด +hud-use = ใช้ +hud-mine = ขุด +hud-talk = คุย +hud-trade = ค้าขาย +hud-mount = ขี่ +hud-sit = นั่ง diff --git a/assets/voxygen/i18n/th/hud/quest.ftl b/assets/voxygen/i18n/th/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/th/hud/sct.ftl b/assets/voxygen/i18n/th/hud/sct.ftl new file mode 100644 index 0000000..d450f59 --- /dev/null +++ b/assets/voxygen/i18n/th/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Exp +hud-sct-block = ป้องกันสำเร็จ diff --git a/assets/voxygen/i18n/th/hud/settings.ftl b/assets/voxygen/i18n/th/hud/settings.ftl new file mode 100644 index 0000000..6d0379e --- /dev/null +++ b/assets/voxygen/i18n/th/hud/settings.ftl @@ -0,0 +1,118 @@ +hud-settings-general = ทั่วไป +hud-settings-none = ไม่มี +hud-settings-press_behavior-toggle = เปิด/ปิด +hud-settings-press_behavior-hold = กดค้าง +hud-settings-help_window = หน้าต่างช่วยเหลือ +hud-settings-debug_info = ข้อมูลเชิงลึก +hud-settings-show_hitboxes = แสดง Hitbox +hud-settings-show_chat = แสดงช่องสนทนา +hud-settings-show_hotkey_hints = แสดงตัวช่วยแถบของใช้ +hud-settings-tips_on_startup = แสดงคำแนะนำตอนเปิดเกม +hud-settings-ui_scale = ขนาดเมนู +hud-settings-relative_scaling = กำหนดให้ +hud-settings-custom_scaling = กำหนดเอง +hud-settings-crosshair = เป้า +hud-settings-opacity = ความเข้มของเป้า +hud-settings-hotbar = แถบของใช้ +hud-settings-toggle_shortcuts = เปิด/ปิดปุ่มลัด +hud-settings-buffs_skillbar = แสดงสถานะที่แถบสกิล +hud-settings-buffs_mmap = แสดงสถานะที่แผนที่ +hud-settings-toggle_bar_experience = เปิด/ปิดแถบค่าประสบการณ์ +hud-settings-scrolling_combat_text = ความเสียหายที่ทำได้ +hud-settings-incoming_damage = ความเสียหายที่ได้รับ +hud-settings-speech_bubble = ลูกโป่งคำพูด +hud-settings-speech_bubble_self = แสดงลูกโป่งคำพูด +hud-settings-speech_bubble_dark_mode = แสดงลูกดป่งคำพูดแบบมืด +hud-settings-speech_bubble_icon = ไอคอนของลูกโป่งคำพูด +hud-settings-energybar_numbers = แสดงตัวเลขที่แถบพลังงาน +hud-settings-always_show_bars = แสดงแถบพลังงานตลอดเวลา +hud-settings-values = ค่า +hud-settings-percentages = ร้อยละ +hud-settings-chat = สนทนา +hud-settings-background_opacity = ความเข้มจางของพื้นหลัง +hud-settings-chat_character_name = ชื่อผู้เล่นในช่องสนทนา +hud-settings-loading_tips = คำแนะนำตอนโหลดเกม +hud-settings-reset_interface = ใช้ค่าเริ่มต้น +hud-settings-pan_sensitivity = ความเร็วเมาส์แนวนอน +hud-settings-zoom_sensitivity = ความเร็วในการซูมเข้า/ออก +hud-settings-camera_clamp_angle = องศามุมเงยเมื่อล็อคมุมกล้องในแนวตั้ง +hud-settings-invert_scroll_zoom = สลับการซูมเข้า/ออก +hud-settings-invert_mouse_y_axis = สลับทิศทางเมาส์ในแนวตั้ง +hud-settings-invert_controller_y_axis = สลับทิศทางจอยในแนวตั้ง +hud-settings-enable_mouse_smoothing = ขยับเมาส์แบบนุ่มนวล +hud-settings-free_look_behavior = พฤติกรรมเมื่อปลดล็อคกล้อง +hud-settings-auto_walk_behavior = พฤติกรรมเมื่อเดินอัตโนมัต +hud-settings-camera_clamp_behavior = พฤติกรรมเมื่อล็อคมุมกล้อง +hud-settings-player_physics_behavior = ใช้ฟิสิกส์กับตัวละคร (ระหว่างการทดลอง) +hud-settings-stop_auto_walk_on_input = หยุดการเดินอัตโนมัตเมื่อขยับเอง +hud-settings-auto_camera = มุมกล้องอัตโนมัต +hud-settings-reset_gameplay = ใช้ค่าเริ่มต้น +hud-settings-view_distance = ระยะการมองเห็น +hud-settings-lod_distance = ระยะ LoD +hud-settings-sprites_view_distance = ระยะการมองเห็นพื้นหลัง +hud-settings-maximum_fps = เฟรมเรทสูงสุด +hud-settings-background_fps = เฟรมเรทเมื่อพับจอ +hud-settings-present_mode = โหมด Present +hud-settings-fov = องศาการมองเห็น +hud-settings-gamma = ความสว่าง +hud-settings-exposure = ปริมาณแสงที่ตกที่กล้อง +hud-settings-ambiance = ความสว่างของพื้นที่ +hud-settings-antialiasing_mode = โหมดการลบรอยหยัก (Anti Aliasing) +hud-settings-upscale_factor = ความคมชัดภายใน +hud-settings-cloud_rendering_mode = คุณภาพของเมฆ +hud-settings-fluid_rendering_mode = คุณภาพของเหลว +hud-settings-cloud_rendering_mode-minimal = น้อย +hud-settings-cloud_rendering_mode-low = ต้ำ +hud-settings-cloud_rendering_mode-medium = กลาง +hud-settings-cloud_rendering_mode-high = สูง +hud-settings-cloud_rendering_mode-ultra = สูงที่สุด +hud-settings-fullscreen = เต็มหน้าจอ +hud-settings-fullscreen_mode = โหมดเต็มหน้าจอ +hud-settings-fullscreen_mode-exclusive = Exclusive +hud-settings-fullscreen_mode-borderless = เต็มจอแบบไร้ขอบ (Borderless) +hud-settings-gpu_profiler = เปิดการเร่งด้วย GPU (อาจไม่รองรับ) +hud-settings-particles = อนุภาค +hud-settings-lossy_terrain_compression = บีบอัดการโหลดพื้นดิน +hud-settings-weapon_trails = เส้นอาวุธเมื่อโจมตี +hud-settings-resolution = ความคมชัด +hud-settings-bit_depth = ความคมชัดสี +hud-settings-refresh_rate = เฟรมเรท +hud-settings-lighting_rendering_mode = คุณภาพแสง +hud-settings-lighting_rendering_mode-ashikhmin = Type A - สูง +hud-settings-lighting_rendering_mode-blinnphong = Type B - กลาง +hud-settings-lighting_rendering_mode-lambertian = Type L - ต่ำ +hud-settings-shadow_rendering_mode = คุณภาพเงา +hud-settings-shadow_rendering_mode-none = ปิดเงา +hud-settings-shadow_rendering_mode-cheap = ต่ำ +hud-settings-shadow_rendering_mode-map = แมพ +hud-settings-shadow_rendering_mode-map-resolution = Resolution +hud-settings-lod_detail = รายละเอียด LoD +hud-settings-save_window_size = บันทึกขนาดหน้าจอ +hud-settings-reset_graphics = ใช้ค่าเริ่มต้น +hud-settings-bloom = แสงฟุ้ง (Bloom) +hud-settings-point_glow = จุดเรืองแสง +hud-settings-master_volume = ระดับเสียงทั้งหมด +hud-settings-inactive_master_volume_perc = ระดับเสียเมื่อพับจอ +hud-settings-music_volume = ระดับเสียงเพลง +hud-settings-sound_effect_volume = ระดับเสียงเอฟเฟค +hud-settings-audio_device = อุปกรร์กระจายเสียง +hud-settings-reset_sound = ใช้ค่าเริ่มต้น +hud-settings-english_fallback = แสดงภาษาอังกฤษในกรณีที่ไม่มีคำแปล +hud-settings-awaitingkey = กดปุ่มเพื่อตั้ง... +hud-settings-unbound = ไม่มี +hud-settings-reset_keybinds = ใช้ค่าเริ่มต้น +hud-settings-chat_tabs = แถบการสนทนา +hud-settings-label = คำอธิบาย: +hud-settings-delete = ลบ +hud-settings-show_all = แสดงทั้งหมด +hud-settings-messages = ข้อความ +hud-settings-activity = ความเคลื่อนไหว +hud-settings-death = เสียชีวิต +hud-settings-group = ปาร์ตี้ +hud-settings-faction = ฝ่าย +hud-settings-world = โลก +hud-settings-region = ภูมิภาค +hud-settings-say = พูด +hud-settings-all = ทั้งหมด +hud-settings-group_only = ปาร์ตี้เท่านั้น +hud-settings-reset_chat = ใช้ค่าเริ่มต้น diff --git a/assets/voxygen/i18n/th/hud/skills.ftl b/assets/voxygen/i18n/th/hud/skills.ftl new file mode 100644 index 0000000..fecdf09 --- /dev/null +++ b/assets/voxygen/i18n/th/hud/skills.ftl @@ -0,0 +1,128 @@ +hud-rank_up = ได้รับแต้มทักษะ +hud-skill-sp_available = แต้มทักษะที่ใช้ได้ { $number } แต้ม +hud-skill-not_unlocked = ยังไม่ปลดล็อค +hud-skill-req_sp = + { "\u000A" } + + ใช้แต้มทักษะ { $number } แต้ม +hud-skill-unlck_sword_title = ปลดล็อคอาวุธ ดาบ +hud-skill-unlck_sword = ปลดล็อคทักษะพิเศษของดาบ{ $SP } +hud-skill-unlck_axe_title = ปลดล็อคอาวุธ ขวาน +hud-skill-unlck_axe = ปลดล็อคทักษะพิเศษของขวาน{ $SP } +hud-skill-unlck_hammer_title = ปลดล็อคอาวุธ ค้อน +hud-skill-unlck_hammer = ปลดล็อคทักษะพิเศษของค้อน{ $SP } +hud-skill-unlck_bow_title = ปลดล็อคอาวุธ ธนู +hud-skill-unlck_bow = ปลดล็อคทักษะพิเศษของธนู{ $SP } +hud-skill-unlck_staff_title = ปลดล็อคอาวุธ คถาอัคนี +hud-skill-unlck_staff = ปลดล็อคทักษะพิเศษของคถาอัคนี{ $SP } +hud-skill-unlck_sceptre_title = ปลดล็อคอาวุธ คถาอภิรักษ์ +hud-skill-unlck_sceptre = ปลดล็อคทักษะพิเศษของคถาอภิรักษ์{ $SP } +hud-skill-climbing_title = ปีน +hud-skill-climbing = กระโดดสูงขึ้น +hud-skill-climbing_cost_title = พลังงานการปีน +hud-skill-climbing_cost = การปีนจะใช้พลังงานน้อยลง { $boost }% { $SP } +hud-skill-climbing_speed_title = ความเร็วการปีน +hud-skill-climbing_speed = ปีนเร็วขึ้น { $boost }% { $SP } +hud-skill-swim_title = ว่ายน้ำ +hud-skill-swim = การเคลื่อนในของเหลว +hud-skill-swim_speed_title = ความเร็วในการว่าย +hud-skill-swim_speed = ว่ายน้ำเร็วขึ้น { $boost }% { $SP } +hud-skill-sc_lifesteal_title = ลำแสงดูดเลือด +hud-skill-sc_lifesteal = ดูดพลังชีวิตจากผู้โชคร้ายมาเป็นของตัวเอง +hud-skill-sc_lifesteal_damage_title = เพิ่มความเสียหาย +hud-skill-sc_lifesteal_damage = ลำแสงดูดเลือดสร้างความเสียหายมากขึ้น { $boost }% { $SP } +hud-skill-sc_lifesteal_range_title = เพิ่มระยะ +hud-skill-sc_lifesteal_range = ความยาวของลำแสงดูดเลือดเพิ่มขึ้น { $boost }% { $SP } +hud-skill-sc_lifesteal_lifesteal_title = อำนาจการดูด +hud-skill-sc_lifesteal_lifesteal = เปลี่ยนความเสียหาย { $boost }% ที่ทำได้เป็นพลังชีวิต { $SP } +hud-skill-sc_lifesteal_regen_title = พื้นพลังงาน +hud-skill-sc_lifesteal_regen = ฟื้นฟูพลังงาน { $boost }% { $SP } +hud-skill-sc_heal_title = อาณาอภิรักษ์ +hud-skill-sc_heal = ฟื้นฟูพลังชีวิตของคุณและเพื่อนร่วมปาร์ตี้ ต้องมี Combo ถึงจะใช้ได้ +hud-skill-sc_heal_heal_title = ทรงพลัง +hud-skill-sc_heal_heal = ฟื้นฟูพลังชีวิตของคุณและเพื่อนร่วมปาร์ตี้อีก { $boost }% { $SP } +hud-skill-sc_heal_cost_title = ลดพลังงาน +hud-skill-sc_heal_cost = อาณาอภิรักษ์จะใช้พลังงานน้อย { $boost }% ในการร่าย { $SP } +hud-skill-sc_heal_duration_title = ยื้อเวลา +hud-skill-sc_heal_duration = อาณาอภิรักษ์จะมีระยะเวลานานขึ้น { $boost }% { $SP } +hud-skill-sc_heal_range_title = รัศมี +hud-skill-sc_heal_range = อาณาอภิรักษ์จะมีขนาดกว้างขึ้น { $boost }% { $SP } +hud-skill-sc_wardaura_unlock_title = อาณาปกปัก +hud-skill-sc_wardaura_unlock = ป้องกันคุณและเพื่อนร่วมปาร์ตี้ ไม่ได้รับความเสียหาย{ $SP } +hud-skill-sc_wardaura_strength_title = ทรงพลัง +hud-skill-sc_wardaura_strength = อาณาปกปักป้องกันความเสียหายได้มากขึ้น { $boost }% { $SP } +hud-skill-sc_wardaura_duration_title = ยื้อเวลา +hud-skill-sc_wardaura_duration = อาณาปกปักมีระยะเวลานานขึ้น { $boost }% { $SP } +hud-skill-sc_wardaura_range_title = รัศมี +hud-skill-sc_wardaura_range = อาณาปกปักมีขอบเขตกว้าขึ้น { $boost }% { $SP } +hud-skill-sc_wardaura_cost_title = ลดพลังงาน +hud-skill-sc_wardaura_cost = อาณาปกปักใช้พลังงานน้อย { $boost }% ในการร่าย { $SP } +hud-skill-st_shockwave_range_title = รัศมี +hud-skill-st_shockwave_range = คลื่นกระแทกมีรัศมีเพิ่มขึ้น { $boost }% { $SP } +hud-skill-st_shockwave_cost_title = ลดพลังงาน +hud-skill-st_shockwave_cost = คลื่นกระแทกใช้พลังงานน้อยลง { $boost }% ในการร่าย { $SP } +hud-skill-st_shockwave_knockback_title = กระเด็น +hud-skill-st_shockwave_knockback = คลื่นกระแทกผลักศัตรูออกไปไกลขึ้น { $boost }% { $SP } +hud-skill-st_shockwave_damage_title = ทรงพลัง +hud-skill-st_shockwave_damage = คลื่นกระแทกสร้างความเสียหายมากขึ้น { $boost }% { $SP } +hud-skill-st_shockwave_unlock_title = คลื่นกระแทก +hud-skill-st_shockwave_unlock = ผลักศัตรู้ที่อยู่ใกล้ ๆ ออกและสร้างความเสียหาย { $SP } +hud-skill-st_flamethrower_title = เพลิงกิเลน +hud-skill-st_flamethrower = เผาให้หมด เผาให้ราบ +hud-skill-st_flame_velocity_title = เร่งความเร็ว +hud-skill-st_flame_velocity = เพลิงกิเลนเคลื่อนที่เร็วขึ้น { $boost }% { $SP } +hud-skill-st_flamethrower_range_title = เพิ่มระยะ +hud-skill-st_flamethrower_range = เพลิงกิเลนเดินทางได้ไกลขึ้น { $boost }% { $SP } +hud-skill-st_energy_drain_title = ลดพลังงาน +hud-skill-st_energy_drain = เพลิงกิเลนใช้พลังงานลดลง { $boost }% { $SP } +hud-skill-st_flamethrower_damage_title = ทรงพลัง +hud-skill-st_flamethrower_damage = เพลิงกิเลนสร้างความเสียหายมากขึ้น { $boost }% { $SP } +hud-skill-st_explosion_radius_title = รัศมี +hud-skill-st_explosion_radius = ลูกไฟกัมปนาทมีระยะกว้างขึ้น { $boost }% { $SP } +hud-skill-st_energy_regen_title = พื้นพลังงาน +hud-skill-st_energy_regen = ลูกไฟกัมปนาทพื้นฟูนพลังงานมากขึ้น { $boost }% { $SP } +hud-skill-st_fireball_title = ลูกไฟกัมปนาท +hud-skill-st_fireball = ยิงลูกไฟที่สร้างความเสียหายเป็นวงรอบเมื่อตกพื้น +hud-skill-st_damage_title = ทรงพลัง +hud-skill-st_damage = ลูกไฟกัมปนาทสร้างความเสียหายมากขึ้น { $boost }% { $SP } +hud-skill-bow_projectile_speed_title = เร่งความเร็ว +hud-skill-bow_projectile_speed = ลูกธนูเดินทางเร็วขึ้นและระยะทางเพิ่มขึ้น { $boost }% { $SP } +hud-skill-bow_charged_title = ขอเล็งก่อน +hud-skill-bow_charged = ขอบคุณที่รอกัน +hud-skill-bow_charged_damage_title = ทรงพลัง +hud-skill-bow_charged_damage = เมื่อชักคันธนูค้างไว้ ลูกธนูจะสร้างความเสียหายมากขึ้น { $boost }% { $SP } +hud-skill-bow_charged_energy_regen_title = พื้นฟูพลังงาน +hud-skill-bow_charged_energy_regen = เมื่อชักคันธนูค้างไว้ พื้นฟูพลังงานมากขึ้น { $boost }%{ $SP } +hud-skill-bow_charged_knockback_title = อันกระเด็น +hud-skill-bow_charged_knockback = เมื่อชักคันธนูค้างไว้ ศัตรูจะถูกผลักให้กระเด็ดออกไกลขึ้น { $boost }%{ $SP } +hud-skill-bow_charged_speed_title = มือไว +hud-skill-bow_charged_speed = ยิงธนูได้เร็วขึ้น { $boost }% { $SP } +hud-skill-bow_charged_move_title = คล่องตัว +hud-skill-bow_charged_move = ขณะชักคันธนู เคลื่อนที่ได้เร็วขึ้น { $boost }% { $SP } +hud-skill-bow_repeater_title = กระหน่ำยิง +hud-skill-bow_repeater = เพิ่มความเร็วในการยิงธนูเมื่อยิงต่อเนื่อง +hud-skill-bow_repeater_damage_title = ทรงพลัง +hud-skill-bow_repeater_damage = สร้างความเสียหายเพิ่มขึ้น { $boost }% { $SP } +hud-skill-bow_repeater_cost_title = ลดพลังงาน +hud-skill-bow_repeater_cost = กระหน่ำใช้พลังงานน้อยลง { $boost }% { $SP } +hud-skill-bow_repeater_speed_title = เร่งความเร็ว +hud-skill-bow_repeater_speed = กระหน่ำยิง เพิ่มความเร็วโจมตีอีก { $boost }% { $SP } +hud-skill-bow_shotgun_unlock_title = ยิงกระจาย +hud-skill-bow_shotgun_unlock = ยิงธนูได้หลายดอกพร้อมกัน { $SP } +hud-skill-bow_shotgun_damage_title = ทรงพลัง +hud-skill-bow_shotgun_damage = ยิงกระจายสร้างความเสียหายเพิ่มขึ้น { $boost }% { $SP } +hud-skill-bow_shotgun_cost_title = ลดพลังงาน +hud-skill-bow_shotgun_cost = ยิงกระจายใช้พลังงานน้อยลง { $boost }% { $SP } +hud-skill-bow_shotgun_arrow_count_title = จำนวนลูกธนู +hud-skill-bow_shotgun_arrow_count = เพิ่มจำนวนลูกธนูที่ยิงกระจายใช้ { $boost } { $SP } +hud-skill-bow_shotgun_spread_title = จุดตาย +hud-skill-bow_shotgun_spread = ลดความกระจายของลูกธนูลง { $boost }% { $SP } +hud-skill-mining_title = ขุดหิน +hud-skill-pick_strike_title = ขุด ขุด ขุด +hud-skill-pick_strike = Hit rocks with the pickaxe to gain ore, gems and experience +hud-skill-pick_strike_speed_title = แข็งแรง +hud-skill-pick_strike_speed = ขุดหินได้เร็วขึ้น { $SP } +hud-skill-pick_strike_oregain_title = โชคลาภ แร่ +hud-skill-pick_strike_oregain = มีโอกาสได้รับแร่มากขึ้น ({ $boost }% ต่อเลเเวล) { $SP } +hud-skill-pick_strike_gemgain_title = โชคลาภ อัญมนี +hud-skill-pick_strike_gemgain = มีโอกาสได้รับอัญมนีมากขึ้น ({ $boost }% ต่อเลเวล){ $SP } diff --git a/assets/voxygen/i18n/th/hud/social.ftl b/assets/voxygen/i18n/th/hud/social.ftl new file mode 100644 index 0000000..6f153c4 --- /dev/null +++ b/assets/voxygen/i18n/th/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = ผู้เล่นอื่น +hud-social-online = กำลังออนไลน์: +hud-social-friends = เพื่อน +hud-social-not_yet_available = ยังไม่สามารถใช้การได้ +hud-social-faction = ฝ่าย +hud-social-play_online_fmt = ผู้เล่น { $nb_player } คน กำลังออนไลน์ +hud-social-name = ชื่อ +hud-social-level = เลเวล +hud-social-zone = เขตพื้นที่ +hud-social-account = บัญชี diff --git a/assets/voxygen/i18n/th/hud/subtitles.ftl b/assets/voxygen/i18n/th/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/th/hud/trade.ftl b/assets/voxygen/i18n/th/hud/trade.ftl new file mode 100644 index 0000000..c78b1a2 --- /dev/null +++ b/assets/voxygen/i18n/th/hud/trade.ftl @@ -0,0 +1,25 @@ +hud-trade-trade_window = แลกสิ่งของ +hud-trade-phase1_description = ลากของที่อยากแลกลงบนที่ๆตั้งใว้ให้ +hud-trade-phase2_description = + กรุณาตรวจสิ่งของที่ + ต้องการแลกเปลี่ยน +hud-trade-phase3_description = อยู่ระหว่างการแลกเปลี่ยนสิ่งของ +hud-trade-persons_offer = ผู้เล่น { $playername } ต้องการแลกเปลี่ยนสิ่งของ +hud-trade-has_accepted = + ผู้เล่น { $playername } + ยอมรับการแลกเปลี่ยน +hud-trade-accept = ยอมรับ +hud-trade-decline = ปฏิเสธ +hud-trade-invite_sent = คำขอเพื่อแลกเปลี่ยนสิ่งของถูกส่งไปให้ผู้เล่น { $playername } +hud-trade-result-completed = การแลกเปลี่ยนเสร็จสมบูรณ์ +hud-trade-result-declined = ปฏิเสธการแลกเปลี่ยน +hud-trade-result-nospace = ช่องสัมภาระไม่พอ การแลกเปลี่ยนถูกยกเลิก +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = + สิ่งของที่คุณ + ต้องการแลก +hud-trade-their_offer = + สิ่งของที่เขา + ต้องการแลก +hud-trade-amount_input = เลือกสิ่งของ diff --git a/assets/voxygen/i18n/th/main.ftl b/assets/voxygen/i18n/th/main.ftl new file mode 100644 index 0000000..c1e8df3 --- /dev/null +++ b/assets/voxygen/i18n/th/main.ftl @@ -0,0 +1,157 @@ +main-username = ชื่อผู้ใช้ +main-server = เซิร์ฟเวอร์ +main-password = รหัสผ่าน +main-connecting = อยู่ระหว่างการเชื่อมต่อ +main-creating_world = อยู่ระหว่างการสร้างโลก +main-tip = คำแนะนำ: +main-unbound_key_tip = ยกเลิกปุ่ม +main-notice = + ยินดีต้อนรับเข้าสู่โลกเวโลเรน (ในเวอร์ชั่นอัลฟา)! + + แต่ก่อนที่ความสนุกจะเริ่ม สิ่งที่คุณควรรู้คือ + + - ตัวเกมอยู่ในช่วงแรกของการพัฒนา ดังนั้น ตัวเกมจึงยังไม่สมบูรณ์ บางองค์ประกอบอาจขาดหายหรือทำงานผิดพลาด + + - หากคุณต้องการให้คำแนะนำเกี่ยวกับเกมหรือแจ้งบัค คุณสามารถติดต่อเราได้ที่ Reddit, GitLab หรือผ่านทาง Discord ของเรา + + - เวโลเรนจัดอยู่ในหมวดหมู่ลิขสิทธิ์ของ GPL-3 คือ อนุญาตให้ใช้งาน, ดัดแปลง และแจกจ่ายได้โดยไม่คิดค่าใช้จ่าย (แต่ต้องอยู่ภายลิขสิทธิ์เดียวกัน) + + - เวโลเรนเป็นเกมที่สร้างขึ้นโดยไม่หวังผลกำไร ผู้ที่มีส่วนร่วมทุกคนเป็นอาสาสมัคร + ดังนั้นถ้าคุณสนใจอยากเข้าร่วม ทางทีมพัฒนายินดีต้อนรับเสมอ + + ท้ายที่สุดเราขอขอบคุณที่สละเวลาอ่านข้อความเล็กๆ อันนี้ เราหวังว่าคุณจะได้รับสนุกจากเกมของเรา + + ~ ด้วยความเคารพ ทีมผู้พัฒนา + + Welcome to the alpha version of Veloren! + + Before you dive into the fun, please keep a few things in mind: + + - This is a very early alpha. Expect bugs, extremely unfinished gameplay, unpolished mechanics, and missing features. + + - If you have constructive feedback or bug reports, you can contact us via Reddit, GitLab, or our community Discord server. + + - Veloren is licensed under the GPL 3 open-source licence. That means you're free to play, modify, and redistribute the game however + you wish (provided derived work is also under GPL 3). + + - Veloren is a non-profit community project, and everybody working on it is a volunteer. + If you like what you see, you're welcome to join the development or art teams! + + Thanks for taking the time to read this notice, we hope you enjoy the game! + + ~ The Veloren Devs +main-login_process = + ขั้นตอนการเข้าเกม: + + คุณอาจจำเป็นจะต้องสมัครรหัสเพื่อเข้าเล่นบางเซิร์ฟเวอร์ + + สร้างบัญชีได้ที่ + + https://veloren.net/account/. +main-login-server_not_found = + ไม่พบเซิร์ฟเวอร์ + Server not found +main-login-authentication_error = + ยินยันรหัสผิดพลาด + Auth error on server +main-login-internal_error = + เกิดข้อผิดพลาดขึ้นกับตัวเกม (ตัวละครอาจถูกลบไปแล้ว) + Internal error on client (most likely, player character was deleted) +main-login-failed_auth_server_url_invalid = + ไม่สามารถยืนยันรหัสได้ + Failed to connect to auth server +main-login-insecure_auth_scheme = + ไม่อนุญาตให้ยืนยันตัวตนผ่านรูปแบบ HTTP เนื่องจากความปลอดภัย อนุญาตให้ใช้ HTTP ก็ต่อเมื่อทำการดีบัคหรือเมื่อรันบน localhost เท่านั้น + The auth Scheme HTTP is NOT supported. It's insecure! For development purposes, HTTP is allowed for 'localhost' or debug builds +main-login-server_full = + เซิร์ฟเวอร์เต็ม + Server is full +main-login-untrusted_auth_server = + เซิร์ฟเวอร์ที่ใช้ในการยืนยันรหัสไม่น่าไว้วางใจ + Auth server not trusted +main-login-outdated_client_or_server = + เซิร์ฟเวอร์ล้มเหลว: อาจเกิดจากตัวเกมไม่ได้รับการอัพเดท โปรดอัพเดทตัวเกม + ServerWentMad: Probably versions are incompatible, check for updates. +main-login-timeout = + หมดเวลา: เซิร์ฟเวอร์ไม่ตอบกลับในเวลาที่กำหนด (เซิร์ฟเวอร์อาจเต็มหรือเกิดปัญหากับเคลือข่าย) + Timeout: Server did not respond in time. (Overloaded or network issues). +main-login-server_shut_down = + เซิร์ฟเวอร์ปิดอยู่ + Server shut down +main-login-network_error = + เคลือข่ายขัดข้อง + Network error +main-login-network_wrong_version = + เวอร์ชั่นของตัวเกมและเซิร์ฟเวอร์ไม่ตรงกัน โปรดอัพเดทตัวเกม + Mismatched server and client version, please update your game client. +main-login-failed_sending_request = + ยืนยันรหัสล้มเหลว + Request to Auth server failed +main-login-invalid_character = + ไม่สามารถเลือกตัวละครได้ + The selected character is invalid +main-login-client_crashed = + ตัวเกมปิดตัวลงกระทันหัน + Client crashed +main-login-not_on_whitelist = + ต้องได้รับคำอนุญาตในการเชื่อมต่อเข้าเซิร์ฟเวอร์ + You need a Whitelist entry by an Admin to join +main-login-banned = ถูกแบนจากเซิร์ฟเวอร์ เนื่องจากเหตุผลต่อไปนี้ +main-login-kicked = ถูกเตะจากเซิร์ฟเวอร์ เนื่องจากเหตุผลต่อไปนี้ +main-login-select_language = เลือกภาษา +main-login-client_version = เวอร์ชั่นของตัวเกม +main-login-server_version = เวอร์ชั่นของเซิร์ฟเวอร์ +main-login-client_init_failed = + ไม่สามารถเริ่มตัวเกมได้ เนื่องจาก { $init_fail_reason } + Client failed to initialize: { $init_fail_reason } +main-login-username_bad_characters = ชื่อประกอบตัวตัวอักษรต้องห้าม (อนุญาตให้ใช้ตัวอักษร a-z, 0-9, '_' และ '-' เท่านั้น) +main-login-username_too_long = ชื่อยาวเกินไป เต็มที่ { $max_len } ตัวอักษร +main-servers-select_server = เลือกเซิร์ฟเวอร์ +main-servers-singleplayer_error = + ไม่สามารถเข้าเล่มโหมดผู้เล่นคนเดียวได้ ข้อผิดพลาด:{ $sp_error } + Failed to connect to internal server: { $sp_error } +main-servers-network_error = + เกิดความผิดพลาดขึ้นกับเคลือข่าย ข้อผิดพลาด: { $raw_error } + Server network/socket error: { $raw_error } +main-servers-participant_error = + โปรโตคอลผิดพลาด ข้อผิดพลาด: { $raw_error } + Participant disconnect/protocol error: { $raw_error } +main-servers-stream_error = + เกิดข้อผิดพลาดกับการเชื่อมต่อ, การบีบอัดข้อมูล หรือการอ่านข้อมูล: { $raw_error } + Client connection/compression/(de)serialization error: { $raw_error } +main-servers-database_error = + ฐานข้อมูลของเซิร์ฟเวอร์ล้มเหลว ข้อผิดพลาด: { $raw_error } + Server database error: { $raw_error } +main-servers-persistence_error = + เซิร์ฟเวอร์ไม่สามารถรักษาข้อมูลได้ ข้อผิดพลาด: { $raw_error } + Server persistence error (Probably Asset/Character Data related): { $raw_error } +main-servers-other_error = Server general error: { $raw_error } +main-credits = เครดิต +main-credits-created_by = โดย +main-credits-music = เพลง +main-credits-fonts = ตัวหนังสือ +main-credits-other_art = การออกแบบอื่น ๆ +main-credits-contributors = ผู้สนับสนุน +loading-tips = + .a0 = ในโลกที่มืดมิดกด '{ $gameinput-togglelantern }' เพื่อจุดตะเกียงได้นะ + .a1 = กด '{ $gameinput-help }' เพื่อดูปุ่มควมคุมต่าง ๆ ได้ + .a2 = ใช้คำสั่ง /say หรือ /s ในช่องสนทนาเพื่อพูดคุยกับผู้เล่นที่อยู่ใกล้ ๆ + .a3 = ใช้คำสั่ง /region หรือ /r ในช่องสนทนาเพื่อพูดคุยกับผู้เล่นที่ในระยะหนึ่งบล็อค + .a4 = ผู้ที่เป็นแอดมินสามารถใช้คำสั่ง /build เพื่อเข้าสู่โหมดสร้างได้ + .a5 = ใช้คำสั่ง /group หรือ /g ในช่องสนทนาเพื่อพูดคุยกับผู้เล่นที่อยู่ในปาร์ตี้ + .a6 = อยากคุยกับใครเป็นการส่วนตัว ใช้คำสั่ง /tell ตามด้วยชื่อผู้เล่นและข้อความ เพื่อกระซิบ + .a7 = อาหาร, ไห และกล่องสมบัติสามารถพบได้ทั่วไป ลองหาดูดี ๆ นะ + .a8 = กระเป๋าเต็มเพราะอาหารเยอะใช่ไหม? ลองทำอาหารที่ดีกว่าจากอาหารที่มีอยู่สิ + .a9 = นั่งว่าง ๆ ไม่มีอะไรทำหรอ? ลองไปตะลุยดันเจียนสักหน่อยไหมหล่ะ? + .a10 = อย่าลืมตั้งค่ากราฟฟิกให้เหมาะสมกับหน้าจอของตัวเองนะ กด '{ $gameinput-settings }' เพื่อเปิดเมนูตั้งค่า + .a11 = เล่นกับเพื่อนจะยิ่งสนุกกว่า กด '{ $gameinput-social }' เพื่อดูว่าเพื่อนคนไหนกำลังออนไลน์ + .a12 = กด '{ $gameinput-dance }' เพื่อเต้น ไหนเอาท่าเต้นมาดูหน่อยสิ! + .a13 = กด '{ $gameinput-glide }' เพื่อใช้เครื่องร่อน วันนี้เราจะไปแตะขอบฟ้ากัน! + .a14 = ถึงแม้ว่าเวโลเรนจะยังอยู่ในช่วง Pre-Aplha แต่พวกเราก็ตั้งใจพัฒนาเกมทุกวันนะ! + .a15 = อยากมีส่วนร่วมในการพัฒนาเวโลเรนหรืออยากคุยกับทีมพัฒนาใช่ไหม มาเจอเราใน Discord สิ! + .a16 = คุณสามารถปิดตัวเลขที่แสดงพลังชีวิตได้ด้วยการตั้งค่า + .a17 = นั่งพักใกล้ ๆ แคมป์ไฟ (กด '{ $gameinput-sit }') เพื่อฟื้นฟูพลังชีวิตและความเหนื่อยล้า + .a18 = ประสบปัญหากระเป๋าเต็มหรือเกราะไม่โหดพอใช่ไหม สร้างกระเป๋าและเกราะที่โหดขึ้นกว่าเดิมได้โดยการเปิดเมนูสร้างของ กด '{ $gameinput-crafting }' + .a19 = กด '{ $gameinput-roll }' เพื่อหลบการโจมตีแบบดิจิทัล + .a20 = ไม่แน่ใจว่าวัตถุในการสร้างของหาจากไหนหรอ? พิม 'input:' ในแถบด้านบนเพื่อดูวัตถุที่ต้องใช้ + .a21 = ถ่ายรูปเท่ห์ ๆ ไปอวดเพื่อนด้วย '{ $gameinput-screenshot }' diff --git a/assets/voxygen/i18n/th/npc.ftl b/assets/voxygen/i18n/th/npc.ftl new file mode 100644 index 0000000..61e70c2 --- /dev/null +++ b/assets/voxygen/i18n/th/npc.ftl @@ -0,0 +1,218 @@ +npc-speech-villager = + .a0 = ฮืมมมม ชีส +npc-speech-villager_open = + .a0 = วัวคิดอะไรตอนกินหญ้านะ คิดเหมือนตอนเรากินข้าวหรือเปล่า? + .a1 = สงสัยไหมว่าทำไม Glowing Remains ถึงเรืองแสงได้ + .a2 = เคยเห็น Land Shark ไหม ฉันได้ข่าวว่ามีคนเจอแถบทะเลทราย + .a3 = อีกฝากของภูเขามีศัตรูอยู่ใช่ไหม? + .a4 = เคยฝากขนมไว้ให้กับน้อง แล้วพอกลับมาเอาคืนขนมหายไปไหม? น่าแปลกใจจริง ๆ + .a5 = เคยจับหิ้งห้อยไหม? เคยหรอ? + .a6 = เขาลือกันว่าในถ้ำมีอัญมนีเต็มไปหมดเลยนะ เชื่อไหม + .a7 = Sauroks พวกนี้มากจากไหนกันนะเต็มไปหมดเลย +npc-speech-villager_adventurous = + .a0 = สักวันฉันจะสร้างเครื่องร่อนแล้วบินไปแตะขอบฟ้าให้ได้เลย + .a1 = ไวฉันโตกว่านี้อีกนิดหนึ่งชั้นจะเข้าไปตะลุยถ้ำนั้นให้รู้แล้วรู้รอด +npc-speech-villager_closed = + .a0 = หน้าตาไม่คุ้นเลย ทำตัวตามสบายนะคนแปลกหน้า + .a1 = หมู่บ้านเราสุดยอดที่สุดแล้วในระแวงนี้หน่ะนะ + .a2 = มีคนเคยผ่านมาแล้วเล่าให้ฟังว่าเห็ดเนี่ยดีต่อสุขภาพสุด ๆ ฉันก็ไม่รู้หรอกนะว่าจริงแท้ขนาดไหน + .a3 = จะทำดี หรือจะไม่ทำดี กลับบ้านไปเลี้ยงวัวดีกว่า +npc-speech-villager_conscientious = + .a0 = ฉันไม่ใช่นักเดินทางหรอก แต่ก็มีอะไรให้ทำตลอดนั่นแหละ + .a1 = เชื่อไหมว่ามีคนคนหนึ่งสั่งฝนให้ตกได้ด้วยนะ +npc-speech-villager_busybody = + .a0 = ฉันกำลังยุ่งมาก ๆ ขอโทษทีนะ +npc-speech-villager_unconscientious = + .a0 = อาหารเช้าเป็นสิ่งสำคัญนะ มากินข้าว(รอบที่สอง)กันดีกว่า + .a1 = บ้านฉันไม่เรียบร้อยเท่าไหร่ แต่ถ้าฉันคิดแบบนั้นฉันก็ต้องเก็บกวาดอยู่ ไม่เอาดีกว่า ฮ่าฮ่าฮ่า + .a2 = เป็นเรื่องแล้วไง... แว่นตาหาย +npc-speech-villager_extroverted = + .a0 = เมื่อวันก่อนนะพี่ แหม่ไม่อยากจะเล่า + .a1 = อรุณเบิกฟ้า นกกาโบยบิน + .a2 = ว่าไงคุณนักเดินทาง อากาศแจ๋มเลยใช่ไหมหล่ะ + .a3 = ฉันได้บอกคุณหรือยังว่าฉันชอบชีสมาก ๆ เลย + .a4 = วันนี้เป็นอย่างไรบ้างคุณนักเดินทาง! + .a5 = ชีสคนแคระนี้ช่างอร่อยเกินบรรยายจริง ๆ ถ้าทำกินเองได้คงจะดีน่าดู + .a6 = คุณทำนายฝันเป็นไหม? เมื่อคืนฉันฝันว่ามีชีสก้อนเบ้อเร่อมารัดด้วยแหละ + .a7 = ฉันชอบน้ำผึ้งนะ แต่ไม่ถูกใจผึ้งเท่าไหร่ มีที่ไหนต่อยเขาแล้วตายเอง??? +npc-speech-villager_sociable = + .a0 = นั่งพักกินชีสกับเราก่อนไหมคุณนักเดินทาง? ฉันรับประกันว่าอร่อย + .a1 = อยากเห็นสวนสุดรักของพวกเรารึเปล่า ! ไม่หรอ?, โอเค..งั้ไว้ครั้งหน้าก็ได้. + .a2 = ฉันปลูกดอกไม้ไว้เต็มเลย อยากดูไหมคุณนักเดินทาง? ไม่อยากหรอ? แย่จัง +npc-speech-villager_introverted = + .a0 = มิงกาลาบา + .a1 = ฉันก็แค่ชาวบ้านธรรมดา ๆ ที่ผ่านทางมาก็เท่านั้นแหละ +npc-speech-villager_agreeable = + .a0 = วันนี้อากาศเย็นสบาย ใช่ไหมคุณนักเดินทาง + .a1 = ถ้ามีอะไรให้ช่วยบอกฉันได้เลยนะ + .a2 = แมวฉัน แมวฉันหาย มีใครเห็นแมวฉันไหม!? +npc-speech-villager_worried = + .a0 = ฉันมีลางสังหรณ์ไม่ดีเลย ระวังตัวด้วยนะคุณนักเดินทาง ฉันเป็นห่วงคุณเหลือเกิน +npc-speech-villager_disagreeable = + .a0 = คนสมัยนี้พูดตรงไปก็ไม่ชอบ พูดอ้อมไปก็ไม่ชอบ เอาแต่ใจจริง ๆ + .a1 = เดี๋ยวนี้คนเป็นอะไรไปหมดเปราะบางกันเหลือเกิน +npc-speech-villager_neurotic = + .a0 = มีดันเจียนอยู่ใกล้ ๆ แบบนี้ฉันรู้สึกไม่สบายใจเลย เมื่อไหร่จะมีคนไปกำจัดมอสเตอร์พวกนั้นนะ + .a1 = ต้องมีคนไปจัดพวก ลัทธิบูชา ให้ราบคาบไปสักที แค่ออกความเห็นนะ ไม่ได้จะอาสา + .a2 = ท้องไส้ไม่ดีเลย รู้สึกเหมือนเรื่องร้าย ๆ จะเกิดขึ้น + .a3 = พวก Wolf ชักจะเข้ามาใกล้หมู่บ้านเกินไปแล้ว ต้องหาคนฝีมือดีไปไล่ +npc-speech-villager_sad_loner = + .a0 = เหงาจัง + .a1 = { "." }.. ขอโทษที พอดีว่าฉันน่ะคุยไม่ค่อยเก่งเท่าไหร่ +npc-speech-villager_seeker = + .a0 = ฉันอยากไปเห็นโลกภายนอก นอกกำแพงนี้ นั่นแหละความฝันของฉันเอเรน เย... +npc-speech-villager_stable = + .a0 = วันนี้เป็นวันที่สงบดีจริง ๆ + .a1 = ชีวิตมันก็... ไม่ได้แย่ขนานนั้นนะ + .a2 = ช่างเป็นวันที่สดใส นกร้องขับขาน ดอกไม้เบ่งบาน ในวันแบบนี้คนแบบคุณควรไปเดินเล่นในป่า! +npc-speech-villager_decline_trade = + .a0 = ขอโทษที ฉันไม่ของอะไรจะแลกหรอก + .a1 = ชาวบ้านอย่างฉันจะมีของอะไรไปแลกกับคุณ + .a2 = บ้านหลังนี้ฉันยังโปะไม่หมดน่ะ คงจะแลกไม่ได้หรอกนะ! +npc-speech-merchant_advertisement = + .a0 = แวะดูสักนิด แวะพักสักหน่อย อาจจะเจอของที่ถูกใจนะคุณนักเดินทาง + .a1 = อยากซื้อขายรึเปล่าเอ่ย? + .a2 = ฉันมีของเด็ด เด็ดเยอะแยะเลยนะ อยากจะดูไหมหล่ะ? +npc-speech-merchant_busy = + .a0 = ช้าก่อนสหาย ฉันมีแค่สองมือ + .a1 = สักครู่นะ ใกล้จะเสร็จแล้ว + .a2 = ฉันยุ่งมากเลย ขอเวลาอีกสักพัก +npc-speech-merchant_busy_rude = + .a0 = เด็กสมัยนี้รอไม่เป็นเลยรึ + .a1 = กลับไปต่อแถวซะ เจ้าคนไร้สามัญสำนึก + .a2 = แซงคิวแบบนี้ นิสัยไม่ดีเลยนะ +npc-speech-merchant_trade_successful = + .a0 = ยินดีที่ได้ทำธุริกจร่วมกัน สหาย + .a1 = ขอบคุณนะ +npc-speech-merchant_trade_declined = + .a0 = แหม่ น่าเสียดายจริง ๆ ไว้คราวหน้าก็แล้วก็ + .a1 = อินิดูก่อนแล้วกลับมาซื้อทีหลังได้นะจ๊ะนายจ๋า +npc-speech-villager_cultist_alarm = + .a0 = ทุกคนระวัง! พวกลัทธิบูชากำลังมา! + .a1 = ผู้ชายมาทางนี้! พวกลัทธิบูชาบุกแล้ว! + .a2 = ใจกล้ามากที่จะตีหมู่บ้านของเรา เจ้าพวกลัทธิบูชา! + .a3 = ทำให้มันเสียใจที่มาบุกหมู่บ้านเรา! + .a4 = อย่าให้พวกมันคิดว่าเราอ่อนแอ แสดงให้มันเห็นว่าไม่กลัวมัน + .a5 = เจ้าพวก ลัทธิบูชาสารเลว + .a6 = เป็นไงรสชาติคมดาบฉันถูกปากไหม เจ้าพวกลัทธิบูชา โสมม + .a7 = ชีวิตของคนบริสุทธิ์ที่ไร้ทางสู้ พวกแกจะต้องชดใช้ + .a8 = พระเจ้าช่วยกล้วยทอด มีพวกลัทธิบูชาปลอมตัวมาในหมู่พวกเรา + .a9 = ความชั่วร้ายของพวกแก จะจบอยู่ที่นี้! + .a10 = อย่างแกเนี่ยต้องเจอคนอย่างฉัน! + .a11 = สวดมนต์อ้อนวอนไปก็เท่านั้นแหละ เจ้าพวกลัทธิบูชา + .a12 = มันอยู่ตรงนั้น พวกลุย + .a13 = ตรงหน้าสิบสองนาฬิกา พวกเราจัดให้มันสักดอก + .a14 = ตรงนั้น อย่ามันรอดไปได้ + .a15 = สนใจรับความตายร้อน ๆ สักจอกไหมหล่ะ เดี๋ยวฉันเลี้ยงเอง + .a16 = ฉันจะไม่วันลืมสิ่งที่แกทำกับฉัน ไม่มีวัน! + .a17 = ชีวิตที่น่าสังเวช จบสิ้นเพียงเท่านี้ + .a18 = ลัทธิอันโสโครก สิ้นสุดแล้ว + .a19 = กรรมติดคมดาบ + .a20 = ขอโทษที แต่พวกเราไม่ต้อนรับ + .a21 = อยู่แบบหลบ ๆ ซ่อน ๆ ก็ดีอยู่แล้ว +npc-speech-villager_under_attack = + .a0 = ทางนี้! ช่วยด้วย! + .a1 = ทางนี้! ช่วยด้วย! + .a2 = โอ้ย! เล่นแรงจัง โป้ง! ไม่เล่นด้วยแล้ว + .a3 = โอ้ย! เล่นแรงจัง โป้ง! ไม่เล่นด้วยแล้ว + .a4 = ฉันพลาดท่าแล้ว ช่วยด้วย! ทางนี้! + .a5 = ได้ทีขี่ม้าไล่เลยนะ ใครก็ได้ช่วยด้วย! + .a6 = ช่วยด้วย! + .a7 = เจ็บเหลือเกิน ใครก็ได้ช่วยฉันด้วย! + .a8 = อั๊ก ช่วย...ด้วย ได้โปรด + .a9 = ทางนี้! ทางนี้! + .a10 = ทางนี้! ทางนี้! เร็วเข้า! + .a11 = ฉันต้านไว้ได้อีกไม่นาน + .a12 = บ้าที่สุด! ขอกำลังเสริมด่วน! + .a13 = บัดสบเอ๊ย! ขอกำลังเสริมด่วน! + .a14 = ใครก็ได้ช่วยพวกเราด้วย! + .a15 = ฆาตกรเต็มไปหมด ช่วยฉันที! + .a16 = ฆาตกรเต็มไปหมด ทุกคนต้านไว้! + .a17 = ช่วยด้วย! พวกมันจะฆ่าฉัน + .a18 = ทหาร ทางนี้เร็วเข้า! + .a19 = ทหาร ทางนี้! + .a20 = ทหาร! ได้โปรดปกป้องฉันด้วย + .a21 = ทหาร! ใครก็ได้! ฉันกลัวเหลือเกิน + .a22 = ทหาร! มีเรื่องแล้ว! + .a23 = ทหาร! ทหาร! + .a24 = ทหาร! มีผู้ร้ายอยู่ตรงนี้! + .a25 = ใครก็ได้ จัดการคนพวกนี้ที! + .a26 = ทหาร! มีคนจะทำร้ายฉัน + .a27 = พระเจ้าคุ้มครอง + .a28 = ทหารหายไปไหนกันหมด ฉันอยู่ตรงนี้! ช่วยด้วย! + .a29 = สารเลว! + .a30 = ได้โปรด ฉันยังไม่อยากตาย + .a31 = ได้โปรด พระเจ้าช่วยคุ้มครองลูกด้วย + .a32 = โอ้ย! เจ็บนะ! + .a33 = พวกมันกำลังจะมาฆ่าฉัน + .a34 = พวกมันจะบูชาฉัน ช่วยด้วย! + .a35 = ความรุนแรง ช่างเป็นวงจรที่อุบาวท์เสียจริง + .a36 = แค่นี้ ไกลหัวใจ (ปอด) + .a37 = พอใจหรือยัง + .a38 = ฉันไปทำอะให้แค้นเคืองกันหรือยังไง + .a39 = อย่าทำอะไรฉันอีกเลย ฉันกลัวแล้ว + .a40 = ถือมีดระวังหน่อยสิ เกิดผีผลักขึ้นมาจะทำยังไง! + .a41 = ฉันขอสาปแช่งพวกแกทุกตน + .a42 = ได้โปรด ได้โปรด + .a43 = ชักจะมีน้ำโหขึ้นมาแล้วนะ! + .a44 = อาการมันเป็นยังไงหนิ พี่บ่าว + .a45 = ฉันเอาคืนให้สาสมเลยคอยดู + .a46 = ฉันไม่ของมีค่าอะไรหรอก อย่าทำอะไรฉันเลย + .a47 = หยุดนะ ไม่งั้นฉันจะไปฟ้องพ่อ ให้มาจัดการคุณ + .a48 = แงงงงง แม่จ้าช่วยหนูด้วยยยย + .a49 = เทวดาฟ้าดินเป็นพยาน + .a50 = สหาย อย่าทำแบบนี้เลย มันบาปนะ + .a51 = นี้! นิสัยไม่ดีเลยนะ + .a52 = พอได้หรือยังพ่อคุณ รู้แล้วว่าเก่ง + .a53 = ไว้ชีวิตข้าน้อยด้วย + .a54 = ฉันมีครอบครัวที่ต้องเลี้ยง ถ้าฉันตายพวกเขาจะอยู่ยังไง + .a55 = ฉันยังเด็กอย่าทำอะไรฉันเลย + .a56 = ค่อย ๆ พูด ค่อย ๆ จากันก่อนสหาย + .a57 = ใช้ความรุนแรงแก้ปัญหาไม่ได้นะ มันไม่ถูกต้อง! + .a58 = ถึงว่าหล่ะ เมื่อเช้าจิ้งจกทัก... + .a59 = อุ๊ย เจ็บนะ ระวังหน่อยสิ! + .a60 = ว๊ายยยยยยยยยย + .a61 = ไร้มารยาทสิ้นดี + .a62 = พอเถอะก่อนจะบานปลาย + .a63 = สาธุ ของให้หน้าเป็นสิว + .a64 = สนุกอยู่คนเดียวแบบนี้ ใช้ไม่ได้ + .a65 = รู้ไหมว่าฉันเป็นลูกใคร!? + .a66 = ระวังเถอะ เวรกรรมจะตามทัน + .a67 = หยุดเถอะ ก่อนจะเจ็บตัว + .a68 = ช้าก่อน ฉันไม่อยากมีเรื่อง + .a69 = ต้องมีเรื่องอะไรเข้าใจผิดกันแน่ ๆ + .a70 = เราอย่าใช้กำลังคุยกันเลยนะ + .a71 = ไส่หัวไป เจ้าคนสถุน + .a72 = เจ็บไปหมดแล้ว + .a73 = มาอารมณ์ไหนอีกละเนี่ย + .a74 = ฉันชักจะรำคาญแล้วสิ + .a75 = จ จำคนผิดแล้ววววว + .a76 = เสี่ยส่งคนมาจริง ๆ หรอเนี่ย? + .a77 = พอเถอะนะ เอาจริง ๆ จากใจเลย + .a78 = ทหาร! เอามันไปขัง + .a79 = ส่งหมาไปกัดซะดีไหม + .a80 = ฉันผิดอารายยยยย +npc-speech-villager_enemy_killed = + .a0 = ต่อหน้าข้า ศัตรูพ่ายแพ้เช่นเคย + .a1 = ความสงบสุขกลับมาอีกครั้ง + .a2 = { "." }.. เรา มาทำอะไรอยู่ตรงนี้กันนะ +npc-speech-menacing = + .a0 = อย่าบอกว่าไม่เตือนนะ + .a1 = ห่าง ๆ หน่อยสหาย + .a2 = น่ากลัวตายหล่ะ + .a3 = ไปไหนก็ไป + .a4 = อยากหลับแบบไม่ง่วงสิท่า + .a5 = ไม่ชอบขี้หน้าเลยแหะ +npc-speech-cultist_low_health_fleeing = + .a0 = พี่น้องข้า กลับไปตั้งหลัก! + .a1 = พี่น้องข้า ถอย! + .a2 = ฝากไว้ก่อนเถอะ + .a3 = ความอัปยศนี้ ข้าจะตามล้างแค้นทุกชาติไป + .a4 = เหนื่อยเหลือเกิน ต้อง... หนี + .a5 = ทุกอย่าง ดู... มืดไปหมด +npc-speech-prisoner = + .a0 = พวกนักเลงเอาพลั่วของฉันไป! + .a1 = มันไม่สนุกเลยที่จะโดนดัก + .a3 = Cardinal ตัวนั้นไม่น่าไว้ใจ + .a4 = Clerics พวกนี้ไม่มีอะไรดีเลย + .a5 = ฉันอยากได้พลั่วของฉันกลับมา! diff --git a/assets/voxygen/i18n/tr/_manifest.ron b/assets/voxygen/i18n/tr/_manifest.ron new file mode 100644 index 0000000..2115c66 --- /dev/null +++ b/assets/voxygen/i18n/tr/_manifest.ron @@ -0,0 +1,44 @@ +/// Translation document instructions +/// +/// In order to keep localization documents readible please follow the following +/// rules: +/// - separate the string map sections using a commentary describing the purpose +/// of the next section +/// - prepend multi-line strings with a commentary +/// - append one blank lines after a multi-line strings and two after sections +/// +/// To add a new language in Veloren, just write an additional `.ron` file in +/// `assets/voxygen/i18n` and that's it! +/// +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Turkish (Turkey) +( + metadata: ( + language_name: "Türkçe (Turkish)", + language_identifier: "tr", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/tr/body.ftl b/assets/voxygen/i18n/tr/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/tr/buff.ftl b/assets/voxygen/i18n/tr/buff.ftl new file mode 100644 index 0000000..6d5c105 --- /dev/null +++ b/assets/voxygen/i18n/tr/buff.ftl @@ -0,0 +1,37 @@ +buff-remove = Etkiyi kadırmak için tıkla +buff-heal = İyileşme + .desc = Zamanla can kazan. + .stat = { $str_total } Can Yeniler +buff-potion = İksir + .desc = İçiyor... +buff-saturation = Tokluk + .desc = Tüketilebilen maddelerden zamanla can kazan. +buff-campfire_heal = Kamp Ateşi + .desc = Kamp ateşinin yakınında oturmak canını saniyede %{ $rate } iyileştirir. +buff-invulnerability = Dokunulmazlık + .desc = Hiçbir saldırıdan hasar almazsın. + .stat = Dokunulmazlık kazandırır +buff-protectingward = Koruyucu Totem + .desc = Saldırılardan biraz korunuyorsun. +buff-frenzied = Gözü Dönmüş + .desc = Olağanüstü bir hıza sahipsin ve hafif sakatlıkları atlatabilirsin. +buff-bleed = Kanama + .desc = Devamlı hasar verir. +buff-cursed = Lanetli + .desc = Lanetlisin. +buff-burn = Yanıyor + .desc = Canlı canlı yanıyorsun. +buff-crippled = Topal + .desc = Bacakların ağır yaralı olduğu için topallıyorsun. +buff-frozen = Donmuş + .desc = Hareketlerin ve saldırıların yavaşladı. +buff-wet = Islak + .desc = Yerler ayağını kabul etmiyor, durmakta zorlanıyorsun. +buff-ensnared = Tuzağa Düşmüş + .desc = Sarmaşıklar bacağına dolanarak hareketini kısıtlıyor. +buff-increase_max_energy = + .stat = Maksimum Enerjiyi { $strength } Arttırır. +buff-increase_max_health = + .stat = Maksimum Canı { $strength } Arttırır. +buff-text-over_seconds = { $dur_secs } saniye içinde +buff-text-for_seconds = { $dur_secs } saniye boyunca diff --git a/assets/voxygen/i18n/tr/char_selection.ftl b/assets/voxygen/i18n/tr/char_selection.ftl new file mode 100644 index 0000000..31666d0 --- /dev/null +++ b/assets/voxygen/i18n/tr/char_selection.ftl @@ -0,0 +1,22 @@ +char_selection-loading_characters = Karakterler yükleniyor... +char_selection-delete_permanently = + Bu karakteri kalıcı olarak + silmek istediğinden emin misin? +char_selection-change_server = Sunucu Değiştir +char_selection-enter_world = Dünyaya Gir +char_selection-logout = Çıkış yap +char_selection-create_new_character = Yeni Karakter Oluştur +char_selection-creating_character = Karakter oluşturuluyor... +char_selection-character_creation = Karakter Oluşturma +char_selection-human_default = İnsan Varsayılanı +char_selection-level_fmt = Seviye { $level_nb } +char_selection-uncanny_valley = Tekinsiz Vadi +char_selection-plains_of_uncertainty = Belirsizlik Ovaları +char_selection-beard = Sakal +char_selection-hair_style = Saç Stili +char_selection-hair_color = Saç Rengi +char_selection-eye_color = Göz Rengi +char_selection-skin = Ten Rengi +char_selection-eyeshape = Göz Detayları +char_selection-accessories = Aksesuarlar +char_selection-create_info_name = Karakterinin bir isme ihtiyacı var! diff --git a/assets/voxygen/i18n/tr/common.ftl b/assets/voxygen/i18n/tr/common.ftl new file mode 100644 index 0000000..1fd8b58 --- /dev/null +++ b/assets/voxygen/i18n/tr/common.ftl @@ -0,0 +1,97 @@ +common-username = kullanıcı adı +common-singleplayer = Tek oyuncu +common-multiplayer = Çok oyunculu +common-servers = Sunucular +common-quit = Çık +common-settings = Ayarlar +common-languages = Diller +common-interface = Arayüz +common-gameplay = Oynanış +common-controls = Kontroller +common-video = Video +common-sound = Ses +common-chat = Sohbet +common-resume = Devam Et +common-characters = Karakterler +common-close = Kapat +common-yes = Evet +common-no = Hayır +common-back = Geri +common-create = Oluştur +common-okay = Tamam +common-add = Ekle +common-accept = Kabul Et +common-decline = Reddet +common-disclaimer = Uyarı +common-cancel = İptal Et +common-none = Yok +common-error = Hata +common-fatal_error = Ölümcül hata +common-you = Sen +common-automatic = Otomatik +common-random = Rastgele +common-empty = Boş +common-interface_settings = Arayüz Ayarları +common-gameplay_settings = Oynanış Ayarları +common-controls_settings = Kontrol Ayarları +common-video_settings = Görüntü Ayarları +common-sound_settings = Ses Ayarları +common-language_settings = Dil Ayarları +common-chat_settings = Sohbet Ayarları +common-connection_lost = + Bağlantı koptu! + Sunucu yeniden mi başladı? + İstemci güncel mi? +common-species-orc = Ork +common-species-human = İnsan +common-species-dwarf = Cüce +common-species-elf = Elf +common-species-draugr = Hortlak +common-species-danari = Danari +common-weapons-axe = Balta +common-weapons-sword = Kılıç +common-weapons-staff = Asa +common-weapons-bow = Yay +common-weapons-hammer = Çekiç +common-weapons-sceptre = Şifa Asası +common-weapons-greatsword = Büyük Kılıç +common-weapons-shortswords = Kısa Kılıçlar +common-weapons-general = Genel Dövüş +common-weapons-shield = Kalkan +common-weapons-spear = Mızrak +common-weapons-hammer_simple = Basit Çekiç +common-weapons-sword_simple = Basit Kılıç +common-weapons-staff_simple = Basit Asa +common-weapons-axe_simple = Basit Balta +common-weapons-bow_simple = Basit Yay +common-weapons-unique = Eşsiz +common-tool-debug = Debug +common-tool-farming = Tarım Aleti +common-tool-pick = Kazma +common-tool-mining = Madencilik +common-kind-modular_component = Modüler Parça +common-kind-glider = Planör +common-kind-consumable = Tüketilen +common-kind-throwable = Fırlatılabilir +common-kind-utility = Yararlı +common-kind-ingredient = Malzeme +common-kind-lantern = Fener +common-hands-one = Tek Elli +common-hands-two = Çift Elli +common-rand_name = Rastgele isim +common-rand_appearance = Rastgele görünüm +common-stats-combat_rating = DP +common-stats-power = Güç +common-stats-speed = Hız +common-stats-precision_mult = Kritik Çarpanı +common-stats-armor = Zırh +common-stats-energy_max = Maksimum Enerji +common-stats-energy_reward = Enerji Ödülü +common-stats-precision_power = Kritik Gücü +common-stats-stealth = Gizlilik +common-stats-slots = Slotlar +common-material-metal = Metal +common-material-wood = Tahta +common-material-stone = Taş +common-material-cloth = Kumaş +common-material-hide = Post diff --git a/assets/voxygen/i18n/tr/esc_menu.ftl b/assets/voxygen/i18n/tr/esc_menu.ftl new file mode 100644 index 0000000..028c650 --- /dev/null +++ b/assets/voxygen/i18n/tr/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Çıkış yap +esc_menu-quit_game = Oyundan çık \ No newline at end of file diff --git a/assets/voxygen/i18n/tr/gameinput.ftl b/assets/voxygen/i18n/tr/gameinput.ftl new file mode 100644 index 0000000..dab0f93 --- /dev/null +++ b/assets/voxygen/i18n/tr/gameinput.ftl @@ -0,0 +1,56 @@ +gameinput-primary = Birincil Saldırı +gameinput-secondary = İkincil Saldırı/Savun/Hedef al +gameinput-slot1 = Eylem çubuğu Slot 1 +gameinput-slot2 = Eylem çubuğu Slot 2 +gameinput-slot3 = Eylem çubuğu Slot 3 +gameinput-slot4 = Eylem çubuğu Slot 4 +gameinput-slot5 = Eylem çubuğu Slot 5 +gameinput-slot6 = Eylem çubuğu Slot 6 +gameinput-slot7 = Eylem çubuğu Slot 7 +gameinput-slot8 = Eylem çubuğu Slot 8 +gameinput-slot9 = Eylem çubuğu Slot 9 +gameinput-slot10 = Eylem çubuğu Slot 10 +gameinput-swaploadout = Tehçizatı Değiştir +gameinput-togglecursor = Fareyi aç/kapa +gameinput-help = Yardım penceresini aç/kapa +gameinput-toggleinterface = Arayüzü aç/kapa +gameinput-toggledebug = FPS ve Hata ayıklama bilgilerini aç/kapa +gameinput-screenshot = Ekran görüntüsü al +gameinput-toggleingameui = İsim etiketlerini aç/kapa +gameinput-fullscreen = Tam ekranı aç/kapa +gameinput-moveforward = İleri git +gameinput-moveleft = Sola git +gameinput-moveright = Sağa git +gameinput-moveback = Geri git +gameinput-jump = Zıpla +gameinput-glide = Planör +gameinput-roll = Yuvarlan +gameinput-climb = Tırman +gameinput-climbdown = İn +gameinput-wallleap = Duvar Sıçrayışı +gameinput-togglelantern = Feneri yak/söndür +gameinput-mount = Bin +gameinput-chat = Sohbet +gameinput-command = Komut +gameinput-escape = Oyunu Duraklat +gameinput-map = Harita +gameinput-bag = Envanter +gameinput-social = Sosyal +gameinput-sit = Otur +gameinput-spellbook = Büyüler +gameinput-settings = Ayarlar +gameinput-respawn = Yeniden Canlan +gameinput-charge = Hücum +gameinput-togglewield = Kuşan/koy +gameinput-interact = Etkileşim +gameinput-freelook = Serbest Bakış +gameinput-autowalk = Otomatik Yürüyüş +gameinput-dance = Dans et +gameinput-select = Varlık Seç +gameinput-acceptgroupinvite = Grup Davetini Kabul Et +gameinput-declinegroupinvite = Grup Davetini Reddet +gameinput-crafting = Üretim +gameinput-fly = Uç +gameinput-sneak = Eğil +gameinput-swimdown = Aşağı yüz +gameinput-swimup = Yukarı yüz \ No newline at end of file diff --git a/assets/voxygen/i18n/tr/hud/ability.ftl b/assets/voxygen/i18n/tr/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/tr/hud/bag.ftl b/assets/voxygen/i18n/tr/hud/bag.ftl new file mode 100644 index 0000000..049efb6 --- /dev/null +++ b/assets/voxygen/i18n/tr/hud/bag.ftl @@ -0,0 +1,19 @@ +hud-bag-inventory = { $playername }'in Envanteri +hud-bag-stats_title = { $playername }'in Nitelikleri +hud-bag-armor = Zırh +hud-bag-stats = Nitelikler +hud-bag-head = Baş +hud-bag-neck = Boyun +hud-bag-tabard = Cüppe +hud-bag-shoulders = Omuzlar +hud-bag-chest = Göğüs +hud-bag-hands = Eller +hud-bag-lantern = Fener +hud-bag-glider = Planör +hud-bag-belt = Kemer +hud-bag-ring = Yüzük +hud-bag-back = Arka +hud-bag-legs = Bacaklar +hud-bag-feet = Ayaklar +hud-bag-mainhand = Birincil +hud-bag-offhand = İkincil diff --git a/assets/voxygen/i18n/tr/hud/char_window.ftl b/assets/voxygen/i18n/tr/hud/char_window.ftl new file mode 100644 index 0000000..74ca72c --- /dev/null +++ b/assets/voxygen/i18n/tr/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Karakter Adı +character_window-character_stats = + Dayanıklılık + + Çeviklik + + İrade gücü + + Koruma diff --git a/assets/voxygen/i18n/tr/hud/chat.ftl b/assets/voxygen/i18n/tr/hud/chat.ftl new file mode 100644 index 0000000..ab2a973 --- /dev/null +++ b/assets/voxygen/i18n/tr/hud/chat.ftl @@ -0,0 +1,16 @@ +hud-chat-online_msg = { "[" }{ $name }] çevrimiçi oldu. +hud-chat-offline_msg = { "[" }{ $name }] çevrimdışı oldu. +hud-chat-default_death_msg = { "[" }{ $name }] öldü. +hud-chat-fall_kill_msg = { "[" }{ $name }] yüksekten düşerek öldü. +hud-chat-suicide_msg = { "[" }{ $name }] kendini yaralayarak öldü. +hud-chat-pvp_melee_kill_msg = { "[" }{ $victim }], [{ $attacker }] tarafından mağlup edildi. +hud-chat-pvp_ranged_kill_msg = { "[" }{ $victim }], [{ $attacker }] tarafından vuruldu. +hud-chat-pvp_explosion_kill_msg = { "[" }{ $victim }], [{ $attacker }] tarafından havaya uçuruldu. +hud-chat-pvp_energy_kill_msg = { "[" }{ $victim }], [{ $attacker }] tarafından büyü ile mağlup edildi. +hud-chat-npc_melee_kill_msg = { "[" }{ $victim }], { $attacker } tarafından mağlup edildi. +hud-chat-npc_ranged_kill_msg = { "[" }{ $victim }], { $attacker } tarafından vuruldu. +hud-chat-npc_explosion_kill_msg = { "[" }{ $victim }], { $attacker } tarafından havaya uçuruldu. +hud-chat-npc_energy_kill_msg = { "[" }{ $victim }], { $attacker } tarafından büyü ile mağlup edildi. +hud-chat-npc_other_kill_msg = { "[" }{ $victim }], { $attacker } tarafından öldürüldü. +hud-chat-goodbye = Hoşçakal! +hud-chat-connection_lost = Bağlantı koptu. { $time } saniye içinde sunucudan atılacaksın. diff --git a/assets/voxygen/i18n/tr/hud/crafting.ftl b/assets/voxygen/i18n/tr/hud/crafting.ftl new file mode 100644 index 0000000..e43e81e --- /dev/null +++ b/assets/voxygen/i18n/tr/hud/crafting.ftl @@ -0,0 +1,5 @@ +hud-crafting = Üretim +hud-crafting-recipes = Tarifler +hud-crafting-ingredients = Malzemeler: +hud-crafting-craft = Üret +hud-crafting-tool_cata = Gerektiriyor: \ No newline at end of file diff --git a/assets/voxygen/i18n/tr/hud/group.ftl b/assets/voxygen/i18n/tr/hud/group.ftl new file mode 100644 index 0000000..9dee50c --- /dev/null +++ b/assets/voxygen/i18n/tr/hud/group.ftl @@ -0,0 +1,12 @@ +hud-group = Grup +hud-group-invite_to_join = [{ $name }] seni grubuna davet etti! +hud-group-invite = Davet Et +hud-group-kick = Gruptan At +hud-group-assign_leader = Lider Seç +hud-group-leave = Gruptan Ayrıl +hud-group-dead = Ölü +hud-group-out_of_range = Erişim dışı +hud-group-add_friend = Arkadaşlara Ekle +hud-group-link_group = Grupları Bağla +hud-group-in_menu = Menüde +hud-group-members = Grup Üyeleri \ No newline at end of file diff --git a/assets/voxygen/i18n/tr/hud/map.ftl b/assets/voxygen/i18n/tr/hud/map.ftl new file mode 100644 index 0000000..b4a6d6c --- /dev/null +++ b/assets/voxygen/i18n/tr/hud/map.ftl @@ -0,0 +1,18 @@ +hud-map-map_title = Harita +hud-map-qlog_title = Görevler +hud-map-difficulty = Zorluk +hud-map-towns = Şehirler +hud-map-castles = Kaleler +hud-map-dungeons = Zindanlar +hud-map-caves = Mağaralar +hud-map-cave = Mağara +hud-map-town = Şehir +hud-map-castle = Kale +hud-map-dungeon = Zindan +hud-map-difficulty_dungeon = + Zindan + + Zorluğu: { $difficulty } +hud-map-drag = Sürükle +hud-map-zoom = Büyüt / küçült +hud-map-recenter = Merkezle \ No newline at end of file diff --git a/assets/voxygen/i18n/tr/hud/misc.ftl b/assets/voxygen/i18n/tr/hud/misc.ftl new file mode 100644 index 0000000..6147cc3 --- /dev/null +++ b/assets/voxygen/i18n/tr/hud/misc.ftl @@ -0,0 +1,24 @@ +hud-do_not_show_on_startup = Bunu açılışta gösterme +hud-show_tips = Öneriler +hud-quests = Görevler +hud-you_died = Öldün +hud-waypoint_saved = Yol noktası kaydedildi +hud-press_key_to_show_keybindings_fmt = Kontrolleri göstermek için { $key }'e bas +hud-press_key_to_toggle_lantern_fmt = Fenerini yakmak veya söndürmek için [{ $key }]'e bas +hud-press_key_to_show_debug_info_fmt = Hata ayıklama bilgilerini göstermek için { $key }'e bas +hud-press_key_to_toggle_keybindings_fmt = Kontrolleri açmak veya kapamak için { $key }'e bas +hud-press_key_to_toggle_debug_info_fmt = Hata ayıklama bilgilerini açmak veya kapamak için { $key }'e bas +hud-press_key_to_respawn = Ziyaret ettiğin en son kamp ateşinde yeniden doğmak için { $key }'e bas. +hud-temp_quest_headline = Lütfen bize yardım et maceracı! +hud-temp_quest_text = + Kasabamızın etrafında kültistlerle + dolu zindanlar belirdi. + + Birkaç yoldaş bul, yiyeceğini hazırla + ve kült lideri ile onun yardımcılarını alt et. + + Kim bilir? Belki onların tılsımlı + eşyalarını bile ele geçirebilirsin! +hud-spell = Büyü +hud-free_look_indicator = Serbest bakış açık, kapatmak için { $key } tuşuna bas +hud-auto_walk_indicator = Otomatik yürüme açık diff --git a/assets/voxygen/i18n/tr/hud/quest.ftl b/assets/voxygen/i18n/tr/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/tr/hud/sct.ftl b/assets/voxygen/i18n/tr/hud/sct.ftl new file mode 100644 index 0000000..9b627b0 --- /dev/null +++ b/assets/voxygen/i18n/tr/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Tecrübe +hud-sct-block = BLOKLANDI diff --git a/assets/voxygen/i18n/tr/hud/settings.ftl b/assets/voxygen/i18n/tr/hud/settings.ftl new file mode 100644 index 0000000..e6320a4 --- /dev/null +++ b/assets/voxygen/i18n/tr/hud/settings.ftl @@ -0,0 +1,80 @@ +hud-settings-general = Genel +hud-settings-none = Yok +hud-settings-press_behavior-toggle = Aç/kapa +hud-settings-press_behavior-hold = Basılı tut +hud-settings-help_window = Yardım Penceresi +hud-settings-debug_info = Hata Ayıklama Bilgileri +hud-settings-tips_on_startup = Açılışta İpuçlarını Göster +hud-settings-ui_scale = Arayüz Ölçeği +hud-settings-relative_scaling = Otomatik Ölçek +hud-settings-custom_scaling = Sabit Ölçek +hud-settings-crosshair = İmleç tipi +hud-settings-opacity = Şeffaflık +hud-settings-hotbar = Aksiyon Çubuğu +hud-settings-toggle_shortcuts = Kısayolları aç/kapa +hud-settings-buffs_skillbar = Etkiler yetenek çubuğunun üstünde +hud-settings-buffs_mmap = Etkiler haritanın yanında +hud-settings-toggle_bar_experience = Tecrübe çubuğunu aç/kapa +hud-settings-scrolling_combat_text = Verilen/Alınan Hasar Yazısı +hud-settings-incoming_damage = Alınan Hasarı Tek Tek Göster +hud-settings-speech_bubble = Konuşma balonu +hud-settings-speech_bubble_dark_mode = Konuşma balonunda karanlık tema kullan +hud-settings-speech_bubble_icon = Konuşma balonunda ikon göster +hud-settings-energybar_numbers = Enerji çubuğu değerleri +hud-settings-values = Sayılar +hud-settings-percentages = Yüzdeler +hud-settings-chat = Sohbet +hud-settings-background_opacity = Arkaplan Şeffaflığı +hud-settings-chat_character_name = Sohbette karakter isimlerini göster +hud-settings-loading_tips = Yükleme ekranı ipuçları +hud-settings-pan_sensitivity = Kaydırma Hassaslığı +hud-settings-zoom_sensitivity = Büyütme Hassaslığı +hud-settings-invert_scroll_zoom = Kaydırma Büyütmesini ters çevir +hud-settings-invert_mouse_y_axis = Fare Y eksenini ters çevir +hud-settings-enable_mouse_smoothing = Kamera kontrolünü yumuşat +hud-settings-free_look_behavior = Serbest bakış davranışı +hud-settings-auto_walk_behavior = Otomatik yürüme davranışı +hud-settings-stop_auto_walk_on_input = + Otomatik yürüyüşü hareket + edince kapat +hud-settings-view_distance = Görüş Mesafesi +hud-settings-sprites_view_distance = Sprite Görüş Mesafesi +hud-settings-maximum_fps = Maksimum FPS +hud-settings-fov = Görüş alanı (derece) +hud-settings-gamma = Gama +hud-settings-exposure = Görünürlük +hud-settings-ambiance = Ortam Parlaklığı +hud-settings-antialiasing_mode = Kenar Yumuşatma Modu +hud-settings-upscale_factor = Render Büyütme Faktörü +hud-settings-cloud_rendering_mode = Bulut Kalitesi +hud-settings-fluid_rendering_mode = Su Kalitesi +hud-settings-cloud_rendering_mode-minimal = En Düşük +hud-settings-cloud_rendering_mode-low = Düşük +hud-settings-cloud_rendering_mode-medium = Orta +hud-settings-cloud_rendering_mode-high = Yüksek +hud-settings-cloud_rendering_mode-ultra = En Yüksek +hud-settings-fullscreen = Tam Ekran +hud-settings-fullscreen_mode = Tam Ekran Modu +hud-settings-fullscreen_mode-exclusive = Ekranı kapla +hud-settings-fullscreen_mode-borderless = Penceresiz +hud-settings-particles = Partiküller +hud-settings-resolution = Çözünürlük +hud-settings-bit_depth = Bit Derinliği +hud-settings-refresh_rate = Yenileme Hızı +hud-settings-lighting_rendering_mode = Aydınlanma Modu +hud-settings-lighting_rendering_mode-ashikhmin = A Tipi - Yüksek +hud-settings-lighting_rendering_mode-blinnphong = B Tipi - Orta +hud-settings-lighting_rendering_mode-lambertian = L Tipi - Düşük +hud-settings-shadow_rendering_mode = Gölge Modu +hud-settings-shadow_rendering_mode-none = Yok +hud-settings-shadow_rendering_mode-cheap = Basit +hud-settings-shadow_rendering_mode-map = Ayrıntılı +hud-settings-shadow_rendering_mode-map-resolution = Çözünürlük +hud-settings-lod_detail = Uzak Cisim Detayı +hud-settings-save_window_size = Pencere boyutunu kaydet +hud-settings-music_volume = Müzik Sesi +hud-settings-sound_effect_volume = Efekt Sesi +hud-settings-audio_device = Ses Aygıtı +hud-settings-awaitingkey = Bir tuşa bas... +hud-settings-unbound = Atanmamış +hud-settings-reset_keybinds = Varsayılana döndür diff --git a/assets/voxygen/i18n/tr/hud/skills.ftl b/assets/voxygen/i18n/tr/hud/skills.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/tr/hud/social.ftl b/assets/voxygen/i18n/tr/hud/social.ftl new file mode 100644 index 0000000..8c0684f --- /dev/null +++ b/assets/voxygen/i18n/tr/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = Diğer Oyuncular +hud-social-online = Çevrimiçi: +hud-social-friends = Arkadaşlar +hud-social-not_yet_available = Şu anda kullanılabilir değil +hud-social-faction = Klan +hud-social-play_online_fmt = { $nb_player } oyuncu çevrimiçi +hud-social-name = İsim +hud-social-level = Seviye +hud-social-zone = Bölge +hud-social-account = Hesap diff --git a/assets/voxygen/i18n/tr/hud/subtitles.ftl b/assets/voxygen/i18n/tr/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/tr/hud/trade.ftl b/assets/voxygen/i18n/tr/hud/trade.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/tr/main.ftl b/assets/voxygen/i18n/tr/main.ftl new file mode 100644 index 0000000..37f46f5 --- /dev/null +++ b/assets/voxygen/i18n/tr/main.ftl @@ -0,0 +1,76 @@ +main-username = Kullanıcı adı +main-server = Sunucu +main-password = Şifre +main-connecting = Bağlanılıyor +main-creating_world = Dünya oluşturuluyor +main-tip = İpucu: +main-notice = + Veloren Alfa sürümüne hoşgeldin! + + Eğlenmeye başlamadan önce, lütfen bir kaç şeyi aklında tut: + + - Bu alfa sürümü daha çok yeni. Hatalar, bitmemiş oynanış, elden geçirilmemiş mekanikler ve eksik özellikler bulunuyor. + + - Yapıcı geri bildirim veya hata raporların varsa bize Reddit, GitLab veya Discord kullanarak ulaşabilirsin. + + - Veloren GPL 3 açık kaynak lisansı ile lisanslıdır. Bunun anlamı, oyunu istediğin gibi oynayabilir, değiştirebilir ve dağıtabilirsin + (türetilmiş çalışmalarda GPL 3 ile lisanslanmış olduğu sürece) + + - Veloren kar gütmeyen bir topluluk projesidir ve üzerinde çalışan herkes birer gönüllüdür. + Gördüklerini beğendiysen, geliştirme veya sanat takımlarına katılabilirsin! + + Bu bildiriyi okumaya zaman ayırdığın için teşekkür ederiz, umarız ki oyundan memnun kalırsın! + + ~ Veloren Geliştiricileri +main-login_process = + Giriş işlemi hakkında bilgi: + + Eğer giriş yaparken sorunlarla karşılaşıyorsan: + + Lütfen kimlik doğrulaması gerektiren sunucularda + oynamak için bir hesaba ihtiyacın olduğunu hatırla. + + https://veloren.net/account/ adresinden + + bir hesap oluşturabilirsin. +main-login-server_not_found = Sunucu bulunamadı +main-login-authentication_error = Sunucuda kimlik doğrulama hatası +main-login-internal_error = İç istemci hatası (büyük ihtimalle oyuncu karakteri silindi.) +main-login-failed_auth_server_url_invalid = Kimlik doğrulama sunucusuna bağlanılamadı. +main-login-insecure_auth_scheme = HTTP kimlik doğrulama desteklenmiyor. Güvenli değil! Geliştirme amacıyla, HTTP'ye 'localhost' ve debug buildleri için izin verilir. +main-login-server_full = Sunucu dolu +main-login-untrusted_auth_server = Kimlik doğrulama sunucusu güvenilir değil +main-login-outdated_client_or_server = SunucuÇılgınaDöndü: Muhtemelen versiyonlar uyuşmuyor, güncellemeleri kontrol et. +main-login-timeout = Zamanaşımı: Sunucu zamanında cevap vermedi. (Aşırı yüklenme veya ağ sorunları). +main-login-server_shut_down = Sunucu kapandı +main-login-network_error = Ağ hatası +main-login-network_wrong_version = Sunucu ve istemci versiyonu uyuşmuyor, lütfen istemcinizi güncelleyin. +main-login-failed_sending_request = Kimlik doğrulama sunucusuna istek gönderilemedi +main-login-invalid_character = Seçilen karakter geçersiz +main-login-client_crashed = İstemci çöktü +main-login-not_on_whitelist = Sunucuya girmek için bir Yönetici tarafından beyaz listeye eklenmen gerekiyor +main-login-banned = Sunucudan aşağıdaki sebepten dolayı yasaklandınız +main-login-kicked = Sunucudan aşağıdaki sebepten dolayı atıldınız +main-login-select_language = Bir dil seç +main-login-client_version = İstemci Versiyonu +main-login-server_version = Sunucu Versiyonu +main-servers-select_server = Bir sunucu seç +loading-tips = + .a0 = '{ $gameinput-togglelantern }'ye basarak fenerini yak. + .a1 = '{ $gameinput-help }'e basarak bütün kontrolleri görebilirsin. + .a2 = '/say' veya '/s' yazarak sadece hemen yanındaki oyuncularla konuşabilirsin. + .a3 = '/region' veya '/r' yazarak sadece bir kaç yüz blok içindeki oyuncularla konuşabilirsin. + .a4 = Özel bir mesaj göndermek için '/tell' ve sonra bir oyuncu ismi ile mesajını yaz. + .a5 = Aynı seviyedeki NPCler farklı zorluklara sahip olabilir. + .a6 = Yemek, sandık ve diğer ganimetler için yere bak! + .a7 = Envanterin yemekle mi dolu? Onları kullanarak daha iyi yemek yapmaya çalış! + .a8 = Ne yapabileceğini merak mı ediyorsun? Zindanlar haritada kahverengi bölgeler olarak işaretlenmiştir! + .a9 = Grafikleri sistemin için ayarlamayı unutma. '{ $gameinput-settings }'e basarak ayarları aç. + .a10 = Başkalarıyla oynamak eğlencelidir! '{ $gameinput-social }'ya basarak kimlerin çevirimiçi olduğunu gör. + .a11 = Can barının yanında kurukafa olan bir NPC senden hayli bir güçlüdür. + .a12 = '{ $gameinput-dance }'ye basarak dans et. Parti! + .a13 = '{ $gameinput-glide }'e basarak Planörünü aç ve gökyüzünü fethet. + .a14 = Veloren hala Pre-Alpha'da. Onu geliştirmek için her gün elimizden geleni yapıyoruz! + .a15 = Geliştirme Takımına katılmak istiyorsan veya sadece sohbet etmek istiyorsan Discord sunucumuza katıl. + .a16 = Can barında canı sayı olarak görmek istiyorsan, bunu ayarlardan aktifleştirebilirsin. + .a17 = Niteliklerini görmek için envanterindeki 'Nitelikler' düğmesine tıklayabilirsin. diff --git a/assets/voxygen/i18n/tr/npc.ftl b/assets/voxygen/i18n/tr/npc.ftl new file mode 100644 index 0000000..4f71e67 --- /dev/null +++ b/assets/voxygen/i18n/tr/npc.ftl @@ -0,0 +1,80 @@ +npc-speech-villager_under_attack = + .a0 = Saldırı altındayım, yardım edin! + .a1 = Saldırı altındayım! Yardım edin! + .a2 = Ahhh! Saldırı altındayım! + .a3 = Ahhh! Saldırı altındayım! Yardım edin! + .a4 = Saldırı altındayım! Bana yardım edin! + .a5 = Yardım edin! Saldırı altındayım! + .a6 = Bana yardım edin! Saldırı altındayım! + .a7 = Yardım edin! + .a8 = Yardım edin! Yardım edin! + .a9 = Yardım edin! Yardım edin! Yardım edin! + .a10 = Saldırı altındayım! + .a11 = AAAHHHH! Saldırı altındayım! + .a12 = AAAHHHH! Yardım edin! Saldırı altındayım! + .a13 = Saldırı altındayız! Yardım edin! + .a14 = Katil! Yardım edin! + .a15 = Bir katil serbestçe dolaşıyor! Yardım edin! + .a16 = Beni öldürmeye çalışıyorlar! Yardım edin! + .a17 = Gardiyanlar, saldırı altındayım! + .a18 = Saldırı altındayım! Gardiyanlar! + .a19 = Gardiyanlar! Saldırı altındayım! + .a20 = Saldırı altındayım! Gardiyanlar! Yardım edin! + .a21 = Gardiyanlar! Çabuk gelin! + .a22 = Gardiyanlar! Gardiyanlar! + .a23 = Bana saldıran bir kötü var! Yardım edin! + .a24 = Gardiyanlar, bu pis kötüyü öldürün! + .a25 = Gardiyanlar! Burada bir katil var! + .a26 = Gardiyanlar! Bana yardım edin! + .a27 = Bu yanına kalmayacak! Gardiyanlar! + .a28 = Seni şeytan! + .a29 = Bana yardım edin! + .a30 = Lütfen! Yardım edin! + .a31 = Ahhh! Gardiyanlar! Yardım edin! + .a32 = Benim için geliyorlar! + .a33 = Yardım edin! Yardım edin! Baskı altındayım! + .a34 = Ah, artık sistemin doğasında var olan şiddeti görüyoruz. + .a35 = Bu bana göre bir çizik bile değil! + .a36 = Yapma şunu! + .a37 = Ben sana ne yaptım ki?! + .a38 = Lütfen bana saldırmayı kes! + .a39 = Hey! Onu nereye yönelttiğine dikkat et! + .a40 = Aşağılık herif, gözüm bile görmesin! + .a41 = Durdur şunu! Git buradan! + .a42 = Şimdi beni kızdırmaya başladın! + .a43 = Hey! Sen kim olduğunu zannediyorsun ki?! + .a44 = Bunun için kelleni alacağım! + .a45 = Yapma, lütfen! Değerli hiçbir şeyim yok bile! + .a46 = Kardeşimi üzerine salacağım, o benden bile büyük! + .a47 = Olamaaaz, Seni anneme söyleyeceğim! + .a48 = Lanet olsun sana! + .a49 = Lütfen yapma şunu. + .a50 = Bunu yapman pek kibarca değildi! + .a51 = Evet silahın çalışıyor, şimdi kaldırabilir misin? + .a52 = Bağışlayın beni! + .a53 = Lütfen, benim bir ailem var! + .a54 = Ölmek için çok gencim! + .a55 = Bunu konuşarak çözebilir miyiz? + .a56 = Şiddet hiçbir zaman çare değildir! + .a57 = Günüm gittikçe kötüleşiyor... + .a58 = Hey, bu acıttı! + .a59 = Eek! + .a60 = Ne kadar da kaba! + .a61 = Dur, sana yalvarırım! + .a62 = Lanet olsun sana! + .a63 = Bu eğlenceli bile değil. + .a64 = Ne cürret?! + .a65 = Bunu sana ödeteceğim! + .a66 = Yapmaya devam edersen bunun için pişman olacaksın! + .a67 = Sana zarar vermek zorunda bırakma beni! + .a68 = Bir yanlış anlaşılma olmalı! + .a69 = Bunu yapmak zorunda değilsin! + .a70 = Defol! + .a71 = Bu gerçekten acıttı! + .a72 = Bunu neden yaptın ki? + .a73 = Ruhlar tarafından, dur! + .a74 = Beni başkasıyla karıştırmış olmalısın! + .a75 = Bunu haketmiyorum! + .a76 = Lütfen bunu bir daha yapma. + .a77 = Muhafızlar, şu canavarı göle atın! + .a78 = Tarrasque'ımı üzerine salarım! \ No newline at end of file diff --git a/assets/voxygen/i18n/uk/_manifest.ron b/assets/voxygen/i18n/uk/_manifest.ron new file mode 100644 index 0000000..e5e9f0b --- /dev/null +++ b/assets/voxygen/i18n/uk/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Ukrainian +( + metadata: ( + language_name: "Українська (Ukrainian)", + language_identifier: "uk", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.haxrcorp_4089_cyrillic_altgr_extended", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/uk/body.ftl b/assets/voxygen/i18n/uk/body.ftl new file mode 100644 index 0000000..2687d62 --- /dev/null +++ b/assets/voxygen/i18n/uk/body.ftl @@ -0,0 +1,46 @@ +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-red_oni = червоний óні +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-blue_oni = синій óні +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mountain_troll = гірський троль +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cave_troll = печерний троль +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-werewolf = перевертень +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-wendigo = венди́ґо +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cyclops = циклоп +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-female = огр +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-generic = деяке створіння +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-ogre-male = огр +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-adlet_elder = старійшина адлетів +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlock = чорнокнижник культистів +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-cultist_warlord = воєначальник культистів +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-harvester = жнець +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-yeti = єті +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-minotaur = мінотавр +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-mighty_saurok = могутній саурок +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-occult_saurok = окультний саурок +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-dullahan = дуллахан +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sea_bishop = єпископ моря +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-sly_saurok = хитрий саурок +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-tursus = турсус +# Monster descriptions, used ONLY in npc-speech-tell_monster +body-npc-speech-biped_large-swamp_troll = болотний троль diff --git a/assets/voxygen/i18n/uk/buff.ftl b/assets/voxygen/i18n/uk/buff.ftl new file mode 100644 index 0000000..3c121b2 --- /dev/null +++ b/assets/voxygen/i18n/uk/buff.ftl @@ -0,0 +1,209 @@ +## Regeneration + +buff-heal = Зцілення + .desc = Поступово відновлює здоров’я. + .stat = Відновлює { $str_total } ОЗ. + +## Potion + +buff-potion = Зілля + .desc = Пиття... + +## Saturation + +buff-saturation = Насичення + .desc = Поступово відновлює здоров’я з їжі. + +## Campfire + +buff-campfire_heal = Відновлення біля вогнища + .desc = Відпочинок біля вогнища лікує на { $rate }% за секунду. + +## Energy Regen + +buff-energy_regen = Відновлення Енергії + .desc = Пришвидшене відновлення енергії. + .stat = Відновлює { $str_total } енергії. + +## Health Increase + +buff-increase_max_health = Збільшення Максимуму Здоров’я + .desc = Максимальна кількість вашого здоров'я збільшена. + .stat = + Збільшує максимум здоров’я + на { $strength }. + +## Energy Increase + +buff-increase_max_energy = Збільшення Максимуму Енергії + .desc = Максимальна кількість вашої енергії збільшена. + .stat = + Збільшує максимум енергії + на { $strength }. + +## Invulnerability + +buff-invulnerability = Невразливість + .desc = Жодна атака не може завдати вам шкоди. + .stat = Надає невразливість. + +## Protection Ward + +buff-protectingward = Захисна Аура + .desc = Ви, в деякій мірі, захищені від атак. + +## Frenzied + +buff-frenzied = Манія + .desc = Кров тече швидше, прискоруючи ваш рух та помалу зцілюючи вас. + +## Haste + +buff-hastened = Квапливість + .desc = Ваша швидкість переміщення і шкидкість атак прискорена. + +## Bleeding + +buff-bleed = Кровотеча + .desc = Завдає регулярних пошкодженнь. + +## Curse + +buff-cursed = Проклін + .desc = Вас прокляли. + +## Burning + +buff-burn = У Вогні + .desc = Ви згораєте заживо. + +## Crippled + +buff-crippled = Калічення + .desc = Ваші рухи дуже скуті через отримані травми. + +## Freeze + +buff-frozen = Обмороження + .desc = Швидкість пересування та атак знижена. + +## Wet + +buff-wet = Волога + .desc = Земля плутає ваші ноги ускладнючи пересування. + +## Ensnared + +buff-ensnared = Пастка + .desc = Ліани опутують ваші ноги, перешкоджаючи ходьбі. + +## Fortitude + +buff-fortitude = Стійкість + .desc = Ви протистоїте дезорієнтації. Коли отримуєте ушкодження вам легше дезорієнтувати інших. + +## Util + +buff-text-for_seconds = + протягом { $dur_secs -> + [one] { $dur_secs } секунди + *[other] { $dur_secs } секунд + } +buff-text-over_seconds = + понад { $dur_secs -> + [one] секунди + *[other] { $dur_secs } секунд + } + +## Parried + +buff-parried = Парирування + .desc = Вас парирували, і ви тепер повільно відбиваєтесь. + +## Potion sickness + +buff-potionsickness = Відраза до зілля + .desc = Зілля мають менше позитивного впливу після нещодавнього вживання. + .stat = + Зменшує ефективність позитивних ефектів + наступних зілль на { $strength }% + +## Reckless + +buff-reckless = Безрозсудність + .desc = Ваші атаки потужніші, проте ви залишаєте свій захист відкритим. + +## Polymorped + +buff-polymorphed = Поліморф + .desc = Ваше тіло змінює форму. + +## Flame + +buff-flame = Полум’я + .desc = Полум’я - ваш союзник. + +## Frigid + +buff-frigid = Холод + .desc = Заморозьте своїх ворогів. + +## Lifesteal + +buff-lifesteal = Крадіжка життя + .desc = Висмоктуйте життя своїх ворогів. + +## Salamander's Aspect + +buff-salamanderaspect = Аспект Саламандри + .desc = Ви не можете горіти і швидко пересуваєтесь у лаві. + +## Imminent Critical + +buff-imminentcritical = Неминучий Критичний Удар + .desc = Ваша наступна атака завдасть критичного удару по ворогу. + +## Fury + +buff-fury = Лють + .desc = З вашою люттю, ваші удари генерують більше комбо. + +## Sunderer + +buff-sunderer = Розкол + .desc = Ваші атаки можуть пробити захист ворогів і відновити вам більше енергії. + +## Sunderer + +buff-defiance = Виклик + .desc = Ви можете витримати сильніші і хитаючі удари і створювати комбо, отримавши удар, однак ви повільніші. + +## Bloodfeast + +buff-bloodfeast = Кривавий Бенкет + .desc = Атаки по ворогам, які кровоточать, зцілюють вас. + +## Berserk + +buff-berserk = Берсерк + .desc = Ви перебуваєте в шаленій люті, через що ваші атаки стають сильнішими та стрімкішими, а ваша швидкість збільшується. Однак у результаті ваші захисні можливості зменшуються. + +## Heatstroke + +buff-heatstroke = Тепловий Удар + .desc = Вам було спекотно і тепер ви страждаєте від теплового удару. Ваші енергетичні винагороди і швидкість руху зменшені. Охолоньте. + +## Util + +buff-mysterious = Таємничий ефект +buff-remove = Натисніть, щоб видалити +# Agility +buff-agility = Спритність + .desc = Ви рухаєтесь швидше, але завдаєте менше шкоди, та отримуєте більше пошкоджень. + .stat = + Збільшує швидкість руху на { $strength } %. + Натомість, ваша сила атаки та захисту + кардинально зменшується +# Poisoned +buff-poisoned = Отруєння + .desc = Ви відчуваєте, як ваше життя згасає... diff --git a/assets/voxygen/i18n/uk/char_selection.ftl b/assets/voxygen/i18n/uk/char_selection.ftl new file mode 100644 index 0000000..6ae755a --- /dev/null +++ b/assets/voxygen/i18n/uk/char_selection.ftl @@ -0,0 +1,29 @@ +char_selection-loading_characters = Завантаження персонажів... +char_selection-delete_permanently = Видалити цього персонажа назавжди? +char_selection-change_server = Змінити сервер +char_selection-enter_world = Увійти у світ +char_selection-spectate = Режим Споглядача +char_selection-joining_character = Приєднуємося до світу... +char_selection-logout = Вийти +char_selection-create_new_character = Створити нового персонажа +char_selection-creating_character = Створення персонажа... +char_selection-character_creation = Створення персонажа +char_selection-human_default = Типова людина +char_selection-level_fmt = Рівень { $level_nb } +char_selection-uncanny_valley = Дика Природа +char_selection-plains_of_uncertainty = Рівнини Невизначеності +char_selection-beard = Борода +char_selection-hair_style = Стиль зачіски +char_selection-hair_color = Колір зачіски +char_selection-eye_color = Колір очей +char_selection-skin = Шкіра +char_selection-eyeshape = Форма очей +char_selection-accessories = Аксесуари +char_selection-starting_site = Оберіть Початкове Місто +char_selection-starting_site_next = Наступне +char_selection-starting_site_prev = Попереднє +char_selection-starting_site_name = { $name } +char_selection-starting_site_kind = Вид: { $kind } +char_selection-create_info_name = Персонажу потрібно дати ім'я! +char_selection-version_mismatch = УВАГА! Цей сервер використовує іншу, можливо несумісну версію гри. Будь ласка, оновіть свою гру. +char_selection-rules = Правила diff --git a/assets/voxygen/i18n/uk/command.ftl b/assets/voxygen/i18n/uk/command.ftl new file mode 100644 index 0000000..810f997 --- /dev/null +++ b/assets/voxygen/i18n/uk/command.ftl @@ -0,0 +1,96 @@ +command-no-permission = Ви не маєте прав використовувати '/{ $command_name }' +command-position-unavailable = Неможливо отримати позицію для { $target } +command-player-role-unavailable = Неможливо отримати ролі адміністратора для { $target } +command-uid-unavailable = Неможливо отримати uid для { $target } +command-area-not-found = Неможливо знайти область '{ $area }' +command-player-not-found = Гравець '{ $player }' не знайдений! +command-player-uuid-not-found = Гравець з UUID '{ $uuid }' не знайдений! +command-username-uuid-unavailable = Неможливо визначити UUID для логіну { $username } +command-uuid-username-unavailable = Неможливо визначити логін для UUID { $uuid } +command-no-sudo = Вдавати інших гравців неввічливо +command-entity-dead = Сутність '{ $entity }' мертва! +command-error-while-evaluating-request = При валідації запиту сталася помилка: { $error } +command-give-inventory-full = Інвентар гравця повний. Видано { $given -> + [1] лише один + *[other] { $given } +} з { $total } предметів. +command-invalid-item = Неправильний предмет: { $item } +command-invalid-block-kind = Неправильний тип блока: { $kind } +command-nof-entities-at-least = Сутностей має бути щонайменше 1 +command-nof-entities-less-than = Сутностей має бути менше 50 +command-entity-load-failed = Не вдалося завантажити конфігурацію сутності: { $config } +command-spawned-entities-config = Створено { $n } сутностей з конфігурації: { $config } +command-invalid-sprite = Неправильний тип спрайта: { $kind } +command-time-parse-too-large = { $n } невалідний, не може мати більше 16 цифр. +command-time-parse-negative = { $n } невалідний, не може бути від'ємний. +command-time-backwards = { $t } в минулому, час не може йти навпаки. +command-time-invalid = { $t } невалідний час. +command-rtsim-purge-perms = Ви маєте бути адміністратором (не тимчасовим) щоб видаляти дані rtsim. +command-chunk-not-loaded = Чанк { $x }, { $y } не завантажений +command-chunk-out-of-bounds = Чанк { $x }, { $y } за межами карти +command-spawned-entity = Створено сутність з ID: { $id } +command-spawned-dummy = Створено тренувальний манекен +command-spawned-airship = Створено повітряний корабель +command-spawned-campfire = Створено багаття +command-spawned-safezone = Створено безпечну зону +command-volume-size-incorrect = Розмір повинен бути від 1 до 127. +command-volume-created = Створено об'єм +command-permit-build-given = Ви не можете будувати в '{ $area }' +command-permit-build-granted = Надано дозвіл на будування в '{ $area }' +command-revoke-build-recv = Дозвіл на будування в '{ $area }' відкликано +command-revoke-build = Дозвіл будувати в '{ $area }' відкликано +command-revoke-build-all = Ваші дозволи на будування відкликано +command-revoked-all-build = Всі дозволи на будування відкликано +command-no-buid-perms = Ви не маєте дозволу будувати. +command-set-build-mode-off = Режим будівництва вимкнено. +command-set-build-mode-on-persistent = Режим будівництва увімкнуто. Ввімкнено експериментальне збереження змін ландшафту. Сервер намагатиметься зберегти зміни, але збереження не гарантується. +command-set-build-mode-on-unpersistent = Режим будівництва увімкнуто. Зміни пропадуть після перезавантаження чанка. +command-invalid-alignment = Неправильне вирівнювання: { $alignment } +command-kit-not-enough-slots = Недостатньо слотів в інвентарі +command-lantern-unequiped = Будь ласка, спочатку візьміть ліхтар +command-lantern-adjusted-strength = Ви змінили силу полум'я. +command-lantern-adjusted-strength-color = Ви змінили силу та колір полум'я.. +command-explosion-power-too-high = Сила вибуху не може перевищувати { $power } +command-explosion-power-too-low = Сила вибуху повинна бути більше за { $power } +# Note: Do not translate "confirm" here +command-disconnectall-confirm = Виконайте, будь ласка, команду ще раз вказавши "confirm" як другий аргумент, щоб відключити всіх гравців. +command-invalid-skill-group = { $group } не група вмінь! +command-unknown = Невідома команда +command-disabled-by-settings = Команда вимкнена в налаштуваннях +command-battlemode-intown = Ви повинні бути в місті, щоб змінити бойовий режим! +command-battlemode-cooldown = Період очікування активний. Спробуйте ще раз через { $cooldown } секунд. +command-battlemode-available-modes = Доступні режими: pvp, pve +command-battlemode-same = Спроба встановити той самий бойовий режим. +command-battlemode-updated = Новий бойовий режим: { $battlemode } +command-buff-unknown = Невідомий баф: { $buff } +command-skillpreset-load-error = Помилка при завантаженні пресетів +command-skillpreset-broken = Пресет вмінь пошкоджений +command-skillpreset-missing = Пресет не існує: { $preset } +command-location-invalid = Назва локації '{ $location }' невалідна. Назви можуть містити тільки малі літери ASCII та підкреслення. +command-location-duplicate = Локація '{ $location }' вже існує. +command-location-not-found = Локація '{ $location }' не існує +command-location-created = Свторено локацію '{ $location }' +command-location-deleted = Видалено локацію '{ $location }' +command-locations-empty = Зараз не має локацій +command-locations-list = Доступні локації: { $locations } +# Note: Do not translate these weather names +command-weather-valid-values = Допустимі значення: 'clear', 'rain', 'wind', 'storm' +command-scale-set = Встановити масштаб в { $scale } +command-repaired-items = Всі одягнути речі відремонтовано +command-message-group-missing = Ви використовуєте чат групи, до якої не належите. Використовуйте /world чи + /region щоб змінити чат. +command-tell-request = { $sender } хоче говорити з вами. + +# Unreachable/untestable but added for consistency + +command-player-info-unavailable = Неможливо отримати інформацію про гравця для { $target } +command-unimplemented-waypoint-spawn = Створення точки шляху не реалізовано +command-unimplemented-teleporter-spawn = Створення телепорта не реалізовано +command-kit-inventory-unavailable = Неможливо отримати інвентар +command-inventory-cant-fit-item = Предмет не вміщується в інвентар +# Emitted by /disconnect_all when you dont exist (?) +command-you-dont-exist = Ви не існуєте, отже не можете використовувати цю команду +command-destroyed-tethers = Всі пута знищено! Тепер ви вільні +command-destroyed-no-tethers = Ви не підключені до пут +command-dismounted = Ви спішилися +command-no-dismount = Ви не їдете верхи і ніхто не їде верхи на вас \ No newline at end of file diff --git a/assets/voxygen/i18n/uk/common.ftl b/assets/voxygen/i18n/uk/common.ftl new file mode 100644 index 0000000..92031b8 --- /dev/null +++ b/assets/voxygen/i18n/uk/common.ftl @@ -0,0 +1,122 @@ +common-username = Ім'я користувача +common-singleplayer = Одиночна гра +common-multiplayer = Мультиплеєр +common-servers = Сервери +common-quit = Вихід +common-settings = Налаштування +common-languages = Мови +common-interface = Інтерфейс +common-gameplay = Ігровий процес +common-controls = Елементи керування +common-video = Графіка +common-sound = Звук +common-chat = Чат +common-networking = Мережа +common-accessibility = Доступність +common-resume = Продовжити +common-characters = Персонажі +common-close = Закрити +common-yes = Так +common-no = Ні +common-back = Назад +common-create = Створити +common-okay = Окей +common-add = Додати +common-accept = Прийняти +common-decline = Відхилити +common-disclaimer = Дисклеймер +common-cancel = Відмінити +common-none = Нічого +common-error = Помилка +common-fatal_error = Фатальна помилка +common-you = Ви +common-automatic = Автоматично +common-random = Випадково +common-empty = Пустий +common-confirm = Підтвердити +common-delete_server = Видалити сервер +common-interface_settings = Налаштування Інтерфейсу +common-gameplay_settings = Налаштування Ігрового Процесу +common-controls_settings = Налаштування Елементів Керування +common-video_settings = Налаштування Графіки +common-sound_settings = Налаштування Звуку +common-language_settings = Налаштування Мови +common-chat_settings = Налаштування Чату +common-networking_settings = Налаштування Мережі +common-accessibility_settings = Налаштування Доступності +common-connection_lost = + З'єднання розірвано! + Можливо сервер перезапустився? + Чи Ваш клієнт не останньої версії? +common-species-orc = Орк +common-species-human = Людина +common-species-dwarf = Дварф +common-species-elf = Ельф +common-species-draugr = Драугр +common-species-danari = Данарі +common-weapons-axe = Сокира +common-weapons-dagger = Кинджал +common-weapons-greatsword = Дворучний меч +common-weapons-shortswords = Короткі мечі +common-weapons-sword = Меч +common-weapons-staff = Вогнянний посох +common-weapons-bow = Лук +common-weapons-hammer = Молот +common-weapons-general = Бій (загальне) +common-weapons-sceptre = Цілющий скіпетр +common-weapons-shield = Щит +common-weapons-spear = Спис +common-weapons-hammer_simple = Звичайний Молот +common-weapons-sword_simple = Звичайний Меч +common-weapons-staff_simple = Звичайний Посох +common-weapons-axe_simple = Звичайна Сокира +common-weapons-bow_simple = Звичайний Лук +common-weapons-unique = Унікальне +common-tool-debug = Дебаг +common-tool-farming = Фермерський інструмент +common-tool-pick = Кайло +common-tool-shovel = Лопата +common-tool-mining = Гірнича справа +common-tool-instrument = Інструмент +common-kind-modular_component = Модульний Компонент +common-kind-modular_component_partial = Компонент +common-kind-glider = Дельтаплан +common-kind-consumable = Вживане +common-kind-throwable = Можна кинути +common-kind-utility = Корисність +common-kind-ingredient = Інгрідієнт +common-kind-lantern = Ліхтар +common-hands-one = Одноручне +common-hands-two = Дворучне +common-rand_appearance = Випадкова зовнішність +common-rand_name = Випадкове ім'я +common-stats-combat_rating = БР +common-stats-power = Сила +common-stats-speed = Швидкість +common-stats-effect-power = Сила Ефекту +common-stats-range = Дистанція +common-stats-energy_efficiency = Енергоощадливість +common-stats-buff_strength = Сила бафу/дебафу +common-stats-precision_mult = Крит. множник +common-stats-armor = Броня +common-stats-poise_res = Супротив приголомшенню +common-stats-energy_max = Макс. енергія +common-stats-energy_reward = Винагороди Енергії +common-stats-precision_power = Крит. модифікатор +common-stats-stealth = Непомінтість +common-stats-slots = Слотів +common-stats-durability = Міцність +common-material-metal = Метал +common-material-wood = Дерево +common-material-stone = Камінь +common-material-cloth = Тканина +common-material-hide = Шкіра +common-sprite-chest = Скриня +common-sprite-chair = Стілець +common-sprite-mud = Грязь +common-sprite-grave = Могила +common-sprite-crate = Ящик +common-sprite-signboard = Вивіска +common-sprite-street_lamp = Вулична Лампа +common-sprite-lantern = Ліхтар +common-sprite-seashell_lantern = Ліхтар з Морської Мушлі diff --git a/assets/voxygen/i18n/uk/esc_menu.ftl b/assets/voxygen/i18n/uk/esc_menu.ftl new file mode 100644 index 0000000..886bb55 --- /dev/null +++ b/assets/voxygen/i18n/uk/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Вийти в меню +esc_menu-quit_game = Вийти з гри \ No newline at end of file diff --git a/assets/voxygen/i18n/uk/gameinput.ftl b/assets/voxygen/i18n/uk/gameinput.ftl new file mode 100644 index 0000000..fbe3f05 --- /dev/null +++ b/assets/voxygen/i18n/uk/gameinput.ftl @@ -0,0 +1,78 @@ +gameinput-primary = Базова атака +gameinput-secondary = Додаткова атака +gameinput-block = Блок +gameinput-slot1 = Слот швидкого доступу 1 +gameinput-slot2 = Слот швидкого доступу 2 +gameinput-slot3 = Слот швидкого доступу 3 +gameinput-slot4 = Слот швидкого доступу 4 +gameinput-slot5 = Слот швидкого доступу 5 +gameinput-slot6 = Слот швидкого доступу 6 +gameinput-slot7 = Слот швидкого доступу 7 +gameinput-slot8 = Слот швидкого доступу 8 +gameinput-slot9 = Слот швидкого доступу 9 +gameinput-slot10 = Слот швидкого доступу 10 +gameinput-swaploadout = Змінити спорядження +gameinput-togglecursor = Ввімк/вимк вказівник +gameinput-help = Відображати панель довідки +gameinput-toggleinterface = Відображати інтерфейс +gameinput-toggledebug = Відображати FPS і технічну інформацію +gameinput-toggle_egui_debug = Відобразити інформацію для налагодження EGUI +gameinput-togglechat = Перемкнути чат +gameinput-screenshot = Зробити знімок екрану +gameinput-toggleingameui = Перемкнути нікнейми та імена +gameinput-fullscreen = Перемкнути повноекранний режим +gameinput-moveforward = Рух вперед +gameinput-moveleft = Рух ліворуч +gameinput-moveright = Рух праворуч +gameinput-moveback = Рух назад +gameinput-jump = Стрибати +gameinput-glide = Дельтаплан +gameinput-roll = Перекат +gameinput-climb = Лізти догори +gameinput-climbdown = Лізти вниз +gameinput-wallleap = Стрибок від стіни +gameinput-togglelantern = Ліхтар +gameinput-mount = Осідлати +gameinput-stayfollow = Чекати/Слідувати +gameinput-chat = Чат +gameinput-command = Команда +gameinput-escape = Вихід +gameinput-map = Мапа +gameinput-bag = Інвентар +gameinput-trade = Торгувати +gameinput-social = Інші гравці +gameinput-sit = Сісти +gameinput-spellbook = Чари +gameinput-settings = Налаштування +gameinput-respawn = Відродитись +gameinput-charge = Зарядити +gameinput-togglewield = Дістати зброю +gameinput-interact = Взаємодіяти +gameinput-freelook = Вільний огляд +gameinput-autowalk = Авто Рух +gameinput-zoomin = Приближення камери +gameinput-zoomout = Віддалення камери +gameinput-zoomlock = Фіксація віддаленості камери +gameinput-cameraclamp = Фіксація камери +gameinput-dance = Танцювати +gameinput-select = Обрати +gameinput-acceptgroupinvite = Прийняти запрошення в групу +gameinput-declinegroupinvite = Відхилити запрошення в групу +gameinput-cyclecamera = Перемкнути камеру +gameinput-crafting = Ремесло +gameinput-fly = Летіти +gameinput-sneak = Підкрадатись +gameinput-swimdown = Пірнати +gameinput-swimup = Випливати +gameinput-mapzoomin = Приблизити мапу +gameinput-mapzoomout = Віддалити мапу +gameinput-greet = Привітати +gameinput-map-locationmarkerbutton = Поставити орієнтир на мапі +gameinput-spectatespeedboost = Прискорення в режимі споглядача +gameinput-spectateviewpoint = Режим споглядача +gameinput-mutemaster = Вимкнути всі звуки +gameinput-muteinactivemaster = Вимкнути всі звуки (В неактивному вікні) +gameinput-mutemusic = Вимкнути музику +gameinput-mutesfx = Вимкнути звуки спецефектів +gameinput-muteambience = Вимкнути довколишню музику +gameinput-togglewalk = Перемкнути режим ходьби diff --git a/assets/voxygen/i18n/uk/hud/ability.ftl b/assets/voxygen/i18n/uk/hud/ability.ftl new file mode 100644 index 0000000..9e5e6aa --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/ability.ftl @@ -0,0 +1,339 @@ +common-abilities-debug-possess = Заклинаюча Стріла + .desc = Стріляє отруйною стрілою. Дає тобі контроль над ціллю. +common-abilities-bow-shotgun = Мультипостріл + .desc = Постріл купою стріл за раз. +common-abilities-staff-fireshockwave = Кільце Вогню + .desc = Підпалює землю вогненною ударною хвилею. +common-abilities-sceptre-wardingaura = Захисна Аура + .desc = Укріплює тебе і твоїх союзників силами природи на деякий час. +# Sword abilities +veloren-core-pseudo_abilities-sword-heavy_stance = Важка Cтійка + .desc = Атаки у цій стійці можуть збити ворогів з рівноваги і завдати більше пошкоджень ворогам, які знаходяться в стані рівноваги, але вони повільніші +veloren-core-pseudo_abilities-sword-agile_stance = Спритна Стійка + .desc = Атаки в цій стійці швидші, але слабші. +veloren-core-pseudo_abilities-sword-defensive_stance = Захисна Стійка + .desc = Атаки в цій стійці можуть виконувати роль слабкого блокування або парирування +veloren-core-pseudo_abilities-sword-crippling_stance = Руйнівна Стійка + .desc = Атаки в цій стійці створюють або погіршують тривалі пошкодження +veloren-core-pseudo_abilities-sword-cleaving_stance = Розсікаюча Стійка + .desc = Атаки в цій стійці можут вразити кількох ворогів +veloren-core-pseudo_abilities-sword-double_slash = Подвійний Розріз + .desc = Комбо з двох ударів +common-abilities-sword-basic_double_slash = Основний Подвійний Розріз + .desc = Основне комбо з двох ударів +common-abilities-sword-heavy_double_slash = Важкий Подвійний Розріз + .desc = Повільніше комбо з двох ударів, яке може похитнути ворога +common-abilities-sword-agile_double_slash = Спритний Подвійний Розріз + .desc = Швидке комбо з двох легких ударів +common-abilities-sword-defensive_double_slash = Захист: Подвійний Розріз + .desc = Швидке комбо з двох ударів, що зменшує вплив ворожих атак +common-abilities-sword-crippling_double_slash = Руйнівний Подвійний Розріз + .desc = Комбо з двох ударів, яке може подовжити кровотечу ворога +common-abilities-sword-cleaving_double_slash = Розсікаючий Подвійний Розріз + .desc = Комбо з двох ударів, яке може пробити кількох ворогів +veloren-core-pseudo_abilities-sword-secondary_ability = Додаткова Здатність Меча + .desc = Здатність прив’язана до додаткової атаки +common-abilities-sword-basic_thrust = Основний Випад + .desc = Зарядка випаду зробить його сильнішим +common-abilities-sword-heavy_slam = Важкий Удар + .desc = Потужний розріз зверху, який можна зарядити, щоб похитнути ворога сильніше +common-abilities-sword-agile_perforate = Перфорування + .desc = Стрімкий шквал легких ударів +common-abilities-sword-agile_dual_perforate = Перфорування + .desc = Стрімкий шквал легких ударів двома мечами +common-abilities-sword-defensive_vital_jab = Захист: Вирішальний Удар + .desc = Швидко-заряджений удар, який завдає більшої шкоди парированим ворогам +common-abilities-sword-crippling_deep_rend = Глибокий Поріз + .desc = Удар, спрямований на вже відкриту рану. Завдає більшої шкоди ворогам з кровотечею +common-abilities-sword-cleaving_spiral_slash = Спіральний Розріз + .desc = Махніть своїм лезом повністю навколо себе, щоб вразити будь-кого поруч +common-abilities-sword-cleaving_dual_spiral_slash = Спіральний Розріз + .desc = Махніть обома лезами повністю навколо себе, щоб вразити будь-кого поруч +veloren-core-pseudo_abilities-sword-crescent_slash = Півмісячний Розріз + .desc = + Діагональний розріз вгору + Модифікується залежно від вашої стійки +common-abilities-sword-basic_crescent_slash = Основний Півмісячний Розріз + .desc = Основний діагональний розріз вгору +common-abilities-sword-heavy_crescent_slash = Важкий Півмісячний Розріз + .desc = Важкий діагональний розріз вгору, який може похитнути ворога +common-abilities-sword-agile_crescent_slash = Спритний Півмісячний Розріз + .desc = Легкий діагональний розріз вгору +common-abilities-sword-defensive_crescent_slash = Захист: Півмісячний Розріз + .desc = Діагональний розріз вгору. Парирує атаки ворога +common-abilities-sword-crippling_crescent_slash = Руйнівний Півмісячний Розріз + .desc = Діагональний розріз вгору, який може викликати кровотечу +common-abilities-sword-cleaving_crescent_slash = Розсікаючий Півмісячний Розріз + .desc = Діагональний розріз вгору, який може пробити ворогів +veloren-core-pseudo_abilities-sword-fell_strike = Лютий Удар + .desc = + Швидкий і сильний розріз + Модифікується залежно від вашої стійки +common-abilities-sword-basic_fell_strike = Основний Лютий Удар + .desc = Основний швидкий і сильний розріз +common-abilities-sword-heavy_fell_strike = Важкий Лютий Удар + .desc = Сильний розріз, який може похитнути ворога +common-abilities-sword-agile_fell_strike = Спритний Лютий Удар + .desc = Дуже швидкий і сильний розріз +common-abilities-sword-defensive_fell_strike = Захист: Лютий Удар + .desc = Швидкий і сильний розріз. Парирує атаки ворога +common-abilities-sword-crippling_fell_strike = Руйнівний Лютий Удар + .desc = Швидкий і сильний розріз, який може викликати кровотечу +common-abilities-sword-cleaving_fell_strike = Розсікаючий Лютий Удар + .desc = Швидкий і сильний розріз, який може пробити ворогів +veloren-core-pseudo_abilities-sword-skewer = Шпажка + .desc = + Колючий випад + Модифікується залежно від вашої стійки +common-abilities-sword-basic_skewer = Основна Шпажка + .desc = Основний колючий випад +common-abilities-sword-heavy_skewer = Важка Шпажка + .desc = Колючий випад, який може похитнути ворога +common-abilities-sword-agile_skewer = Спритна Шпажка + .desc = Швидкий колючий випад +common-abilities-sword-defensive_skewer = Захист: Шпажка + .desc = Колючий випад. Парирує атаки ворога +common-abilities-sword-crippling_skewer = Руйнівна Шпажка + .desc = Колючий випад, який може викликати кровотечу +common-abilities-sword-cleaving_skewer = Розсікаюча Шпажка + .desc = Колючий випад, який може пробити ворогів +veloren-core-pseudo_abilities-sword-cascade = Лавина + .desc = + Розріз зверху + Модифікується залежно від вашої стійки +common-abilities-sword-basic_cascade = Основна Лавина + .desc = Основний розріз зверху +common-abilities-sword-heavy_cascade = Важка Лавина + .desc = Розріз зверху, який може похитнути ворога +common-abilities-sword-agile_cascade = Спритна Лавина + .desc = Швидкий розріз зверху +common-abilities-sword-defensive_cascade = Захист: Лавина + .desc = Розріз зверху. Парирує атаки ворога +common-abilities-sword-crippling_cascade = Руйнівна Лавина + .desc = Розріз зверху, який може викликати кровотечу +common-abilities-sword-cleaving_cascade = Розсікаюча Лавина + .desc = Розріз зверху, який може пробити ворогів +veloren-core-pseudo_abilities-sword-cross_cut = Поперечний Розріз + .desc = + Правий і лівий розріз + Модифікується залежно від вашої стійки +common-abilities-sword-basic_cross_cut = Основний Поперечний Розріз + .desc = Основний правий і лівий розріз +common-abilities-sword-heavy_cross_cut = Важкий Поперечний Розріз + .desc = Правий і лівий розріз, який може похитнути ворога +common-abilities-sword-agile_cross_cut = Спритний Поперечний Розріз + .desc = Швидкий правий і лівий розріз +common-abilities-sword-defensive_cross_cut = Захист: Поперечний Розріз + .desc = Правий і лівий розріз. Парирує атаки ворога +common-abilities-sword-crippling_cross_cut = Руйнівний Поперечний Розріз + .desc = Правий і лівий розріз, який може викликати кровотечу +common-abilities-sword-cleaving_cross_cut = Розсікаючий Поперечний Розріз + .desc = Правий і лівий розріз, який може пробити ворогів +common-abilities-sword-basic_dual_cross_cut = Основний Поперечний Розріз + .desc = Основний правий і лівий розріз одночасно +common-abilities-sword-heavy_dual_cross_cut = Важкий Поперечний Розріз + .desc = Правий і лівий розріз одночасно, який може похитнути ворога +common-abilities-sword-agile_dual_cross_cut = Спритний Поперечний Розріз + .desc = Швидкий правий і лівий розріз одночасно +common-abilities-sword-defensive_dual_cross_cut = Захист: Поперечний Розріз + .desc = Правий і лівий розріз одночасно. Парирує атаки ворога +common-abilities-sword-crippling_dual_cross_cut = Руйнівний Поперечний Розріз + .desc = Правий і лівий розріз одночасно, який може викликати кровотечу +common-abilities-sword-cleaving_dual_cross_cut = Розсікаючий Поперечний Розріз + .desc = Правий і лівий розріз одночасно, який може пробити ворогів +veloren-core-pseudo_abilities-sword-finisher = Смертельний Удар + .desc = + Здатність, що споживає комбо та призначена для завершення бою + Смертельний удар буде різним, залежно від вашої стійки +common-abilities-sword-basic_mighty_strike = Могутній Розріз + .desc = + Простий, сильний розріз + Для використання потрібна помірна кількість комбо +common-abilities-sword-heavy_guillotine = Гільйотина + .desc = + Сильний розріз, який, швидше за все, похитне ворога, якщо не вбиває його + Для використання потрібна помірна кількість комбо +common-abilities-sword-agile_hundred_cuts = Сотня порізів + .desc = + Дуже багато швидких розрізів + Для використання потрібна помірна кількість комбо +common-abilities-sword-defensive_counter = Швидка Відповідь + .desc = + Швидка атака, яка завдає набагато більшої шкоди ворогу, атаку якого ви парирували + Для використання потрібна помірна кількість комбо +common-abilities-sword-crippling_mutilate = Заколювання + .desc = + Заколюйте ворога, прорізаючи його поранення, завдає більше пошкодження кровоточачим ворогам. + Вимагає помірну кількість комбо для використання. +common-abilities-sword-cleaving_bladestorm = Буря Клинків + .desc = + Знищуйте ворогів кількома циклічними помахами меча + Для використання потрібна помірна кількість комбо +common-abilities-sword-cleaving_dual_bladestorm = Буря Клинків + .desc = + Знищуйте ворогів кількома циклічними помахами обома мечами + Для використання потрібна помірна кількість комбо +common-abilities-sword-heavy_sweep = Важкий Розмах + .desc = + Важкий, широкий, розмашистий удар, який завдає більшої шкоди ворогу, що хитається + Входить у важку стійку +common-abilities-sword-heavy_pommel_strike = Удар Рукояттю + .desc = + Похитніть ворога тупим ударом по голові + Входить у важку стійку +common-abilities-sword-agile_quick_draw = Швидка Атака + .desc = + Зробіть ривок вперед виймаючи лезо для швидкої атаки + Входить у спритну стійку +common-abilities-sword-agile_feint = Фінт + .desc = + Зробіть крок убік, а потім назад перед ударом + Входить у спритну стійку +common-abilities-sword-defensive_riposte = Контратака + .desc = + Парируйте удар перед миттєвою контратакою + Входить у захисну стійку +common-abilities-sword-defensive_disengage = Відступ + .desc = + Зробіть крок назад після удару + Входить у захисну стійку +common-abilities-sword-crippling_gouge = Виїмка + .desc = + Завдайте своєму ворогу тривалу рану, яка продовжуватиме кровоточити + Входить у руйнівну стійку +common-abilities-sword-crippling_hamstring = Сковування + .desc = + Пораньте сухожилля свого ворога, роблячи його менш маневреним + Входить у руйнівну стійку +common-abilities-sword-cleaving_whirlwind_slice = Вихор Порізів + .desc = + Вдаряйте всіх оточуючих ворогів круговими атаками + Входить у розсікаючу стійку +common-abilities-sword-cleaving_dual_whirlwind_slice = Вихор Порізів + .desc = + Вдаряйте всіх оточуючих ворогів круговими атаками, використовуючи обидва свої мечі + Входить у розсікаючу стійку +common-abilities-sword-cleaving_earth_splitter = Розколювач Землі + .desc = + Розколи землю. Якщо використовувати під час падіння, то матиме набагато сильніший удар + Входить у розсікаючу стійку +common-abilities-sword-heavy_fortitude = Стійкість + .desc = + Збільшує опір хитанню. І щоразу ви отримуєте більше шкоди, ваші атаки можуть похитнути ворогів ще сильніше + Для використання потрібна важка стійка +common-abilities-sword-heavy_pillar_thrust = Пробивний Удар + .desc = + Пронизуйте своїм мечем ворога аж до землі. Сильніший, якщо використовувати під час падіння + Для використання потрібна важка стійка +common-abilities-sword-agile_dancing_edge = Танцююче Лезо + .desc = + Рухайтесь і атакуйте швидше + Для використання потрібна спритна стійка +common-abilities-sword-agile_flurry = Шквал Атак + .desc = + Багаторазові швидкі удари + Для використання потрібна спритна стійка +common-abilities-sword-agile_dual_flurry = Шквал Атак + .desc = + Багаторазові швидкі удари обома мечами + Для використання потрібна спритна стійка +common-abilities-sword-defensive_stalwart_sword = Стійкий Меч + .desc = + Уникайте сили ударів, вхідна шкода зменшується + Для використання потрібна захисна стійка +common-abilities-sword-defensive_deflect = Відбиття + .desc = + Досить швидкий маневр, щоб навіть блокувати снаряди. + Вимагає захисної стійки. +common-abilities-sword-crippling_eviscerate = Потрошіння + .desc = + Роздирає рани, завдаючи більше шкоди покаліченим ворогам + Для використання потрібна руйнівна стійка +common-abilities-sword-crippling_bloody_gash = Кривавий Розріз + .desc = + Жорстокий удар по рані, що вже кровоточить, завдає більшої шкоди ворогам, що стікають кров'ю. + Потребує стійки каліки. +common-abilities-sword-cleaving_blade_fever = Шаленість + .desc = + Нападайте безрозсудніше, збільшуючи силу своїх ударів, залишаючись відкритими для нових атак + Для використання потрібна розсікаюча стійка +common-abilities-sword-cleaving_sky_splitter = Розсікач Небес + .desc = + Потужний удар, який нібито може розколоти небо, але розколює ворогів + Для використання потрібна розсікаюча стійка +# Axe abilities +common-abilities-axe-triple_chop = Потрійна Рубка + .desc = Три швидких удари +common-abilities-axe-cleave = Розколювач + .desc = Рубка донизу, що може створити кілька комбо +common-abilities-axe-brutal_swing = Жорстокий Мах + .desc = Обертання леза навколо вас +common-abilities-axe-berserk = Берсерк + .desc = Збільшує вашу силу ціною того, що робить вас уразливими +common-abilities-axe-rising_tide = Приплив + .desc = Удар вгору, який значно збільшує комбо +common-abilities-axe-savage_sense = Дике Відчуття + .desc = Визначте життєво важливу точку на вашій цілі, щоб ваш наступний удар завдав їй серйозної шкоди +common-abilities-axe-adrenaline_rush = Приплив Адреналіну + .desc = + Використайте все своє комбо, щоб відновити витривалість + Масштабується з комбо при активації, споживає все комбо +common-abilities-axe-execute = Страта + .desc = + Нищівний удар, який часто буває смертельним + Потребує 30 комбо для використання + Автоматично оновлюється до вихру при 50 комбо, якщо його розблоковано +common-abilities-axe-maelstrom = Вихор + .desc = + Вдаряйте все, що знаходиться поблизу, нищівним обертовим ударом + Автоматично оновлюється з страти при 50 комбо +common-abilities-axe-rake = Граблі + .desc = Проведіть сокирою по своєму ворогу, викликаючи кровотечу +common-abilities-axe-bloodfeast = Кривавий бенкет + .desc = Ваша сокира жадає крові ваших ворогів, зцілюючи вас з кожним ударом по скривавленому ворогу +common-abilities-axe-fierce_raze = Жорстоке Знищення + .desc = Стрімкий шквал ударів по вашому ворогу +common-abilities-axe-dual_fierce_raze = Жорстоке Знищення + .desc = Стрімкий шквал ударів по вашому ворогу, використовуючи обидві сокири +common-abilities-axe-furor = Фурор + .desc = Коли ваша лють зростає, ваші удари генерують більше комбо +common-abilities-axe-fracture = Перелом + .desc = + Руйнівний удар, який заважає руху вашого ворога + Масштабується з комбо при активації, потребує половину комбо +common-abilities-axe-lacerate = Розрив + .desc = + Роздеріть свою ціль, викликаючи кровотечу + Потребує 30 комбо для використання + Автоматично оновлюється до розривної течії при 50 комбо, якщо його розблоковано +common-abilities-axe-riptide = Розривна Течія + .desc = + Роздеріть усіх ворогів, які знаходяться поблизу, викликаючи кровотечу + Автоматично оновлюється з розрива при 50 комбо +common-abilities-axe-skull_bash = Удар По Черепу + .desc = Удар плоскою частиною сокири, який може похитнути ворога +common-abilities-axe-sunder = Розкол + .desc = Змінивши хват, ви зможете обійти броню ворога, відновлюючи свою енергію ефективніше +common-abilities-axe-plunder = Розбій + .desc = Швидко крокуйте до свого ворога, позбавляючи його рівноваги ударом +common-abilities-axe-defiance = Виклик + .desc = Довго дивлячись смерті в очі, ви зробите себе стійким як до хитання, так і до смерті +common-abilities-axe-keelhaul = Кілхаулінг + .desc = + Підхопіть опонента, щоб підтягнути його ближче до себе + Масштабується з комбо при активації, потребує половину комбо +common-abilities-axe-bulkhead = Могутній замах + .desc = + Важкий замах, який, як деякі кажуть, може навіть похитнути титанів + Потребує 30 комбо для використання + Автоматично оновлюється до оберта смерті при 50 комбо, якщо його розблоковано +common-abilities-axe-capsize = Оберт Смерті + .desc = + Похитніть всіх навколо себе важким обертовим ударом + Автоматично оновлюється з могутнього замаху при 50 комбо +# Debug abilities +common-abilities-debug-glide_boost = Вруум + .desc = Дає вам силу досягати небес. +# Debug abilities +common-abilities-debug-evolve = Еволюція + .desc = Ви стаєте кращою версією себе. diff --git a/assets/voxygen/i18n/uk/hud/bag.ftl b/assets/voxygen/i18n/uk/hud/bag.ftl new file mode 100644 index 0000000..a82023d --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/bag.ftl @@ -0,0 +1,43 @@ +hud-bag-inventory = Інвентар { $playername } +hud-bag-stats_title = Характеристики { $playername } +hud-bag-armor = Спорядження +hud-bag-stats = Характеристики +hud-bag-head = Голова +hud-bag-neck = Шия +hud-bag-tabard = Вбрання +hud-bag-shoulders = Плечі +hud-bag-chest = Груди +hud-bag-hands = Руки +hud-bag-lantern = Ліхтар +hud-bag-glider = Дельтаплан +hud-bag-belt = Пояс +hud-bag-ring = Кільце +hud-bag-back = Спина +hud-bag-backpack = Наплічник +hud-bag-legs = Ноги +hud-bag-feet = Ступні +hud-bag-mainhand = Основна рука +hud-bag-offhand = Другорядна рука +hud-bag-inactive_mainhand = Основна рука (запас) +hud-bag-inactive_offhand = Другорядна рука (запас) +hud-bag-swap_equipped_weapons_title = Змінити зброю +hud-bag-swap_equipped_weapons_desc = Натисніть { $key } +hud-bag-bag = Сумка +hud-bag-health = Здоров'я +hud-bag-energy = Енергія +hud-bag-combat_rating = Бойовий рейтинг +hud-bag-protection = Захист +hud-bag-stun_res = Супротив приголомшенню +hud-bag-stealth = Непомітність +hud-bag-combat_rating_desc = + Розрахований з огляду на ваше + спорядження і здоров'я. +hud-bag-protection_desc = Поглинання ушкоджень через броню. +hud-bag-stun_res_desc = + Стійкість до дезорієнтації від послідовних ударів. + Відновлюється подібно до енергії. +hud-bag-sort_by_name = Сортувати за Назвою +hud-bag-sort_by_quality = Сортувати за Якістю +hud-bag-sort_by_category = Сортувати за Категорією +hud-bag-sort_by_tag = Сортувати за Тегом +hud-bag-sort_by_quantity = Сортувати за Кількістю diff --git a/assets/voxygen/i18n/uk/hud/char_window.ftl b/assets/voxygen/i18n/uk/hud/char_window.ftl new file mode 100644 index 0000000..41c2942 --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Ім'я персонажа +character_window-character_stats = + Сила + + Витривалість + + Сила Волі + + Захист diff --git a/assets/voxygen/i18n/uk/hud/chat.ftl b/assets/voxygen/i18n/uk/hud/chat.ftl new file mode 100644 index 0000000..32f3ba8 --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/chat.ftl @@ -0,0 +1,232 @@ +## Player events + +hud-chat-online_msg = + { "[" }{ $name }] { $user_gender -> + [she] зайшла на сервер + *[he] зайшов на сервер + } +hud-chat-offline_msg = + { "[" }{ $name }] { $user_gender -> + [she] вийшла з серверу + *[he] вийшов з серверу + } +hud-chat-goodbye = До побачення! +hud-chat-connection_lost = + З'єднання втрачено. Відключення через { $time -> + [one] { $time } секунду + [few] { $time } секунди + *[other] { $time } секунд + } + +## PvP Buff deaths + +hud-chat-died_of_pvp_buff_msg = + .burning = + { $attacker_gender -> + [she] { "[" }{ $attacker }] спалила [{ $victim }] живцем + *[he] { "[" }{ $attacker }] спалив [{ $victim }] живцем + } + .bleeding = + { $victim_gender -> + [she] { "[" }{ $victim }] втратила занадто багато крові отримавши поранення від [{ $attacker }] + *[he] { "[" }{ $victim }] втратив занадто багато крові отримавши поранення від [{ $attacker }] + } + .curse = + { $victim_gender -> + [she] { "[" }{ $victim }] померла від прокляття накладеного [{ $attacker }] + *[he] { "[" }{ $victim }] помер від прокляття накладеного [{ $attacker }] + } + .crippled = + { $victim_gender -> + [she] { "[" }{ $victim }] загинула від отриманих травм через [{ $attacker }] + *[he] { "[" }{ $victim }] загинув від отриманих травм через [{ $attacker }] + } + .frozen = + { $victim_gender -> + [she] { "[" }{ $victim }] замерзла на смерть через [{ $attacker }] + *[he] { "[" }{ $victim }] замерз на смерть через [{ $attacker }] + } + .mysterious = + { $victim_gender -> + [she] { "[" }{ $victim }] померла ... через [{ $attacker }] ... як? + *[he] { "[" }{ $victim }] помер ... через [{ $attacker }] ... як? + } + +## PvE buff deaths + +hud-chat-died_of_npc_buff_msg = + .burning = + { $victim_gender -> + [she] { "[" }{ $victim }] отримала через [{ $attacker }] опіки несумісні з життям + *[he] { "[" }{ $victim }] отримав через [{ $attacker }] опіки несумісні з життям + } + .bleeding = + { $victim_gender -> + [she] { "[" }{ $victim }] втратила занадто багато крові отримавши поранення від [{ $attacker }] + *[he] { "[" }{ $victim }] втратив занадто багато крові отримавши поранення від [{ $attacker }] + } + .curse = + { $victim_gender -> + [she] { "[" }{ $victim }] померла від прокляття накладеного [{ $attacker }] + *[he] { "[" }{ $victim }] помер від прокляття накладеного [{ $attacker }] + } + .crippled = + { $victim_gender -> + [she] { "[" }{ $victim }] загинула від отриманих травм через [{ $attacker }] + *[he] { "[" }{ $victim }] загинув від отриманих травм через [{ $attacker }] + } + .frozen = + { $victim_gender -> + [she] { "[" }{ $victim }] замерзла на смерть через [{ $attacker }] + *[he] { "[" }{ $victim }] замерз на смерть через [{ $attacker }] + } + .mysterious = + { $victim_gender -> + [she] { "[" }{ $victim }] померла ... через [{ $attacker }] ... як? + *[he] { "[" }{ $victim }] помер ... через [{ $attacker }] ... як? + } + +## Random buff deaths + +hud-chat-died_of_buff_nonexistent_msg = + .burning = + { $victim_gender -> + [she] { "[" }{ $victim }] отримала опіки несумісні з життям + *[he] { "[" }{ $victim }] отримав опіки несумісні з життям + } + .bleeding = + { $victim_gender -> + [she] { "[" }{ $victim }] втратила занадто багато крові + *[he] { "[" }{ $victim }] втратив занадто багато крові + } + .curse = + { $victim_gender -> + [she] { "[" }{ $victim }] померла від прокляття + *[he] { "[" }{ $victim }] помер від прокляття + } + .crippled = + { $victim_gender -> + [she] { "[" }{ $victim }] загинула від отриманих травм + *[he] { "[" }{ $victim }] загинув від отриманих травм + } + .frozen = + { $victim_gender -> + [she] { "[" }{ $victim }] замерзла на смерть + *[he] { "[" }{ $victim }] замерз на смерть + } + .mysterious = + { $victim_gender -> + [she] { "[" }{ $victim }] померла ... як? + *[he] { "[" }{ $victim }] помер ... як? + } + +## PvP deaths + +hud-chat-pvp_melee_kill_msg = + { $victim_gender -> + [she] { "[" }{ $victim }] вбита [{ $attacker }] у ближньому двобої + *[he] { "[" }{ $victim }] вбитий [{ $attacker }] у ближньому двобої + } +hud-chat-pvp_ranged_kill_msg = + { $victim_gender -> + [she] { "[" }{ $victim }] впала вбита після влучного пострілу [{ $attacker }] + *[he] { "[" }{ $victim }] впав вбитий після влучного пострілу [{ $attacker }] + } +hud-chat-pvp_explosion_kill_msg = + { $victim_gender -> + [she] { "[" }{ $victim }] розлетілась на атоми від удару [{ $attacker }] + *[he] { "[" }{ $victim }] розлетівся на атоми від удару [{ $attacker }] + } +hud-chat-pvp_energy_kill_msg = + { $victim_gender -> + [she] { "[" }{ $victim }] впала вбита не встигнувши ухилитися від енергетичної атаки [{ $attacker }] + *[he] { "[" }{ $victim }] впав вбитий не встигнувши ухилитися від енергетичної атаки [{ $attacker }] + } +hud-chat-pvp_other_kill_msg = + { $victim_gender -> + [she] { "[" }{ $victim }] вбита [{ $attacker }] + *[he] { "[" }{ $victim }] вбитий [{ $attacker }] + } + +## PvE deaths + +hud-chat-npc_melee_kill_msg = + { $victim_gender -> + [she] { "[" }{ $victim }] вбита [{ $attacker }] у ближньому двобої + *[he] { "[" }{ $victim }] вбитий [{ $attacker }] у ближньому двобої + } +hud-chat-npc_ranged_kill_msg = + { $victim_gender -> + [she] { "[" }{ $victim }] впала вбита після влучного пострілу [{ $attacker }] + *[he] { "[" }{ $victim }] впав вбитий після влучного пострілу [{ $attacker }] + } +hud-chat-npc_explosion_kill_msg = + { $victim_gender -> + [she] { "[" }{ $victim }] розлетілась на атоми від удару [{ $attacker }] + *[he] { "[" }{ $victim }] розлетівся на атоми від удару [{ $attacker }] + } +hud-chat-npc_energy_kill_msg = + { $victim_gender -> + [she] { "[" }{ $victim }] впала вбита не встигнувши ухилитися від енергетичної атаки [{ $attacker }] + *[he] { "[" }{ $victim }] впав вбитий не встигнувши ухилитися від енергетичної атаки [{ $attacker }] + } +hud-chat-npc_other_kill_msg = + { $victim_gender -> + [she] { "[" }{ $victim }] вбита [{ $attacker }] + *[he] { "[" }{ $victim }] вбитий [{ $attacker }] + } + +## Other deaths + +hud-chat-fall_kill_msg = + { $victim_gender -> + [she] { "[" }{ $name }] померла від падіння + *[he] { "[" }{ $name }] помер від падіння + } +hud-chat-suicide_msg = + { $victim_gender -> + [she] { "[" }{ $name }] померла від самозаподіяних ран + *[he] { "[" }{ $name }] помер від самозаподіяних ран + } +hud-chat-default_death_msg = + { $victim_gender -> + [she] { "[" }{ $name }] померла + *[he] { "[" }{ $name }] помер + } + +## Chat utils + +hud-chat-all = Все +hud-chat-chat_tab_hover_tooltip = Правий клік для налаштування + +# hud-chat-you = Ви + + +## HUD Pickup message + +hud-loot-pickup-msg-you = + { $amount -> + [1] Ви підняли { $item } + *[other] Ви підняли { $amount }x { $item } + } +hud-loot-pickup-msg = + { $gender -> + [she] + { $amount -> + [1] { $actor } підняла { $item } + *[other] { $actor } підняла { $amount }x { $item } + } + *[he] + { $amount -> + [1] { $actor } підняв { $item } + *[other] { $actor } підняв { $amount }x { $item } + } + } +# Player /tell messages, $user_gender should be available +hud-chat-tell-from = Від [{ $alias }]: { $msg } +# Player /tell messages, $user_gender should be available +hud-chat-tell-to = До [{ $alias }]: { $msg } +# Npc /tell messages, no gender info, sadly +hud-chat-tell-from-npc = Від [{ $alias }]: { $msg } +# Npc /tell messages, no gender info, sadly +hud-chat-tell-to-npc = До [{ $alias }]: { $msg } diff --git a/assets/voxygen/i18n/uk/hud/crafting.ftl b/assets/voxygen/i18n/uk/hud/crafting.ftl new file mode 100644 index 0000000..4813aca --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/crafting.ftl @@ -0,0 +1,55 @@ +hud-crafting = Ремесло +hud-crafting-recipes = Рецепти +hud-crafting-ingredients = Інгрідієнти: +hud-crafting-craft = Створити +hud-crafting-craft_all = Створити Все +hud-crafting-repair = Ремонтувати +hud-crafting-repair_equipped = + Ремонтувати + екіпіроване +hud-crafting-repair_all = Ремонтувати все +hud-crafting-tool_cata = Необхідно: +hud-crafting-req_crafting_station = Необхідно: +hud-crafting-anvil = Ковадло +hud-crafting-cauldron = Казан для зілля +hud-crafting-cooking_pot = Казан для їжї +hud-crafting-crafting_bench = Верстак +hud-crafting-forge = Горнило +hud-crafting-loom = Ткацький Верстат +hud-crafting-spinning_wheel = Самопряд +hud-crafting-tanning_rack = Кобилиця +hud-crafting-salvaging_station = Станція розбирання +hud-crafting-repair_bench = Ремонтна станція +hud-crafting-campfire = Вогнище +hud-crafting-tabs-all = Все +hud-crafting-tabs-armor = Броня +hud-crafting-tabs-dismantle = Переробити +hud-crafting-tabs-food = Їжа +hud-crafting-tabs-glider = Планери +hud-crafting-tabs-potion = Зілля +hud-crafting-tabs-tool = Інструменти +hud-crafting-tabs-utility = Корисності +hud-crafting-tabs-weapon = Зброя +hud-crafting-tabs-bag = Сумки +hud-crafting-tabs-processed_material = Матеріали +hud-crafting-dismantle_title = Переробка +hud-crafting-dismantle_explanation = + Наведіть курсор на речі в сумці щоб + побачити що ви можете розібрати, + і що з того отримати. + + Натисніть на предмет двічі, щоб + його розібрати. +hud-crafting-modular_desc = Частини предметів для створення зброї +hud-crafting-mod_weap_prim_slot_title = Основний компонент зброї +hud-crafting-mod_weap_prim_slot_desc = Покладіть основний компонент зброї сюди (Наприклад, лезо меча, наконечник сокири або кінцівку лука). +hud-crafting-mod_weap_sec_slot_title = Другорядний компонент зброї +hud-crafting-mod_weap_sec_slot_desc = Покладіть другорядний компонент зброї сюди (Наприклад, руків'я меча, рукоятку лука або серцевину посоху). +hud-crafting-mod_comp_metal_prim_slot_title = Металевий злиток +hud-crafting-mod_comp_metal_prim_slot_desc = Покладіть металевий злиток сюди, тільки певні метали можна вик. для створення зброї. +hud-crafting-mod_comp_wood_prim_slot_title = Дерево +hud-crafting-mod_comp_wood_prim_slot_desc = Покладіть сюди дерево, тільки певне дерево можна вик. для створення зброї. +hud-crafting-mod_comp_sec_slot_title = Тваринні матеріали +hud-crafting-mod_comp_sec_slot_desc = При бажанні покладіть сюди тваринний матеріал, тільки певні інгрідієнти можуть вик. для покращення зброї. +hud-crafting-repair_slot_title = Пошкоджений предмет +hud-crafting-repair_slot_desc = Розмістіть предмет тут, щоб побачити вартість його ремонту на поточному рівні міцності. diff --git a/assets/voxygen/i18n/uk/hud/group.ftl b/assets/voxygen/i18n/uk/hud/group.ftl new file mode 100644 index 0000000..6f8be6a --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Група +hud-group-invite_to_join = [{ $name }] запросили Вас до їхньої групи! +hud-group-invite_to_trade = [{ $name }] хочуть поторгувати з Вами. +hud-group-invite = Запросити +hud-group-kick = Викинути +hud-group-assign_leader = Призначити лідером +hud-group-leave = Покинути групу +hud-group-dead = Мертвий +hud-group-out_of_range = Недосяжний +hud-group-add_friend = Додати друга +hud-group-link_group = Зв'язати групи +hud-group-in_menu = В меню +hud-group-members = Учасники групи \ No newline at end of file diff --git a/assets/voxygen/i18n/uk/hud/map.ftl b/assets/voxygen/i18n/uk/hud/map.ftl new file mode 100644 index 0000000..cc25cbe --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/map.ftl @@ -0,0 +1,40 @@ +hud-map-map_title = Мапа +hud-map-qlog_title = Завдання +hud-map-topo_map = Топографічна мапа +hud-map-difficulty = Складність +hud-map-towns = Міста +hud-map-castles = Фортеці +hud-map-dungeons = Підземелля +hud-map-caves = Печери +hud-map-cave = Печера +hud-map-peaks = Гори +hud-map-biomes = Біоми +hud-map-voxel_map = Воксельна мапа +hud-map-trees = Гігантські Дерева +hud-map-tree = Гігантське Дерево +hud-map-town = Місто +hud-map-castle = Фортеця +hud-map-bridge = Міст +hud-map-dungeon = Підземелля +hud-map-df_mine = Шахта +hud-map-difficulty_dungeon = + Підземелля + + Складність: { $difficulty } +hud-map-drag = Область +hud-map-zoom = Масштаб +hud-map-mid_click = Додати Вказівник +hud-map-recenter = Перецентрувати +hud-map-marked_location = Вказівник +hud-map-marked_location_remove = Натисніть, щоб видалити +hud-map-change_map_mode = Змінити режим Мапи +hud-map-toggle_minimap_voxel = Переключитися до Воксельної Мінімапи +hud-map-zoom_minimap_explanation = + Масштабуйте мінімапу щоб + побачити область навколо себе +hud-map-gnarling = Фортифікація Гнарлингів +hud-map-chapel_site = Морська Каплиця +hud-map-adlet = Фортеця Адлетів +hud-map-placed_by = Поставлено { $name } +hud-map-haniwa = Катакомби Ханів +hud-map-terracotta = Теракотові Руїни diff --git a/assets/voxygen/i18n/uk/hud/misc.ftl b/assets/voxygen/i18n/uk/hud/misc.ftl new file mode 100644 index 0000000..f135608 --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/misc.ftl @@ -0,0 +1,81 @@ +hud-do_not_show_on_startup = Не показувати це при запуску +hud-show_tips = Показувати підказки +hud-quests = Завдання +hud-you_died = Вам гаплик +hud-waypoint_saved = Контрольну точку збережено +hud-sp_arrow_txt = ОУ +hud-inventory_full = Інвентар повний +hud-someone_else = комусь іншому +hud-another_group = іншій групі +hud-owned_by_for_secs = Належить { $name } протягом { $secs } секунд +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Прив'язки клавіш +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Ліхтар +hud-press_key_to_show_debug_info_fmt = Натисніть { $key } для відображення технічної інформації +hud-press_key_to_toggle_keybindings_fmt = Натисніть { $key } для відображення прив'язки клавіш +hud-press_key_to_toggle_debug_info_fmt = Натисніть { $key } для відображення технічної інформації +hud_items_lost_dur = Ваші екіпіровані предмети втратили Міцність. +hud-press_key_to_respawn = Натисніть { $key }, щоб відновитись біля останньої відвіданого вогнища. +hud-tutorial_btn = Туторіал +hud-tutorial_click_here = Натисни [ { $key } ] щоб мати змогу тицьнути цю кнопку! +hud-tutorial_elements = Ремесло +hud-temp_quest_headline = Вітання, мандрівниче! +hud-temp_quest_text = + Щоб розпочати свою подорож, можете погуляти по цьому селищу і зібрати собі припасів. + + Не соромтесь, беріть усе, що вам знадобиться на шляху. + + Декілька порад: + Подивиться у нижній правий кут свого екрану, там Ви знайдете різні корисні речі як-от сумка, меню ремесла і мапу. + Дикі звірі на околиці селища є чудовим джерелом Шкіряних Смужок, з яких можна створити собі якийсь захист, щоб вберегти себе від загроз цього великого світу. + Як відчуєте, що готові - спробуйте отримати ще краще спорядження з купи міток на вашій мапі. + + І пам'ятайте, що грати з друзями завжди веселіше - знайдіть собі союзників! +hud-spell = Чари +hud-diary = Щоденник +hud-free_look_indicator = Вільний погляд ввімкнено. Натисніть { $key }, щоб вимкнути. +hud-camera_clamp_indicator = Камера вертикально закріплена. Натисніть { $key } щоб відімкнути. +hud-auto_walk_indicator = Авто Рух +hud-zoom_lock_indicator-remind = Зум зафіксовано +hud-zoom_lock_indicator-enable = Зум камери зафіксовано +hud-zoom_lock_indicator-disable = Фіксацію зума скасовано +hud-activate = Активувати +hud-collect = Зібрати +hud-pick_up = Підібрати +hud-open = Відкрити +hud-use = Використати +hud-read = Читати +hud-unlock-requires = Відкривається за допомогою { $item } +hud-unlock-consumes = Використати { $item } щоб відкрити +hud-mine = Добути +hud-dig = Копати +hud-mine-needs_pickaxe = Потрібне Кайло +hud-mine-needs_shovel = Потрібна Лопата +hud-mine-needs_unhandled_case = Потрібно ??? +hud-talk = Потеревенити +hud-trade = Поторгувати +hud-mount = Осідлати +hud-follow = Слідувати +hud-stay = Чекати +hud-sit = Сидіти +hud-steer = Керувати +hud-lay = Лежати +hud-portal = Портал +-server = Сервер +-client = Клієнт +hud-init-stage-singleplayer = Старт сервера одиночної гри... +hud-init-stage-server-db-migrations = { "[" }{ -server }]: Міграція бази даних... +hud-init-stage-server-db-vacuum = { "[" }{ -server }]: Очистка бази даних... +hud-init-stage-server-worldsim-erosion = { "[" }{ -server }]: Ерозія { $percentage } % +hud-init-stage-server-worldciv-civcreate = { "[" }{ -server }]: Згенеровано { $generated } з { $total } цивілізацій +hud-init-stage-server-worldciv-site = { "[" }{ -server }]: Генерую місця... +hud-init-stage-server-economysim = { "[" }{ -server }]: Симулюю економіку... +hud-init-stage-server-spotgen = { "[" }{ -server }]: Генерація точок... +hud-init-stage-server-starting = { "[" }{ -server }]: Запуск сервера... +hud-init-stage-multiplayer = Запуск мультиплеєра +hud-init-stage-client-connection-establish = { "[" }{ -client }]: Підключення до сервера... +hud-init-stage-client-request-server-version = { "[" }{ -client }]: Очікування версії сервера... +hud-init-stage-client-authentication = { "[" }{ -client }]: Автентифікація... +hud-init-stage-client-load-init-data = { "[" }{ -client }]: Завантаження ініціалізаційних даних... +hud-init-stage-client-starting-client = { "[" }{ -client }]: Підготовка клієнта... +hud-init-stage-render-pipeline = Створення render pipeline ({ $done }/{ $total }) +hud-deactivate = Деактивувати diff --git a/assets/voxygen/i18n/uk/hud/quest.ftl b/assets/voxygen/i18n/uk/hud/quest.ftl new file mode 100644 index 0000000..4c948bb --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/quest.ftl @@ -0,0 +1,7 @@ +hud-quest = Завдання +hud-quest-intro = Вітаю, { $playername }! +hud-quest-desc-fetch = Будь ласка, допоможіть мені знайти: +hud-quest-desc-kill = Чи можете ви допомогти мені вбити +hud-quest-reward = Я винагороджу вас: +hud-quest-accept = Прийняти +hud-quest-decline = Відхилити \ No newline at end of file diff --git a/assets/voxygen/i18n/uk/hud/sct.ftl b/assets/voxygen/i18n/uk/hud/sct.ftl new file mode 100644 index 0000000..7ac9c57 --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } ОД +hud-sct-block = ЗАБЛОКОВАНО diff --git a/assets/voxygen/i18n/uk/hud/settings.ftl b/assets/voxygen/i18n/uk/hud/settings.ftl new file mode 100644 index 0000000..0051ebd --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/settings.ftl @@ -0,0 +1,176 @@ +hud-settings-general = Основні +hud-settings-none = Нічого +hud-settings-press_behavior-toggle = Перемикання +hud-settings-press_behavior-hold = Утримування +hud-settings-autopress_behavior-toggle = Перемкнути +hud-settings-autopress_behavior-auto = Автоматично +hud-settings-help_window = Вікно довідки +hud-settings-debug_info = Технічна інформація +hud-settings-show_hitboxes = Відображати хітбокси +hud-settings-show_chat = Відображати чат +hud-settings-show_hotkey_hints = Відображати підказки гарячих клавіш +hud-settings-tips_on_startup = Підказки при запуску +hud-settings-ui_scale = Масштабування інтерфейсу +hud-settings-relative_scaling = Відносне +hud-settings-custom_scaling = Ручне +hud-settings-crosshair = Приціл +hud-settings-opacity = Прозорість +hud-settings-hotbar = Панель швидкого доступу +hud-settings-slots = Слоти +hud-settings-toggle_shortcuts = Гарячі клавіші +hud-settings-buffs_skillbar = Бафи біля панелі швидкого доступу +hud-settings-buffs_mmap = Бафи біля Мінімапи +hud-settings-use_prefixes = Показувати позначки SI для кількостей +hud-settings-prefix_switch_point = Максимальна кількість цифр для переключення позначок SI +hud-settings-toggle_bar_experience = Панель досвіду +hud-settings-scrolling_combat_text = Відображення Пошкоджень/Зцілень +hud-settings-damage_accumulation_duration = Тривалість Аккумулювання Шкоди +hud-settings-incoming_damage = Вхідна Шкода +hud-settings-incoming_damage_accumulation_duration = Тривалість Аккумулювання Вхідної Шкоди +hud-settings-round_damage = Округлення Шкоди +hud-settings-speech_bubble = Діалоги +hud-settings-speech_bubble_self = Відображати своє діалогове вікно +hud-settings-speech_bubble_dark_mode = Темний режим діалогового вікна +hud-settings-speech_bubble_icon = Піктограма +hud-settings-energybar_numbers = На смугах здоров'я та енергії +hud-settings-always_show_bars = + Завжди відображати смуги + здоров'я та енергії +hud-settings-enable_poise_bar = Увімкнути панель рівноваги +hud-settings-experience_numbers = Очки досвіду +hud-settings-accumulate_experience = + Групувати щойно отримані очки + досвіду +hud-settings-values = Значення +hud-settings-percentages = Відсотки +hud-settings-chat = Чат +hud-settings-background_opacity = Прозорість фону +hud-settings-chat_character_name = Імена персонажів в чаті +hud-settings-loading_tips = Підказки на екрані завантаження +hud-settings-reset_interface = За замовчуванням +hud-settings-pan_sensitivity = Чутливість миші +hud-settings-zoom_sensitivity = Чутливість прокрутки +hud-settings-camera_clamp_angle = Кут для закріплення камери у режимі закріплення +hud-settings-invert_scroll_zoom = Інвертувати прокрутку +hud-settings-invert_mouse_y_axis = Інвертувати вісь Y миші +hud-settings-invert_controller_y_axis = Інвертація контролера по осі Y +hud-settings-enable_mouse_smoothing = + Згладження руху + камери +hud-settings-free_look_behavior = Вмикання вільного перегляду +hud-settings-auto_walk_behavior = Вмикання авто-ходи +hud-settings-walking_speed_behavior = Налаштування швидкості ходи +hud-settings-walking_speed = Швидкість ходи +hud-settings-camera_clamp_behavior = Поведінка закріпленої камери +hud-settings-zoom_lock_behavior = Функція фіксації віддаленості камери +hud-settings-player_physics_behavior = Фізика гравця (експериментальнe) +hud-settings-stop_auto_walk_on_input = + Вимикати авто-ходу + при русі +hud-settings-auto_camera = Авто камера +hud-settings-bow_zoom = + Наближати під час + зарядки лука +hud-settings-zoom_lock = + Фіксація віддаленості + камери +hud-settings-reset_gameplay = За замовчуванням +hud-settings-view_distance = Дальність видимості +hud-settings-entity_view_distance = Дальність видимості створінь +hud-settings-lod_distance = Дистанція LoD +hud-settings-sprites_view_distance = Дальність видимості спрайтів +hud-settings-entities_detail_distance = Дальність деталізації створінь +hud-settings-maximum_fps = Максимум FPS +hud-settings-background_fps = FPS у фоновому режимі +hud-settings-present_mode = Режим показу +hud-settings-present_mode-vsync_capped = Vsync обмежений +hud-settings-present_mode-vsync_uncapped = Vsync необмежений +hud-settings-present_mode-vsync_off = Vsync вимк. +hud-settings-fov = Кут огляду (град.) +hud-settings-gamma = Гамма +hud-settings-exposure = Експозиція +hud-settings-ambiance = Заповнююча яскравість +hud-settings-antialiasing_mode = Режим Анти-Аліасингу +hud-settings-upscale_factor = Внутрішня Роздільна Здатність +hud-settings-cloud_rendering_mode = Режим відображення Хмар +hud-settings-fluid_rendering_mode = Режим відображення Рідин +hud-settings-fluid_rendering_mode-low = Низький +hud-settings-fluid_rendering_mode-medium = Середній +hud-settings-fluid_rendering_mode-high = Високий +hud-settings-reflection_rendering_mode = Режим візуалізації відображення +hud-settings-reflection_rendering_mode-low = Низький +hud-settings-reflection_rendering_mode-medium = Середній +hud-settings-reflection_rendering_mode-high = Високий +hud-settings-cloud_rendering_mode-minimal = Мінімальний +hud-settings-cloud_rendering_mode-low = Низький +hud-settings-cloud_rendering_mode-medium = Середній +hud-settings-cloud_rendering_mode-high = Високий +hud-settings-cloud_rendering_mode-ultra = Ультра +hud-settings-fullscreen = На весь екран +hud-settings-fullscreen_mode = Повноекранний режим +hud-settings-fullscreen_mode-exclusive = Ексклюзивний +hud-settings-fullscreen_mode-borderless = Вікно без рамок +hud-settings-gpu_profiler = GPU заміри (можливо не доступні) +hud-settings-particles = Частинки +hud-settings-lossy_terrain_compression = Стискання з втратами даних про місцевість +hud-settings-weapon_trails = Сліди зброї +hud-settings-flashing_lights = Блимаюче світло +hud-settings-flashing_lights_info = Вимкнути всі типи блимання, меречіння або блискавки +hud-settings-resolution = Роздільна здатність +hud-settings-bit_depth = Глибина кольору +hud-settings-refresh_rate = Частота оновлення +hud-settings-lighting_rendering_mode = Режим Освітлення +hud-settings-lighting_rendering_mode-ashikhmin = Тип A - Високий +hud-settings-lighting_rendering_mode-blinnphong = Тип B - Середній +hud-settings-lighting_rendering_mode-lambertian = Тип L - Низький +hud-settings-shadow_rendering_mode = Режим відображення Тіней +hud-settings-shadow_rendering_mode-none = Без тіней +hud-settings-shadow_rendering_mode-cheap = Низький +hud-settings-shadow_rendering_mode-map = Карта тіней +hud-settings-shadow_rendering_mode-map-resolution = Роздільна здатність +hud-settings-rain_occlusion-resolution = Роздільна здатність дощової оклюзії +hud-settings-lod_detail = Рівень деталізації +hud-settings-save_window_size = Зберегти розмір вікна +hud-settings-reset_graphics = За замовчуванням +hud-settings-minimal_graphics = Мінімальне +hud-settings-low_graphics = Низьке +hud-settings-medium_graphics = Середнє +hud-settings-high_graphics = Високе +hud-settings-ultra_graphics = Ультра +hud-settings-bloom = Світіння +hud-settings-point_glow = Джерела світла +hud-settings-master_volume = Загальна гучність +hud-settings-inactive_master_volume_perc = Гучність неактивного вікна +hud-settings-music_volume = Гучність музики +hud-settings-sound_effect_volume = Гучність звукових ефектів +hud-settings-ambience_volume = Гучність довкілля +hud-settings-combat_music = Бойова музика +hud-settings-music_spacing = Інтервал музики +hud-settings-audio_device = Аудіо прилад +hud-settings-reset_sound = За замовчуванням +hud-settings-english_fallback = Використовувати англійську для неперекладених рядків +hud-settings-awaitingkey = Натисніть клавішу... +hud-settings-unbound = Нічого +hud-settings-reset_keybinds = За замовчуванням +hud-settings-chat_tabs = Секції чату +hud-settings-label = Ярлик: +hud-settings-delete = Видалити +hud-settings-show_all = Показати все +hud-settings-messages = Повідомлення +hud-settings-activity = Активності +hud-settings-death = Смерті +hud-settings-group = Група +hud-settings-faction = Фракція +hud-settings-world = Світ +hud-settings-region = Регіон +hud-settings-say = Сказати +hud-settings-all = Усім +hud-settings-group_only = Тільки група +hud-settings-reset_chat = За замовчуванням +hud-settings-third_party_integrations = Сторонні інтеграції +hud-settings-enable_discord_integration = Ввімкнути інтеграцію Discord +hud-settings-subtitles = Субтитри +hud-settings-aim_offset_x = Горизонтальне Зміщення Прицілу +hud-settings-aim_offset_y = Вертикальне Зміщення Прицілу +hud-settings-present_mode-vsync_adaptive = Адаптивна vsync +hud-settings-language_send_to_server = Надіслати налаштовану мову на сервери (для локалізації правил і "повідомлень дня") diff --git a/assets/voxygen/i18n/uk/hud/signs.ftl b/assets/voxygen/i18n/uk/hud/signs.ftl new file mode 100644 index 0000000..f5c5d9d --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/signs.ftl @@ -0,0 +1 @@ +common-signs-keep_out = Вхід заборонено \ No newline at end of file diff --git a/assets/voxygen/i18n/uk/hud/skills.ftl b/assets/voxygen/i18n/uk/hud/skills.ftl new file mode 100644 index 0000000..f5173dc --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/skills.ftl @@ -0,0 +1,129 @@ +hud-rank_up = Нова Одиниця Уміння +hud-skill-sp_available = Доступно { $number } ОУ +hud-skill-not_unlocked = Ще не відкрито +hud-skill-req_sp = + { "\u000A" } + + Необхідно { $number } ОУ +hud-skill-set_as_exp_bar = Встановити як шкалу досвіду +hud-skill-unlck_sword_title = Меч +hud-skill-unlck_sword = Відкриває дерево навичок володіння мечем{ $SP } +hud-skill-unlck_axe_title = Сокира +hud-skill-unlck_axe = Відкриває дерево навичок володіння сокирою{ $SP } +hud-skill-unlck_hammer_title = Молот +hud-skill-unlck_hammer = Відкриває дерево навичок володіння молотом{ $SP } +hud-skill-unlck_bow_title = Лук +hud-skill-unlck_bow = Відкриває дерево навичок володіння луком{ $SP } +hud-skill-unlck_staff_title = Посох +hud-skill-unlck_staff = Відкриває дерево навичок володіння посохом{ $SP } +hud-skill-unlck_sceptre_title = Цілющий скіпетр +hud-skill-unlck_sceptre = Відкриває дерево навичок володіння цілющим скіпетром{ $SP } +hud-skill-climbing_title = Лазiння +hud-skill-climbing = Стрибай вище +hud-skill-climbing_cost_title = Витрати на лазiння +hud-skill-climbing_cost = Лазіння витрачає на { $boost }% енергії менше{ $SP } +hud-skill-climbing_speed_title = Швидкість лазіння +hud-skill-climbing_speed = Лізь на { $boost }% швидше{ $SP } +hud-skill-swim_title = Плавання +hud-skill-swim = Пересування у вологому середовищі +hud-skill-swim_speed_title = Швидкість плавання +hud-skill-swim_speed = Пливи на { $boost }% швидше{ $SP } +hud-skill-sc_lifesteal_title = Промінь життєкрада +hud-skill-sc_lifesteal = Випивай життя зі своїх ворогів +hud-skill-sc_lifesteal_damage_title = Шкода +hud-skill-sc_lifesteal_damage = Завдає на { $boost }% більше ушкоджень{ $SP } +hud-skill-sc_lifesteal_range_title = Дальність +hud-skill-sc_lifesteal_range = Твій промінь сягає на { $boost }% довше{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = Крадіжка життя +hud-skill-sc_lifesteal_lifesteal = Конвертує додаткових { $boost }% з ушкоджень у здоров'я{ $SP } +hud-skill-sc_lifesteal_regen_title = Регенерація енергії +hud-skill-sc_lifesteal_regen = Поповнює енергію з додатковими { $boost }%{ $SP } +hud-skill-sc_heal_title = Аура цілителя +hud-skill-sc_heal = Зцілює вас і ваших союзників. (Потужність залежить від числа комбо) +hud-skill-sc_heal_heal_title = Зцілення +hud-skill-sc_heal_heal = Збільшує потужність зцілення на { $boost }%{ $SP } +hud-skill-sc_heal_cost_title = Витрати енергії +hud-skill-sc_heal_cost = Створення аури вимагає на { $boost }% менше енергії{ $SP } +hud-skill-sc_heal_duration_title = Довготривалість +hud-skill-sc_heal_duration = Регенерація працює на { $boost }% довше{ $SP } +hud-skill-sc_heal_range_title = Дальність +hud-skill-sc_heal_range = Еффект аури має більший на { $boost }% радіус{ $SP } +hud-skill-sc_wardaura_unlock_title = Розблоковує Захисну Ауру +hud-skill-sc_wardaura_unlock = Дозволяє захищати своїх спільників від атак ворогів{ $SP } +hud-skill-sc_wardaura_strength_title = Сила +hud-skill-sc_wardaura_strength = Ефект вашого захисту росте на { $boost }%{ $SP } +hud-skill-sc_wardaura_duration_title = Довготривалість +hud-skill-sc_wardaura_duration = Ваша аура тримається на { $boost }% довше{ $SP } +hud-skill-sc_wardaura_range_title = Радіус +hud-skill-sc_wardaura_range = Захисна аура сягає на { $boost }% далі{ $SP } +hud-skill-sc_wardaura_cost_title = Витрати енергії +hud-skill-sc_wardaura_cost = Створення аури вимагає на { $boost }% менше енергії{ $SP } +hud-skill-st_shockwave_range_title = Радіус ударної хвилі +hud-skill-st_shockwave_range = Збільшує радіус дії ударної хвилі на { $boost }%{ $SP } +hud-skill-st_shockwave_cost_title = Енергоспоживання ударної хвилі +hud-skill-st_shockwave_cost = Ударна хвиля споживає на { $boost }% менше енергії{ $SP } +hud-skill-st_shockwave_knockback_title = Дальність відкидання ударною хвилею +hud-skill-st_shockwave_knockback = Збільшує дальність відкидання ударною хвилею на { $boost }%{ $SP } +hud-skill-st_shockwave_damage_title = Ушкодження ударною хвилею +hud-skill-st_shockwave_damage = Збільшує ушкодження ударною хвилею на { $boost }%{ $SP } +hud-skill-st_shockwave_unlock_title = Ударна хвиля +hud-skill-st_shockwave_unlock = Відкриває можливість відкидати ворогів вогняною ударною хвилею{ $SP } +hud-skill-st_flame_velocity_title = Швидкість полум'я +hud-skill-st_flame_velocity = Вогонь досягає цілі швидше, на { $boost }% швидше{ $SP } +hud-skill-st_flamethrower = Розбуди свого внутрішнього Дракона +hud-skill-st_flamethrower_title = Вогнемет +hud-skill-st_flamethrower_damage_title = Ушкодження вогнеметом +hud-skill-st_flamethrower_damage = Збільшує ушкодження вогнеметом на { $boost }%{ $SP } +hud-skill-st_flamethrower_range_title = Дальність дії вогнемету +hud-skill-st_flamethrower_range = Збільшує дальність дії вогнемету { $boost }%{ $SP } +hud-skill-st_energy_drain_title = Енергоспоживання вогнемету +hud-skill-st_energy_drain = Зменшує швидкість споживання енергії вогнеметом на { $boost }%{ $SP } +hud-skill-st_fireball = Запускає вогняні кулі, що вибухають вражаючи ціль +hud-skill-st_fireball_title = Вогнений м'яч +hud-skill-st_explosion_radius_title = Радіус вибуху +hud-skill-st_explosion_radius = Більше - краще, збільшує радіус вибуху снарядів на { $boost }%{ $SP } +hud-skill-st_energy_regen_title = Відновлення енергії +hud-skill-st_energy_regen = Збільшує відновлення енергії від заподіяних ушкоджень на { $boost }%{ $SP } +hud-skill-st_damage_title = Ушкодження снарядами +hud-skill-st_damage = Збільшує ушкодження вогняними снарядами на { $boost }%{ $SP } +hud-skill-bow_projectile_speed_title = Швидкість стріл +hud-skill-bow_projectile_speed = Стріли летять на { $boost }% швидше і далі{ $SP } +hud-skill-bow_charged_title = Заряджений постріл +hud-skill-bow_charged = Терпіння винагороджується +hud-skill-bow_charged_damage_title = Ушкодження +hud-skill-bow_charged_damage = Збільшує ушкодження на { $boost }%{ $SP } +hud-skill-bow_charged_energy_regen_title = Відновлення енергії +hud-skill-bow_charged_energy_regen = Збільшує відновлення енергії на { $boost }%{ $SP } +hud-skill-bow_charged_knockback_title = Відкидання потужним пострілом +hud-skill-bow_charged_knockback = Потужний постріл відкидає ворогів на { $boost }% далі{ $SP } +hud-skill-bow_charged_speed_title = Швидкість зарядження потужного пострілу +hud-skill-bow_charged_speed = Збільшує швидкість зарядження потужного пострілу на { $boost }%{ $SP } +hud-skill-bow_charged_move_title = Швидкість руху +hud-skill-bow_charged_move = Збільшує швидкість руху під час зарядження потужного пострілу на { $boost }%{ $SP } +hud-skill-bow_repeater_title = Стріломет +hud-skill-bow_repeater = Випускає стрілу за стрілою набираючи швидкість +hud-skill-bow_repeater_damage_title = Ушкодження +hud-skill-bow_repeater_damage = Збільшує ушкодження на { $boost }%{ $SP } +hud-skill-bow_repeater_cost_title = Енергозатрата +hud-skill-bow_repeater_cost = Запуск черги стріл споживає на { $boost }% менше енергії{ $SP } +hud-skill-bow_repeater_speed_title = Швидкість +hud-skill-bow_repeater_speed = Збільшує темп стріломету на { $boost }%{ $SP } +hud-skill-bow_shotgun_unlock_title = Стріловик +hud-skill-bow_shotgun_unlock = Розблоковує можливість запуску декількох стріл одночасно{ $SP } +hud-skill-bow_shotgun_damage_title = Ушкодження +hud-skill-bow_shotgun_damage = Збільшує ушкодження на { $boost }%{ $SP } +hud-skill-bow_shotgun_cost_title = Енергоспоживання +hud-skill-bow_shotgun_cost = Постріл споживає на { $boost }% менше енергії{ $SP } +hud-skill-bow_shotgun_arrow_count_title = Кількість стріл +hud-skill-bow_shotgun_arrow_count = Збільшує кількість стріл на { $boost }{ $SP } +hud-skill-bow_shotgun_spread_title = Кучність стріл +hud-skill-bow_shotgun_spread = Зменшує розліт стріл на { $boost }%{ $SP } +hud-skill-mining_title = Гірнича справа +hud-skill-pick_strike_title = Удар Киркою +hud-skill-pick_strike = Шукайте руди та коштовні камені щоб здобути матеріали +hud-skill-pick_strike_speed_title = Швидший Удар +hud-skill-pick_strike_speed = Добувайте матеріали швидше{ $SP } +hud-skill-pick_strike_oregain_title = Щасливий удар (Руди) +hud-skill-pick_strike_oregain = Шанс здобути додаткову руду (+{ $boost }% за рівень){ $SP } +hud-skill-pick_strike_gemgain_title = Щасливий удар (Камені) +hud-skill-pick_strike_gemgain = Шанс здобути додатковий камінь (+{ $boost }% за рівень){ $SP } diff --git a/assets/voxygen/i18n/uk/hud/social.ftl b/assets/voxygen/i18n/uk/hud/social.ftl new file mode 100644 index 0000000..339cdd6 --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/social.ftl @@ -0,0 +1,16 @@ +hud-social = Інші гравці +hud-social-online = В мережі: +hud-social-friends = Друзі +hud-social-not_yet_available = Ще не доступно +hud-social-faction = Фракція +hud-social-play_online_fmt = + { $nb_player -> + [one] { $nb_player } гравець у мережі + [few] { $nb_player } гравці в мережі + [many] { $nb_player } гравців у мережі + *[other] { $nb_player } гравців у мережі + } +hud-social-name = Ім'я +hud-social-level = Рівень +hud-social-zone = Зона +hud-social-account = Обліковий запис diff --git a/assets/voxygen/i18n/uk/hud/subtitles.ftl b/assets/voxygen/i18n/uk/hud/subtitles.ftl new file mode 100644 index 0000000..48b1142 --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/subtitles.ftl @@ -0,0 +1,146 @@ +subtitle-campfire = Потріскування багаття +subtitle-bird_call = Спів птахів +subtitle-bees = Дзижчання бджіл +subtitle-owl = Укання сови +subtitle-running_water = Булькання води +subtitle-lightning = Грім +subtitle-portal-activated = Портал активовано +subtitle-portal-teleported = Телепортовано +subtitle-footsteps_grass = Ходьба по траві +subtitle-footsteps_earth = Ходьба по землі +subtitle-footsteps_rock = Ходьба по камінні +subtitle-footsteps_snow = Ходьба по снігу +subtitle-pickup_item = Предмет підібрано +subtitle-pickup_failed = Не вдалося підібрати +subtitle-glider_open = Дельтаплан екіпіровано +subtitle-glider_close = Дельтаплан прибрано +subtitle-glide = Планерування +subtitle-roll = Перекочування +subtitle-swim = Плавання +subtitle-climb = Лазіння +subtitle-damage = Пошкодження +subtitle-death = Смерть +subtitle-wield_bow = Лук екіпіровано +subtitle-unwield_bow = Лук прибрано +subtitle-pickup_bow = Лук підібрано +subtitle-wield_sword = Меч екіпіровано +subtitle-unwield_sword = Меч прибрано +subtitle-sword_attack = Замах мечем +subtitle-pickup_sword = Меч підібрано +subtitle-wield_axe = Сокиру екіпіровано +subtitle-unwield_axe = Сокиру прибрано +subtitle-axe_attack = Замах сокирою +subtitle-pickup_axe = Сокиру підібрано +subtitle-wield_hammer = Молот екіпіровано +subtitle-unwield_hammer = Молот прибрано +subtitle-hammer_attack = Замах молотом +subtitle-pickup_hammer = Молот підібрано +subtitle-wield_staff = Посох екіпіровано +subtitle-unwield_staff = Посох прибрано +subtitle-fire_shot = Вогняна куля Посоха +subtitle-staff_attack = Вогняна куля Посоха +subtitle-pickup_staff = Посох підібрано +subtitle-wield_sceptre = Скіпетр екіпіровано +subtitle-unwield_sceptre = Скіпетр прибрано +subtitle-sceptre_heal = Зцілююча аура скіпетра +subtitle-pickup_sceptre = Скіпетр підібрано +subtitle-wield_dagger = Кинджал екіпіровано +subtitle-uwield_dagger = Кинджал прибрано +subtitle-dagger_attack = Замах кинджалом +subtitle-pickup_dagger = Кинджал підібрано +subtitle-wield_shield = Щит екіпіровано +subtitle-unwield_shield = Щит прибрано +subtitle-shield_attack = Поштовх щитом +subtitle-pickup_shield = Щит підібрано +subtitle-pickup_pick = Кайло підібрано +subtitle-pickup_gemstone = Самоцвіт підібрано +subtitle-instrument_organ = Гра на органі +subtitle-wield_instrument = Інструмент екіпіровано +subtitle-unwield_instrument = Інструмент прибрано +subtitle-instrument_double_bass = Гра на Контрабасі +subtitle-instrument_flute = Гра на Флейті +subtitle-instrument_glass_flute = Гра на Скляній Флейті +subtitle-instrument_lyre = Гра на Лірі +subtitle-instrument_icy_talharpa = Гра на Крижаній Тальхарпі +subtitle-instrument_kalimba = Гра на Калімбі +subtitle-instrument_melodica = Гра на Мелодиці +subtitle-instrument_lute = Гра на Лютні +subtitle-instrument_sitar = Гра на Ситарі +subtitle-instrument_guitar = Гра на Гітарі +subtitle-instrument_dark_guitar = Гра на Темній Гітарі +subtitle-instrument_washboard = Гра на Пральній Дошці +subtitle-instrument_wildskin_drum = Гра Барабана з Дикої Шкіри +subtitle-pickup_instrument = Інструмент підібрано +subtitle-explosion = Вибух +subtitle-arrow_shot = Стріла випущена +subtitle-arrow_miss = Промах стріли +subtitle-arrow_hit = Попадання стріли +subtitle-skill_point = Отримано Очко Умінь +subtitle-sceptre_beam = Промінь Скіпетра +subtitle-flame_thrower = Вогнемет +subtitle-break_block = Блок знищено +subtitle-attack_blocked = Атаку заблоковано +subtitle-parry = Парирування +subtitle-interrupted = Прервано +subtitle-stunned = Приголомшений +subtitle-dazed = Ошелешений +subtitle-knocked_down = Збитий +subtitle-attack-ground_slam = Удар по землі +subtitle-attack-laser_beam = Лазерний промінь +subtitle-attack-cyclops_charge = Заряд Циклопа +subtitle-giga_roar = Рев Морозного Гіганта +subtitle-deep_laugh = Глибокий сміх +subtitle-attack-flash_freeze = Миттєве заморожування +subtitle-attack-icy_spikes = Крижані шипи +subtitle-attack-ice_crack = Крижана тріщина +subtitle-attack-steam = Пара +subtitle-attack-shovel = Копання Лопатою +subtitle-attack-from-the-ashes = Звук зцілення +subtitle-consume_potion = Пиття зілля +subtitle-consume_apple = Споживання яблука +subtitle-consume_cheese = Споживання сиру +subtitle-consume_food = Приймання їжі +subtitle-consume_liquid = Пиття +subtitle-utterance-alligator-angry = Алігатор шипить +subtitle-utterance-antelope-angry = Антилопа пирхає +subtitle-utterance-biped_large-angry = Важке рохкання +subtitle-utterance-bird-angry = Пташиний вереск +subtitle-utterance-adlet-angry = Адлет гавкає +subtitle-utterance-pig-angry = Свиня рохкає +subtitle-utterance-reptile-angry = Рептилія шипить +subtitle-utterance-sea_crocodile-angry = Морський Крокодил шипить +subtitle-utterance-saurok-angry = Саурок шипить +subtitle-utterance-cat-calm = Кіт нявкає +subtitle-utterance-cow-calm = Мукання корови +subtitle-utterance-fungome-calm = Писк Грибка +subtitle-utterance-goat-calm = Блеяння Кози +subtitle-utterance-pig-calm = Хрюкання Свині +subtitle-utterance-sheep-calm = Блеяння вівці +subtitle-utterance-truffler-calm = Трюфелер нюхає +subtitle-utterance-human-greeting = Вітання +subtitle-utterance-adlet-hurt = Адлет скиглить +subtitle-utterance-antelope-hurt = Антилопа плаче +subtitle-utterance-biped_large-hurt = Важкий біль +subtitle-utterance-human-hurt = Людині боляче +subtitle-utterance-lion-hurt = Лев гарчить +subtitle-utterance-mandroga-hurt = Мандрога кричить +subtitle-utterance-maneater-hurt = Відрижка Людоїда +subtitle-utterance-marlin-hurt = Марліну боляче +subtitle-utterance-mindflayer-hurt = Мучителю Розуму боляче +subtitle-utterance-dagon-hurt = Дагону боляче +subtitle-utterance-asp-angry = Аспід шипить +subtitle-utterance-asp-calm = Каркання Аспіда +subtitle-utterance-asp-hurt = Аспіду боляче +subtitle-utterance-wendigo-angry = Вендіго кричить +subtitle-utterance-wendigo-calm = Бурмотіння Вендіго +subtitle-utterance-wolf-angry = Вовк гарчить +subtitle-utterance-wolf-hurt = Вовк скиглить +subtitle-utterance-wyvern-angry = Рев Виверни +subtitle-utterance-wyvern-hurt = Виверні боляче +subtitle-utterance-phoenix-angry = Крик Фенікса +subtitle-utterance-phoenix-hurt = Феніксу боляче +subtitle-instrument_steeldrum = Гра на сталевому барабані +subtitle-instrument_shamisen = Гра на шямісені +subtitle-attack-fuse_charge = Шипіння запобіжника +subtitle-lavapool = Лавовий басейн +subtitle-surprise_egg = Божественний Звук diff --git a/assets/voxygen/i18n/uk/hud/trade.ftl b/assets/voxygen/i18n/uk/hud/trade.ftl new file mode 100644 index 0000000..8288d1b --- /dev/null +++ b/assets/voxygen/i18n/uk/hud/trade.ftl @@ -0,0 +1,38 @@ +hud-trade-trade_window = Торгове вікно +hud-trade-phase1_description = + Перетягніть речі, якими ви хочете + торгувати до відповідної області. +hud-trade-phase2_description = + Торговий процес тепер замкнений і + ви маєте змогу перевірити угоду. +hud-trade-phase3_description = Угода опрацьовується. +hud-trade-persons_offer = Пропозиція від { $playername } +hud-trade-has_accepted = + { $playername } + дав згоду +hud-trade-accept = Прийняти +hud-trade-decline = Відмовитись +hud-trade-invite_sent = Пропозиція торгувати надіслана до { $playername }. +hud-trade-result-completed = Торгівля завершилась успішно. +hud-trade-result-declined = Торгівля розірвана. +hud-trade-result-nospace = Недостатньо місця щоб завершити торг. +hud-trade-buy = + Ціна покупки: { $coin_num -> + [one] { $coin_formatted } монета + [few] { $coin_formatted } монети + [many] { $coin_formatted } монет + *[other] { $coin_formatted } монет + } +hud-trade-sell = + Ціна продажу: { $coin_num -> + [one] { $coin_formatted } монета + [few] { $coin_formatted } монети + [many] { $coin_formatted } монет + *[other] { $coin_formatted } монет + } +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Ваша пропозиція +hud-trade-their_offer = Його пропозиція +hud-trade-amount_input = Виберіть предмет +hud-confirm-trade-for-nothing = Ви насправді хочете віддати ці предмети задарма? diff --git a/assets/voxygen/i18n/uk/item/admin.ftl b/assets/voxygen/i18n/uk/item/admin.ftl new file mode 100644 index 0000000..6473ab3 --- /dev/null +++ b/assets/voxygen/i18n/uk/item/admin.ftl @@ -0,0 +1,38 @@ +armor-misc-back-admin = Накидка Адміна + .desc = + З великою силою приходить + велика відповідальність. +armor-misc-bag-admin_black_hole = Адмінська Чорна Діра + .desc = Кажуть, туди влізе все. +armor-tabard_admin = Накидка Адміна + .desc = З великою силою приходить велика відповідальність. +armor-velorite-belt = Велоритовий Пояс + .desc = { "" } +armor-velorite-legs = Велоритова Спідниця + .desc = { "" } +object-item_cheese = Золотий Сир + .desc = Кажуть, боги їдять його, щоб отримати вічну молодість. +weapon-bow-velorite-debug = Велоритовий Лук Адміна + .desc = Наповнений силою Велориту. +weapon-sword-frost-admin_sword = Великий Меч Адміна + .desc = Чи не мав би він бути банхамером? +armor-velorite-shoulder = Велоритові Наплічники + .desc = { "" } +armor-velorite-hands = Велоритові Рукавиці + .desc = { "" } +armor-velorite-chest = Велоритовий Нагрудник + .desc = { "" } +armor-velorite-boots = Велоритові Чоботи + .desc = { "" } +armor-velorite-back = Велоритова Накидка Адміна + .desc = Куди я знову подів свій банхамер? +armor-tabard-admin_tabard = Накидка Адміна + .desc = + З великою силою приходить + велика відповідальність. +armor-misc-back-admin_back = Плащ Адміна + .desc = + З великою силою приходить + велика відповідальність. +other-glider-vroom-debug = Вжух Глайдер + .desc = робить вжух diff --git a/assets/voxygen/i18n/uk/item/armor/armor.ftl b/assets/voxygen/i18n/uk/item/armor/armor.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/uk/item/items/crafting.ftl b/assets/voxygen/i18n/uk/item/items/crafting.ftl new file mode 100644 index 0000000..8febb8a --- /dev/null +++ b/assets/voxygen/i18n/uk/item/items/crafting.ftl @@ -0,0 +1,24 @@ +sprite-grass-grass_long_5 = Довга Трава + .desc = Зеленіша за морду орка. +sprite-crafting_ing-abyssal_heart = Серце Безодні + .desc = Дагонове Джерело Сили. +sprite-wood-item-bamboo = Бамбук + .desc = Величезна дерев'яниста трава. Може використовуватись при створенні дерев'яної зброї. +sprite-crafting_ing-bowl = Миска + .desc = Проста миска для приготування їжі. +sprite-cacti-flat_cactus_med = Кактус + .desc = Росте в теплих і сухих місцях. Дуже колючий! +sprite-crafting_ing-coral_branch = Коралова Гілка + .desc = Скарб із дна моря. +sprite-crafting_ing-pearl = Перлина + .desc = З неї вийшла б гарна лампа. +sprite-crafting_ing-resin = Смола + .desc = Використовується для обробки дерева. +sprite-seashells-shell-0 = Морські Мушлі + .desc = Мушлі з морської істоти. +sprite-twigs-twigs-0 = Гілочки + .desc = Лежать біля дерев. Мабуть білка зламала їх. +sprite-crafting_ing-living_embers = Живі Вуглинки + .desc = Тліючі останки вогняної істоти. +sprite-rocks-rock-0 = Камені + .desc = Камінці з землі, нічого незвичайного. diff --git a/assets/voxygen/i18n/uk/item/items/food.ftl b/assets/voxygen/i18n/uk/item/items/food.ftl new file mode 100644 index 0000000..18747c1 --- /dev/null +++ b/assets/voxygen/i18n/uk/item/items/food.ftl @@ -0,0 +1,63 @@ +sprite-carrot-carrot = Морква + .desc = Помаранчевий коренеплід. Кажуть, він покращує зір! +sprite-mushrooms-mushroom-10 = Гриб + .desc = Сподіваюсь цей не отруйний. +sprite-food-salad_plain = Звичайний Салат + .desc = Буквально просто нарізаний латук. Це взагалі вважається салатом? +sprite-tomato-tomato = Помідор + .desc = Червоний фрукт. Так, помідор - це не овоч! +sprite-food-salad_tomato = Салат з Помідорів + .desc = Листовий салат із нарізаними соковитими помідорами. +sprite-food-meat-beast_large_cooked = Приготований Шматок М'яса + .desc = Середня прожарка. +sprite-food-meat-beast_small_cooked = Приготований Шматочок М'яса + .desc = Середня прожарка. +sprite-food-meat-beast_small_raw = Сирий Шматочок М'яса + .desc = Маленький шматочок тваринного м'яса. Смакуватиме після приготування. +sprite-food-meat-bird_large_cooked = Величезна Приготована Гомілка + .desc = Легендарна страва. +object-blue_cheese = Блакитний Сир + .desc = Гострий та ситний. +object-cactus_drink = Кактусова Колада + .desc = Щипається по особливому. +object-cheese = Сир Гномів + .desc = Зроблений з козячого молока із найкращих запасів гномів. Ароматний та поживний! +sprite-food-meat-bird_raw = Сире Пташине М'ясо + .desc = Велика гомілка. +sprite-food-meat-fish_cooked = Приготована Риба + .desc = Свіжоприготований стейк із морепродуктів. +sprite-food-meat-fish_raw = Сира Риба + .desc = Стейк, нарізаний з риби. Смакуватиме після приготування. +sprite-food-meat-tough_cooked = Приготоване Жорстке М'ясо + .desc = Має екзотичний смак. +sprite-food-meat-tough_raw = Сире Жорстке М'ясо + .desc = Шматочок своєрідного м’яса. Смакуватиме після приготування. +object-apple_half = Яблуко + .desc = Червоне й соковите. +object-mushroom_curry = Грибне Карі + .desc = І хто може від такого відмовитись? +object-apple_stick = Яблуко На Паличці + .desc = На паличці і тримати зручніше! +object-coconut_half = Кокос + .desc = Надійне джерело води та жирів. Часто зустрічається на пальмах. +object-honeycorn = Медова Кукурудза + .desc = Солооодка. +object-mushroom_stick = Гриби На Паличці + .desc = Смажені гриби на паличці для зручності перенесення. +object-pumpkin_spice_brew = Пряне Гарбузове Вариво + .desc = Зварене із запліснявілих гарбузів. +object-sunflower_ice_tea = Холодний Соняшниковий Чай + .desc = Зварений із свіжоочищеного насіння соняшнику. +sprite-spore-corruption_spore = Спора Порчі + .desc = + Ви відчуваєте, як всередині пульсує зла сила. + + Можливо, нерозумно тримати це надто довго... +sprite-food-meat-bird_large_raw = Величезна Сира Гомілка + .desc = Це прекрасно. +sprite-food-meat-beast_large_raw = Сирий Шматок М'яса + .desc = Шматок тваринного м'яса. Смакуватиме після приготування. +sprite-cabbage-cabbage = Латук + .desc = Яскравий зелений листовий овоч. З латуку готують салати! +sprite-food-meat-bird_cooked = Приготоване Пташине М'ясо + .desc = Найкраще, коли є по одному в кожній руці. diff --git a/assets/voxygen/i18n/uk/item/items/key.ftl b/assets/voxygen/i18n/uk/item/items/key.ftl new file mode 100644 index 0000000..a8eed8b --- /dev/null +++ b/assets/voxygen/i18n/uk/item/items/key.ftl @@ -0,0 +1,28 @@ +object-lockpick = Звичайна Відмичка + .desc = Відкриває звичайні замки. Зламається після використання. +object-key-bone = Кістяний Ключ + .desc = Відкриває кістяні замки. Зламається після використання. +object-key-glass = Скляний Ключ + .desc = Відкриває скляні бар’єри. Зламається після використання. +object-key-rusty = Іржавий Ключ від Вежі + .desc = Пахне магією і трішечки... сиром? +object-key-quarry-smelting = Ключ від Плавильної Кімнати + .desc = Якщо пощастить, він спрацює ще раз, перш ніж зламається. +object-key-quarry-backdoor = Ключ від Чорного Ходу + .desc = Якщо пощастить, він спрацює ще раз, перш ніж зламається. +object-key-quarry-overseer = Ключ Наглядача + .desc = Якщо пощастить, він спрацює ще раз, перш ніж зламається. +object-key-quarry-keeper_goggle_left = Ліве Окулярне Скло + .desc = Здається, це може відкрити двері... +object-key-quarry-keeper_goggle_right = Праве Окулярне Скло + .desc = Здається, це може відкрити двері... +object-key-cyclops_eyeball = Око Циклопа + .desc = Здається, воно може відкрити старовинний механізм. +object-key-haniwa = Ключ-Камінь Ханів + .desc = Відкриває двері. Зламається після використання. +object-key-terracotta_door = Ключ від Теракотових Дверей + .desc = Відкриває двері. Зламається після використання. +object-key-quarry-ancient = Старовинний Ключ + .desc = Якщо пощастить, він спрацює ще раз, перш ніж зламається. +object-key-terracotta_chest = Ключ від Теракотової Скрині + .desc = Відкриває скрині. Зламається після використання. diff --git a/assets/voxygen/i18n/uk/item/items/potion.ftl b/assets/voxygen/i18n/uk/item/items/potion.ftl new file mode 100644 index 0000000..2e8cb1b --- /dev/null +++ b/assets/voxygen/i18n/uk/item/items/potion.ftl @@ -0,0 +1,20 @@ +object-curious_potion = Дивне Зілля + .desc = Цікаво, що воно робить... +object-potion_big = Велике Зілля + .desc = Дорогоцінні ліки, наразі це найбільший флакон цілющого зілля. +object-burning_charm = Заговір Вогню + .desc = Полум’я – ваш союзник, підкоріть його силу щоб спалити своїх ворогів. +object-potion_minor = Мале Зілля + .desc = Мале зілля, приготоване з яблук та меду. +object-potion_red = Сильнодіюче Зілля + .desc = Сильнодіюче зілля зцілення. +object-lifesteal_charm = Заговір Витягування + .desc = Витягніть і поглиньте життєву силу своєї цілі для зцілення себе. +object-potion_med = Середнє Зілля + .desc = Інноваційний винахід від аптекаря, кращий за своїх менших попередників. +object-frozen_charm = Заговір Мерзлоти + .desc = Нехай ваші вороги відчують жало холоду, коли ви заморозите їх на місці. +object-potion_combustion = Зілля Горіння + .desc = Підпалює користувача. +object-potion_agility = Зілля Спритності + .desc = Біжи, Форест, біжи! diff --git a/assets/voxygen/i18n/uk/item/weapon/modular.ftl b/assets/voxygen/i18n/uk/item/weapon/modular.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/uk/item/weapon/musical_instrument.ftl b/assets/voxygen/i18n/uk/item/weapon/musical_instrument.ftl new file mode 100644 index 0000000..adb19d7 --- /dev/null +++ b/assets/voxygen/i18n/uk/item/weapon/musical_instrument.ftl @@ -0,0 +1,30 @@ +weapon-tool-wildskin_drum = Барабан з Дикої Шкіри + .desc = один, два, ви знаєте, що робити! +weapon-tool-wooden_flute = Флейта + .desc = Дерев'яна Флейта. +weapon-tool-wooden_bass = Контрабас + .desc = Дерев'яний Бас. +weapon-tool-glass_flute = Скляна Флейта + .desc = І що Кардинал з нею робить? +weapon-tool-wooden_guitar = Гітара + .desc = Дерев'яна Гітара. +weapon-tool-black_velvet_guitar = Темна Гітара + .desc = Звучить різко. +weapon-tool-icy_talharpa = Крижана Талхарпа + .desc = Крижана Талхарпа. +weapon-tool-wooden_kalimba = Калімба + .desc = Дерев'яна Калімба. +weapon-tool-wooden_lute = Лютня + .desc = Дерев'яна Лютня. +weapon-tool-wooden_lyre = Ліра + .desc = Дерев'яна Ліра. +weapon-tool-melodica = Мелодика + .desc = Дерев'яна Мелодика. +weapon-tool-wooden_sitar = Ситара + .desc = Дерев'яна Ситара. +weapon-tool-washboard = Пральна Дошка + .desc = Пральна Дошка. +weapon-tool-steeltonguedrum = Стальний Глюкофон + .desc = Стальний Глюкофон. +weapon-tool-shamisen = Сямісен + .desc = Сямісен. diff --git a/assets/voxygen/i18n/uk/item/weapon/projectile.ftl b/assets/voxygen/i18n/uk/item/weapon/projectile.ftl new file mode 100644 index 0000000..e32dd8e --- /dev/null +++ b/assets/voxygen/i18n/uk/item/weapon/projectile.ftl @@ -0,0 +1,12 @@ +object-bomb = Бомба + .desc = Вибуховий пристрій, підривники його обожнюють! +weapon-projectile-fireworks_green = Зелений Феєрверк + .desc = Остерігайтесь дерев. +weapon-projectile-fireworks_purple = Фіолетовий Феєрверк + .desc = Фаворит культу. +weapon-projectile-fireworks_red = Червоний Феєрверк + .desc = Люди іноді використовують їх як сигнальні у крайньому випадку. +weapon-projectile-fireworks_white = Білий Феєрверк + .desc = Мерехтить, немов зорі. +object-surprise_egg = Яйце-Сюрприз + .desc = Особливе, вибухове, пасхальне. diff --git a/assets/voxygen/i18n/uk/item/weapon/tool.ftl b/assets/voxygen/i18n/uk/item/weapon/tool.ftl new file mode 100644 index 0000000..5680261 --- /dev/null +++ b/assets/voxygen/i18n/uk/item/weapon/tool.ftl @@ -0,0 +1,22 @@ +weapon-tool-broom = Мітла + .desc = Вона починає розвалюватись. +weapon-tool-fishing_rod_blue = Вудка + .desc = Пахне рибою. +weapon-tool-golf_club = Бита для Гольфу + .desc = Сільський забіяка. Запеклий антиурбаніст. Кліматична криза? Яка кліматична криза? +weapon-tool-hoe_green = Мотика + .desc = Забруднена брудом. +weapon-tool-pitchfork = Вила + .desc = Один із зубців зламаний. +weapon-tool-rake = Граблі + .desc = Скріплені шпагатом. +weapon-tool-shovel_green = Лопата + .desc = Вкрита компостом. +weapon-tool-shovel_gold = Лопата + .desc = Була нещодавно очищена. +weapon-tool-pickaxe_green = Кайло + .desc = Має щербатий кінчик. +weapon-tool-pickaxe_steel = Сталеве Кайло + .desc = Дозволяє швидко видобувати будь-яку бачену руду. +weapon-tool-pickaxe_stone = Кам'яне Кайло + .desc = Гепни по землі! diff --git a/assets/voxygen/i18n/uk/main.ftl b/assets/voxygen/i18n/uk/main.ftl new file mode 100644 index 0000000..b4befef --- /dev/null +++ b/assets/voxygen/i18n/uk/main.ftl @@ -0,0 +1,113 @@ +main-username = Ім'я користувача +main-server = Сервер +main-password = Пароль +main-connecting = З'єднання +main-creating_world = Створення світу +main-tip = Підказка: +main-unbound_key_tip = Від'єднати +main-notice = + Вітаємо в альфа-версії Veloren! + + Кілька моментів перед зануренням у пригоди: + + - Це дуже рання альфа. Будьте готові до багів, сирого ігроладу, невідполірованих механік та відсутності функцій/можливостей. + + - Якщо у Вас є конструктивна критика, відгуки, поради або Ви знайшли помилки - можете зв'язатись з нами на нашому репозиторії GitLab чи Discord або Matrix сервері. + + - Veloren - це проект з відкритим кодом. Ви можете вільно грати, змінювати та поширювати гру відповідно до версії 3 загальнодоступної ліцензії GNU. + + - Veloren - це неприбутковий проект, і всі, хто над ним працюють - волонтери. + Якщо він Вам подобається гра - ласкаво просимо долучитись до будь-якої групи команди розробників. + + Дякуємо, що прочитали. Щиро сподіваємось, що вам сподобається гра! + + ~ Команда розробників +main-login_process = + Про багатокористувацький режим: + + Врахуйте будь ласка, що вам потрібен обліковий запис для гри на серверах + з увімкненою авторизацією. + + Створити обліковий запис можна тут: + https://veloren.net/account/ +main-singleplayer-new = Нова +main-singleplayer-delete = Видалити +main-singleplayer-regenerate = Перегенерувати +main-singleplayer-create_custom = Налаштувати +main-singleplayer-invalid_name = Помилка: неприпустиме ім'я +main-singleplayer-seed = Зерно +main-singleplayer-random_seed = Випадкова +main-singleplayer-size_lg = Логарифмічний розмір +main-singleplayer-map_large_warning = Застереження: Перший запуск великих світів може зайняти багато часу. +main-singleplayer-world_name = Назва світу +main-singleplayer-map_scale = Вертикальне масштабування +main-singleplayer-map_erosion_quality = Якість ерозії +main-singleplayer-map_shape = Форма +main-singleplayer-play = Грати +main-singleplayer-generate_and_play = Згенерувати і Грати +menu-singleplayer-confirm_delete = Ви дійсно хочете видалити "{ $world_name }"? +menu-singleplayer-confirm_regenerate = Ви дійсно хочете перегенерувати "{ $world_name }"? +main-login-server_not_found = Сервер не знайдено. +main-login-authentication_error = Помилка авторизації на сервері. +main-login-internal_error = Внутрішня помилка у клієнта. Підказка: можливо персонаж гравця був видалений. +main-login-failed_auth_server_url_invalid = Не вдалося з'єднатися з сервером аутентифікації. +main-login-insecure_auth_scheme = Схема HTTP аутентифікації не підтримується. Це небезпечно! Для розробки, HTTP дозволено для 'localhost' або для дебажних збірок. +main-login-server_full = Сервер переповнений. +main-login-untrusted_auth_server = Ненадійний сервер аутентифікації. +main-login-outdated_client_or_server = ServerWentMad: ймовірно версії не сумісні, перевірте оновлення. +main-login-timeout = Чай вийшов: сервер не відповів вчасно. Підказка: можливо сервер наразі перенавантажений, або є якісь проблеми з мережею. +main-login-server_shut_down = Сервер вимкнено. +main-login-network_error = Помилка мережі. +main-login-network_wrong_version = Неспівпадіння версій сервера та клієнта. Підказка: можливо Вам потрібно оновити свій ігровий клієнт. +main-login-failed_sending_request = Запит до сервера аутентифікації невдалий. +main-login-invalid_character = Обраний персонаж недоступний. +main-login-client_crashed = Клієнт впав. +main-login-not_on_whitelist = Ви не знаходитесь у білому списку сервера, до якого спробували приєднатись. +main-login-banned = Вас заблоковано з наступної причини: +main-login-kicked = Вас викинуто з наступної причини: +main-login-select_language = Оберіть мову +main-login-client_version = Версія клієнта +main-login-server_version = Версія сервера +main-login-client_init_failed = Помилка запуску клієнта: { $init_fail_reason } +main-login-username_bad_characters = Ім'я користувача містить некоректні символи! (Використовуйте тільки букви, цифри, '_' та '-'). +main-login-username_too_long = Ім'я персонажа занадто довге! Максимальна довжина: { $max_len } +main-servers-select_server = Виберіть сервер +main-servers-singleplayer_error = Помилка підключення до внутрішнього сервера: { $sp_error } +main-servers-network_error = Помилка сокету/мережі серверів: { $raw_error } +main-servers-participant_error = Від'єднання учасника/помилка протоколу: { $raw_error } +main-servers-stream_error = Помилка даних клієнта під час підключення: { $raw_error } +main-servers-database_error = Помилка даних сервера: { $raw_error } +main-servers-persistence_error = Помилка зберігання (Можливо, пов'язано з ресурсами гри або даними про персонажа): { $raw_error } +main-servers-other_error = Помилка сервера: { $raw_error } +main-credits = Подяки +main-credits-created_by = зроблено +main-credits-music = Музика +main-credits-fonts = Шрифти +main-credits-other_art = Інші роботи +main-credits-contributors = Автори +loading-tips = + .a0 = Натисніть '{ $gameinput-togglelantern }', щоб вмикнути ліхтар. + .a1 = Натисніть '{ $gameinput-help }', щоб переглянути прив'язки клавіш за замовчуванням. + .a2 = Можна ввести /say чи /s, щоб написати лише гравцям поряд. + .a3 = Можна ввести /region чи /r, щоб написати лише гравцям в радіусі кількох сотень блоків навколо. + .a4 = Адміністратори можуть використовувати команду /build для переходу в режим будування. + .a5 = Можна ввести /group чи /g, щоб написати лише гравцям з Вашої поточної групи. + .a6 = Щоб надіслати приватне повідомлення, введіть /tell або /t, ім'я гравця, та Ваше повідомлення. + .a7 = Тримайте око на вістрі - їжа, скрині та інші корисні предмети можуть бути де-завгодно! + .a8 = Інвентар переповнений харчами? Спробуйте приготувати з них кращу їжу! + .a9 = Шукаєте чим би це зайнятись? Відвідайте одне з позначених на мапі підземель! + .a10 = Не забудьте налаштувати оптимальну для Вашої системи якість зображення. Натисніть '{ $gameinput-settings }', щоб відкрити налаштування. + .a11 = Грати з іншими весело! Натисніть '{ $gameinput-social }', щоб переглянути список користувачів у мережі. + .a12 = Натисніть '{ $gameinput-dance }', щоб потанцювати. Гей-гоп! + .a13 = Натисніть '{ $gameinput-glide }', щоб дістати Дельтаплан, та підкорюйте небеса! + .a14 = Veloren все ще на стадії ранньої альфи. Ми стараємося кожного дня щоб робити покращення! + .a15 = Якшо Ви хочете долучитись до розробки або ж просто поспілкуватись із розробниками, приєднуйтесь до нашого Discord-серверу. + .a16 = Ви можете змінити тип відображення здоров'я на індикаторі здоров'я в налаштуваннях. + .a17 = Присядьте біля вогнища (натиснувши кнопку '{ $gameinput-sit }'), щоб повільно відновити здоров'я. + .a18 = Потребуєте більше торбин чи кращу броню? Натисніть '{ $gameinput-crafting }' щоб відкрити ремісниче меню! + .a19 = Натисніть '{ $gameinput-roll }' щоб зробити перекат. Перекати можуть використовуватися для швидшого переміщення та ухиляння від атак. + .a20 = Цікавитесь для чого цей предмет? Введіть 'input:' в полі пошуку ремісничого меню щоб переглянити список рецептів, в яких він використовується. + .a21 = Знайшли щось файне? Зробіть знімок екрану, натиснувши '{ $gameinput-screenshot }'. +main-singleplayer-day_length = Тривалість дня +main-server-rules = Цей сервер має правила, які необхідно прийняти. +main-server-rules-seen-before = Ці правила змінилися з часу, коли ви востаннє приймали їх. diff --git a/assets/voxygen/i18n/uk/npc.ftl b/assets/voxygen/i18n/uk/npc.ftl new file mode 100644 index 0000000..cf290b8 --- /dev/null +++ b/assets/voxygen/i18n/uk/npc.ftl @@ -0,0 +1,302 @@ +npc-speech-villager = + .a0 = Я обожнюю сир. +npc-speech-villager_open = + .a0 = Цікаво, що думає Catoblepas коли їсть траву. + .a1 = Як ти гадаєш, що змушує Glowing Remains світиться? + .a2 = Ти колись чув про лютих Land Sharks? Я чув що вони живуть у пустелях. + .a3 = Цікаво, що на тій стороні гір. + .a4 = Я залишив трішки сиру у родичів. Зараз я не знаю чи існує він. Я називаю це сиром Шредінгера. + .a5 = Ти колись ловив світлячків? + .a6 = Чуєш, хтось казав, що дорогоцінні камні усіх видів можна знайти у печерах. + .a7 = Не можу збагнути звідки всі ці саулроки приходять. +npc-speech-villager_adventurous = + .a0 = Сподіваюсь, одного дня я зроблю свій особистий дельтаплан. + .a1 = Я б хотів вивчати печери, коли стану сильніше. +npc-speech-villager_closed = + .a0 = Ти не місцевий, чи не так? + .a1 = Кажуть, гриби корисні для здоров'я. Ніколи не їв їх. + .a2 = Бути, чи не бути? Гадаю, буду фермером. +npc-speech-villager_conscientious = + .a0 = Я як бджола. Завжди є що робити. + .a1 = Сподіваюсь, скоро піде дощ. Буде корисно для врожая. +npc-speech-villager_busybody = + .a0 = Людям треба менше балакати і більше працювати. +npc-speech-villager_unconscientious = + .a0 = Гадаю, час другого сніданку! + .a1 = Хотів би я щоб у моїй хаті не було так брудно. Але для цього мені потрібно було б прибратись! Ха-ха! + .a2 = Дідько, де я залишив ту річ... +npc-speech-villager_extroverted = + .a0 = Ти навіть не уявляєш що я робив на цих вихідних! + .a1 = Доброго ранку тобі! + .a2 = Як вам сьогоднішня погода? + .a3 = Я просто божеволію від сира! + .a4 = Не забудь про крекери! + .a5 = Я просто обожнюю сир дворфів. Хотів би навчитися його робити. + .a6 = Мав гарний сон про сир в останню ніч. Що б це значило? + .a7 = Обожнюю мед! І ненавиджу бджіл. +npc-speech-villager_sociable = + .a0 = Не завітаєш до нас? Ми як раз збиралися поїсти сиру! + .a1 = Не хотів би побачити мій сад? Добре, можливо, іншого разу. +npc-speech-villager_introverted = + .a0 = Здоровенькі були. + .a1 = Га, я? Та я тут так. +npc-speech-villager_agreeable = + .a0 = Як ся маєш сьогодні? + .a1 = Повідом мене, якщо тобі щось знадобиться. + .a2 = Бачив мого кота? +npc-speech-villager_worried = + .a0 = Будь обачливим, добре? Довкола багато загроз. +npc-speech-villager_disagreeable = + .a0 = Я кажу як є. Якщо іншим це не подобається, це погано. + .a1 = Люди занадто вразливі. +npc-speech-villager_neurotic = + .a0 = Думки про всі ці підземелля лякають мене. Сподіваюсь, хтось їх зачистить. + .a1 = Хтось має щось зробити з цими культистами. Бажанно щоб це робив не я. + .a2 = Маю відчуття, що трапиться щось погане. + .a3 = Сподіваюсь, хтось прожене цих вовків подалі від села. +npc-speech-villager_sad_loner = + .a0 = Я такий самотній. + .a1 = { "." }.. Вибач за це незручне мовчання. Мені ніяково поруч з компанією. +npc-speech-villager_seeker = + .a0 = Хочу колись побачити увесь світ. В житті повинно бути щось окрім цього села. +npc-speech-villager_stable = + .a0 = Чи не файний цей день? + .a1 = Життя не таке вже й погане. + .a2 = Гарний день для прогулянки по лісу! +npc-speech-villager_decline_trade = + .a0 = Пробач, мені нема чим торгувати з тобою. + .a1 = Торгівля? Начебто в мене щось, що може зацікавити тебе. + .a2 = Мій дім - тільки мій, я не обміняю його ні на що. +npc-speech-villager_busy = + .a0 = Вибач, не можу теревенькати з тобою зараз. + .a1 = Потім побалакаємо, я зайнятий. +npc-speech-merchant_advertisement = + .a0 = Чи не цікавить Вас торгівля? + .a1 = Не бажаєте поторгувати зі мною? + .a2 = Маю багато всього цікавого. Не бажаєте поглянути? +npc-speech-merchant_busy = + .a0 = Зачекай, я один, а вас багато. + .a1 = Хвилинку, дай мені закінчити. + .a2 = Я зайнятий, приходь пізніше. +npc-speech-merchant_busy_rude = + .a0 = Агов, чекай своєї черги. + .a1 = Ти не бачиш іншу людину попереду себе? + .a2 = Не лізь поза чергою. +npc-speech-merchant_trade_successful = + .a0 = Вельми дякую, що поторгував зі мною! + .a1 = Дякую! +npc-speech-merchant_trade_declined = + .a0 = Можливо, іншого разу, на все добре! + .a1 = Прикро, тоді, можливо, наступного разу! +npc-speech-merchant_trade_cancelled_hostile = + .a0 = Вибач за те що перервав, треба вирішити цю проблему! + .a1 = Поторгуємо пізніше, спочатку треба розібратися із цим! +npc-speech-ambush = + .a0 = Тільки дурень подорожує самотужки! + .a1 = Як у дитини забрати цукерку! +npc-speech-villager_cultist_alarm = + .a0 = Стережись! Культист розгулює на свободі! + .a1 = До зброї! Культисти атакують! + .a2 = Як посміли культисти напасти на наше село! + .a3 = Слава нації, смерть культистам! + .a4 = Культистів тут не терплять! + .a5 = Кровожерлевий культист! + .a6 = Спробуй на смак лезо мого меча, клятий культист! + .a7 = Ніщо не може змити кров з твоїх рук, культист! + .a8 = Мільярди бульбашкових синіх ракушок! Культист серед нас! + .a9 = Злодіяння цього культисту ось-ось закінчатся! + .a10 = Цей культист мій! + .a11 = Приготуйся зустрійти свого творця, клятий культист! + .a12 = Я бачу культиста! Схопіть його! + .a13 = Я бачу культиста! В атаку! + .a14 = Я бачу культиста! Не дайте йому втекти! + .a15 = Чи буде самий поважний культист хвилюватися про якусь СМЕРТЬ?! + .a16 = Ніколи не пробачу! Ніколи не забуду! Культист - співчуваю! + .a17 = Помри, культист! + .a18 = Ваше царство террору захоплене! + .a19 = Це тобі за все що ти зробив! + .a20 = Ми не дуже добре відносимся до ваших людей тут. + .a21 = Тобі слідувало залишатися під землею! +npc-speech-villager_under_attack = + .a0 = Рятуйте, б'ють! + .a1 = Рятуйте, б'ють! + .a2 = Ай, мене б'ють! + .a3 = Ай! Мене б'ють! Допоможіть! + .a4 = Врятуйте мене! Мене вбивають! + .a5 = Б'ють! Рятуйте! + .a6 = Я під атакою! Врятуйте мене! + .a7 = Допоможіть! + .a8 = Допоможіть! Врятуйте! + .a9 = Допоможіть, людоньки, врятуйте! + .a10 = Мене вбивають! + .a11 = AAAААА! Мене вбивають! + .a12 = AAAААА! Мене б'ють! Допоможіть! + .a13 = Допоможіть! Ми атаковані! + .a14 = Врятуйте! Вбивця! + .a15 = Рятуйте! Вбивця на волі! + .a16 = На допомогу! Вони намагаються мене вбити! + .a17 = Вартова, мене атакують! + .a18 = Вартова! Мене б'ють! + .a19 = Мене вбивають! Вартові! + .a20 = На допомогу! Вартові! Я під атакою! + .a21 = Вартові! Скоріше! + .a22 = Вартові! Вартові! + .a23 = Вартові! Злодій б'є мене! + .a24 = Вартові, вбийте цього нікчемного злодія! + .a25 = Вартові! Тут вбивця! + .a26 = Вартові! Рятуйте мене! + .a27 = Тобі це не зійде з рук! Вартові! + .a28 = Ти нелюд! + .a29 = Рятуйте мене! + .a30 = На допомогу! Будь ласка! + .a31 = Ай! Вартові! Врятуйте! + .a32 = Вони переслідують мене! + .a33 = Рятуйте! Допоможіть! Мене спіткала розплата! + .a34 = Ох, тепер ми бачимо насилля, властиве системі. + .a35 = Усього лиш подряпина. + .a36 = Припини це + .a37 = Що я взагалі тобі зробив? + .a38 = Благаю, досить бити мене! + .a39 = Агов! Дивись куди ти направляєш цю річ! + .a40 = Гидкий нелюд, іди звідси! + .a41 = Припини це! Залиш мене! + .a42 = Ти робиш мене злим + .a43 = Гей! Кого ти тут із себе строїш?! + .a44 = Я тобі голову відірву! + .a45 = Припини будь ласка, в мене нічого не має. + .a46 = Я покличу свого брата, він більший за мене! + .a47 = Нііі, я розкажу все матері! + .a48 = Біс би тебе побрав! + .a49 = Благаю, не роби цього. + .a50 = Це було неприємно! + .a51 = Твоя зброя працює, можеш прибрати її тепер! + .a52 = Помилуй! + .a53 = Прошу, в мене сім'я! + .a54 = Я занадто молодий, щоб вмирати! + .a55 = Можливо, домовимося? + .a56 = Насилля це не рішення всіх проблем! + .a57 = Виходить, сьогодні видався поганий день... + .a58 = Агов, це боляче! + .a59 = Ік! + .a60 = Як грубо! + .a61 = Припини, благаю тебе! + .a62 = Щоб ти всрався! + .a63 = Це вже не смішно. + .a64 = Як ти можеш?! + .a65 = Ти заплатиш за це! + .a66 = Продовжиш і ти пошкодуєш про це! + .a67 = Не змушуй мене робити тобі боляче! + .a68 = Сталася якась помилка! + .a69 = Ти не маєш це робити! + .a70 = Вийди звідси, розбійнику! + .a71 = Це справді боляче! + .a72 = Навіщо ти це зробив? + .a73 = Заради всього святого, припини! + .a74 = Ти напевно переплутав мене з кимось! + .a75 = Я не заслуговую на це! + .a76 = Прошу, не роби це ще раз. + .a77 = Вартові, киньте цього монстра в озеро! + .a78 = Я нацькую свого Тараса на тебе! + .a79 = Ну чому я? +npc-speech-villager_enemy_killed = + .a0 = Я знищив мого ворога! + .a1 = Нарешті у спокої! + .a2 = { "." }.. на чому ми зупинилися? +npc-speech-menacing = + .a0 = Я тебе попереджаю! + .a1 = Ще крок і ти пожалкуєш! + .a2 = Ти мене не лякаєш! + .a3 = Прибирайся звідсіля! + .a4 = Повертай, якщо хочеш жити! + .a5 = Ти незванний гість тут! +npc-speech-cultist_low_health_fleeing = + .a0 = Не втеча, а перегрупування! + .a1 = Відступаємо! + .a2 = Будь ти проклят! + .a3 = Я прокляну тебе в наступному житті! + .a4 = Мені треба відпочити! + .a5 = Вони занадто сильні! +npc-speech-prisoner = + .a0 = Будь ласка, знайди ключ + .a1 = Бути у заточенні не весело. + .a2 = Цьому Кардиналу не можна довіряти. + .a3 = Ці священнослужителі не замислюють нічого доброго. +npc-speech-moving_on = + .a0 = Я провів достатньо часу тут, далі до { $site }! +npc-speech-migrating = + .a0 = Мені більше не подобається жити тут. Час мігрувати до { $site }. + .a1 = Час переселитись до { $site }, досить з цим місцем. +npc-speech-night_time = + .a0 = Вже темно, час повертатися додому. + .a1 = Я втомився. + .a2 = Мене манить ліжко! +npc-speech-day_time = + .a0 = Починається новий день! + .a1 = Я ніколи не любив прокидатися... +npc-speech-start_hunting = + .a0 = Час на полювання! +npc-speech-guard_thought = + .a0 = Мій брат бореться з ограми. А що отримав я? Вартова служба... + .a1 = Ще один патруль, тоді я зможу піти додому. + .a2 = Ніякі бандити не пройдуть повз мене. +npc-speech-merchant_sell_undirected = + .a0 = Усі мої товари найвищої якості! + .a1 = Хто-небудь хоче придбати мої товари? + .a2 = У мене є найкращі пропозиції в місті. + .a3 = Шукаєте припаси? Я підготував все, що вам потрібно. +npc-speech-merchant_sell_directed = + .a0 = Гей, там! Чи вам потрібна нова цейво, як його там? + .a1 = Ви голодні? Я впевнений, що в мене є сир, який ви можете купити. + .a2 = Ти виглядаєш так, ніби тобі цілком підійдуть нові обладунки! +npc-speech-tell_site = + .a0 = Ви відвідували { $site }? Це на { $dir } звідси! + .a1 = Ти повинен відвідати { $site } як-небудь. + .a2 = Якщо ви подорожуєте { $dist } на { $dir }, можете дістатися до { $site }. + .a3 = На { $dir } ви знайдете { $site }, це { $dist }. +npc-speech-tell_monster = + .a0 = Кажуть, що там { $body } на { $dir }, { $dist }... + .a1 = Ти думаєш, що ти міцний? На { $dir } є { $body }. +npc-speech-witness_murder = + .a0 = Вбивця! + .a1 = Як ви можете таке робити? + .a2 = Ааааа! +npc-speech-witness_enemy_murder = + .a0 = Мій герой! + .a1 = Нарешті хтось зробив це! + .a2 = Уууура! +npc-speech-witness_death = + .a0 = Ні! + .a1 = Це жахливо! + .a2 = О Боже! +npc-speech-welcome-aboard = + .a0 = Ласкаво просимо на борт! + .a1 = Чи можу побачити ваш квиток... жартую, це безкоштовно! + .a2 = Приємної поїздки! +npc-speech-dir_north = північ +npc-speech-dir_north_east = північний схід +npc-speech-dir_east = схід +npc-speech-dir_south_east = південний схід +npc-speech-dir_south = південь +npc-speech-dir_south_west = південний захід +npc-speech-dir_west = захід +npc-speech-dir_north_west = північний захід +npc-speech-dist_very_far = ду-у-уже далеко +npc-speech-dist_far = далеко +npc-speech-dist_ahead = трохи подалі +npc-speech-dist_near = поблизу +npc-speech-dist_near_to = дуже близько +npc-speech-arena = Давай сядемо там! +# NPC reactions +npc-speech-night = + .a0 = Ліхтарі корисні для пересування вночі! + .a1 = Сподіваюсь ми у темряві одні... + .a2 = Бу! +# NPC site hints +# Available variables: +# - $dir references npc-speech-dir-* variables below +# - $dist references npc-speech-dist-* variables below +# - $site represents hard-coded site in the world +npc-speech-site = + .a0 = Чи не вважаєте ви, що наше селище найкраще? + .a1 = Вітаємо у { $site } ! + .a2 = { $site } - чудове селище для проживання. diff --git a/assets/voxygen/i18n/vi/_manifest.ron b/assets/voxygen/i18n/vi/_manifest.ron new file mode 100644 index 0000000..b70acbc --- /dev/null +++ b/assets/voxygen/i18n/vi/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// Localization for Vietnamese (Vietnam) +( + metadata: ( + language_name: "Tiếng Việt (Vietnamese)", + language_identifier: "vi", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.Metamorphous-Regular", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.Alkhemikal", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.wizard", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.OpenSans-Regular", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/vi/body.ftl b/assets/voxygen/i18n/vi/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/vi/buff.ftl b/assets/voxygen/i18n/vi/buff.ftl new file mode 100644 index 0000000..19a7cba --- /dev/null +++ b/assets/voxygen/i18n/vi/buff.ftl @@ -0,0 +1,37 @@ +buff-remove = Nhấp để xóa +buff-heal = Hồi máu + .desc = Tăng máu theo thời gian. + .stat = Hồi { $str_total } Máu +buff-potion = Thuốc + .desc = Đang uống... +buff-saturation = Bão Hòa + .desc = Tăng máu theo thời gian từ việc hấp thụ vật phẩm. +buff-campfire_heal = + .desc = Nghỉ ngơi ở lửa trại hồi { $rate }% máu một giây. +buff-invulnerability = Bất Tử + .desc = Bạn không dính sát thương của bất kỳ đòn tấn công nào. + .stat = Cho khả năng miễn sát thương +buff-protectingward = + .desc = Bạn được bảo vệ phần nào khỏi các đòn tấn công. +buff-frenzied = Cuồng Nộ + .desc = Tăng tốc và bỏ qua sát thương nhỏ. +buff-bleed = Chảy Máu + .desc = Gây sát thương liên tục. +buff-cursed = Nguyền + .desc = Bạn bị nguyền. +buff-burn = Cháy + .desc = Bạn đang bị thiêu sống +buff-crippled = Què Quặt + .desc = Chuyển động chập chững do chân đã bị thương nặng. +buff-frozen = Đông Cứng + .desc = Cả chuyển động và đòn tấn công đều bị làm chậm. +buff-wet = Ướt + .desc = Mặt sàn trơn trượt, khó dừng lại. +buff-ensnared = Trói Buộc + .desc = Dây leo bám vào chân, cản trở chuyển động của bạn. +buff-increase_max_energy = + .stat = Tăng Mức Năng Lượng Tối Đa { $strength } +buff-increase_max_health = + .stat = Tăng Lượng Máu Tối Đa { $strength } +buff-text-over_seconds = trong { $dur_secs } giây +buff-text-for_seconds = khoảng { $dur_secs } giây diff --git a/assets/voxygen/i18n/vi/char_selection.ftl b/assets/voxygen/i18n/vi/char_selection.ftl new file mode 100644 index 0000000..b6a52ee --- /dev/null +++ b/assets/voxygen/i18n/vi/char_selection.ftl @@ -0,0 +1,19 @@ +char_selection-loading_characters = Đang tải nhân vật... +char_selection-delete_permanently = Xóa vĩnh viễn Nhân vật này? +char_selection-change_server = Đổi Máy Chủ +char_selection-enter_world = Vào Trò Chơi +char_selection-logout = Đăng xuất +char_selection-create_new_character = Tạo Nhân Vật Mới +char_selection-creating_character = Đang Tạo Nhân Vật... +char_selection-character_creation = Tạo Nhân Vật +char_selection-human_default = Con Người Mặc Định +char_selection-level_fmt = Cấp Độ { $level_nb } +char_selection-beard = Râu +char_selection-hair_style = Kiểu Tóc +char_selection-hair_color = Màu Tóc +char_selection-eye_color = Màu Mắt +char_selection-skin = Da +char_selection-eyeshape = Kiểu Mắt +char_selection-accessories = Phụ Kiện +char_selection-create_info_name = Đặt tên cho Nhân vật! +char_selection-version_mismatch = Cảnh Báo! Máy chủ này đang chạy một phiên bản khác. Vui lòng cập nhật trò chơi. diff --git a/assets/voxygen/i18n/vi/common.ftl b/assets/voxygen/i18n/vi/common.ftl new file mode 100644 index 0000000..f0f31ad --- /dev/null +++ b/assets/voxygen/i18n/vi/common.ftl @@ -0,0 +1,93 @@ +common-username = Tên tài khoản +common-singleplayer = Chơi đơn +common-multiplayer = Chơi mạng +common-servers = Máy chủ +common-quit = Thoát +common-settings = Cài đặt +common-languages = Ngôn ngữ +common-interface = Giao diện +common-gameplay = Lối chơi +common-controls = Điều khiển +common-video = Đồ họa +common-sound = Âm thanh +common-chat = Trò chuyện +common-resume = Tiếp tục +common-characters = Nhân vật +common-close = Đóng +common-yes = Có +common-no = Không +common-back = Quay lại +common-create = Tạo +common-okay = Được +common-add = Thêm +common-accept = Chấp nhận +common-decline = Từ chối +common-disclaimer = Khước từ +common-cancel = Hủy bỏ +common-none = Không còn +common-error = Lỗi +common-fatal_error = Lỗi nghiêm trọng +common-you = Bạn +common-automatic = Tự động +common-random = Ngẫu nhiên +common-empty = Trống rỗng +common-interface_settings = Cài đặt giao diện +common-gameplay_settings = Cài đặt chế độ chơi +common-controls_settings = Cài đặt điều khiển +common-video_settings = Cài đặt hình ảnh +common-sound_settings = Cài đặt âm thanh +common-language_settings = Cài đặt ngôn ngữ +common-chat_settings = Cài đặt trò truyện +common-connection_lost = + Mất kết nối! + Máy chủ đã bị khởi động lại? + Trò chơi có được cập nhật không? +common-species-orc = Loài orc +common-species-human = Loài người +common-species-dwarf = Người lùn +common-species-elf = Yêu tinh +common-species-draugr = Xác sống +common-species-danari = Loài Danari +common-weapons-axe = Rìu +common-weapons-greatsword = Trọng kiếm +common-weapons-shortswords = Đoản kiếm +common-weapons-sword = Kiếm +common-weapons-staff = Hỏa trượng +common-weapons-bow = Cung +common-weapons-hammer = Búa +common-weapons-sceptre = Quyền Trượng Hồi Phục +common-weapons-shield = Khiên +common-weapons-spear = Giáo +common-weapons-hammer_simple = Búa Thô Sơ +common-weapons-sword_simple = Kiếm Thô Sơ +common-weapons-staff_simple = Gậy Phép Thô Sơ +common-weapons-axe_simple = Rìu Thô Sơ +common-weapons-bow_simple = Cung Thô Sơ +common-weapons-unique = Độc Nhất +common-tool-debug = Gỡ Lỗi +common-tool-farming = Nông Cụ +common-tool-pick = Cuốc +common-tool-mining = Khai Mỏ +common-kind-modular_component = Thành phần Mô-đun +common-kind-glider = Dù Lượn +common-kind-consumable = Có thể hấp thụ +common-kind-throwable = Có thể ném +common-kind-ingredient = Nguyên Liệu +common-kind-lantern = Đèn +common-hands-one = Một Tay +common-hands-two = Hai Tay +common-rand_appearance = Ngoại hình ngẫu nhiên +common-rand_name = Tên ngẫu nhiên +common-stats-combat_rating = CR +common-stats-power = Sức Mạnh +common-stats-speed = Tốc Độ +common-stats-armor = Giáp +common-stats-energy_max = Năng Lượng Tối Đa +common-stats-energy_reward = Thưởng Năng Lượng +common-stats-precision_power = Sức Mạnh Chí Mạng +common-stats-stealth = Lén Lút +common-material-metal = Kim Loại +common-material-wood = Gỗ +common-material-stone = Đá +common-material-cloth = Vải +common-material-hide = Da diff --git a/assets/voxygen/i18n/vi/esc_menu.ftl b/assets/voxygen/i18n/vi/esc_menu.ftl new file mode 100644 index 0000000..b88b7ca --- /dev/null +++ b/assets/voxygen/i18n/vi/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = Đăng Xuất +esc_menu-quit_game = Thoát Trò Chơi \ No newline at end of file diff --git a/assets/voxygen/i18n/vi/gameinput.ftl b/assets/voxygen/i18n/vi/gameinput.ftl new file mode 100644 index 0000000..682632e --- /dev/null +++ b/assets/voxygen/i18n/vi/gameinput.ftl @@ -0,0 +1,65 @@ +gameinput-primary = Đòn Đánh Cơ Bản +gameinput-secondary = Đòn Đánh Thứ Cấp +gameinput-block = Đỡ +gameinput-slot1 = Sử dụng vật phẩm ô 1 +gameinput-slot2 = Sử dụng vật phẩm ô 2 +gameinput-slot3 = Sử dụng vật phẩm ô 3 +gameinput-slot4 = Sử dụng vật phẩm ô 4 +gameinput-slot5 = Sử dụng vật phẩm ô 5 +gameinput-slot6 = Sử dụng vật phẩm ô 6 +gameinput-slot7 = Sử dụng vật phẩm ô 7 +gameinput-slot8 = Sử dụng vật phẩm ô 8 +gameinput-slot9 = Sử dụng vật phẩm ô 9 +gameinput-slot10 = Sử dụng vật phẩm ô 10 +gameinput-swaploadout = Đổi Vũ Khí +gameinput-togglecursor = Bật/Tắt Con Trỏ +gameinput-help = Bật/Tắt Cửa Sổ Giúp Đỡ +gameinput-toggleinterface = Bật/Tắt Giao Diện +gameinput-toggledebug = Bật/Tắt FPS và Thông Tin Gỡ Lỗi +gameinput-toggle_egui_debug = Bật/Tắt Thông Tin Gỡ Lỗi EGUI +gameinput-togglechat = Bật/Tắt Trò Chuyện +gameinput-screenshot = Chụp Màn Hình +gameinput-toggleingameui = Bật/Tắt Thẻ Tên +gameinput-fullscreen = Bật/Tắt Toàn Màn Hình +gameinput-moveforward = Đi Thẳng +gameinput-moveleft = Sang Trái +gameinput-moveright = Sang Phải +gameinput-moveback = Đi Lùi +gameinput-jump = Nhảy +gameinput-glide = Lượn +gameinput-roll = Lăn +gameinput-climb = Trèo +gameinput-climbdown = Trèo Xuống +gameinput-wallleap = Nhảy Qua Tường +gameinput-togglelantern = Bật/Tắt Đèn +gameinput-mount = Cưỡi +gameinput-chat = Trò Chuyện +gameinput-command = Lệnh +gameinput-escape = Thoát +gameinput-map = Bản Đồ +gameinput-bag = Túi +gameinput-trade = Giao Dịch +gameinput-social = Xã Hội +gameinput-sit = Ngồi +gameinput-spellbook = Phép +gameinput-settings = Cài Đặt +gameinput-respawn = Tái Sinh +gameinput-charge = Charge +gameinput-togglewield = Bật/Tắt Wield +gameinput-interact = Tương Tác +gameinput-freelook = Quan Sát Tự Do +gameinput-autowalk = Tự Động Đi Bộ/Bơi +gameinput-cameraclamp = Cố Định Máy Quay +gameinput-dance = Nhảy +gameinput-select = Lựa Chọn Đối Tượng +gameinput-acceptgroupinvite = Chấp Nhận Lời Mời Nhóm +gameinput-declinegroupinvite = Từ Chối Lời Mời Nhóm +gameinput-cyclecamera = Quay Máy Quay +gameinput-crafting = Chế Tạo +gameinput-fly = Bay +gameinput-sneak = Lén Lút +gameinput-swimdown = Lặn xuống +gameinput-swimup = Bơi lên +gameinput-mapzoomin = Phóng to bản đồ +gameinput-mapzoomout = Thu nhỏ bản đồ +gameinput-greet = Chào \ No newline at end of file diff --git a/assets/voxygen/i18n/vi/hud/ability.ftl b/assets/voxygen/i18n/vi/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/vi/hud/bag.ftl b/assets/voxygen/i18n/vi/hud/bag.ftl new file mode 100644 index 0000000..80e2206 --- /dev/null +++ b/assets/voxygen/i18n/vi/hud/bag.ftl @@ -0,0 +1,39 @@ +hud-bag-inventory = Kho đồ của { $playername } +hud-bag-stats_title = Chỉ số của { $playername } +hud-bag-armor = Giáp +hud-bag-stats = Chỉ số +hud-bag-head = Đầu +hud-bag-neck = Cổ +hud-bag-tabard = Áo Tabard +hud-bag-shoulders = Vai +hud-bag-chest = Ngực +hud-bag-hands = Tay +hud-bag-lantern = Đèn +hud-bag-glider = Dù lượn +hud-bag-belt = Thắt lưng +hud-bag-ring = Nhẫn +hud-bag-back = Lưng +hud-bag-legs = Chân +hud-bag-feet = Bàn chân +hud-bag-mainhand = Tay thuận +hud-bag-offhand = Tay trái +hud-bag-inactive_mainhand = Tay thuận (Không kích hoạt) +hud-bag-inactive_offhand = Tay trái (Không kích hoạt) +hud-bag-swap_equipped_weapons_title = Đổi vũ khí +hud-bag-swap_equipped_weapons_desc = Nhấn phím { $key } +hud-bag-bag = Túi +hud-bag-health = Máu +hud-bag-energy = Năng Lượng +hud-bag-combat_rating = Chiến Lực +hud-bag-protection = Bảo vệ +hud-bag-stun_res = Khả năng hồi choáng +hud-bag-combat_rating_desc = + Được tính toán từ + trang bị và máu của bạn. +hud-bag-protection_desc = Giảm sát thương +hud-bag-stun_res_desc = + Khả năng phục hồi khỏi bị choáng bởi các đòn liên tiếp. + Hồi phục giống như Năng Lượng. +hud-bag-sort_by_name = Sắp xếp theo Tên +hud-bag-sort_by_quality = Sắp xếp theo chất lượng +hud-bag-sort_by_category = Sắp xếp theo chủng loại diff --git a/assets/voxygen/i18n/vi/hud/char_window.ftl b/assets/voxygen/i18n/vi/hud/char_window.ftl new file mode 100644 index 0000000..8a58a87 --- /dev/null +++ b/assets/voxygen/i18n/vi/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = Tên nhân vật +character_window-character_stats = + Bền bỉ + + Nhanh nhẹn + + Ý chí + + Bảo vệ diff --git a/assets/voxygen/i18n/vi/hud/chat.ftl b/assets/voxygen/i18n/vi/hud/chat.ftl new file mode 100644 index 0000000..2ead2cc --- /dev/null +++ b/assets/voxygen/i18n/vi/hud/chat.ftl @@ -0,0 +1,36 @@ +hud-chat-all = Tất cả +hud-chat-chat_tab_hover_tooltip = Nhấp chuột phải để cài đặt +hud-chat-online_msg = { "[" }{ $name }] đang trực tuyến +hud-chat-offline_msg = { "[" }{ $name }] đã ngoại tuyến +hud-chat-default_death_msg = { "[" }{ $name }] chết +hud-chat-fall_kill_msg = { "[" }{ $name }] bị ngã chết +hud-chat-suicide_msg = { "[" }{ $name }] tự bị thương mà chết +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] chết vì: bị cháy gây ra bởi [{ $attacker }] + .bleeding = { "[" }{ $victim }] chết vì: mất máu gây ra bởi [{ $attacker }] + .curse = { "[" }{ $victim }] chết vì: bị nguyền gây ra bởi [{ $attacker }] + .crippled = { "[" }{ $victim }] chết vì: bị què gây ra bởi [{ $attacker }] + .frozen = { "[" }{ $victim }] chết vì: bị đông cứng gây ra bởi [{ $attacker }] +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }] đã đánh bại [{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }] đã bắn chết [{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }] đã nổ tung [{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }] đã giết [{ $victim }] bằng phép thuật +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] chết vì: bị cháy + .bleeding = { "[" }{ $victim }] chết vì: mất máu + .curse = { "[" }{ $victim }] chết vì: bị nguyền + .crippled = { "[" }{ $victim }] chết vì: bị què + .frozen = { "[" }{ $victim }] chết vì: bị đông cứng +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] chết vì: bị cháy gây ra bởi { $attacker } + .bleeding = { "[" }{ $victim }] chết vì: mất máu gây ra bởi { $attacker } + .curse = { "[" }{ $victim }] chết vì: bị nguyền gây ra bởi { $attacker } + .crippled = { "[" }{ $victim }] chết vì: bị què gây ra bởi { $attacker } + .frozen = { "[" }{ $victim }] chết vì: bị đông cứng gây ra bởi { $attacker } +hud-chat-npc_melee_kill_msg = { $attacker } đã giết [{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker } đã bắn [{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker } đã nổ tung [{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker } đã giết [{ $victim }] bằng phép thuật +hud-chat-npc_other_kill_msg = { $attacker } đã giết [{ $victim }] +hud-chat-goodbye = Tạm biệt! +hud-chat-connection_lost = Mất kết nối. Thoát ra sau { $time } giây. diff --git a/assets/voxygen/i18n/vi/hud/crafting.ftl b/assets/voxygen/i18n/vi/hud/crafting.ftl new file mode 100644 index 0000000..405d3c1 --- /dev/null +++ b/assets/voxygen/i18n/vi/hud/crafting.ftl @@ -0,0 +1,25 @@ +hud-crafting = Chế tạo +hud-crafting-recipes = Công thức +hud-crafting-ingredients = Nguyên liệu: +hud-crafting-craft = Chế tạo +hud-crafting-tool_cata = Yêu cầu: +hud-crafting-req_crafting_station = Yêu cầu: +hud-crafting-anvil = Đe +hud-crafting-cauldron = Vạc +hud-crafting-cooking_pot = Nồi Nấu Ăn +hud-crafting-crafting_bench = Bàn Chế Tạo +hud-crafting-forge = Lò Rèn +hud-crafting-loom = Khung Cửi +hud-crafting-spinning_wheel = Guồng Se Sợi +hud-crafting-tanning_rack = Giá Thuộc Da +hud-crafting-tabs-all = Tất cả +hud-crafting-tabs-armor = Giáp +hud-crafting-tabs-dismantle = Tái Chế +hud-crafting-tabs-food = Thức Ăn +hud-crafting-tabs-glider = Dù Lượn +hud-crafting-tabs-potion = Thuốc +hud-crafting-tabs-tool = Dụng Cụ +hud-crafting-tabs-utility = Khác +hud-crafting-tabs-weapon = Vũ Khí +hud-crafting-tabs-bag = Túi +hud-crafting-tabs-processed_material = Vật Liệu \ No newline at end of file diff --git a/assets/voxygen/i18n/vi/hud/group.ftl b/assets/voxygen/i18n/vi/hud/group.ftl new file mode 100644 index 0000000..f9b4e6c --- /dev/null +++ b/assets/voxygen/i18n/vi/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = Nhóm +hud-group-invite_to_join = [{ $name }] đã mời bạn vào nhóm! +hud-group-invite_to_trade = [{ $name }] muốn giao dịch với bạn. +hud-group-invite = Mời +hud-group-kick = Đuổi +hud-group-assign_leader = Trưởng Nhóm +hud-group-leave = Rời Nhóm +hud-group-dead = Đã Chết +hud-group-out_of_range = Ngoài Phạm Vi +hud-group-add_friend = Thêm Bạn +hud-group-link_group = Các Nhóm Liên Kết +hud-group-in_menu = Trong Menu +hud-group-members = Thành Viên \ No newline at end of file diff --git a/assets/voxygen/i18n/vi/hud/map.ftl b/assets/voxygen/i18n/vi/hud/map.ftl new file mode 100644 index 0000000..e11978e --- /dev/null +++ b/assets/voxygen/i18n/vi/hud/map.ftl @@ -0,0 +1,31 @@ +hud-map-map_title = Bản đồ +hud-map-qlog_title = Nhiệm vụ +hud-map-topo_map = Địa hình +hud-map-difficulty = Độ khó +hud-map-towns = Thị trấn +hud-map-castles = Lâu đài +hud-map-dungeons = Hầm ngục +hud-map-caves = Hang động +hud-map-cave = Hang động +hud-map-peaks = Núi +hud-map-voxel_map = Bản đồ Voxel +hud-map-trees = Cây đại thụ +hud-map-tree = Cây đại thụ +hud-map-town = Thị trấn +hud-map-castle = Lâu đài +hud-map-dungeon = Hầm ngục +hud-map-difficulty_dungeon = + Hầm ngục + + Độ khó: { $difficulty } +hud-map-drag = Kéo thả +hud-map-zoom = Phóng to +hud-map-mid_click = Đặt Waypoint +hud-map-recenter = Căn giữa +hud-map-marked_location = Địa điểm đã đánh dấu +hud-map-marked_location_remove = Nhấp để xóa +hud-map-change_map_mode = Đổi kiểu bản đồ +hud-map-toggle_minimap_voxel = Bật tắt Minimap Voxel +hud-map-zoom_minimap_explanation = + Phóng to minimap để xem + khu vực quanh bạn chi tiết hơn \ No newline at end of file diff --git a/assets/voxygen/i18n/vi/hud/misc.ftl b/assets/voxygen/i18n/vi/hud/misc.ftl new file mode 100644 index 0000000..067f87d --- /dev/null +++ b/assets/voxygen/i18n/vi/hud/misc.ftl @@ -0,0 +1,33 @@ +hud-do_not_show_on_startup = Không hiển thị lúc Khởi động +hud-show_tips = Hiển Thị Mẹo +hud-quests = Nhiệm Vụ +hud-you_died = Bạn Đã Chết +hud-waypoint_saved = Waypoint Đã Được Lưu +hud-inventory_full = Kho Đồ Đầy +hud-press_key_to_show_keybindings_fmt = { "[" }{ $key }] Phím tắt +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] Đèn +hud-press_key_to_show_debug_info_fmt = Nhấn phím { $key } để hiển thị thông tin gỡ lỗi +hud-press_key_to_toggle_keybindings_fmt = Nhấn phím { $key } để bật tắt phím tắt +hud-press_key_to_toggle_debug_info_fmt = Nhấn phím { $key } để bật tắt thông tin gỡ lỗi +hud-press_key_to_respawn = Nhấn phím { $key } để hồi sinh tại đống lửa trại cuối cùng mà bạn ghé thăm. +hud-tutorial_btn = Hướng dẫn +hud-tutorial_click_here = Nhấn phím [ { $key } ] để hiện con trỏ chuột và nhấp vào nút này! +hud-tutorial_elements = Chế tạo +hud-temp_quest_headline = Xin Chào Lữ Khách! +hud-temp_quest_text = + Để bắt đầu hành trình, bạn có thể xem qua ngôi làng này và thu thập một số vật phẩm hữu ích. + + Cứ lấy bất cứ thứ gì bạn cần! + + Nhìn vào góc phải bên dưới của màn hình để tìm những mục khác như túi đồ, menu chế tạo và bản đồ. + + Các trạm chế tạo cho phép bạn tạo áo giáp, vũ khí, thức ăn và nhiều thứ khác! + + Những con động vật hoang dã quanh thị trấn là nguồn cung cấp da tuyệt vời để tạo ra những món đồ bảo hộ cho bạn khỏi những nguy hiểm của thế giới bên ngoài. + + Khi bạn cảm thấy đã sẵn sàng, hãy thử tìm những trang bị tốt hơn từ rất nhiều những thử thách đã được đánh dấu trên bản đồ! +hud-spell = Phép +hud-diary = Nhật ký +hud-free_look_indicator = Chế độ quan sát tự do kích hoạt. Nhấn phím { $key } để tắt. +hud-camera_clamp_indicator = Cố định máy quay dọc kích hoạt. Nhấn phím { $key } để tắt. +hud-auto_walk_indicator = Tự động đi/bơi kích hoạt diff --git a/assets/voxygen/i18n/vi/hud/quest.ftl b/assets/voxygen/i18n/vi/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/vi/hud/sct.ftl b/assets/voxygen/i18n/vi/hud/sct.ftl new file mode 100644 index 0000000..641f656 --- /dev/null +++ b/assets/voxygen/i18n/vi/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount } Exp +hud-sct-block = BỊ CHẶN diff --git a/assets/voxygen/i18n/vi/hud/settings.ftl b/assets/voxygen/i18n/vi/hud/settings.ftl new file mode 100644 index 0000000..84c1634 --- /dev/null +++ b/assets/voxygen/i18n/vi/hud/settings.ftl @@ -0,0 +1,106 @@ +hud-settings-general = Cài đặt chung +hud-settings-none = Không +hud-settings-press_behavior-toggle = Bật/Tắt +hud-settings-press_behavior-hold = Giữ +hud-settings-help_window = Cửa sổ giúp đỡ +hud-settings-debug_info = Thông tin gỡ lỗi +hud-settings-show_hitboxes = Hiện hitboxes +hud-settings-show_chat = Hiện trò chuyện +hud-settings-tips_on_startup = Mẹo khi khởi động +hud-settings-ui_scale = Tỉ Lệ Giao Diện +hud-settings-relative_scaling = Tỉ lệ cân xứng +hud-settings-custom_scaling = Tỉ lệ tùy chỉnh +hud-settings-crosshair = Con trỏ +hud-settings-opacity = Độ mờ +hud-settings-toggle_shortcuts = Bật/Tắt phím tắt +hud-settings-buffs_skillbar = Buffs tại thanh kỹ năng +hud-settings-buffs_mmap = Buffs tại Minimap +hud-settings-toggle_bar_experience = Bật tắt thanh kinh nghiệm +hud-settings-scrolling_combat_text = Thông Tin Chiến Đấu +hud-settings-incoming_damage = Sát thương nhận phải +hud-settings-speech_bubble = Bong Bóng Thoại +hud-settings-speech_bubble_dark_mode = Chế độ tối màu +hud-settings-speech_bubble_icon = Biểu tượng bong bóng thoại +hud-settings-energybar_numbers = Giá Trị Thanh Năng Lượng +hud-settings-always_show_bars = Luôn hiển thị thanh Năng Lượng +hud-settings-values = Số +hud-settings-percentages = Tỷ lệ phần trăm +hud-settings-chat = Trò chuyện +hud-settings-background_opacity = Nền mờ +hud-settings-chat_character_name = Hiện tên nhân vật khi trò chuyện +hud-settings-loading_tips = Hiện Thị Mẹo Tại Màn Hình Chờ +hud-settings-reset_interface = Thiết lập mặc định +hud-settings-pan_sensitivity = Độ nhạy xoay +hud-settings-zoom_sensitivity = Độ nhạy thu phóng +hud-settings-camera_clamp_angle = Góc cố định máy quay dọc +hud-settings-invert_scroll_zoom = + Đảo ngược thu phóng + khi cuộn chuột +hud-settings-invert_mouse_y_axis = + Đảo ngược trục Y + của chuột +hud-settings-invert_controller_y_axis = + Đảo ngược trục Y + của tay cầm +hud-settings-enable_mouse_smoothing = Làm mượt máy quay +hud-settings-free_look_behavior = Quan sát tự do +hud-settings-auto_walk_behavior = Tự động đi bộ +hud-settings-camera_clamp_behavior = Cố định máy quay +hud-settings-player_physics_behavior = Player physics (thử nghiệm) +hud-settings-stop_auto_walk_on_input = Dừng tự động đi bộ khi di chuyển +hud-settings-auto_camera = Máy quay tự động +hud-settings-reset_gameplay = Thiết lập mặc định +hud-settings-view_distance = Tầm nhìn xa +hud-settings-sprites_view_distance = Tầm nhìn xa Sprites +hud-settings-maximum_fps = FPS tối đa +hud-settings-ambiance = Độ sáng môi trường +hud-settings-antialiasing_mode = Chế độ khử răng cưa +hud-settings-cloud_rendering_mode = Chế độ render mây +hud-settings-fluid_rendering_mode = Chế độ render chất lỏng +hud-settings-cloud_rendering_mode-minimal = Tối thiểu +hud-settings-cloud_rendering_mode-low = Thấp +hud-settings-cloud_rendering_mode-medium = Trung bình +hud-settings-cloud_rendering_mode-high = Cao +hud-settings-cloud_rendering_mode-ultra = Rất cao +hud-settings-fullscreen = Toàn màn hình +hud-settings-fullscreen_mode = Chế độ toàn màn hình +hud-settings-fullscreen_mode-borderless = Không viền +hud-settings-gpu_profiler = Bật bộ đếm thời gian GPU (không phải luôn hỗ trợ) +hud-settings-resolution = Độ phân giải +hud-settings-refresh_rate = Tốc Độ Refresh +hud-settings-lighting_rendering_mode = Chế độ ánh sáng +hud-settings-lighting_rendering_mode-ashikhmin = Kiểu A - Cao +hud-settings-lighting_rendering_mode-blinnphong = Kiểu B - Trung bình +hud-settings-lighting_rendering_mode-lambertian = Kiểu L - Kém +hud-settings-shadow_rendering_mode = Chế độ bóng +hud-settings-shadow_rendering_mode-none = Không +hud-settings-shadow_rendering_mode-cheap = Kém +hud-settings-shadow_rendering_mode-map = Bản đồ +hud-settings-shadow_rendering_mode-map-resolution = Độ phân giải +hud-settings-lod_detail = Chi tiết LoD +hud-settings-save_window_size = Lưu kích thước cửa sổ +hud-settings-reset_graphics = Thiết lập mặc định +hud-settings-master_volume = Âm lượng tổng +hud-settings-inactive_master_volume_perc = Âm lượng cửa sổ không kích hoạt +hud-settings-music_volume = Âm lượng nhạc +hud-settings-sound_effect_volume = Âm lượng hiệu ứng +hud-settings-audio_device = Thiết bị âm thanh +hud-settings-reset_sound = Thiết lập mặc định +hud-settings-english_fallback = Hiển thị tiếng Anh cho những đoạn dịch bị thiếu +hud-settings-awaitingkey = Nhấn một phím bất kỳ... +hud-settings-unbound = Không +hud-settings-reset_keybinds = Thiết lập mặc định +hud-settings-chat_tabs = Tab trò chuyện +hud-settings-label = Nhãn: +hud-settings-delete = Xóa +hud-settings-show_all = Hiển thị tất cả +hud-settings-messages = Tin nhắn +hud-settings-activity = Hoạt động +hud-settings-death = Chết +hud-settings-group = Nhóm +hud-settings-world = Thế giới +hud-settings-region = Vùng +hud-settings-say = Nói +hud-settings-all = Tất cả +hud-settings-group_only = Chỉ nhóm +hud-settings-reset_chat = Thiết lập mặc định diff --git a/assets/voxygen/i18n/vi/hud/skills.ftl b/assets/voxygen/i18n/vi/hud/skills.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/vi/hud/social.ftl b/assets/voxygen/i18n/vi/hud/social.ftl new file mode 100644 index 0000000..618e3b9 --- /dev/null +++ b/assets/voxygen/i18n/vi/hud/social.ftl @@ -0,0 +1,8 @@ +hud-social = Người Chơi Khác +hud-social-online = Trực tuyến: +hud-social-friends = Bạn bè +hud-social-not_yet_available = Chưa khả dụng +hud-social-play_online_fmt = { $nb_player } người chơi trực tuyến +hud-social-name = Tên +hud-social-level = Cấp độ +hud-social-account = Tài khoản diff --git a/assets/voxygen/i18n/vi/hud/subtitles.ftl b/assets/voxygen/i18n/vi/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/vi/hud/trade.ftl b/assets/voxygen/i18n/vi/hud/trade.ftl new file mode 100644 index 0000000..2faa4c4 --- /dev/null +++ b/assets/voxygen/i18n/vi/hud/trade.ftl @@ -0,0 +1,22 @@ +hud-trade-trade_window = Giao Dịch +hud-trade-phase1_description = + Kéo vật phẩm bạn muốn giao dịch + vào khu vực tương ứng. +hud-trade-phase2_description = + Giao dịch hiện đã bị khóa để cho bạn + thời gian để xem lại. +hud-trade-phase3_description = Giao dịch đang được xử lý. +hud-trade-persons_offer = Đề nghị của { $playername } +hud-trade-has_accepted = + { $playername } + đã chấp nhận +hud-trade-accept = Chấp nhận +hud-trade-decline = Từ chối +hud-trade-invite_sent = Yêu cầu giao dịch đã được gửi cho { $playername }. +hud-trade-result-completed = Giao dịch thành công. +hud-trade-result-declined = Giao dịch bị từ chối. +hud-trade-result-nospace = Không đủ không gian để hoàn tất giao dịch. +hud-trade-tooltip_hint_1 = +hud-trade-tooltip_hint_2 = +hud-trade-your_offer = Đề nghị của bạn +hud-trade-their_offer = Đề nghị của họ diff --git a/assets/voxygen/i18n/vi/item/weapon/projectile.ftl b/assets/voxygen/i18n/vi/item/weapon/projectile.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/vi/main.ftl b/assets/voxygen/i18n/vi/main.ftl new file mode 100644 index 0000000..c7b74a2 --- /dev/null +++ b/assets/voxygen/i18n/vi/main.ftl @@ -0,0 +1,77 @@ +main-username = Tên tài khoản +main-server = Máy chủ +main-password = Mật khẩu +main-connecting = Đang kết nối +main-creating_world = Đang tạo thế giới mới +main-tip = Mẹo: +main-notice = + Chào mừng đến với Veloren phiên bản alpha! + + Trước khi bạn bắt đầu chơi Veloren, bạn cần chú ý những điều sau: + + - Đây là một phiên bản alpha chưa hoàn thiện. Trò chơi còn nhiều lỗi, cơ chế và tính năng cũng còn nhiều thiết sót. + + - Nếu bạn muốn phản hồi hoặc báo lỗi, hãy liên hệ với chúng tôi trên Reddit, GitLab, hoặc trên Discord của chúng tôi. + + - Veloren được cấp phép theo giấy phép GPL 3 open-source. Có nghĩa là bạn được phép chơi miễn phí, sửa đổi, và phân phối lại trò chơi theo cách bạn muốn (miễn là nó cũng theo giấy phép GPL 3). + + - Veloren là một dự án cộng đồng phi lợi nhuận, mọi người cùng tình nguyện đóng góp. Nếu bạn thích, hãy tham gia đội phát triển hoặc đội mỹ thuật của chúng tôi! + + Cảm ơn bạn đã dành thời gian đọc thông báo này, chúng tôi hy vọng bạn thích trò chơi này! + + ~ The Veloren Devs +main-login_process = + Thông tin về quá trình đăng nhập: + + Xin lưu ý rằng bạn cần có tài khoản + để chơi trên máy chủ được xác thực. + + Bạn có thể tạo một tài khoản tại + + + https://veloren.net/account/. +main-login-server_not_found = Không tìm thấy máy chủ +main-login-authentication_error = Lỗi xác thực trên máy chủ +main-login-internal_error = Lỗi client (có vẻ nhân vật của người chơi đã bị xóa) +main-login-failed_auth_server_url_invalid = Không thể kết nối tới máy chủ +main-login-insecure_auth_scheme = Xác thực qua HTTP KHÔNG được hỗ trợ vì thiếu bảo mật! HTTP chỉ dành cho mục đích phát triển với 'localhost' hoặc các bản build gỡ lỗi +main-login-server_full = Máy chủ đã đầy +main-login-untrusted_auth_server = Máy chủ xác thực không đáng tin cậy +main-login-outdated_client_or_server = ServerWentMad: Có thể do phiên bản không tương thích, hãy thử cập nhật. +main-login-timeout = Hết giờ: máy chủ không phản hồi kịp thời. (quá tải hoặc lỗi mạng). +main-login-server_shut_down = Máy chủ ngừng hoạt động +main-login-network_error = Lỗi mạng +main-login-network_wrong_version = Phiên bản không tương thích với máy chủ, vui lòng cập nhật game. +main-login-failed_sending_request = Gửi yêu cầu đến máy chủ xác thực không thành công +main-login-invalid_character = Ký tự không hợp lệ +main-login-client_crashed = Trò chơi đã bị crash +main-login-not_on_whitelist = Bạn cần được quản trị viên chấp thuận để tham gia +main-login-banned = Bạn đã bị cấm với lý do +main-login-kicked = Bạn đã bị đuổi với lý do +main-login-select_language = Chọn ngôn ngữ +main-login-client_version = Phiên bản máy khách +main-login-server_version = Phiên bản máy chủ +main-servers-select_server = Chọn máy chủ +loading-tips = + .a0 = Nhấn phím '{ $gameinput-togglelantern }' để bật đèn. + .a1 = Nhấn '{ $gameinput-help }' để xem tất cả các phím tắt mặc định. + .a2 = Bạn có thể gõ /say hoặc /s để chỉ nói chuyện với người chơi xung quanh. + .a3 = Bạn có thể gõ /region hoặc /r để chỉ nói chuyện với người chơi trong khoảng vài trăm blocks xung quanh bạn. + .a4 = Quản trị viên có thể sử dụng /build để vào chế độ xây dựng. + .a5 = Bạn có thể gõ /group hoặc /g để chỉ nói chuyện với những người chơi trong nhóm hiện tại. + .a6 = Để gửi tin nhắn riêng tư gõ /tell theo sau là tên người chơi và tin nhắn của bạn. + .a7 = Để ý thức ăn, rương và các chiến lợi phẩm khác nằm rải rác khắp thế giới! + .a8 = Kho chứa đầy thực phẩm? Hãy thử chế biến những món ăn ngon hơn từ chúng! + .a9 = Không biết làm gì? Thử một trong những hầm ngục được đánh dấu trên bản đồ! + .a10 = Đừng quên điều chỉnh đồ họa cho máy của bạn. Nhấn '{ $gameinput-settings }' để mở cài đặt. + .a11 = Chơi vui hơn khi có bạn! Nhấn '{ $gameinput-social }' để xem ai đang trực tuyến. + .a12 = Kẻ thù có đầu lâu bên dưới thanh máu mạnh hơn so với chính bạn. + .a13 = Nhấn '{ $gameinput-dance }' để nhảy múa. Quẩy lên! + .a14 = Nhấn '{ $gameinput-glide }' để bật dù lượn và chinh phục bầu trời. + .a15 = Veloren vẫn đang trong giai đoạn Pre-Alpha. Chúng tôi đang cố gắng hết sức để cải thiện nó mỗi ngày! + .a16 = Nếu bạn muốn tham gia nhóm phát triển hoặc chỉ đơn giản là trò chuyện, hãy tham gia Discord-Server. + .a17 = Bạn có thể thay đổi hiển thị lượng máu của mình trên thanh máu trong cài đặt. + .a18 = Để xem chỉ số của bạn, hãy nhấn vào nút 'Stats' trong kho. + .a19 = Ngồi gần lửa trại (nhấn nút '{ $gameinput-sit }') để nghỉ ngơi - hồi máu chậm theo thời gian. + .a20 = Cần thêm túi hoặc áo giáp tốt hơn để tiếp tục cuộc hành trình? Nhấn nút '{ $gameinput-crafting }' để mở menu chế tạo! + .a21 = Hãy thử nhảy lên trong khi đang lăn qua một sinh vật nào đó. diff --git a/assets/voxygen/i18n/vi/npc.ftl b/assets/voxygen/i18n/vi/npc.ftl new file mode 100644 index 0000000..0c5714f --- /dev/null +++ b/assets/voxygen/i18n/vi/npc.ftl @@ -0,0 +1,153 @@ +npc-speech-villager = + .a0 = Trời hôm nay đẹp thật + .a1 = Dạo này khỏe không? + .a2 = Không biết con Catoblepas nghĩ gì khi nó ăn cỏ nhỉ. + .a3 = Cậu thấy thời tiết hôm nay thế nào? + .a4 = Cứ nhắc tới hầm ngục là tôi lại thấy sợ. Mong là có người sớm dẹp được chúng. + .a5 = Tôi sẽ đi khám phá một cái hang nào đó khi tôi mạnh hơn. + .a6 = Cậu có nhìn thấy con mèo của tôi đâu không? + .a7 = Cậu đã bao giờ nghe về những con Cá Mập Cạn hung dữ chưa? Thấy bảo chúng sống ở sa mạc đấy. + .a8 = Người ta đồn rằng có thể tìm thấy đủ loại đá quý trên đời trong những hang động. + .a9 = Lại đây nào. Chúng tôi đang chuẩn bị ăn pho mát! + .a10 = Mọi người bảo ăn nấm tốt lắm. Nhưng tôi chưa thử bao giờ. + .a11 = Tôi rất thích pho mát của người lùn. Ước gì tôi tự làm được nó. + .a12 = Không biết phía bên kia ngọn núi có gì nhỉ. + .a13 = Tôi hy vọng một ngày nào đó sẽ tự làm được cho mình một cái dù lượn. + .a14 = Cậu có muốn thăm vườn nhà tôi không? Được rồi, để khi khác vậy. + .a15 = Một ngày tuyệt vời để đi dạo trong rừng! + .a16 = Tồn tại hay không tồn tại! Tôi nghĩ tôi sẽ làm một nông dân. + .a17 = Cậu không nghĩ rằng làng của chúng tôi là tốt nhất à? + .a18 = Cậu nghĩ thứ gì khiến Glowing Remains phát sáng? + .a19 = Đến lúc cho bữa sáng thứ hai rồi! + .a20 = Cậu đã bắt được đom đóm bao giờ chưa? + .a21 = Tôi không thể hiểu nổi lũ Saurok cứ liên tục kéo đến từ đâu. + .a22 = Ước gì có ai đó đuổi hết lũ sói đi. + .a23 = Đêm qua tôi có một giấc mơ tuyệt vời về pho mát. Liệu có điềm gì được nhỉ? + .a24 = Ai đó nên xử lý với bọn cultist. Nhưng không phải tôi. + .a25 = Mong là trời sắp mưa. Cây trồng mới tốt tươi + .a26 = Tôi thích mật ong lắm! Nhưng tôi ghét ong. + .a27 = Một ngày nào đó tôi sẽ đi và ngắm nhìn thế giới này. +npc-speech-villager_decline_trade = + .a0 = Xin lỗi, tôi không có gì để giao dịch. + .a1 = Giao dịch á? Trông tôi có thứ gì cậu cần à. + .a2 = Đây là nhà của tôi, tôi không đổi nó cho bất kỳ cái gì cả. +npc-speech-merchant_advertisement = + .a0 = Xin chào. Bạn có chút thời gian để giao dịch chứ? + .a1 = Bạn có muốn mua bán gì không? + .a2 = Tôi có rất nhiều vật phẩm tốt. Có muốn xem qua không? +npc-speech-merchant_busy = + .a0 = Đợi tới lượt đi bạn ơi. + .a1 = Đợi tí đi, tôi có phải ba đầu sáu tay đâu mà. + .a2 = Không thấy phía trước đang có người đợi à? + .a3 = Đợi chút, sắp xong rồi. + .a4 = Vui lòng không chen ngang. + .a5 = Đang bận quá, lát nữa quay lại nhé. +npc-speech-merchant_trade_successful = + .a0 = Rất vui được giao dịch với cậu! + .a1 = Cảm ơn! +npc-speech-merchant_trade_declined = + .a0 = Để khi khác vậy. Chúc một ngày tốt lành! + .a1 = Tệ quá, lúc khác nhé! +npc-speech-villager_cultist_alarm = + .a0 = Coi chừng! Bọn cultist! + .a1 = Sẵn sàng! Lũ cultist đang tấn công! + .a2 = Sao lũ cultist các người dám tấn công làng! + .a3 = Chết đi lũ cultist! + .a4 = Lũ cultist sẽ không được tha thứ ở đây! + .a5 = Cultist sát nhân! + .a6 = Ăn kiếm của ta đi này, lũ cultist bẩn thỉu! + .a7 = Không thứ gì có thể gột sạch máu trên tay ngươi, cultist! + .a8 = Tội ác của lũ cultist sẽ chấm dứt tại đây! + .a9 = Tên cultist này là của ta! + .a10 = Tôi thấy một tên cultist! Bắt hắn! + .a11 = Tôi thấy một tên cultist! Tấn công! + .a12 = Tôi thấy một tên cultist! Đừng để hắn thoát! + .a13 = Không thể tha thứ! Không thể bỏ qua! Cultist, hối lỗi đi! + .a14 = Chết đi, cultist! + .a15 = Đây! Cái giá phải trả cho tất cả những gì nhà ngươi đã làm! + .a16 = Chúng ta không nhân nhượng với loại các ngươi quanh đây. + .a17 = Lũ các người lẽ ra nên yên vị dưới lòng đất! +npc-speech-villager_under_attack = + .a0 = Cứu, tôi đang bị tấn công! + .a1 = Cứu, tôi đang bị tấn công! + .a2 = Ouch! Tôi đang bị tấn công! + .a3 = Ouch! Tôi đang bị tấn công! Cứu! + .a4 = Cứu tôi! Tôi đang bị tấn công! + .a5 = Tôi đang bị tấn công! Cứu! + .a6 = Tôi đang bị tấn công! Cứu tôi với! + .a7 = Cứu tôi với! + .a8 = Cứu! Cứu! + .a9 = Cứu! Cứu! Cứu tôi với! + .a10 = Tôi đang bị tấn công! + .a11 = AAAHHH! Tôi đang bị tấn công! + .a12 = AAAHHH! Tôi đang bị tấn công! Cứu! + .a13 = Cứu! Chúng tôi đang bị tấn công! + .a14 = Cứu! Có kẻ giết người! + .a15 = Cứu! Có kẻ giết người ở đây! + .a16 = Cứu! Chúng đang cố giết tôi! + .a17 = Lính canh, tôi đang bị tấn công! + .a18 = Lính canh, tôi đang bị tấn công! + .a19 = Tôi đang bị tấn công! Lính canh! + .a20 = Cứu! Lính canh! Tôi đang bị tấn công! + .a21 = Lính canh! Đến đây nhanh! + .a22 = Lính canh! Lính canh! + .a23 = Lính canh! Có kẻ xấu tấn công tôi! + .a24 = Lính canh, giết kẻ xấu xa này đi! + .a25 = Lính canh! Có kẻ giết người! + .a26 = Lính canh! Cứu tôi với! + .a27 = Người đừng hòng thoát được khỏi chuyện này! Lính canh! + .a28 = Đồ ác ôn! + .a29 = Cứu tôi với! + .a30 = Cứu với! Làm ơn! + .a31 = Ouch! Lính canh! Cứu! + .a32 = Chúng đang nhắm tới tôi! + .a33 = Cứu! Cứu! Tôi đang bị chèn ép! + .a34 = Dừng tay lại! + .a35 = Ta đã làm gì ngươi?! + .a36 = Làm ơn đừng đánh tôi nữa! + .a37 = Này! Nhà ngươi đang chĩa về ai đấy! + .a38 = Dừng lại! Cút đi! + .a39 = Giờ ngươi làm ta điên lên rồi đấy! + .a40 = Oi! Ngươi nghĩ ngươi là ai?! + .a41 = Làm ơn dừng lại! Tôi không có đồ gì giá trị cả! + .a42 = Tôi sẽ bảo anh tôi xử lý cậu, anh ấy to hơn tôi nhiều! + .a43 = Khônggg, Tôi đi mách mẹ! + .a44 = Làm ơn đừng làm thế mà. + .a45 = Làm thế là không tốt! + .a46 = Vũ khí xịn đấy, giờ thì cất đi được rồi! + .a47 = Tha cho tôi! + .a48 = Làm ơn, tôi còn gia đình phải lo! + .a49 = Tôi còn quá trẻ. Tôi không muốn chết! + .a50 = Chúng ta nói chuyện chút được không? + .a51 = Bạo lực không giải quyết được điều gì! + .a52 = Hôm nay đã biến thành một ngày tồi tệ... + .a53 = Này, đau đấy! + .a54 = Eek! + .a55 = Làm vậy là thô lỗ lắm đấy! + .a56 = Dừng lại đi, tôi cầu xin cậu! + .a57 = Không vui đâu. + .a58 = Sao ngươi dám?! + .a59 = Ngươi sẽ phải trả giá cho chuyện này! + .a60 = Cứ làm đi rồi hối hận! + .a61 = Đừng để tôi phải đánh cậu! + .a62 = Chắc là có hiểu lầm gì rồi! + .a63 = Cậu không cần phải làm thế này! + .a64 = Cút đi, tên ác ôn! + .a65 = Đau thật đấy! + .a66 = Sao cậu lại làm thế? + .a67 = Chắc cậu nhận nhầm người rồi! + .a68 = Tôi không đáng bị thế này! + .a69 = Làm ơn đừng làm thế nữa. + .a70 = Lính canh, ném tên quái vật này xuống hồ đi! + .a71 = Sao lại là tôi? +npc-speech-villager_enemy_killed = + .a0 = Tôi đã tiêu diệt kẻ thù của mình! + .a1 = Cuối cùng thì cũng bình yên! + .a2 = { "." }.. cơ nãy đang làm gì ấy nhỉ? +npc-speech-menacing = + .a0 = Ta cảnh báo ngươi! + .a1 = Tiến tới một bước nữa thôi thì đừng trách! + .a2 = Đừng hòng dọa ta! + .a3 = Biến khỏi đây ngay! + .a4 = Quay đầu lại nếu ngươi còn muốn sống! + .a5 = Nhà ngươi không được chào đón ở đây! diff --git a/assets/voxygen/i18n/zh-Hans/_manifest.ron b/assets/voxygen/i18n/zh-Hans/_manifest.ron new file mode 100644 index 0000000..7072eb1 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/_manifest.ron @@ -0,0 +1,32 @@ +/// WARNING: Localization files shall be saved in UTF-8 format without BOM + +/// 本地化 "Simplified Chinese" 简体中文 +( + metadata: ( + language_name: "简体中文 (Simplified Chinese)", + language_identifier: "zh-Hans", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.WenQuanYiZenHei", + scale_ratio: 1.0, + ), + "metamorph": Font ( + asset_key: "voxygen.font.WenQuanYiZenHei", + scale_ratio: 1.0, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.WenQuanYiZenHei", + scale_ratio: 1.0, + ), + "wizard": Font ( + asset_key: "voxygen.font.WenQuanYiZenHei", + scale_ratio: 1.0, + ), + "cyri": Font ( + asset_key: "voxygen.font.WenQuanYiZenHei", + scale_ratio: 1.0, + ), + } +) diff --git a/assets/voxygen/i18n/zh-Hans/admin.ftl b/assets/voxygen/i18n/zh-Hans/admin.ftl new file mode 100644 index 0000000..77ab02a --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/admin.ftl @@ -0,0 +1,32 @@ +armor-tabard_admin = 管理员战袍 + .desc = 权力越大,责任越大。 +armor-misc-back-admin = 管理员斗篷 + .desc = 欲戴皇冠,必承其重。 +armor-tabard-admin_tabard = 管理员战袍 + .desc = 欲戴皇冠,必承其重。 +armor-misc-back-admin_back = 管理员斗篷 + .desc = 欲戴皇冠,必承其重。 +armor-misc-bag-admin_black_hole = 管理员的黑洞 + .desc = 他们说它将适合任何东西。 +armor-velorite-back = 丝绒披风 + .desc = 我又把我的banhammer放在哪里了? +armor-velorite-belt = 丝绒腰带 + .desc = { "" } +armor-velorite-boots = 丝绒靴 + .desc = { "" } +armor-velorite-chest = 云母宝箱 + .desc = { "" } +armor-velorite-hands = 丝绒手套 + .desc = { "" } +armor-velorite-legs = 丝绒裙 + .desc = { "" } +armor-velorite-shoulder = 丝绒斗篷 + .desc = { "" } +object-item_cheese = 金色宝箱 + .desc = 据说神吃了它就能永葆青春。 +weapon-tool-broom_belzeshrub_purple = 扫帚神伯尔塞舒鲁 + .desc = 每当你重重地摔倒在地时,你都能听到他咯咯的笑声…… +weapon-sword-frost-admin_sword = 管理员大剑 + .desc = 这不应该是锤子吗? +weapon-bow-velorite-debug = 管理员丝绒弓 + .desc = 注入 Velorite 力量。 diff --git a/assets/voxygen/i18n/zh-Hans/body.ftl b/assets/voxygen/i18n/zh-Hans/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/zh-Hans/buff.ftl b/assets/voxygen/i18n/zh-Hans/buff.ftl new file mode 100644 index 0000000..6f33fe3 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/buff.ftl @@ -0,0 +1,88 @@ +## Regeneration +buff-heal = 治愈 + .desc = 一定时间内生命值随缓慢恢复. + .stat = 总共恢复 { $str_total } 点生命值 +## Potion +buff-potion = 药水 + .desc = 吨吨吨... +## Saturation +buff-saturation = 饱腹 + .desc = 吃饱喝足后,一定时间内生命值随缓慢恢复. +## Campfire +buff-campfire_heal = 篝火疗愈 + .desc = 在篝火旁休息每秒可治愈{ $rate }%生命. +## Energy Regen +buff-energy_regen = 耐力值恢复 + .desc = 耐力值恢复加快 + .stat = 恢复 { $str_total } 耐力值 +## Health Increase +buff-increase_max_health = 增加最大生命值 + .desc = 提高你的最大生命值上限 + .stat = + 提高最大生命值 + 通过 { $strength } +## Energy Increase +buff-increase_max_energy = 增加最大耐力值 + .desc = 提高你的最大耐力值上限 + .stat = + 提高最大耐力值 + 通过 { $strength } +## Invulnerability +buff-invulnerability = 无敌 + .desc = 你不会受到任何攻击的伤害. + .stat = 获得无敌状态 +## Protection Ward +buff-protectingward =守护领域 + .desc = 有股力量在守护着你,一定时间内防御得到显著提升. +## Frenzied +buff-frenzied = 狂暴 + .desc = 你激发了非同寻常的速度,可以忽略轻伤. +## Haste +buff-hastened = 加速 + .desc = 你的移动和攻击速度变得更快. +## Bleeding +buff-bleed = 流血 + .desc = 造成定期伤害. +## Curse +buff-cursed = 诅咒 + .desc = 你被诅咒了. +## Burning +buff-burn = 着火 + .desc = 你被活活烧死了 +## Crippled +buff-crippled = 残废 + .desc = 你的双腿受了重伤,你的运动能力受到影响. +## Freeze +buff-frozen = 冻结 + .desc =你的行动和攻击都变慢了. +## Wet +buff-wet = 潮湿 + .desc =地面变得湿滑,让你很难停下来. +## Ensnared +buff-ensnared = 陷阱 + .desc =你的腿受到束缚,阻碍了你的移动. +## Fortitude +buff-fortitude = 刚毅 + .desc = 你对于震慑的承受能力更强大,并且受到的伤害月多对其他目标的震慑威力也提升了. +## Parried +buff-parried = 被格挡 + .desc = 你被格挡了,你的恢复更加缓慢. +## Potion sickness +buff-potionsickness = 药水厌倦 + .desc = 因为你最近喝了一瓶药,药水给予的恢复量更少了. + .stat = 将其他药水获得的恢复量降低{ $strength }%. +## Reckless +buff-reckless = 狂热 + .desc = 你的攻击更加强大, 但对于你的防御疏忽关照(防御降低). +## Polymorped +buff-polymorphed = 形态转换 + .desc = 你的身体转换了形态. +## Util + +buff-mysterious = 神秘效果 + +## Util + +buff-text-over_seconds = { $dur_secs } 秒后结束 +buff-text-for_seconds = 持续 { $dur_secs } 秒 +buff-remove = 点击删除 diff --git a/assets/voxygen/i18n/zh-Hans/char_selection.ftl b/assets/voxygen/i18n/zh-Hans/char_selection.ftl new file mode 100644 index 0000000..88906ec --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/char_selection.ftl @@ -0,0 +1,29 @@ +char_selection-loading_characters = 加载人物中... +char_selection-delete_permanently = 确定永久删除此角色? +char_selection-change_server = 切换服务器 +char_selection-enter_world = 进入世界 +char_selection-spectate = 观察世界 +char_selection-joining_character = 进入世界... +char_selection-logout = 登出 +char_selection-create_new_character = 创建新的角色 +char_selection-creating_character = 创建角色中... +char_selection-character_creation = 创建角色 +char_selection-human_default = 普通人类 +char_selection-level_fmt = 等级 { $level_nb } +char_selection-uncanny_valley = 荒野 +char_selection-plains_of_uncertainty = 谜之平原 +char_selection-beard = 胡须 +char_selection-hair_style = 发型 +char_selection-hair_color = 发色 +char_selection-eye_color = 眼睛颜色 +char_selection-skin = 肤色 +char_selection-eyeshape = 眼睛形状 +char_selection-accessories = 配饰 +char_selection-starting_site = 选择初始区域 +char_selection-starting_site_next = 下一个 +char_selection-starting_site_prev = 上一个 +char_selection-starting_site_name = { $name } +char_selection-starting_site_kind = 种类: { $kind } +char_selection-create_info_name = 你的角色需要一个名字! +char_selection-version_mismatch = 警告!此服务器正在运行另一个可能不兼容的游戏版本,请更新您的游戏. +char_selection-rules = 规则 diff --git a/assets/voxygen/i18n/zh-Hans/common.ftl b/assets/voxygen/i18n/zh-Hans/common.ftl new file mode 100644 index 0000000..21a24fd --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/common.ftl @@ -0,0 +1,113 @@ +common-username = 用户名 +common-singleplayer = 单人游戏 +common-multiplayer = 多人游戏 +common-servers = 服务器 +common-quit = 退出 +common-settings = 设置 +common-languages = 语言 +common-interface = 界面 +common-gameplay = 游戏 +common-controls = 控制 +common-video = 图像 +common-sound = 声音 +common-chat = 聊天 +common-networking = 网络 +common-accessibility = 无障碍 +common-resume = 继续 +common-characters = 角色 +common-close = 关闭 +common-yes = 是 +common-no = 否 +common-back = 返回 +common-create = 创建 +common-okay = 好 +common-add = 添加 +common-accept = 同意 +common-decline = 拒绝 +common-disclaimer = 免责声明 +common-cancel = 返回 +common-none = 无 +common-error = 错误 +common-fatal_error = 致命错误 +common-you = 你 +common-automatic = 自动 +common-random = 随机 +common-empty = 空的 +common-confirm = 同意 +common-delete_server = 删除服务器 +common-interface_settings = 界面设置 +common-gameplay_settings = 游戏设置 +common-controls_settings = 控制设置 +common-video_settings = 图像设置 +common-sound_settings = 声音设置 +common-language_settings = 语言设置 +common-chat_settings = 聊天设置 +common-networking_settings = 网络设置 +common-connection_lost = + 连接丢失! + 服务器是否重启? + 客户端是否更新? +common-species-orc = 兽人 +common-species-human = 人类 +common-species-dwarf = 矮人 +common-species-elf = 精灵 +common-species-draugr = 亡灵 +common-species-danari = 丹那利 +common-weapons-axe = 斧 +common-weapons-dagger = 匕首 +common-weapons-greatsword = 巨剑 +common-weapons-shortswords = 短剑 +common-weapons-sword = 剑 +common-weapons-staff = 法杖 +common-weapons-bow = 弓 +common-weapons-hammer = 锤 +common-weapons-general = 通用 +common-weapons-sceptre = 权杖 +common-weapons-shield = 盾 +common-weapons-spear = 矛 +common-weapons-hammer_simple = 简易锤 +common-weapons-sword_simple = 简易剑 +common-weapons-staff_simple = 简易法杖 +common-weapons-axe_simple = 简易斧 +common-weapons-bow_simple = 简易弓 +common-weapons-unique = 独特 +common-tool-debug = 调试 +common-tool-farming = 农具 +common-tool-pick = 镐子 +common-tool-mining = 采矿 +common-tool-instrument = 器械 +common-kind-modular_component = 模块化组件 +common-kind-modular_component_partial = 模块化组件 +common-kind-glider = 滑翔伞 +common-kind-consumable = 消耗品 +common-kind-throwable = 垃圾 +common-kind-utility = 道具 +common-kind-ingredient = 配料 +common-kind-lantern = 提灯 +common-hands-one = 单手 +common-hands-two = 双手 +common-rand_appearance = 随机外观 +common-rand_name = 随机名称 +common-stats-combat_rating = 战力 +common-stats-power = 威力 +common-stats-speed = 速度 +common-stats-effect-power = 效果威力 +common-stats-range = 范围 +common-stats-energy_efficiency = 耐力消耗 +common-stats-buff_strength = 增幅 +common-stats-precision_mult = 暴击倍率 +common-stats-armor = 护甲 +common-stats-poise_res = 韧性 +common-stats-energy_max = 最大耐力值 +common-stats-energy_reward = 耐力值增益 +common-stats-precision_power = 暴击伤害 +common-stats-stealth = 隐蔽性 +common-stats-slots = 栏位 +common-stats-durability = 耐久 +common-material-metal = 金属 +common-material-wood = 木材 +common-material-stone = 石材 +common-material-cloth = 布料 +common-material-hide = 皮料 +common-sprite-chest = 宝箱 +common-sprite-chair = 椅子 diff --git a/assets/voxygen/i18n/zh-Hans/esc_menu.ftl b/assets/voxygen/i18n/zh-Hans/esc_menu.ftl new file mode 100644 index 0000000..8c6a4a4 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = 登出 +esc_menu-quit_game = 退出游戏 \ No newline at end of file diff --git a/assets/voxygen/i18n/zh-Hans/gameinput.ftl b/assets/voxygen/i18n/zh-Hans/gameinput.ftl new file mode 100644 index 0000000..6ade109 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/gameinput.ftl @@ -0,0 +1,78 @@ +gameinput-primary = 普通攻击 +gameinput-secondary = 特殊攻击/格挡/瞄准 +gameinput-block = 格挡 +gameinput-slot1 = 快捷栏 1 +gameinput-slot2 = 快捷栏 2 +gameinput-slot3 = 快捷栏 3 +gameinput-slot4 = 快捷栏 4 +gameinput-slot5 = 快捷栏 5 +gameinput-slot6 = 快捷栏 6 +gameinput-slot7 = 快捷栏 7 +gameinput-slot8 = 快捷栏 8 +gameinput-slot9 = 快捷栏 9 +gameinput-slot10 = 快捷栏 10 +gameinput-swaploadout = 切换武器 +gameinput-togglecursor = 切换显示指针 +gameinput-help = 切换帮助窗口 +gameinput-toggleinterface = 切换显示界面 +gameinput-toggledebug = 切换FPS和调试信息 +gameinput-toggle_egui_debug = 切换EGUI调试信息 +gameinput-togglechat = 切换聊天频道 +gameinput-screenshot = 截图 +gameinput-toggleingameui = 切换名称标签 +gameinput-fullscreen = 切换全屏 +gameinput-moveforward = 前进 +gameinput-moveleft = 左移 +gameinput-moveright = 右移 +gameinput-moveback = 后退 +gameinput-jump = 跳跃 +gameinput-glide = 滑翔 +gameinput-roll = 翻滚 +gameinput-climb = 攀爬 +gameinput-climbdown = 爬下 +gameinput-wallleap = 蹬墙 +gameinput-togglelantern = 切换提灯 +gameinput-mount = 骑乘 +gameinput-stayfollow = 跟随/停留 +gameinput-chat = 聊天 +gameinput-command = 指令 +gameinput-escape = 退出 +gameinput-map = 地图 +gameinput-bag = 背包 +gameinput-trade = 交易 +gameinput-social = 社交 +gameinput-sit = 坐下 +gameinput-spellbook = 法术 +gameinput-settings = 设置 +gameinput-respawn = 重生 +gameinput-charge = 冲锋 +gameinput-togglewield = 切换手持 +gameinput-interact = 交互 +gameinput-freelook = 自由视角 +gameinput-autowalk = 自动 行走/滑翔 +gameinput-zoomin = 摄像头缩小视角 +gameinput-zoomout = 摄像头放大视角 +gameinput-zoomlock = 摄像头缩放锁定 +gameinput-cameraclamp = 锁定视角 +gameinput-dance = 跳舞 +gameinput-select = 选择实体 +gameinput-acceptgroupinvite = 接受队伍邀请 +gameinput-declinegroupinvite = 拒绝队伍邀请 +gameinput-cyclecamera = 切换视角 +gameinput-crafting = 制作 +gameinput-fly = 飞行 +gameinput-sneak = 潜行 +gameinput-swimdown = 下潜 +gameinput-swimup = 上浮 +gameinput-mapzoomin = 放大地图 +gameinput-mapzoomout = 缩小地图 +gameinput-greet = 打招呼 +gameinput-map-locationmarkerbutton = 在地图上设置一个标记点 +gameinput-spectatespeedboost = 观察速度提升 +gameinput-spectateviewpoint = 观察视角 +gameinput-mutemaster = 全局静音 +gameinput-muteinactivemaster = 全局静音 (非活动窗口) +gameinput-mutemusic = 音乐静音 +gameinput-mutesfx = 音效静音 +gameinput-muteambience = 环境静音 +gameinput-togglewalk = 切换行走 diff --git a/assets/voxygen/i18n/zh-Hans/hud/ability.ftl b/assets/voxygen/i18n/zh-Hans/hud/ability.ftl new file mode 100644 index 0000000..766c99e --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/ability.ftl @@ -0,0 +1,257 @@ +common-abilities-debug-possess = 附身箭矢 + .desc = 射出一个毒箭矢,使你能够控制你的目标. +common-abilities-bow-shotgun = 爆发 + .desc = 迸发一堆箭矢. +common-abilities-staff-fireshockwave = 火焰之圈 + .desc = 在地上迸发一圈火焰冲击波. +common-abilities-sceptre-wardingaura = 守护光环 + .desc = 守护你盟友,抵御敌人的攻击. +# Stances +-heavy_stance = 重剑姿态 +-agile_stance = 轻剑姿态 +-defensive_stance = 防守姿态 +-crippling_stance = 残忍姿态 +-cleaving_stance = 劈砍姿态 +-basic_state = 基础 +-heavy_state = 重型 +-agile_state = 轻型 +-defensive_state = 防守型 +-crippling_state = 残忍型 +-cleaving_state = 劈砍型 +-double_slash = 二连击 +-modified_depending_stance = 会根据姿态而改变形态 +-crescent_slash = 空月斩 +-fell_strike = 陨落打击 +-skewer = 突刺 +-cascade = 威势倾泻 +-cross_cut = X裂斩 +-requires_moderate_combo = 需要较多连击方可使用 +-enter_stance = 进入 +-require_stance = 需要 +# Sword abilities +veloren-core-pseudo_abilities-sword-heavy_stance = { -heavy_stance } + .desc = 使用此姿态可以对震慑敌人,并对震慑的敌人造成更多伤害,但是攻速更慢. +veloren-core-pseudo_abilities-sword-agile_stance = { -agile_stance } + .desc = 使用此姿态可以使攻击加快,但更微弱. +veloren-core-pseudo_abilities-sword-defensive_stance = { -defensive_stance } + .desc = 此姿态可微弱的抵御伤害,也可以选择挡开攻击. +veloren-core-pseudo_abilities-sword-crippling_stance = { -crippling_stance } + .desc = 使用此姿态来攻击可以形成或者加重持久的伤口. +veloren-core-pseudo_abilities-sword-cleaving_stance = { -cleaving_stance } + .desc = 此姿态可以攻击多个敌人. +veloren-core-pseudo_abilities-sword-double_slash = { -double_slash } + .desc = 一个二连击. +common-abilities-sword-basic_double_slash = { -basic_state } { -double_slash } + .desc = 一个基础的二连击. +common-abilities-sword-heavy_double_slash = { -heavy_state } { -double_slash } + .desc = 一个缓慢的二连击, 可能震慑敌人. +common-abilities-sword-agile_double_slash = { -agile_state } { -double_slash } + .desc = 一个极快但更微弱的二连击. +common-abilities-sword-defensive_double_slash = { -defensive_state } { -double_slash } + .desc = 一个能够减少敌人攻击冲击力的二连击. +common-abilities-sword-crippling_double_slash = { -crippling_state } { -double_slash } + .desc = 一个能够延长敌人流血的二连击. +common-abilities-sword-cleaving_double_slash = { -cleaving_state } { -double_slash } + .desc = 一个能够劈穿数个敌人的二连击. +veloren-core-pseudo_abilities-sword-secondary_ability = 副剑技 + .desc = 绑定在特殊攻击上的技能. +common-abilities-sword-basic_thrust = 基础突进 + .desc = 蓄势可以使突进更加强大. +common-abilities-sword-heavy_slam = 重剑出击 + .desc = 威力强大,覆盖头顶的斩击,蓄势后的震慑威力更强大. +common-abilities-sword-agile_perforate = 钻墙打孔 + .desc = 一阵又轻又快的攻击. +common-abilities-sword-defensive_vital_jab = { -defensive_state } 致命突刺 + .desc = 一个极快的前戳,对于被格挡的敌人造成更多的伤害. +common-abilities-sword-crippling_deep_rend = 撕裂伤口 + .desc = 专注于攻击已经撕裂的伤口,对于已流血的敌人造成更多伤害. +common-abilities-sword-cleaving_spiral_slash = 转转乐 + .desc = 挥舞剑刃一圈来攻击附近的任何目标. +veloren-core-pseudo_abilities-sword-crescent_slash = { -crescent_slash } + .desc = + 一个从下往上的斜斩. + { -modified_depending_stance } +common-abilities-sword-basic_crescent_slash = { -basic_state } { -crescent_slash } + .desc = 一个基础的从下往上的斜斩. +common-abilities-sword-heavy_crescent_slash = { -heavy_state } { -crescent_slash } + .desc = 一个从下往上的斜斩, 可能震慑敌人. +common-abilities-sword-agile_crescent_slash = { -agile_state } { -crescent_slash } + .desc = 一个轻盈且从下往上的斜斩. +common-abilities-sword-defensive_crescent_slash = { -defensive_state } { -crescent_slash } + .desc = 一个保守型且从下往上的斜斩. +common-abilities-sword-crippling_crescent_slash = { -crippling_state } { -crescent_slash } + .desc = 一个从下往上的斜斩, 可能使敌人流血. +common-abilities-sword-cleaving_crescent_slash = { -cleaving_state } { -crescent_slash } + .desc = 一个穿透性强且从下往上的斜斩. +veloren-core-pseudo_abilities-sword-fell_strike = { -fell_strike } + .desc = + 迅速并有力的斩击. + { -modified_depending_stance } +common-abilities-sword-basic_fell_strike = { -basic_state } { -fell_strike } + .desc = 一个基础,迅速并有力的斩击. +common-abilities-sword-heavy_fell_strike = { -heavy_state } { -fell_strike } + .desc = 一个迅速并有力的斩击. 可能震慑敌人. +common-abilities-sword-agile_fell_strike = { -agile_state } { -fell_strike } + .desc = 一个极其迅速并有力的斩击. +common-abilities-sword-defensive_fell_strike = { -defensive_state } { -fell_strike } + .desc = 一个保守的,迅速并有力的斩击. +common-abilities-sword-crippling_fell_strike = { -crippling_state } { -fell_strike } + .desc = 一个迅速并有力的斩击. 可能使敌人流血. +common-abilities-sword-cleaving_fell_strike = { -cleaving_state } { -fell_strike } + .desc = 一个迅速, 有力且能够穿透敌人的斩击. +veloren-core-pseudo_abilities-sword-skewer = { -skewer } + .desc = + 一个突刺 + { -modified_depending_stance } +common-abilities-sword-basic_skewer = { -basic_state } { -skewer } + .desc = 一个基础的突刺. +common-abilities-sword-heavy_skewer = { -heavy_state } { -skewer } + .desc = 一个可震慑敌人的突刺. +common-abilities-sword-agile_skewer = { -agile_state } { -skewer } + .desc = 一个迅速的突刺. +common-abilities-sword-defensive_skewer = { -defensive_state } { -skewer } + .desc = 一个保守型的突刺. +common-abilities-sword-crippling_skewer = { -crippling_state } { -skewer } + .desc = 一个可导致流血的突刺. +common-abilities-sword-cleaving_skewer = { -cleaving_state } { -skewer } + .desc = 一个可穿透敌人的突刺. +veloren-core-pseudo_abilities-sword-cascade = { -cascade } + .desc = + 一个从上往下的斩击. + { -modified_depending_stance } +common-abilities-sword-basic_cascade = { -basic_state } { -cascade } + .desc = 一个基础的, 从上往下的斩击. +common-abilities-sword-heavy_cascade = { -heavy_state } { -cascade } + .desc = 一个从上往下的斩击, 有可能震慑敌人. +common-abilities-sword-agile_cascade = { -agile_state } { -cascade } + .desc = 一个快速的, 从上往下的斩击. +common-abilities-sword-defensive_cascade = { -defensive_state } { -cascade } + .desc = 一个保守的, 从上往下的斩击. +common-abilities-sword-crippling_cascade = { -crippling_state } { -cascade } + .desc = 一个从上往下的斩击, 有可能使敌人流血. +common-abilities-sword-cleaving_cascade = { -cleaving_state } { -cascade } + .desc = 一个可以劈开敌人的, 从上往下的斩击. +veloren-core-pseudo_abilities-sword-cross_cut = { -cross_cut } + .desc = + 一个X字形的斩击. + { -modified_depending_stance } +common-abilities-sword-basic_cross_cut = { -basic_state } { -cross_cut } + .desc = 一个基础的, X字形的斩击. +common-abilities-sword-heavy_cross_cut = { -heavy_state } { -cross_cut } + .desc = 一个X字形的斩击, 有可能震慑敌人. +common-abilities-sword-agile_cross_cut = { -agile_state } { -cross_cut } + .desc = 一个快速的, X字形的斩击. +common-abilities-sword-defensive_cross_cut = { -defensive_state } { -cross_cut } + .desc = 一个保守的, X字形的斩击. +common-abilities-sword-crippling_cross_cut = { -crippling_state } { -cross_cut } + .desc = 一个X字形的斩击, 有可能使敌人流血. +common-abilities-sword-cleaving_cross_cut = { -cleaving_state } { -cross_cut } + .desc = 一个可以劈开敌人的, X字形的斩击. +veloren-core-pseudo_abilities-sword-finisher = 终结 + .desc = + 一个应当在战斗尾声时使用的连击战技 + { -modified_depending_stance } +common-abilities-sword-basic_mighty_strike = 强烈打击 + .desc = + 一个简单,但强大的斩击. + { -requires_moderate_combo } +common-abilities-sword-heavy_guillotine = 断头 + .desc = + 断头式的朝下方砍去, 及易震慑幸存在此剑下的生物. + { -requires_moderate_combo } +common-abilities-sword-agile_hundred_cuts = 百刀斩 + .desc = + 对制定目标实行数次极快的攻击. + { -requires_moderate_combo } +common-abilities-sword-defensive_counter = 反击 + .desc = + 迅速发起反击, 对于被格挡的敌人造成更多伤害. + { -requires_moderate_combo } +common-abilities-sword-crippling_mutilate = 肢解 + .desc = + 通过锯穿敌人的伤口来肢解他们, 对于流血的敌人造成更多的伤害. + { -requires_moderate_combo } +common-abilities-sword-cleaving_bladestorm = 飓风之刃 + .desc = + 螺旋式的消灭敌人. + { -requires_moderate_combo } +common-abilities-sword-heavy_sweep = 重扫 + .desc = + 重剑横扫前方,对震慑的敌人造成更多伤害. + { -enter_stance } { -heavy_stance } +common-abilities-sword-heavy_pommel_strike = 钝击 + .desc = + 使用钝器来震荡敌人的头部. + { -enter_stance } { -heavy_stance } +common-abilities-sword-agile_quick_draw = 快刀斩 + .desc = + 取出剑攻击的同时向前冲. + { -enter_stance } { -agile_stance } +common-abilities-sword-agile_feint = 佯攻 + .desc = + 先侧移再回击. + { -enter_stance } { -agile_stance } +common-abilities-sword-defensive_riposte = 还击 + .desc = + 抵挡一次并马上回击. + { -enter_stance } { -defensive_stance } +common-abilities-sword-defensive_disengage = 撤退 + .desc = + 一击之后向后撤退. + { -enter_stance } { -defensive_stance } +common-abilities-sword-crippling_gouge = 撕裂 + .desc = + 撕裂敌人并造成一个持续流血的伤口. + { -enter_stance } { -crippling_stance } +common-abilities-sword-crippling_hamstring = 当筋立断 + .desc = + 对敌人的筋造成伤害,使其机动性降低. + { -enter_stance } { -crippling_stance } +common-abilities-sword-cleaving_whirlwind_slice = 旋风斩 + .desc = + 螺旋式的攻击你周围的敌人. + { -enter_stance } { -cleaving_stance } +common-abilities-sword-cleaving_earth_splitter = 辟地斩 + .desc = + 劈开地壳, 在下降时使用会对目标造成更大的影响. + { -enter_stance } { -cleaving_stance } +common-abilities-sword-heavy_fortitude = 刚毅 + .desc = + 随着受到的伤害增长对于震慑的抵抗力,并提高你震慑的威力. + { -require_stance } { -heavy_stance } +common-abilities-sword-heavy_pillar_thrust = 镇压 + .desc = + 从头到脚的刺穿你的敌人,在下降时使用会对目标造成更大的影响. + { -require_stance } { -heavy_stance } +common-abilities-sword-agile_dancing_edge = 舞动之刃 + .desc = + 使你的攻击与移动更加轻盈. + { -require_stance } { -agile_stance } +common-abilities-sword-agile_flurry = 狂潮 + .desc = + 进行数次快速突刺. + { -require_stance } { -agile_stance } +common-abilities-sword-defensive_stalwart_sword = 坚定 + .desc = + 转移攻击带来的冲击, 使得外来的伤害降低. + { -require_stance } { -defensive_stance } +common-abilities-sword-defensive_deflect = 反弹 + .desc = + 极快的取剑格挡前方,快到甚至能够抵挡弹道. + { -require_stance } { -defensive_stance } +common-abilities-sword-crippling_eviscerate = 二次伤害 + .desc = + 把伤口蔓延更远,对于残疾的敌人造成更多伤害. + { -require_stance } { -crippling_stance } +common-abilities-sword-crippling_bloody_gash = 撕裂伤口 + .desc = + 残忍的撕裂已经流血的伤口, 对于流血的敌人造成更多伤害. + { -require_stance } { -crippling_stance } +common-abilities-sword-cleaving_blade_fever = 狂热刀刃 + .desc = + 使你更加狂热的攻击, 你的伤害会增加但你的防御也会随之降低. + { -require_stance } { -cleaving_stance } +common-abilities-sword-cleaving_sky_splitter = 开天斩 + .desc = + 一个据说能够劈开天空的强力斩击,但会用来劈开敌人. + { -require_stance } { -cleaving_stance } diff --git a/assets/voxygen/i18n/zh-Hans/hud/bag.ftl b/assets/voxygen/i18n/zh-Hans/hud/bag.ftl new file mode 100644 index 0000000..3f07209 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/bag.ftl @@ -0,0 +1,41 @@ +hud-bag-inventory = { $playername } 的物品栏 +hud-bag-stats_title = { $playername } 的状态 +hud-bag-armor = 护甲 +hud-bag-stats = 状态 +hud-bag-head = 头部 +hud-bag-neck = 颈部 +hud-bag-tabard = 披风 +hud-bag-shoulders = 肩膀 +hud-bag-chest = 胸部 +hud-bag-hands = 手部 +hud-bag-lantern = 提灯 +hud-bag-glider = 滑翔伞 +hud-bag-belt = 腰带 +hud-bag-ring = 戒指 +hud-bag-back = 背部 +hud-bag-legs = 腿部 +hud-bag-feet = 脚部 +hud-bag-mainhand = 主手 +hud-bag-offhand = 副手 +hud-bag-inactive_mainhand = 主动主手 +hud-bag-inactive_offhand = 主动副手 +hud-bag-swap_equipped_weapons_title = 切换装备的武器 +hud-bag-swap_equipped_weapons_desc = 按下 { $key } +hud-bag-bag = 背包 +hud-bag-health = 生命值 +hud-bag-energy = 耐力值 +hud-bag-combat_rating = 战力 +hud-bag-protection = 防御 +hud-bag-stun_res = 韧性恢复 +hud-bag-stealth = Stealth +hud-bag-combat_rating_desc = + 根据你的装备 + 和血量综合计算得出的数值. +hud-bag-protection_desc = 可以装备护甲来减少伤害 +hud-bag-stun_res_desc = + 抵御被连续击打而晕眩的韧性. + 像耐力一样恢复. +hud-bag-sort_by_name = 根据名称排序 +hud-bag-sort_by_quality = 根据品质排序 +hud-bag-sort_by_category = 根据类别排序 +hud-bag-sort_by_tag = 根据标签排序 diff --git a/assets/voxygen/i18n/zh-Hans/hud/char_window.ftl b/assets/voxygen/i18n/zh-Hans/hud/char_window.ftl new file mode 100644 index 0000000..d818c94 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/char_window.ftl @@ -0,0 +1,9 @@ +character_window-character_name = 角色名称 +character_window-character_stats = + 耐力 + + 血量 + + 毅力 + + 防御 diff --git a/assets/voxygen/i18n/zh-Hans/hud/chat.ftl b/assets/voxygen/i18n/zh-Hans/hud/chat.ftl new file mode 100644 index 0000000..e0cc8c9 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/chat.ftl @@ -0,0 +1,45 @@ +hud-chat-all = 全部 +hud-chat-chat_tab_hover_tooltip = 右键单击设置 +hud-chat-online_msg = { "[" }{ $name }] 上线了. +hud-chat-offline_msg = { "[" }{ $name }] 下线了. +hud-chat-default_death_msg = { "[" }{ $name }]死了 +hud-chat-fall_kill_msg = { "[" }{ $name }]因摔落伤害而死亡 +hud-chat-suicide_msg = { "[" }{ $name }]因自伤而死亡 +hud-chat-died_of_pvp_buff_msg = + .burning = { "[" }{ $victim }] 死于:燃烧 由于 [{ $attacker }] + .bleeding = { "[" }{ $victim }] 死于:流血 由于 [{ $attacker }] + .curse = { "[" }{ $victim }] 死于:诅咒 由于 [{ $attacker }] + .crippled = { "[" }{ $victim }] 死于:残废 由于 [{ $attacker }] + .frozen = { "[" }{ $victim }] 死于:冻结 由于 [{ $attacker }] + .mysterious = { "[" }{ $victim }] 死于:神秘(不明) 由于 [{ $attacker }] +hud-chat-pvp_melee_kill_msg = { "[" }{ $attacker }]击败了[{ $victim }] +hud-chat-pvp_ranged_kill_msg = { "[" }{ $attacker }]射杀了[{ $victim }] +hud-chat-pvp_explosion_kill_msg = { "[" }{ $attacker }]炸死了[{ $victim }] +hud-chat-pvp_energy_kill_msg = { "[" }{ $attacker }]用魔法击杀了[{ $victim }] +hud-chat-pvp_other_kill_msg = { "[" }{ $attacker }]杀死了[{ $victim }] +hud-chat-died_of_buff_nonexistent_msg = + .burning = { "[" }{ $victim }] 死于:燃烧 + .bleeding = { "[" }{ $victim }] 死于:流血 + .curse = { "[" }{ $victim }] 死于:诅咒 + .crippled = { "[" }{ $victim }] 死于:残废 + .frozen = { "[" }{ $victim }] 死于:冻结 + .mysterious = { "[" }{ $victim }] 死于:神秘(不明) +hud-chat-died_of_npc_buff_msg = + .burning = { "[" }{ $victim }] 死于:燃烧 由于 { $attacker } + .bleeding = { "[" }{ $victim }] 死于:流血 由于 { $attacker } + .curse = { "[" }{ $victim }] 死于:诅咒 由于 { $attacker } + .crippled = { "[" }{ $victim }] 死于:残废 由于 { $attacker } + .frozen = { "[" }{ $victim }] 死于:冻结 由于 { $attacker } + .mysterious = { "[" }{ $victim }] 死于:神秘(不明) 由于 { $attacker } +hud-chat-npc_melee_kill_msg = { $attacker }击杀了[{ $victim }] +hud-chat-npc_ranged_kill_msg = { $attacker }射杀了[{ $victim }] +hud-chat-npc_explosion_kill_msg = { $attacker }炸死了[{ $victim }] +hud-chat-npc_energy_kill_msg = { $attacker }用魔法击杀了[{ $victim }] +hud-chat-npc_other_kill_msg = { $attacker }击杀了[{ $victim }] +hud-loot-pickup-msg = + { $actor } 捡起了 { $amount -> + [one] { $item } + *[other] { $amount } x { $item } + } +hud-chat-goodbye = 再见! +hud-chat-connection_lost = 连接已断开. { $time }秒内将被踢出. diff --git a/assets/voxygen/i18n/zh-Hans/hud/crafting.ftl b/assets/voxygen/i18n/zh-Hans/hud/crafting.ftl new file mode 100644 index 0000000..f336827 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/crafting.ftl @@ -0,0 +1,51 @@ +hud-crafting = 制作 +hud-crafting-recipes = 菜单 +hud-crafting-ingredients = 配方: +hud-crafting-craft = 制作 +hud-crafting-craft_all = 全部制作 +hud-crafting-repair = 维修 +hud-crafting-repair_equipped = 维修身上的装备 +hud-crafting-repair_all = 维修所有 +hud-crafting-tool_cata = 需要: +hud-crafting-req_crafting_station = 需要: +hud-crafting-anvil = 铁砧 +hud-crafting-cauldron = 坩埚 +hud-crafting-cooking_pot = 煮锅 +hud-crafting-crafting_bench = 工作台 +hud-crafting-forge = 锻造炉 +hud-crafting-loom = 织布机 +hud-crafting-spinning_wheel = 纺车 +hud-crafting-tanning_rack = 刮毛架 +hud-crafting-salvaging_station = 拆卸台 +hud-crafting-repair_bench = 维修台 +hud-crafting-campfire = 篝火 +hud-crafting-tabs-all = 全部 +hud-crafting-tabs-armor = 防具 +hud-crafting-tabs-dismantle = 拆卸 +hud-crafting-tabs-food = 食物 +hud-crafting-tabs-glider = 滑翔伞 +hud-crafting-tabs-potion = 药水 +hud-crafting-tabs-tool = 工具 +hud-crafting-tabs-utility = 道具 +hud-crafting-tabs-weapon = 武器 +hud-crafting-tabs-bag = 背包 +hud-crafting-tabs-processed_material = 材料 +hud-crafting-dismantle_title = 拆卸 +hud-crafting-dismantle_explanation = + 光标悬停在你背包的物品上 + 以查看你可以回收的物品. + + 双击它们开始拆卸. +hud-crafting-modular_desc = 将物品部件拖到此处以制作武器 +hud-crafting-mod_weap_prim_slot_title = 主要武器部件 +hud-crafting-mod_weap_prim_slot_desc = 在此处放置主要武器部件(如剑刃、斧头或弓) +hud-crafting-mod_weap_sec_slot_title = 次要武器部件 +hud-crafting-mod_weap_sec_slot_desc = 在此处放置辅助武器组件(如剑柄、弓柄或杆芯) +hud-crafting-mod_comp_metal_prim_slot_title = 金属锭 +hud-crafting-mod_comp_metal_prim_slot_desc = 在这里放置金属锭,只有某些金属可以用来制造武器. +hud-crafting-mod_comp_wood_prim_slot_title = 木材 +hud-crafting-mod_comp_wood_prim_slot_desc = 在这里放置一种木材,只有某些木材可以用来制造武器. +hud-crafting-mod_comp_sec_slot_title = 动物材料 +hud-crafting-mod_comp_sec_slot_desc = 可选择放置一种动物制造材料,只有某些材料可以用来增强武器. +hud-crafting-repair_slot_title = 损坏的物品 +hud-crafting-repair_slot_desc = 在这里放置一个物品来显示当前耐久级别的修复成本 diff --git a/assets/voxygen/i18n/zh-Hans/hud/group.ftl b/assets/voxygen/i18n/zh-Hans/hud/group.ftl new file mode 100644 index 0000000..ed1b15d --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/group.ftl @@ -0,0 +1,13 @@ +hud-group = 队伍 +hud-group-invite_to_join = [{ $name }]邀请你加入它们的队伍! +hud-group-invite_to_trade = [{ $name }]希望与你进行交易. +hud-group-invite = 邀请 +hud-group-kick = 踢出 +hud-group-assign_leader = 指定队长 +hud-group-leave = 离开队伍 +hud-group-dead = 死亡 +hud-group-out_of_range = 超出范围 +hud-group-add_friend = 添加好友 +hud-group-link_group = 连接队伍 +hud-group-in_menu = 菜单中 +hud-group-members = 队伍成员 \ No newline at end of file diff --git a/assets/voxygen/i18n/zh-Hans/hud/map.ftl b/assets/voxygen/i18n/zh-Hans/hud/map.ftl new file mode 100644 index 0000000..692c53d --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/map.ftl @@ -0,0 +1,39 @@ +hud-map-map_title = 地图 +hud-map-qlog_title = 任务 +hud-map-topo_map = 地形图 +hud-map-difficulty = 难度 +hud-map-towns = 城镇 +hud-map-castles = 城堡 +hud-map-dungeons = 地牢 +hud-map-caves = 洞穴 +hud-map-cave = 洞穴 +hud-map-peaks = 山脉 +hud-map-biomes = 生物群落 +hud-map-voxel_map = 像素地图 +hud-map-trees = 巨树 +hud-map-tree = 巨树 +hud-map-town = 城镇 +hud-map-castle = 城堡 +hud-map-bridge = 桥 +hud-map-dungeon = 地牢 +hud-map-df_mine = 矿洞 +hud-map-difficulty_dungeon = + 地牢 + + 难度: { $difficulty } +hud-map-drag = 拖动 +hud-map-zoom = 缩放 +hud-map-mid_click = 设置标记点 +hud-map-recenter = 重新定位 +hud-map-marked_location = 标记位置 +hud-map-marked_location_remove = 点击删除 +hud-map-change_map_mode = 更改地图模式 +hud-map-toggle_minimap_voxel = 切换小地图视图 +hud-map-zoom_minimap_explanation = + 放大小地图以更详细地 + 查看您周围的区域 +hud-map-gnarling = 哥纳林要塞 +hud-map-chapel_site = 海上教堂 +hud-map-adlet = 狼人要塞 +hud-map-haniwa = 陶俑武士地下墓穴 +hud-map-placed_by = 放置 { $name } diff --git a/assets/voxygen/i18n/zh-Hans/hud/misc.ftl b/assets/voxygen/i18n/zh-Hans/hud/misc.ftl new file mode 100644 index 0000000..2a5faf5 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/misc.ftl @@ -0,0 +1,77 @@ +hud-do_not_show_on_startup = 启动时不显示 +hud-show_tips = 显示提示 +hud-quests = 任务 +hud-you_died = 你死了 +hud-waypoint_saved = 标记已保存 +hud-sp_arrow_txt = 技能点 +hud-inventory_full = 包裹已满 +hud-someone_else = 其他人 +hud-another_group = 其他队伍 +hud-owned_by_for_secs = 归属 { $name } 还有 { $secs } 秒 +hud-press_key_to_show_keybindings_fmt = 按下 { $key } 显示快捷键设置 +hud-press_key_to_toggle_lantern_fmt = { "[" }{ $key }] 显示提灯 +hud-press_key_to_show_debug_info_fmt = 按下 { $key } 显示调试信息 +hud-press_key_to_toggle_keybindings_fmt = 按下 { $key } 切换显示快捷键设置 +hud-press_key_to_toggle_debug_info_fmt = 按下 { $key } 切换显示调试信息 +hud_items_lost_dur = 您装备的物品失去了一些耐久. +hud-press_key_to_respawn = 按下 { $key } 在你上次访问的篝火处重生. +hud-tutorial_btn = 教程 +hud-tutorial_click_here = 按下 [ { $key } ] 释放鼠标光标并单击此按钮! +hud-tutorial_elements = 制作 +hud-temp_quest_headline = 旅行者你好! +hud-temp_quest_text = + 想要开始旅程的话,可以浏览这个村庄并收集一些物资. + + 祝你你在旅途中随心所欲! + + 查看屏幕的右下角,找到各种内容,例如背包,制作和地图. + + 制作菜单可制作盔甲,武器,食物等等! + + 城镇上到处都是野生动物,是皮革碎片的重要来源,可以为你提供一些防护来抵御危险. + + 只要你准备就绪,就可以尝试挑战地图上的标记点,来获得更好的装备! +hud-spell = 法术 +hud-diary = 技能书 +hud-free_look_indicator = 启用自由视角. 按下 { $key } 禁用. +hud-camera_clamp_indicator = 启用锁定视角. 按下 { $key } 禁用. +hud-auto_walk_indicator = 启用自动 行走/滑翔 +hud-zoom_lock_indicator-remind = 缩放锁定 +hud-zoom_lock_indicator-enable = 摄像头缩放锁定 +hud-zoom_lock_indicator-disable = 摄像头缩放解锁 +hud-activate = 激活 +hud-deactivate = 停用 +hud-collect = 收集 +hud-pick_up = 拿起 +hud-open = 打开 +hud-use = 使用 +hud-unlock-requires = 需要 { $item } +hud-unlock-consumes = 使用 { $item } 打开 +hud-mine = 采集 +hud-mine-needs_pickaxe = 需要镐 +hud-mine-needs_unhandled_case = 需要 ??? +hud-talk = 交谈 +hud-trade = 交易 +hud-mount = 攀爬 +hud-sit = 坐下 +hud-steer = 操控 +hud-lay = 躺下 +hud-portal = 传送 +-server = 服务器 +-client = 客户端 +hud-init-stage-singleplayer = 启动单人游戏服务器... +hud-init-stage-server-db-migrations = { "[" }{ -server }]: 应用数据库迁移... +hud-init-stage-server-db-vacuum = { "[" }{ -server }]: 清理数据库... +hud-init-stage-server-worldsim-erosion = { "[" }{ -server }]: 刻蚀 { $percentage }% +hud-init-stage-server-worldciv-civcreate = { "[" }{ -server }]: 生成 { $generated } 了 { $total } 村庄 +hud-init-stage-server-worldciv-site = { "[" }{ -server }]: 生成村庄... +hud-init-stage-server-economysim = { "[" }{ -server }]: 模化经济... +hud-init-stage-server-spotgen = { "[" }{ -server }]: 生成场所... +hud-init-stage-server-starting = { "[" }{ -server }]: 启动服务器... +hud-init-stage-multiplayer = 开启多人服务器 +hud-init-stage-client-connection-establish = { "[" }{ -client }]: 正在建立连接... +hud-init-stage-client-request-server-version = { "[" }{ -client }]: 等待服务器版本... +hud-init-stage-client-authentication = { "[" }{ -client }]: 认证中... +hud-init-stage-client-load-init-data = { "[" }{ -client }]: 从服务器加载初始化数据... +hud-init-stage-client-starting-client = { "[" }{ -client }]: 准备客户端... +hud-init-stage-render-pipeline = 创建渲染管线 ({ $done }/{ $total }) diff --git a/assets/voxygen/i18n/zh-Hans/hud/quest.ftl b/assets/voxygen/i18n/zh-Hans/hud/quest.ftl new file mode 100644 index 0000000..b58225a --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/quest.ftl @@ -0,0 +1,7 @@ +hud-quest = 任务 +hud-quest-intro = 你好,{ $playername }! +hud-quest-desc-fetch = 请你帮我找到: +hud-quest-desc-kill = 请你帮我击杀: +hud-quest-reward = 我将为你提供物资: +hud-quest-accept = 接受 +hud-quest-decline = 拒绝 diff --git a/assets/voxygen/i18n/zh-Hans/hud/sct.ftl b/assets/voxygen/i18n/zh-Hans/hud/sct.ftl new file mode 100644 index 0000000..b5864b1 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/sct.ftl @@ -0,0 +1,2 @@ +hud-sct-experience = { $amount }经验 +hud-sct-block = 格挡 diff --git a/assets/voxygen/i18n/zh-Hans/hud/settings.ftl b/assets/voxygen/i18n/zh-Hans/hud/settings.ftl new file mode 100644 index 0000000..a803866 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/settings.ftl @@ -0,0 +1,135 @@ +hud-settings-general = 一般 +hud-settings-none = 无 +hud-settings-press_behavior-toggle = 切换 +hud-settings-press_behavior-hold = 按住 +hud-settings-help_window = 帮助 +hud-settings-debug_info = 调试信息 +hud-settings-show_hitboxes = 显示复选框 +hud-settings-show_chat = 显示聊天 +hud-settings-show_hotkey_hints = 显示热键提示 +hud-settings-tips_on_startup = 开始时的提示信息 +hud-settings-ui_scale = UI比例 +hud-settings-relative_scaling = 相对缩放 +hud-settings-custom_scaling = 自定义缩放 +hud-settings-crosshair = 准星 +hud-settings-opacity = 透明度 +hud-settings-hotbar = 快捷键 +hud-settings-toggle_shortcuts = 显示快捷键 +hud-settings-buffs_skillbar = 增益效果显示在技能栏 +hud-settings-buffs_mmap = 增益效果显示在小地图旁 +hud-settings-toggle_bar_experience = 显示经验条 +hud-settings-scrolling_combat_text = 战斗信息 +hud-settings-damage_accumulation_duration = Damage Accumulation Duration +hud-settings-incoming_damage = 所受伤害 +hud-settings-incoming_damage_accumulation_duration = Incoming Damage Accumulation Duration +hud-settings-round_damage = Round Damage +hud-settings-speech_bubble = 对话框 +hud-settings-speech_bubble_self = 显示自己的聊天气泡 +hud-settings-speech_bubble_dark_mode = 对话框启用暗色模式 +hud-settings-speech_bubble_icon = 对话框显示图标 +hud-settings-energybar_numbers = 能量条 +hud-settings-always_show_bars = 始终显示能量条 +hud-settings-experience_numbers = 经验值 +hud-settings-accumulate_experience = 累积经验值 +hud-settings-values = 数字 +hud-settings-percentages = 百分比 +hud-settings-chat = 聊天 +hud-settings-background_opacity = 背景透明度 +hud-settings-chat_character_name = 聊天显示人物名称 +hud-settings-loading_tips = 加载游戏时显示小提示 +hud-settings-reset_interface = 重置为默认 +hud-settings-pan_sensitivity = 鼠标灵敏度 +hud-settings-zoom_sensitivity = 缩放灵敏度 +hud-settings-camera_clamp_angle = 锁定视角模式垂直角度 +hud-settings-invert_scroll_zoom = 反转滚动缩放 +hud-settings-invert_mouse_y_axis = 反转鼠标Y轴 +hud-settings-invert_controller_y_axis = 反转手柄Y轴 +hud-settings-enable_mouse_smoothing = 平滑相机 +hud-settings-free_look_behavior = 自由视角 +hud-settings-auto_walk_behavior = 自动行走 +hud-settings-camera_clamp_behavior = 锁定视角 +hud-settings-player_physics_behavior = Player physics (实验) +hud-settings-stop_auto_walk_on_input = 停止自动行走 +hud-settings-auto_camera = 自动视角 +hud-settings-bow_zoom = 弓蓄力时放大 +hud-settings-reset_gameplay = 重置为默认 +hud-settings-view_distance = 视野距离 +hud-settings-entity_view_distance = 实体视野距离 +hud-settings-lod_distance = LoD距离 +hud-settings-sprites_view_distance = 精灵视距 +hud-settings-maximum_fps = 最高FPS +hud-settings-background_fps = 后台FPS +hud-settings-present_mode = 当前模式 +hud-settings-present_mode-vsync_capped = Vsync capped +hud-settings-present_mode-vsync_uncapped = Vsync uncapped +hud-settings-present_mode-vsync_off = 关闭垂直同步 +hud-settings-fov = 视场(角度) +hud-settings-gamma = Gamma(亮度) +hud-settings-exposure = 碰撞箱 +hud-settings-ambiance = 环境亮度 +hud-settings-antialiasing_mode = 抗锯齿模式 +hud-settings-upscale_factor = 输入分辨率 +hud-settings-cloud_rendering_mode = 云朵渲染模式 +hud-settings-fluid_rendering_mode = 流体渲染模式 +hud-settings-cloud_rendering_mode-minimal = 一般 +hud-settings-cloud_rendering_mode-low = 低 +hud-settings-cloud_rendering_mode-medium = 中 +hud-settings-cloud_rendering_mode-high = 高 +hud-settings-cloud_rendering_mode-ultra = 极高 +hud-settings-fullscreen = 全屏 +hud-settings-fullscreen_mode = 全屏模式 +hud-settings-fullscreen_mode-exclusive = 全屏独占 +hud-settings-fullscreen_mode-borderless = 无边框 +hud-settings-gpu_profiler = Enable GPU timing (not supported everywhere) +hud-settings-particles = 粒子 +hud-settings-lossy_terrain_compression = 有损地形压缩 +hud-settings-weapon_trails = 武器轨迹 +hud-settings-flashing_lights = Flashing lights +hud-settings-flashing_lights_info = Enables all kinds of flashing, e.g. flickering or lightning strikes +hud-settings-resolution = 分辨率 +hud-settings-bit_depth = 显示位深 +hud-settings-refresh_rate = 刷新率 +hud-settings-lighting_rendering_mode = 灯光渲染模式 +hud-settings-lighting_rendering_mode-ashikhmin = A型 - 高 +hud-settings-lighting_rendering_mode-blinnphong = B型 - 中 +hud-settings-lighting_rendering_mode-lambertian = L型 - 差 +hud-settings-shadow_rendering_mode = 阴影渲染模式 +hud-settings-shadow_rendering_mode-none = 无 +hud-settings-shadow_rendering_mode-cheap = 差 +hud-settings-shadow_rendering_mode-map = 地图 +hud-settings-shadow_rendering_mode-map-resolution = 分辨率 +hud-settings-rain_occlusion-resolution = Rain Occlusion Resolution +hud-settings-lod_detail = LoD细节 +hud-settings-save_window_size = 保存窗口尺寸 +hud-settings-reset_graphics = 重置为默认 +hud-settings-bloom = Bloom +hud-settings-point_glow = Point Glow +hud-settings-master_volume = 全局音量 +hud-settings-inactive_master_volume_perc = 窗口非活动时音量 +hud-settings-music_volume = 音乐音量 +hud-settings-sound_effect_volume = 音效音量 +hud-settings-ambience_volume = 环境音量 +hud-settings-music_spacing = 音乐间隔 +hud-settings-audio_device = 声音设备 +hud-settings-reset_sound = 重置为默认 +hud-settings-english_fallback = Display English for missing translations +hud-settings-awaitingkey = 按任意键... +hud-settings-unbound = 无 +hud-settings-reset_keybinds = 重置为默认 +hud-settings-chat_tabs = 聊天选项卡 +hud-settings-label = 标签: +hud-settings-delete = 删除 +hud-settings-show_all = 显示全部 +hud-settings-messages = 消息 +hud-settings-activity = 活跃 +hud-settings-death = 死亡 +hud-settings-group = 队伍 +hud-settings-faction = 帮派 +hud-settings-world = 世界 +hud-settings-region = 区域 +hud-settings-say = 说 +hud-settings-all = 全部 +hud-settings-group_only = 仅限队伍 +hud-settings-reset_chat = 重置为默认 +hud-settings-third_party_integrations = Third-party Integrations +hud-settings-enable_discord_integration = Enable Discord Integration diff --git a/assets/voxygen/i18n/zh-Hans/hud/skills.ftl b/assets/voxygen/i18n/zh-Hans/hud/skills.ftl new file mode 100644 index 0000000..d6da76f --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/skills.ftl @@ -0,0 +1,129 @@ +hud-rank_up = 新的技能点 +hud-skill-sp_available = { $number } 技能点可用 +hud-skill-not_unlocked = 尚未解锁 +hud-skill-req_sp = + { "\u000A" } + + 需要 { $number } 技能点 +hud-skill-unlck_sword_title = 解锁双手剑专精 +hud-skill-unlck_sword = 解锁双手剑技能树{ $SP } +hud-skill-unlck_axe_title = 解锁双手斧专精 +hud-skill-unlck_axe = 解锁双手斧技能树{ $SP } +hud-skill-unlck_hammer_title = 解锁双手锤专精 +hud-skill-unlck_hammer = 解锁双手锤技能树{ $SP } +hud-skill-unlck_bow_title = 解锁弓专精 +hud-skill-unlck_bow = 解锁弓技能树{ $SP } +hud-skill-unlck_staff_title = 解锁火焰法杖专精 +hud-skill-unlck_staff = 解锁火焰法杖技能树{ $SP } +hud-skill-unlck_sceptre_title = 解锁生命权杖专精 +hud-skill-unlck_sceptre = 解锁生命权杖技能树{ $SP } +hud-skill-set_as_exp_bar = 设置为当前经验条 +hud-skill-climbing_title = 攀爬 +hud-skill-climbing = 你能够攀爬岩壁 +hud-skill-climbing_cost_title = 体术(攀爬) +hud-skill-climbing_cost = 攀爬时耐力消耗速率降低{ $boost }%{ $SP } +hud-skill-climbing_speed_title = 攀岩高手 +hud-skill-climbing_speed = 加快{ $boost }%的攀爬速度{ $SP } +hud-skill-swim_title = 游泳 +hud-skill-swim = 在水中游动 +hud-skill-swim_speed_title = 速泳 +hud-skill-swim_speed = 加快{ $boost }%的游泳速度{ $SP } +hud-skill-sc_lifesteal_title = 生命窃取 +hud-skill-sc_lifesteal = 发射窃取目标生命值的光束 +hud-skill-sc_lifesteal_damage_title = 伤害提升 +hud-skill-sc_lifesteal_damage = 光束伤害提升{ $boost }%{ $SP } +hud-skill-sc_lifesteal_range_title = 范围提升 +hud-skill-sc_lifesteal_range = 光束最大射程提升{ $boost }%{ $SP } +hud-skill-sc_lifesteal_lifesteal_title = 效率提升 +hud-skill-sc_lifesteal_lifesteal = 生命窃取效率提升{ $boost }%{ $SP } +hud-skill-sc_lifesteal_regen_title = 法力回复 +hud-skill-sc_lifesteal_regen = 每次击中敌人回复的法力增加{ $boost }%{ $SP } +hud-skill-sc_heal_title = 治愈之灵 +hud-skill-sc_heal = 治疗范围内的盟友,治疗效果会因连击数更大而变强 +hud-skill-sc_heal_heal_title = 效率提升 +hud-skill-sc_heal_heal = 生命治愈效果提高{ $boost }%{ $SP } +hud-skill-sc_heal_cost_title = 法力节省 +hud-skill-sc_heal_cost = 每次治愈队友需要消耗的法力减少{ $boost }%{ $SP } +hud-skill-sc_heal_duration_title = Duration +hud-skill-sc_heal_duration = The effects of your healing aura last { $boost }% longer{ $SP } +hud-skill-sc_heal_range_title = 范围提升 +hud-skill-sc_heal_range = 光束最大射程提升{ $boost }%{ $SP } +hud-skill-sc_wardaura_unlock_title = 守护领域 +hud-skill-sc_wardaura_unlock = 施展一个强大的魔法领域,守护你的盟友{ $SP } +hud-skill-sc_wardaura_strength_title = 效果提升 +hud-skill-sc_wardaura_strength = 领域提供的效果加强{ $boost }%{ $SP } +hud-skill-sc_wardaura_duration_title = 持续时间 +hud-skill-sc_wardaura_duration = 领域持续的时间延长{ $boost }%{ $SP } +hud-skill-sc_wardaura_range_title = 广域化 +hud-skill-sc_wardaura_range = 领域覆盖的范围加大{ $boost }%{ $SP } +hud-skill-sc_wardaura_cost_title = 法力节省 +hud-skill-sc_wardaura_cost = 施展领域需要消耗的法力减少{ $boost }%{ $SP } +hud-skill-st_shockwave_range_title = 范围提升 +hud-skill-st_shockwave_range = 冲击波扩散的范围扩大{ $boost }%{ $SP } +hud-skill-st_shockwave_cost_title = 法力节省 +hud-skill-st_shockwave_cost = 施放烈焰花环需要消耗的法力减少{ $boost }%{ $SP } +hud-skill-st_shockwave_knockback_title = 冲击强化 +hud-skill-st_shockwave_knockback = 冲击波击退的效果提高{ $boost }%{ $SP } +hud-skill-st_shockwave_damage_title = 伤害提升 +hud-skill-st_shockwave_damage = 冲击波造成的伤害提高{ $boost }%{ $SP } +hud-skill-st_shockwave_unlock_title = 烈焰花环 +hud-skill-st_shockwave_unlock = 释放强大的火焰冲击波,伤害并击退周遭敌人{ $SP } +hud-skill-st_flamethrower_title = 火焰吐息 +hud-skill-st_flamethrower = 释放烈焰持续灼烧你的敌人 +hud-skill-st_flame_velocity_title = 高温 +hud-skill-st_flame_velocity = 火焰造成伤害的速度提高{ $boost }%{ $SP } +hud-skill-st_flamethrower_range_title = 范围提升 +hud-skill-st_flamethrower_range = 吐息最大射程提升{ $boost }%{ $SP } +hud-skill-st_energy_drain_title = 法力节省 +hud-skill-st_energy_drain = 吐息时法力消耗速率降低{ $boost }%{ $SP } +hud-skill-st_flamethrower_damage_title = 伤害提升 +hud-skill-st_flamethrower_damage = 吐息造成的伤害提高{ $boost }%{ $SP } +hud-skill-st_explosion_radius_title = 爆破专家 +hud-skill-st_explosion_radius = 火球爆炸的半径扩大{ $boost }%{ $SP } +hud-skill-st_energy_regen_title = 法力回复 +hud-skill-st_energy_regen = 每次击中敌人回复的法力增加{ $boost }%{ $SP } +hud-skill-st_fireball_title = 火球术 +hud-skill-st_fireball = 发射火球攻击敌人 +hud-skill-st_damage_title = 伤害提升 +hud-skill-st_damage = 火球造成的伤害提高{ $boost }%{ $SP } +hud-skill-bow_projectile_speed_title = 神射手 +hud-skill-bow_projectile_speed = 箭矢速度和最大射程提高{ $boost }%{ $SP } +hud-skill-bow_charged_title = 蓄力射击 +hud-skill-bow_charged = 因为你愿意花更长时间蓄力以造成更大伤害 +hud-skill-bow_charged_damage_title = 伤害提升 +hud-skill-bow_charged_damage = 蓄力箭矢造成的伤害提升{ $boost }%{ $SP } +hud-skill-bow_charged_energy_regen_title = 能量回复 +hud-skill-bow_charged_energy_regen = 每次击中敌人回复的能量增加{ $boost }%{ $SP } +hud-skill-bow_charged_knockback_title = 冲击强化 +hud-skill-bow_charged_knockback = 蓄力箭矢击退的效果提高{ $boost }%{ $SP } +hud-skill-bow_charged_move_title = 灵巧 +hud-skill-bow_charged_move = 蓄力时的移动速度提高{ $boost }%{ $SP } +hud-skill-bow_charged_speed_title = 专注 +hud-skill-bow_charged_speed = 蓄力效果达到最大化的速度加快{ $boost }%{ $SP } +hud-skill-bow_repeater_title = 持续发射 +hud-skill-bow_repeater = 你发射的时间越长,发射速度越快 +hud-skill-bow_repeater_damage_title = 伤害提升 +hud-skill-bow_repeater_damage = 每支箭矢造成的伤害提升{ $boost }%{ $SP } +hud-skill-bow_repeater_cost_title = 耐力节省 +hud-skill-bow_repeater_cost = 施展腾空击需要消耗的耐力减少{ $boost }%{ $SP } +hud-skill-bow_repeater_speed_title = 速度提升 +hud-skill-bow_repeater_speed = 将射箭速度提高{ $boost }%{ $SP } +hud-skill-bow_shotgun_unlock_title = 解锁迸发 +hud-skill-bow_shotgun_unlock = 一次发射多支箭矢{ $SP } +hud-skill-bow_shotgun_damage_title = 伤害提升 +hud-skill-bow_shotgun_damage = 将迸发的伤害提升{ $boost }%{ $SP } +hud-skill-bow_shotgun_cost_title = 耐力节省 +hud-skill-bow_shotgun_cost = 将使用迸发时的能量降低{ $boost }%{ $SP } +hud-skill-bow_shotgun_arrow_count_title = 箭矢数量 +hud-skill-bow_shotgun_arrow_count = 你迸发时的箭矢数量增加{ $boost }{ $SP } +hud-skill-bow_shotgun_spread_title = 集中 +hud-skill-bow_shotgun_spread = 减少迸发的散布{ $boost }%{ $SP } +hud-skill-mining_title = 挖矿 +hud-skill-pick_strike_title = 镐击 +hud-skill-pick_strike = 使用你的镐子敲打石头来获得矿物,宝石和经验 +hud-skill-pick_strike_speed_title = 敲击速度 +hud-skill-pick_strike_speed = 挖矿速度提升{ $SP } +hud-skill-pick_strike_oregain_title = 更多矿物 +hud-skill-pick_strike_oregain = 有几率获得额外的矿物 (每级提升 { $boost }%){ $SP } +hud-skill-pick_strike_gemgain_title = 更多宝石 +hud-skill-pick_strike_gemgain = 有几率获得额外的宝石 (每级提升 { $boost }%){ $SP } diff --git a/assets/voxygen/i18n/zh-Hans/hud/social.ftl b/assets/voxygen/i18n/zh-Hans/hud/social.ftl new file mode 100644 index 0000000..5758e7b --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/social.ftl @@ -0,0 +1,10 @@ +hud-social = 社交 +hud-social-online = 在线: +hud-social-friends = 好友 +hud-social-not_yet_available = 尚不可用 +hud-social-faction = 帮派 +hud-social-play_online_fmt = { $nb_player } 玩家在线 +hud-social-name = 名称 +hud-social-level = 等级 +hud-social-zone = 地区 +hud-social-account = 账号 diff --git a/assets/voxygen/i18n/zh-Hans/hud/subtitles.ftl b/assets/voxygen/i18n/zh-Hans/hud/subtitles.ftl new file mode 100644 index 0000000..096851b --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/subtitles.ftl @@ -0,0 +1,150 @@ +subtitle-campfire = 营火:噼啪作响 +subtitle-bird_call = 鸟儿:鸣叫 +subtitle-bees = 蜜蜂:嗡嗡叫 +subtitle-owl = 猫头鹰:鸣叫 +subtitle-running_water = 水流声 +subtitle-lightning = 雷声 + +subtitle-footsteps_grass = 在草地上行走 +subtitle-footsteps_earth = 在土地上行走 +subtitle-footsteps_rock = 在岩石上行走 +subtitle-footsteps_snow = 在雪地上行走 +subtitle-pickup_item = 物品:捡起 +subtitle-pickup_failed = 物品:捡起失败 + +subtitle-glider_open = 滑翔伞:装备 +subtitle-glider_close = 滑翔伞:卸下 +subtitle-glide = 滑翔 +subtitle-roll = 翻滚 +subtitle-swim = 游泳 +subtitle-climb = 攀爬 +subtitle-damage = 受伤 +subtitle-death = 死亡 + +subtitle-wield_bow = 弓:举起 +subtitle-unwield_bow = 弓:放下 +subtitle-pickup_bow = 弓:捡起 + +subtitle-wield_sword = 剑:举起 +subtitle-unwield_sword = 剑:放下 +subtitle-sword_attack = 剑:挥动 +subtitle-pickup_sword = 剑:捡起 + +subtitle-wield_axe = 斧子:举起 +subtitle-unwield_axe = 斧子:放下 +subtitle-axe_attack = 斧子:挥动 +subtitle-pickup_axe = 斧子:捡起 + +subtitle-wield_hammer = 锤子:举起 +subtitle-unwield_hammer = 锤子:放下 +subtitle-hammer_attack = 锤子:挥动 +subtitle-pickup_hammer = 锤子:捡起 + +subtitle-wield_staff = 法杖:举起 +subtitle-unwield_staff = 法杖:放下 +subtitle-fire_shot = 法杖:施法 +subtitle-staff_attack = 法杖:施法 +subtitle-pickup_staff = 法杖:捡起 + +subtitle-wield_sceptre = 权杖:举起 +subtitle-unwield_sceptre = 权杖:放下 +subtitle-sceptre_heal = 权杖:治疗 +subtitle-pickup_sceptre = 权杖:捡起 + +subtitle-wield_dagger = 匕首:举起 +subtitle-uwield_dagger = 匕首:放下 +subtitle-dagger_attack = 匕首:挥动 +subtitle-pickup_dagger = 匕首:捡起 + +subtitle-wield_shield = 盾牌:举起 +subtitle-unwield_shield = 盾牌:放下 +subtitle-shield_attack = 盾牌:攻击 +subtitle-pickup_shield = 盾牌:捡起 + +subtitle-pickup_pick = 鹤嘴锄:捡起 +subtitle-pickup_gemstone = 宝石:捡起 + +subtitle-instrument_organ = 风琴:演奏 + +subtitle-wield_instrument = 乐器:拿起 +subtitle-unwield_instrument = 乐器:放下 +subtitle-instrument_double_bass = 提琴:演奏 +subtitle-instrument_flute = 笛子:演奏 +subtitle-instrument_glass_flute = 萧:演奏 +subtitle-instrument_lyre = 竖琴:演奏 +subtitle-instrument_icy_talharpa = 尾毛竖琴:演奏 +subtitle-instrument_kalimba = 卡林巴琴:演奏 +subtitle-instrument_melodica = 口风琴:演奏 +subtitle-instrument_lute = 琵琶:演奏 +subtitle-instrument_sitar = 西塔琴:演奏 +subtitle-instrument_guitar = 吉他:演奏 +subtitle-instrument_dark_guitar = 深色吉他:演奏 +subtitle-instrument_washboard = 搓衣板:演奏 +subtitle-instrument_wildskin_drum = 鼓:演奏 +subtitle-pickup_instrument = 乐器:捡起 + +subtitle-explosion = 爆炸 + +subtitle-arrow_shot = 箭矢:发射 +subtitle-arrow_miss = 箭矢:未击中 +subtitle-arrow_hit = 箭矢:击中 +subtitle-skill_point = 技能点:增加 +subtitle-sceptre_beam = 权杖:发射光线 +subtitle-flame_thrower = 火焰:喷射 +subtitle-break_block = 方块:破坏 +subtitle-attack_blocked = 攻击:被阻挡 +subtitle-parry = 状态:击退 +subtitle-interrupted = 状态:打断 +subtitle-stunned = 状态:惊愕 +subtitle-dazed = 状态:迷惑 +subtitle-knocked_down = 状态:击倒 + +subtitle-attack-ground_slam = 摔跤 +subtitle-attack-laser_beam = 发射激光 +subtitle-attack-cyclops_charge = 独眼巨人:冲刺 +subtitle-giga_roar = 冰霜巨人:吼叫 +subtitle-attack-flash_freeze = 急冻射线 +subtitle-attack-icy_spikes = 冰霜尖刺 +subtitle-attack-ice_crack = 冰之裂痕 +subtitle-attack-steam = 蒸汽 + +subtitle-consume_potion = 药水:饮用 +subtitle-consume_apple = 吃苹果 +subtitle-consume_cheese = 吃奶酪 +subtitle-consume_food = 吃东西 +subtitle-consume_liquid = 喝水 + +subtitle-utterance-alligator-angry = 鳄鱼:愤怒 +subtitle-utterance-antelope-angry = 羚羊:喘气 +subtitle-utterance-biped_large-angry = Heavy grunting +subtitle-utterance-bird-angry = 鸟:尖叫 +subtitle-utterance-adlet-angry = 犬人:吠叫 +subtitle-utterance-pig-angry = 猪:愤怒 +subtitle-utterance-reptile-angry = 爬行动物:嘶嘶声 +subtitle-utterance-sea_crocodile-angry = 海鳄:愤怒 +subtitle-utterance-saurok-angry = 强盗:愤怒 +subtitle-utterance-cat-calm = 猫咪:喵喵叫 +subtitle-utterance-cow-calm = 牛:哞叫 +subtitle-utterance-fungome-calm = 菌蟹:吱吱声 +subtitle-utterance-goat-calm = 羊:咩咩叫 +subtitle-utterance-pig-calm = 猪:哼叫 +subtitle-utterance-sheep-calm = 绵羊:咩咩叫 +subtitle-utterance-truffler-calm = 菌猪:哼叫 +subtitle-utterance-human-greeting = 打招呼 +subtitle-utterance-adlet-hurt = 犬人:被攻击 +subtitle-utterance-antelope-hurt = 羚羊:哀鸣 +subtitle-utterance-biped_large-hurt = Heavy hurting +subtitle-utterance-human-hurt = 人类:被攻击 +subtitle-utterance-lion-hurt = 狮子:咆哮 +subtitle-utterance-mandroga-hurt = 曼德拉草:尖叫 +subtitle-utterance-maneater-hurt = 食人魔:打嗝 +subtitle-utterance-marlin-hurt = 旗鱼:被攻击 +subtitle-utterance-mindflayer-hurt = 噬心者:被攻击 +subtitle-utterance-dagon-hurt = 达贡:被攻击 +subtitle-utterance-asp-angry = 毒蛇:嘶嘶声 +subtitle-utterance-asp-calm = 毒蛇:呱呱声 +subtitle-utterance-asp-hurt = 毒蛇:被攻击 +subtitle-utterance-wendigo-angry = 食人怪:尖叫 +subtitle-utterance-wendigo-calm = 食人怪:喃喃低语 +subtitle-utterance-wolf-angry = 狼:咆哮 +subtitle-utterance-wolf-hurt = 狼:哀嚎 diff --git a/assets/voxygen/i18n/zh-Hans/hud/trade.ftl b/assets/voxygen/i18n/zh-Hans/hud/trade.ftl new file mode 100644 index 0000000..915c38a --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/hud/trade.ftl @@ -0,0 +1,33 @@ +hud-trade-trade_window = 交易窗口 +hud-trade-phase1_description = + 将你要交易的物品 + 拖到相应的区域. +hud-trade-phase2_description = + 现在该交易已锁定, + 接下来你可以核对本次交易. +hud-trade-phase3_description = 交易正在处理中. +hud-trade-persons_offer = { $playername } 的报价 +hud-trade-has_accepted = + { $playername } + 已经接受 +hud-trade-accept = 接受 +hud-trade-decline = 拒绝 +hud-trade-invite_sent = 交易请求已发送至 { $playername }. +hud-trade-result-completed = 交易成功. +hud-trade-result-declined = 拒绝交易. +hud-trade-result-nospace = 没有足够空间来完成交易. +hud-trade-buy = + 购买价格: { $coin_num -> + [one] 一个硬币. + *[other] { $coin_formatted } 硬币. + } +hud-trade-sell = + 出售价格: { $coin_num -> + [one] 一个硬币. + *[other] { $coin_formatted } 硬币. + } +hud-trade-tooltip_hint_1 = <单击Shift以添加/删除交易.> +hud-trade-tooltip_hint_2 = <单击Ctrl按钮可以自动平衡.> +hud-trade-your_offer = 你的报价 +hud-trade-their_offer = 对方报价 +hud-trade-amount_input = 选择一个项目 diff --git a/assets/voxygen/i18n/zh-Hans/item/armor/armor.ftl b/assets/voxygen/i18n/zh-Hans/item/armor/armor.ftl new file mode 100644 index 0000000..63fb8da --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/armor/armor.ftl @@ -0,0 +1,562 @@ +armor-hide-carapace-back = 甲壳斗篷 + .desc = 由曾经保护野兽的外壳制成。 +armor-hide-carapace-belt = 甲壳腰带 + .desc = 由曾经保护野兽的外壳制成。 +armor-hide-carapace-chest = 甲壳胸甲 + .desc = 由曾经保护野兽的外壳制成。 +armor-hide-carapace-foot = 甲壳鞋履 + .desc = 由曾经保护野兽的外壳制成。 +armor-hide-carapace-hand = 甲壳握把 + .desc = 由曾经保护野兽的外壳制成。 +armor-hide-carapace-pants = 甲壳护腿 + .desc = 由曾经保护野兽的外壳制成。 +armor-hide-carapace-shoulder = 甲壳护肩 + .desc = 由曾经保护野兽的外壳制成。 +armor-hide-primal-back = 原初斗篷 + .desc = 用比钢更坚韧的皮革锻造而成。 +armor-hide-primal-belt = 原初腰带 + .desc = 用比钢更坚韧的皮革锻造而成。 +armor-hide-primal-chest = 原初胸甲 + .desc = 用比钢更坚韧的皮革锻造而成。 +armor-hide-primal-foot = 原始之靴 + .desc = 用比钢更坚韧的皮革锻造而成。 +armor-hide-primal-hand = 原始护手 + .desc = 用比钢更坚韧的皮革锻造而成。 +armor-hide-primal-pants = 原始腿 + .desc = 用比钢更坚韧的皮革锻造而成。 +armor-hide-primal-shoulder = 原始护肩 + .desc = 用比钢更坚韧的皮革锻造而成。 +armor-hide-leather-back = 皮斗篷 + .desc = 疾如风。 +armor-hide-leather-belt = 皮带 + .desc = 疾如风。 +armor-hide-leather-chest = 皮革胸甲 + .desc = 疾如风。 +armor-hide-leather-foot = 皮革靴子 + .desc = 疾如风。 +armor-hide-leather-hand = 皮革手套 + .desc = 疾如风。 +armor-misc-head-leather-0 = 皮革帽子 + .desc = 疾如风。 +armor-hide-leather-pants = 皮革裤子 + .desc = 疾如风。 +armor-hide-leather-shoulder = 皮革肩垫 + .desc = 疾如风。 +armor-hide-rawhide-back = 生皮披风 + .desc = 紧紧包裹的皮革片。重量轻且坚固! +armor-hide-rawhide-belt = 生皮腰带 + .desc = 紧紧包裹的皮革片。重量轻且坚固! +armor-hide-rawhide-chest = 生皮胸甲 + .desc = 紧紧包裹的皮革片。重量轻且坚固! +armor-hide-rawhide-foot = 生皮鞋 + .desc = 紧紧包裹的皮革片。重量轻且坚固! +armor-hide-rawhide-hand = 生皮护腕 + .desc = 紧紧包裹的皮革片。重量轻且坚固! +armor-hide-rawhide-pants = 生皮裤 + .desc = 紧紧包裹的皮革片。重量轻且坚固! +armor-hide-rawhide-shoulder = 生皮肩垫 + .desc = 紧紧包裹的皮革片。重量轻且坚固! +armor-hide-scale-back = 鳞片斗篷 + .desc = 每个嵌入的鳞片都提供额外的保护。 +armor-hide-scale-belt = 鳞片束带 + .desc = 每个嵌入的鳞片都提供额外的保护。 +armor-hide-scale-chest = 鳞片胸甲 + .desc = 每个嵌入的鳞片都提供额外的保护。 +armor-hide-scale-foot = 鳞甲马靴 + .desc = 每个嵌入的鳞片都提供额外的保护。 +armor-hide-scale-hand = 鳞拳 + .desc = 每个嵌入的鳞片都提供额外的保护。 +armor-hide-scale-pants = 鳞片护腿 + .desc = 每个嵌入的鳞片都提供额外的保护。 +armor-hide-scale-shoulder = 鳞片护肩 + .desc = 每个嵌入的鳞片都提供额外的保护。 +armor-hide-dragonscale-back = 龙鳞披风 + .desc = 由一种传奇生物的鳞片制作而成,可以感受到其中蕴含的力量。 +armor-hide-dragonscale-belt = 龙鳞腰带 + .desc = 由一种传奇生物的鳞片制作而成,可以感受到其中蕴含的力量。 +armor-hide-dragonscale-chest = 龙鳞胸甲 + .desc = 由一种传奇生物的鳞片制作而成,可以感受到其中蕴含的力量。 +armor-hide-dragonscale-foot = 龙鳞马刺 + .desc = 由一种传奇生物的鳞片制作而成,可以感受到其中蕴含的力量。 +armor-hide-dragonscale-hand = 龙鳞手套 + .desc = 由一种传奇生物的鳞片制作而成,可以感受到其中蕴含的力量。 +armor-hide-dragonscale-pants = 龙鳞护腿 + .desc = 由一种传奇生物的鳞片制作而成,可以感受到其中蕴含的力量。 +armor-hide-dragonscale-shoulder = 龙鳞披风 + .desc = 由一种传奇生物的鳞片制作而成,可以感受到其中蕴含的力量。 +armor-cloth_blue-belt = 蓝色亚麻腰带 + .desc = 一条时尚的粗糙织物腰带,被染成蓝色。 +armor-cloth_blue-chest = 蓝色亚麻胸甲 + .desc = 一件时尚的粗糙织物外袍,被染成蓝色。 +armor-cloth_blue-foot = 蓝色亚麻靴子 + .desc = 染成蓝色的粗布靴子。 +armor-cloth_blue-hand = 蓝色亚麻手链 + .desc = 染成蓝色的粗布手环是时尚的象征。 +armor-cloth_blue-pants = 蓝色亚麻裙子 + .desc = 一条染成蓝色的时髦粗布裙子。 +armor-cloth_blue-shoulder_0 = 蓝色亚麻外套 + .desc = 一件染成蓝色的粗糙织物外套。 +armor-cloth_blue-shoulder_1 = 蓝色肩垫 + .desc = 由蓝色布料制成的简单肩垫。 +armor-boreal-back = 北地披风 + .desc = 厚却出奇地冷。 +armor-boreal-belt = 北地腰带 + .desc = 寒冷。 +armor-boreal-chest = 北地胸甲 + .desc = 冰冷得让人心里发毛。 +armor-boreal-foot = 北地足甲 + .desc = 刺骨的寒冷让人寸步难行。 +armor-boreal-hand = 北地护手 + .desc = 比死亡之触更加冰冷。 +armor-boreal-pants = 北地裤子 + .desc = 比它保护您的气候要冷。 +armor-boreal-shoulder = 北地肩甲 + .desc = 仿佛冰冷的死亡之手触及你的肩膀。 +armor-brinestone-back = 硫磺火披风 + .desc = 它不是软弱的。 +armor-brinestone-belt = 硫磺火腰带 + .desc = 把它联系在一起。 +armor-brinestone-chest = 硫磺火胸甲 + .desc = 很难穿透。 +armor-brinestone-crown = 硫磺火之冠 + .desc = 使你看起来更高。 +armor-brinestone-foot = 硫磺火靴子 + .desc = 不太舒适。 +armor-brinestone-hand = 硫磺火手套 + .desc = 像石头一样被击中。 +armor-brinestone-pants = 硫磺火长裤 + .desc = 请勿翻滚。 +armor-brinestone-shoulder = 硫磺火肩甲 + .desc = 几乎太重了。 +armor-misc-foot-cloth_sandal = 做旧凉鞋 + .desc = 忠实的伙伴,虽然它们看起来走不了多远。 +armor-misc-neck-abyssal_gorget = 深渊护喉 + .desc = 利用潮汐的活力. +armor-misc-neck-amethyst = 紫水晶项链 + .desc = 一条镶有紫水晶宝石的锡项链。 +armor-misc-neck-ankh_of_life = 生命之十字 + .desc = 一条来历不明的独特项链……你能感受到流过它的力量。 +armor-misc-neck-carcanet_of_wrath = 愤怒之卡 + .desc = 一条项链,即使是最虚弱的生物也能获得巨大的力量。 +armor-misc-neck-diamond = 钻石项链 + .desc = 一条昂贵的金项链,镶有精美的钻石。 +armor-misc-neck-emerald = 翡翠项链 + .desc = 一条钴项链,上面镶着漂亮的翡翠宝石。 +armor-misc-neck-fang = 尖牙项链 + .desc = 只有最野蛮的生物才能驾驭这条项链的力量... +armor-misc-neck-resilience_gem = 韧性宝石 + .desc = 周围环绕着离散的魔法光芒。 +armor-misc-neck-gold = 金项链 + .desc = 一条昂贵的金项链......看起来是偷来的。 +armor-misc-neck-haniwa_talisman = 埴轮护身符 + .desc = 描绘来历不明的人物的护身符。 +armor-misc-neck-honeycomb_pendant = 蜂窝吊坠 + .desc = 这条项链总是喷出蜂蜜…… +armor-misc-neck-pendant_of_protection = 保护吊坠 + .desc = 你感觉到某种存在保护你的安全... +armor-misc-neck-ruby = 红宝石项链 + .desc = 一条镶着美丽红宝石的华丽银项链。 +armor-misc-neck-sapphire = 蓝宝石项链 + .desc = 一条结实的铁制项链,上面镶嵌着一颗经抛光的蓝宝石。 +armor-misc-neck-scratched = 划痕项链 + .desc = 一条粗制滥造的项链,绳子快要折断了…… +armor-misc-neck-shell = 贝壳项链 + .desc = 蕴含海洋的守护灵气. +armor-misc-neck-topaz = 黄玉项链 + .desc = 一条铜项链,中间镶嵌着黄玉。 +armor-misc-head-bamboo_twig = 竹枝 + .desc = 大竹竿上的一根小竹笋。 +armor-misc-head-bear_bonnet = 熊帽 + .desc = 化身为凶猛的熊,它的愤怒也会变成你的愤怒。 +armor-misc-head-boreal_warhelm = 北地战盔 + .desc = 我想知道它指向哪里... +armor-misc-head-crown = 王冠 + .desc = 适合皇室地位的王冠。 +armor-misc-head-facegourd = 面罩 + .desc = 南瓜头部。 +armor-misc-head-gnarling_mask = 酋长面具 + .desc = 闻起来像烧焦的木头。 +armor-misc-head-helmet = 头盔 + .desc = 是的。 +armor-misc-head-hog_hood = 野猪头套 + .desc = 披上一头大猪的外衣,这样你就能纪念它的牺牲。 +armor-misc-head-hood = 兜帽 + .desc = 与树梢融为一体。 +armor-misc-head-hood_dark = 深色兜帽 + .desc = 这有点厚。 +armor-misc-head-howl_cowl = 狼嚎头套 + .desc = 化身为可怕的狼,才是可怕的猎人。 +armor-misc-head-mitre = 主教法冠 + .desc = 呼唤来自上天的力量。 +armor-misc-head-spikeguard = 尖刺皇冠 + .desc = 类似于某种带刺的王冠。 +armor-misc-head-straw = 草帽 + .desc = 村民经常穿。它简单而时尚! +armor-misc-head-wanderers_hat = 流浪者的帽子 + .desc = 对于那些在 Veloren 的高速公路和小路上有宾至如归的感觉的人来说,这是一款完美的头饰。 +armor-misc-head-winged_coronet = 翼冠 + .desc = 你感觉与大自然的联系更紧密。 +armor-misc-head-bandana-red = 红头巾 + .desc = 非常粗暴,但也有亮红色。 +armor-misc-head-bandana-thief = 小偷头巾 + .desc = 普通强盗的面具。 +armor-misc-pants-grayscale = 狩猎裤 + .desc = 由柔软而富有弹性的皮制作。 +armor-misc-pants-worker_blue = 蓝色工装裤 + .desc = 可靠而有弹性。 +armor-misc-pants-worker_brown = 舒适工装裤 + .desc = 可靠而有弹性。 +armor-misc-shoulder-iron_spikes = 铁刺肩铠 + .desc = 这块沉重、粗糙的铁板中间插有一些相互锁定的尖刺,以阻止攻击者。 +armor-misc-shoulder-leather_iron_0 = 铁皮护肩 + .desc = 皮革肩部饰有沉重的铁钩,为穿着者提供保护。 +armor-misc-shoulder-leather_iron_1 = 铁皮护肩 + .desc = 嵌着重型铁钉的皮革为佩戴者提供坚实的保护。 +armor-misc-shoulder-leather_iron_2 = 铁皮护肩 + .desc = 镶嵌着沉重铁箍的皮革为穿戴者提供保护。 +armor-misc-shoulder-leather_iron_3 = 铁皮护肩 + .desc = 嵌有铁碎片的皮革为佩戴者提供保护。 +armor-misc-shoulder-leather_strip = 皮条 + .desc = 鞣制的动物皮条形成松散的肩垫。 +armor-misc-chest-worker_green = 绿色工装衬衫 + .desc = 农民直到最近才使用过。 +armor-misc-chest-shirt_white = 绿色工装衬衫 + .desc = 农民直到最近才使用过。 +armor-misc-chest-worker_orange_0 = 橙色工装衬衫 + .desc = 农民直到最近才使用过。 +armor-misc-chest-worker_orange_1 = 橙色工装衬衫 + .desc = 农民直到最近才使用过。 +armor-misc-chest-worker_purple_0 = 紫色工人衬衫 + .desc = 可靠而有弹性。 +armor-misc-chest-worker_purple_1 = 紫色工人衬衫 + .desc = 农民直到最近才使用过。 +armor-misc-chest-worker_purp_brown = 紫色工人衬衫 + .desc = 可靠而有弹性。 +armor-misc-chest-worker_red_0 = 红色工装衬衫 + .desc = 农民直到最近才使用过。 +armor-misc-chest-worker_red_1 = 红色工装衬衫 + .desc = 农民直到最近才使用过。 +armor-misc-chest-worker_yellow_0 = 黄色工人衬衫。 + .desc = 农民直到最近才使用过。 +armor-misc-chest-worker_yellow_1 = 黄色工人衬衫。 + .desc = 农民直到最近才使用过。 +armor-misc-ring-amethyst = 紫水晶戒指 + .desc = 带有紫水晶宝石的锡戒指。 +armor-misc-ring-diamond = 钻石戒指 + .desc = 一枚镶有昂贵钻石的金戒指。 +armor-misc-ring-emerald = 翡翠戒指 + .desc = 带有祖母绿宝石的钴戒指。 +armor-misc-ring-gold = 黄金戒指 + .desc = 一枚普通的金戒指……好像缺少了一颗宝石。 +armor-misc-ring-ruby = 红宝石戒指 + .desc = 镶有红宝石的银戒指。 +armor-misc-ring-sapphire = 蓝宝石戒指 + .desc = 带有蓝宝石的铁戒指。 +armor-misc-ring-scratched = 划痕戒指 + .desc = 几乎不适合你的手指。 +armor-misc-ring-topaz = 黄玉戒指 + .desc = 带有黄玉宝石的铜戒指。 +armor-misc-back-backpack-traveler = 旅行者斗篷 + .desc = 舒适又有足够的容量,这是贮藏者最好的朋友。 +armor-misc-back-dungeon_purple = 紫色邪教徒斗篷 + .desc = 闻起来像黑魔法和蜡烛。 +armor-misc-back-short-0 = 短皮斗篷 + .desc = 可能是用最好的皮革制成的。 +armor-misc-back-short-1 = 绿毯 + .desc = 让你的肩膀保持温暖。 +armor-savage-back = 野蛮斗篷 + .desc = 带来野蛮人的愤怒。 +armor-savage-belt = 野蛮腰带 + .desc = 带来野蛮人的愤怒。 +armor-savage-chest = 野蛮胸甲 + .desc = 带来野蛮人的愤怒。 +armor-savage-foot = 野蛮之靴 + .desc = 带来野蛮人的愤怒。 +armor-savage-hand = 野蛮护手 + .desc = 带来野蛮人的愤怒。 +armor-savage-pants = 野蛮裤子 + .desc = 带来野蛮人的愤怒。 +armor-savage-shoulder = 野蛮肩垫 + .desc = 带来野蛮人的愤怒。 +armor-witch-hat = 女巫帽 + .desc = 从黑暗艺术中汲取力量。 +armor-pirate-hat = 海盗帽子 + .desc = 好像一只鹦鹉栖息在这里。 +armor-twigsleaves-belt = 绿叶腰带 + .desc = 干燥的叶子覆盖在标准的树枝腰带上,提供了稍微不同的质感。 +armor-twigsleaves-chest = 绿叶衬衫 + .desc = 皮革覆盖神奇嵌入的树枝衬衫,提供了更自然的外观。 +armor-twigsleaves-foot = 绿叶靴 + .desc = 叶子覆盖着神奇地缠绕在一起的树枝,以提供简单的保护。 +armor-twigsleaves-hand = 绿叶包裹 + .desc = 叶子有助于隐藏魔法连锁的双脚,并提供轻微的保护,使其免受元素的伤害。 +armor-twigsleaves-pants = 绿叶裤 + .desc = 叶子覆盖着神奇地缠绕在一起的树枝,以提供简单的保护。 +armor-twigsleaves-shoulder = 绿叶护肩 + .desc = 叶子覆盖在树枝上,以提供更好的保护。 +armor-twigsflowers-belt = 华丽腰带 + .desc = 魔法沉浸在一朵花身上,它把它的干部相互交织在一起,把带保持在一起。 +armor-twigsflowers-chest = 花衬衫 + .desc = 神奇地嵌入花卉和水泥的拼板,让其他人知道你的和平意图和爱情吧。 +armor-twigsflowers-foot = 华丽的靴子 + .desc = 这些由树枝和花朵编织而成的靴子充满了魔力,为穿着者提供了简单的保护和安宁。 +armor-twigsflowers-hand = 花瓣护手 + .desc = 缠绕交织的树枝用魔法和花茎固定在一起,为佩戴者提供保护与安宁。 +armor-twigsflowers-pants = 花边裤 + .desc = 用花茎增强的锁子甲编织树枝提供保护和和平。 +armor-twigsflowers-shoulder = 花瓣护肩 + .desc = 花朵加入绑扎的树枝,为佩戴者提供保护和安宁。 +armor-leather_plate-belt = 皮革板带 + .desc = 皮革饰以钢,提供更好的保护。 +armor-leather_plate-chest = 皮板胸 + .desc = 皮革饰以钢,提供更好的保护。 +armor-leather_plate-foot = 皮革板靴 + .desc = 皮革饰以钢,提供更好的保护。 +armor-leather_plate-hand = 皮板手套 + .desc = 皮革饰以钢,提供更好的保护。 +armor-leather_plate-pants = 皮革板车 + .desc = 皮革饰以钢,提供更好的保护。 +armor-leather_plate-shoulder = 皮革板肩垫 + .desc = 皮革饰以钢,提供更好的保护。 +armor-mail-bloodsteel-back = 血钢披风 + .desc = 为了保护生命,不惜牺牲他人。 +armor-mail-bloodsteel-belt = 血钢束带 + .desc = 为了保护生命,不惜牺牲他人。 +armor-mail-bloodsteel-chest = 血钢宝箱 + .desc = 为了保护生命,不惜牺牲他人。 +armor-mail-bloodsteel-foot = 血钢马靴 + .desc = 为了保护生命,不惜牺牲他人。 +armor-mail-bloodsteel-hand = 血钢手套 + .desc = 为了保护生命,不惜牺牲他人。 +armor-mail-bloodsteel-pants = 血钢护腿 + .desc = 为了保护生命,不惜牺牲他人。 +armor-mail-bloodsteel-shoulder = 血钢肩铠 + .desc = 为了保护生命,不惜牺牲他人。 +armor-mail-cobalt-back = 钴斗篷 + .desc = 华丽而坚不可摧,金属永不褪色。 +armor-mail-cobalt-belt = 钴腰带 + .desc = 华丽而坚不可摧,金属永不褪色。 +armor-mail-cobalt-chest = 钴胸甲 + .desc = 华丽而坚不可摧,金属永不褪色。 +armor-mail-cobalt-foot = 钴护脚 + .desc = 华丽而坚不可摧,金属永不褪色。 +armor-mail-cobalt-hand = 钴护手 + .desc = 华丽而坚不可摧,金属永不褪色。 +armor-mail-cobalt-pants = 钴护腿 + .desc = 华丽而坚不可摧,金属永不褪色。 +armor-mail-cobalt-shoulder = 钴护肩 + .desc = 华丽而坚不可摧,金属永不褪色。 +armor-mail-bronze-back = 青铜披风 + .desc = 沉重而迟钝,但它可以承受打击。 +armor-mail-bronze-belt = 青铜束带 + .desc = 沉重而迟钝,但它可以承受打击。 +armor-mail-bronze-chest = 青铜胸甲 + .desc = 沉重而迟钝,但它可以承受打击。 +armor-mail-bronze-foot = 青铜鞋子 + .desc = 沉重而迟钝,但它可以承受打击。 +armor-mail-bronze-hand = 青铜手套 + .desc = 沉重而迟钝,但它可以承受打击。 +armor-mail-bronze-pants = 青铜裤 + .desc = 沉重而迟钝,但它可以承受打击。 +armor-mail-bronze-shoulder = 青铜卫兵 + .desc = 沉重而迟钝,但它可以承受打击。 +armor-mail-orichalcum-6 = 服用山铜 + .desc = 一种古老的合金。曾经佩戴这种金属的英雄的神话仍然存在。 +armor-mail-orichalcum-2 = 山铜腰带 + .desc = 一种古老的合金。曾经佩戴这种金属的英雄的神话仍然存在。 +armor-mail-orichalcum = 山铜护胸 + .desc = 一种古老的合金。曾经佩戴这种金属的英雄的神话仍然存在。 +armor-mail-orichalcum-3 = 山铜战靴 + .desc = 一种古老的合金。曾经佩戴这种金属的英雄的神话仍然存在。 +armor-mail-orichalcum-4 = 山铜手套 + .desc = 一种古老的合金。曾经佩戴这种金属的英雄的神话仍然存在。 +armor-mail-orichalcum-1 = 山铜腿甲 + .desc = 一种古老的合金。曾经佩戴这种金属的英雄的神话仍然存在。 +armor-mail-orichalcum-5 = 山铜斗篷 + .desc = 一种古老的合金。曾经穿着这种盔甲的英雄仍然存在神话。 +armor-mail-steel-back = 钢斗篷 + .desc = 使用紧密连接的金属合金板以改善防护效果。 +armor-mail-steel-belt = 钢带 + .desc = 使用紧密连接的金属合金板以改善防护效果。 +armor-mail-steel-chest = 钢胸甲 + .desc = 金属合金制成的胸甲更轻、更结实。 +armor-mail-steel-foot = 钢靴 + .desc = 金属合金靴子提供更舒适和耐用的保护。 +armor-mail-steel-hand = 钢铁护手 + .desc = 金属合金提供了更好的保护和更轻的重量,一个相当舒适的护手。 +armor-mail-steel-pants = 钢制车架 + .desc = 金属合金在贴合度、耐用性和轻便性方面都有所改进。 +armor-mail-steel-shoulder = 钢肩 + .desc = 金属合金板提供更好的保护和舒适性。 +armor-mail-iron-back = 铁斗篷 + .desc = 在战争的每个时代都是坚韧和不屈不挠的。 +armor-mail-iron-belt = 铁腰带 + .desc = 在战争的每个时代都是坚韧和不屈不挠的。 +armor-mail-iron-chest = 铁胸甲 + .desc = 在战争的每个时代都是坚韧和不屈不挠的。 +armor-mail-iron-foot = 钢铁足护 + .desc = 在战争的每个时代都是坚韧和不屈不挠的。 +armor-mail-iron-hand = 机械铁拳 + .desc = 在战争的每个时代都是坚韧和不屈不挠的。 +armor-mail-iron-pants = 铁裤 + .desc = 在战争的每个时代都是坚韧和不屈不挠的。 +armor-mail-iron-shoulder = 铁肩垫 + .desc = 在战争的每个时代都是坚韧和不屈不挠的。 +armor-cloth_purple-belt = 紫色亚麻腰带 + .desc = 一条时尚的粗糙织物腰带,被染成紫色。 +armor-cloth_purple-chest = 紫色亚麻胸甲 + .desc = 一件染成紫色的时髦粗布大衣。 +armor-cloth_purple-foot = 紫色亚麻靴子 + .desc = 染成紫色的粗布靴子。 +armor-cloth_purple-hand = 紫色亚麻手链 + .desc = 染成紫色的粗布手环是时尚的象征。 +armor-cloth_purple-pants = 紫色亚麻裙子 + .desc = 一条染成紫色的时髦粗布裙子。 +armor-cloth_purple-shoulder = 紫色亚麻外套 + .desc = 一件染成紫色的粗糙织物外套。 +armor-rugged-chest = 坚固的衬衫 + .desc = 闻起来像冒险。 +armor-rugged-pants = 坚固的平民裤 + .desc = 他们让你想起过去。 +armor-cloth_green-belt = 绿色亚麻腰带 + .desc = 一条时尚的粗糙织物腰带,被染成绿色。 +armor-cloth_green-chest = 绿色亚麻胸甲 + .desc = 一件时尚的粗糙织物外袍,被染成绿色。 +armor-cloth_green-foot = 绿色亚麻靴子 + .desc = 染成绿色的粗布靴子。 +armor-cloth_green-hand = 绿色亚麻手链 + .desc = 染成绿色的粗布手环是时尚的象征。 +armor-cloth_green-pants = 绿色亚麻裙子 + .desc = 一条染成绿色的时髦粗布裙子。 +armor-cloth_green-shoulder = 绿色亚麻外套 + .desc = 一件染成绿色的粗糙织物外套。 +armor-merchant-turban = 奸商的头巾 + .desc = 一顶非常华丽而轻盈的头巾,价格也相当昂贵。 +armor-tarasque-belt = 塔拉斯克腰带 + .desc = 破碎的塔拉斯弹片,形成了一个强力的带。 +armor-tarasque-chest = 塔拉斯克胸甲 + .desc = 塔拉斯克粗糙的腹部和背部保护壳,形成符合人体比例的形状。 +armor-tarasque-foot = 塔拉斯克靴子 + .desc = 塔拉斯克爪子形成这些靴子的外面,保护穿戴者的脚。 +armor-tarasque-hand = 塔拉斯克护手 + .desc = 来自塔拉斯克外壳的破碎碎片,被塑造成防护手套。 +armor-tarasque-pants = 塔拉斯克裤子 + .desc = 破碎的塔拉斯克壳绑在一起形成保护性腿甲。 +armor-tarasque-shoulder = 塔拉斯克护肩 + .desc = 尖刺的塔拉斯克贝壳碎片形成适合作为护肩。 +armor-twigs-belt = 树枝腰带 + .desc = 大自然的小碎片神奇地结合在一起,形成了一条腰带的形状。 +armor-twigs-chest = 树枝衬衫 + .desc = 小棍子神奇地被灌输在一起,形成一件衬衫。 +armor-twigs-foot = 树枝靴 + .desc = 小树枝交织在一起,充满魔力,提供简单的保护。 +armor-twigs-hand = 树枝包裹 + .desc = 充满魔法的树枝交织成简单的手包。 +armor-twigs-pants = 树枝裤 + .desc = 充满魔法的树枝形成类似于锁子甲的链接。 +armor-twigs-shoulder = 树枝护肩 + .desc = 由紧紧系在一起的树枝制成的肩甲。 +armor-cultist-bandana = 邪教徒头巾 + .desc = 成员使用的礼仪服装。 +armor-cultist-belt = 邪教徒腰带 + .desc = 成员使用的礼仪服装。 +armor-cultist-chest = 邪教徒胸甲 + .desc = 成员使用的礼仪服装。 +armor-cultist-foot = 邪教徒靴子 + .desc = 成员使用的礼仪服装。 +armor-cultist-hand = 邪教徒手套 + .desc = 成员使用的礼仪服装。 +armor-cultist-necklace = 邪教徒护身符 + .desc = 在这个护身符里,你仍然可以感受到夺心魔的存在... +armor-cultist-pants = 邪教徒裙子 + .desc = 成员使用的礼仪服装。 +armor-cultist-ring = 邪教徒图章戒指 + .desc = 曾经属于一个邪教徒。 +armor-cultist-shoulder = 邪教徒斗篷 + .desc = 成员使用的礼仪服装。 +armor-cloth-moonweave-back = 月纹披风 + .desc = 织物像月亮一样静默地舞蹈。 +armor-cloth-moonweave-belt = 月纹腰带 + .desc = 织物像月亮一样静默地舞蹈。 +armor-cloth-moonweave-chest = 月纹背心 + .desc = 织物像月亮一样静默地舞蹈。 +armor-cloth-moonweave-foot = 月纹长靴 + .desc = 织物像月亮一样静默地舞蹈。 +armor-cloth-moonweave-hand = 月纹手套 + .desc = 织物像月亮一样静默地舞蹈。 +armor-cloth-moonweave-pants = 月纹腿 + .desc = 织物像月亮一样静默地舞蹈。 +armor-cloth-moonweave-shoulder = 月纹护肩 + .desc = 织物像月亮一样静默地舞蹈。 +armor-cloth-linen-back = 亚麻披肩 + .desc = 缝得很粗糙,但看起来挺结实。 +armor-cloth-linen-belt = 亚麻腰带 + .desc = 缝得很粗糙,但看起来挺结实。 +armor-cloth-linen-chest = 亚麻背心 + .desc = 缝得很粗糙,但看起来挺结实。 +armor-cloth-linen-foot = 亚麻脚 + .desc = 缝得很粗糙,但看起来挺结实。 +armor-cloth-linen-hand = 亚麻裹手 + .desc = 缝得很粗糙,但看起来挺结实。 +armor-cloth-linen-pants = 亚麻裤子 + .desc = 缝得很粗糙,但看起来挺结实。 +armor-cloth-linen-shoulder = 亚麻肩 + .desc = 缝得很粗糙,但看起来挺结实。 +armor-cloth-sunsilk-back = 太阳丝披风 + .desc = 它散发着太阳的力量,以及足以驾驭这种力量的优雅。 +armor-cloth-sunsilk-belt = 阳丝腰带 + .desc = 它散发着太阳的力量,以及足以驾驭这种力量的优雅。 +armor-cloth-sunsilk-chest = Sunsilk 束腰外衣 + .desc = 它散发着太阳的力量,以及足以驾驭这种力量的优雅。 +armor-cloth-sunsilk-foot = Sunsilk 裹脚布 + .desc = 它散发着太阳的力量,以及足以驾驭这种力量的优雅。 +armor-cloth-sunsilk-hand = Sunsilk 裹手 + .desc = 它散发着太阳的力量,以及足以驾驭这种力量的优雅。 +armor-cloth-sunsilk-pants = Sunsilk 苏格兰裙 + .desc = 它散发着太阳的力量,以及足以驾驭这种力量的优雅。 +armor-cloth-sunsilk-shoulder = Sunsilk 护肩 + .desc = 它散发着太阳的力量,以及足以驾驭这种力量的优雅。 +armor-cloth-woolen-back = 羊毛斗篷 + .desc = 厚厚的,随时准备迎接大雪。 +armor-cloth-woolen-belt = 羊毛腰带 + .desc = 厚厚的,随时准备迎接大雪。 +armor-cloth-woolen-chest = 羊毛派克大衣 + .desc = 厚厚的,随时准备迎接大雪。 +armor-cloth-woolen-foot = 羊毛靴 + .desc = 厚厚的,随时准备迎接大雪。 +armor-cloth-woolen-hand = 羊毛手套 + .desc = 厚厚的,随时准备迎接大雪。 +armor-cloth-woolen-pants = 羊毛裤 + .desc = 厚厚的,随时准备迎接大雪。 +armor-cloth-woolen-shoulder = 羊毛肩 + .desc = 厚厚的,随时准备迎接大雪。 +armor-cloth-silken-back = 丝绸斗篷 + .desc = 由熟练的裁缝精心编织而成。 +armor-cloth-silken-belt = 丝绸腰带 + .desc = 由熟练的裁缝精心编织而成。 +armor-cloth-silken-chest = 丝绸长袍 + .desc = 由熟练的裁缝精心编织而成。 +armor-cloth-silken-foot = 丝足 + .desc = 由熟练的裁缝精心编织而成。 +armor-cloth-silken-hand = 丝绸包裹 + .desc = 由熟练的裁缝精心编织而成。 +armor-cloth-silken-pants = 丝质半身裙 + .desc = 由熟练的裁缝精心编织而成。 +armor-cloth-silken-shoulder = 丝质护肩 + .desc = 由熟练的裁缝精心编织而成。 +armor-cloth-druid-back = 德鲁伊披风 + .desc = 轻盈无比,蕴含自然精华。 +armor-cloth-druid-belt = 德鲁伊腰带 + .desc = 轻盈无比,蕴含自然精华。 +armor-cloth-druid-chest = 德鲁伊胸甲 + .desc = 轻盈无比,蕴含自然精华。 +armor-cloth-druid-foot = 德鲁伊踢球者 + .desc = 轻盈无比,蕴含自然精华。 +armor-cloth-druid-hand = 德鲁伊裹手 + .desc = 轻盈无比,蕴含自然精华。 +armor-cloth-druid-pants = 德鲁伊护腿 + .desc = 轻盈无比,蕴含自然精华。 +armor-cloth-druid-shoulder = 德鲁伊护肩 + .desc = 轻盈无比,蕴含自然精华。 +armor-misc-head-woolly_wintercap = 羊毛冬帽 + .desc = 简单、时尚、喜庆。 diff --git a/assets/voxygen/i18n/zh-Hans/item/armor/npc.ftl b/assets/voxygen/i18n/zh-Hans/item/armor/npc.ftl new file mode 100644 index 0000000..892c862 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/armor/npc.ftl @@ -0,0 +1,547 @@ +### This file contains non-player-facing items. +### Feel free to ignore them. + +common-items-npc_armor-pants-leather_blue = 蓝色皮革胸甲 + .desc = { "" } +common-items-npc_armor-pants-plate_red = 钢铁护腿 + .desc = 用铁锻造的护胫。 +common-items-npc_armor-quadruped_low-dagon = 大衮鳞片 + .desc = 足够坚固,可以承受深海的压力。 +common-items-npc_armor-quadruped_low-generic = 四低通用 + .desc = 鳞片状的。 +common-items-npc_armor-quadruped_low-shell = 四低壳 + .desc = 壳。 +common-items-npc_armor-bird_large-phoenix = 凤凰铠 + .desc = 你所能看到的最厚的羽毛 +common-items-npc_armor-bird_large-wyvern = 飞龙护甲 + .desc = 一般性保护。 +common-items-npc_armor-golem-claygolem = 粘土魔像盔甲 + .desc = 粘土傀儡佩戴。 +common-items-npc_armor-golem-woodgolem = 木傀儡盔甲 + .desc = 耶。 +common-items-npc_armor-golem-ancienteffigy = 古代的埃法基护甲 + .desc = 古老的污水造成了惊喜。 +common-items-npc_armor-golem-gravewarden = Grave Warden Armor + .desc = 因严重守卫而受苦。 +common-items-npc_armor-biped_small-myrmidon-foot-hoplite = 米尔米顿重装步兵 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-foot-marksman = 米尔米顿神射手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-foot-strategian = 米尔米顿战略师 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-head-hoplite = 米尔米顿重装步兵 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-head-marksman = 米尔米顿神射手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-head-strategian = 米尔米顿战略师 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-pants-hoplite = 米尔米顿重装步兵 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-pants-marksman = 米尔米顿神射手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-pants-strategian = 米尔米顿战略师 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-chest-hoplite = 米尔米顿重装步兵 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-chest-marksman = 米尔米顿神射手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-chest-strategian = 米尔米顿战略师 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-hand-hoplite = 米尔米顿重装步兵 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-hand-marksman = 米尔米顿神射手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-hand-strategian = 米尔米顿战略师 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-tail-hoplite = 米尔米顿重装步兵 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-tail-marksman = 米尔米顿神射手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-myrmidon-tail-strategian = 米尔米顿战略师 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-foot-sniper = 鱼人狙击手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-foot-sorcerer = 鱼人术士 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-foot-spearman = 掷矛鱼人 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-head-sniper = 鱼人狙击手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-head-sorcerer = 鱼人术士 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-head-spearman = 掷矛鱼人 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-pants-sniper = 鱼人狙击手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-pants-sorcerer = 鱼人术士 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-pants-spearman = 掷矛鱼人 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-chest-sniper = 鱼人狙击手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-chest-sorcerer = 鱼人术士 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-chest-spearman = 掷矛鱼人 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-hand-sniper = 鱼人狙击手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-hand-sorcerer = 鱼人术士 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-hand-spearman = 掷矛鱼人 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-tail-sniper = 鱼人狙击手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-tail-sorcerer = 鱼人术士 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-sahagin-tail-spearman = 掷矛鱼人 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-foot-hunter = 贵族猎人 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-foot-icepicker = 高贵的采冰者 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-foot-tracker = 贵族追踪者 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-head-hunter = 贵族猎人 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-head-icepicker = 高贵的采冰者 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-head-tracker = 贵族追踪者 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-pants-hunter = 贵族猎人 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-pants-icepicker = 高贵的采冰者 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-pants-tracker = 贵族追踪者 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-chest-hunter = 贵族猎人 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-chest-icepicker = 高贵的采冰者 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-chest-tracker = 贵族追踪者 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-hand-hunter = 贵族猎人 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-hand-icepicker = 高贵的采冰者 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-hand-tracker = 贵族追踪者 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-tail-hunter = 贵族猎人 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-tail-icepicker = 高贵的采冰者 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-adlet-tail-tracker = 贵族追踪者 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-foot-chieftain = 粗犷的酋长 + .desc = 只有最有精神的 Gnarlings 才会穿。 +common-items-npc_armor-biped_small-gnarling-foot-logger = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-foot-mugger = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-foot-stalker = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-head-chieftain = 粗犷的酋长 + .desc = 只有最有精神的 Gnarlings 才会穿。 +common-items-npc_armor-biped_small-gnarling-head-logger = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-head-mugger = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-head-stalker = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-pants-chieftain = 粗犷的酋长 + .desc = 只有最有精神的 Gnarlings 才会穿。 +common-items-npc_armor-biped_small-gnarling-pants-logger = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-pants-mugger = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-pants-stalker = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-chest-chieftain = 粗犷的酋长 + .desc = 只有最有精神的 Gnarlings 才会穿。 +common-items-npc_armor-biped_small-gnarling-chest-logger = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-chest-mugger = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-chest-stalker = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-hand-chieftain = 粗犷的酋长 + .desc = 只有最有精神的 Gnarlings 才会穿。 +common-items-npc_armor-biped_small-gnarling-hand-logger = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-hand-mugger = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-hand-stalker = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-tail-chieftain = 粗犷的酋长 + .desc = 只有最有精神的 Gnarlings 才会穿。 +common-items-npc_armor-biped_small-gnarling-tail-logger = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-tail-mugger = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnarling-tail-stalker = 哥纳林 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-kappa-foot-kappa = 卡帕 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-kappa-head-kappa = 卡帕 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-kappa-pants-kappa = 卡帕 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-kappa-chest-kappa = 卡帕 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-kappa-hand-kappa = 卡帕 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-kappa-tail-kappa = 卡帕 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-boreal-foot-warrior = 北地足甲 + .desc = 刺骨的寒冷让人寸步难行。 +common-items-npc_armor-biped_small-boreal-head-warrior = 北地腰带 + .desc = 有人说了...布朗斯?! +common-items-npc_armor-biped_small-boreal-pants-warrior = 北地裤子 + .desc = 比它保护您的气候要冷。 +common-items-npc_armor-biped_small-boreal-chest-warrior = 北地胸甲 + .desc = 冰冷得让人心里发毛。 +common-items-npc_armor-biped_small-boreal-hand-warrior = 北地护手 + .desc = 比死亡之触更加冰冷。 +common-items-npc_armor-biped_small-bushly-foot-bushly = 布什利 + .desc = 植物创建。 +common-items-npc_armor-biped_small-bushly-pants-bushly = 布什利 + .desc = 植物创建。 +common-items-npc_armor-biped_small-bushly-chest-bushly = 布什利 + .desc = 植物创建。 +common-items-npc_armor-biped_small-bushly-hand-bushly = 曼德拉草 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-iron_dwarf-foot-iron_dwarf = 时钟页脚 + .desc = 时钟脚步。 +common-items-npc_armor-biped_small-iron_dwarf-head-iron_dwarf = 时钟头 + .desc = 时钟首领。 +common-items-npc_armor-biped_small-iron_dwarf-pants-iron_dwarf = 时钟计数器 + .desc = 时钟板. +common-items-npc_armor-biped_small-iron_dwarf-chest-iron_dwarf = 时钟宝箱 + .desc = 时钟箱。 +common-items-npc_armor-biped_small-iron_dwarf-hand-iron_dwarf = 时钟手套 + .desc = 锁定手机。 +common-items-npc_armor-biped_small-haniwa-foot-archer = 埴轮弓箭手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-foot-guard = 埴轮守卫 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-foot-soldier = 埴轮士兵 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-head-archer = 埴轮弓箭手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-head-guard = 埴轮守卫 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-head-soldier = 埴轮士兵 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-pants-archer = 埴轮弓箭手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-pants-guard = 埴轮守卫 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-pants-soldier = 埴轮士兵 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-chest-archer = 埴轮弓箭手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-chest-guard = 埴轮守卫 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-chest-soldier = 埴轮士兵 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-hand-archer = 埴轮弓箭手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-hand-guard = 埴轮守卫 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-haniwa-hand-soldier = 埴轮士兵 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-husk-foot-husk = 尸壳 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-husk-head-husk = 尸壳 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-husk-pants-husk = 尸壳 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-husk-chest-husk = 尸壳 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-husk-hand-husk = 尸壳 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-husk-tail-husk = 尸壳 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-flamekeeper-foot-flamekeeper = 守护者法杖 + .desc = 守护者法杖. +common-items-npc_armor-biped_small-flamekeeper-head-flamekeeper = 守护者头部 + .desc = 守护者头部 +common-items-npc_armor-biped_small-flamekeeper-pants-flamekeeper = 守护者裤子 + .desc = 守护者窗口。 +common-items-npc_armor-biped_small-flamekeeper-chest-flamekeeper = 守护者法杖 + .desc = 守护者法杖. +common-items-npc_armor-biped_small-flamekeeper-hand-flamekeeper = 守护者法杖 + .desc = 守护者法杖. +common-items-npc_armor-biped_small-gnome-foot-gnome = 侏儒 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnome-head-gnome = 侏儒 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnome-pants-gnome = 侏儒 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnome-chest-gnome = 侏儒 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnome-hand-gnome = 侏儒 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-mandragora-foot-mandragora = 曼德拉草 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-mandragora-pants-mandragora = 曼德拉草 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-mandragora-chest-mandragora = 曼德拉草 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-mandragora-hand-mandragora = 曼德拉草 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-mandragora-tail-mandragora = 曼德拉草 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-irrwurz-foot-irrwurz = 美团小哥 + .desc = 植物创建。 +common-items-npc_armor-biped_small-irrwurz-pants-irrwurz = 美团小哥 + .desc = 植物创建。 +common-items-npc_armor-biped_small-irrwurz-chest-irrwurz = 美团小哥 + .desc = 植物创建。 +common-items-npc_armor-biped_small-irrwurz-hand-irrwurz = 美团小哥 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-foot-rogue = 豺狼人盗贼 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-foot-shaman = 豺狼人萨满 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-foot-trapper = 豺狼人捕手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-head-rogue = 豺狼人盗贼 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-head-shaman = 豺狼人萨满 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-head-trapper = 豺狼人捕手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-pants-rogue = 豺狼人盗贼 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-pants-shaman = 豺狼人萨满 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-pants-trapper = 豺狼人捕手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-chest-rogue = 豺狼人盗贼 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-chest-shaman = 豺狼人萨满 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-chest-trapper = 豺狼人捕手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-hand-rogue = 豺狼人盗贼 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-hand-shaman = 豺狼人萨满 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-hand-trapper = 豺狼人捕手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-tail-rogue = 豺狼人盗贼 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-tail-shaman = 豺狼人萨满 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-biped_small-gnoll-tail-trapper = 豺狼人捕手 + .desc = 成员使用的礼仪服装。 +common-items-npc_armor-chest-plate_red = 铁胸甲 + .desc = 用铁锻造的胸甲。 +common-items-npc_armor-arthropod-generic = 节肢动物盔甲 + .desc = 节肢动物穿着。 +common-items-npc_armor-quadruped_medium-frostfang = Frostfang的厚皮肤 + .desc = 测试123. +common-items-npc_armor-quadruped_medium-roshwalr = Roshwalr的厚皮肤 + .desc = 测试123. +common-items-npc_armor-quadruped_medium-claysteed = 星系厚皮肤 + .desc = 测试123. +common-items-npc_armor-theropod-rugged = 兽脚亚目坚固耐用 + .desc = 树桩。 +common-items-npc_armor-biped_large-cyclops = 独眼巨人锤 + .desc = 神秘生成。 +common-items-npc_armor-biped_large-dullahan = 杜拉汉·伊特自我盔甲 + .desc = 由它自己制造。 +common-items-npc_armor-biped_large-generic = 通用 Biped 大号 + .desc = 由两足动物佩戴。 +common-items-npc_armor-biped_large-gigas_frost = 冰霜巨人护甲 + .desc = 最好的防守是好的进攻。 +common-items-npc_armor-biped_large-harvester = 收割机衬衫 + .desc = 由向日葵制成。 +common-items-npc_armor-biped_large-mindflayer = 夺心魔盔甲 + .desc = 由mindflayer穿着。 +common-items-npc_armor-biped_large-minotaur = 牛头怪盔甲 + .desc = 最好的防守是好的进攻。 +common-items-npc_armor-biped_large-tidal_warrior = 潮汐战士盔甲 + .desc = 由鱼鳞制成。 +common-items-npc_armor-biped_large-tursus = Tursus Skin + .desc = 生于它。 +common-items-npc_armor-biped_large-warlock = 巨型术士宝箱 + .desc = 由最深色的丝绸制成。 +common-items-npc_armor-biped_large-warlord = 巨型军阀箱子 + .desc = 由最黑的钢制成。 +common-items-npc_armor-biped_large-yeti = 雪人皮 + .desc = 像雪人一样强大。 +common-items-npc_armor-biped_large-haniwageneral = Haniwa 通用统一版 + .desc = 战斗已经被看到。 +armor-leather_blue-pants = 蓝色皮革胸甲 + .desc = { "" } +armor-leather_blue-back = 蓝色旅行者大衣 + .desc = { "" } +armor-velorite_battlemage-back = 丝绒战法师披风 + .desc = 让你的肩膀保持温暖。 +armor-velorite_battlemage-belt = 丝绒战法师腰带 + .desc = { "" } +armor-velorite_battlemage-chest = 丝绒战法师背心 + .desc = { "" } +armor-velorite_battlemage-foot = 丝绒战法师靴子 + .desc = { "" } +armor-velorite_battlemage-hand = 丝绒战法师护手 + .desc = { "" } +armor-velorite_battlemage-pants = 丝绒战法师短裙 + .desc = { "" } +armor-velorite_battlemage-shoulder = Velorite Battlemage Guards + .desc = { "" } +armor-cardinal-belt = 红衣主教腰带 + .desc = 无缝转换... +armor-cardinal-chest = 红衣主教披风 + .desc = 红衣主教精美斗篷的一部分。 +armor-cardinal-foot = 红衣主教靴子 + .desc = 数百万步的靴子。 +armor-cardinal-hand = 红衣主教手套 + .desc = 血腥而粗犷。 +armor-cardinal-mitre = 红衣主教的头盔 + .desc = • 尊重人权。 +armor-cardinal-pants = 红衣主教布裤 + .desc = 有很多经验的裤子。 +armor-cardinal-shoulder = 红衣主教护肩 + .desc = 另一个在一场恶斗中迷失了。 +armor-merchant-back = 商人背包 + .desc = { "" } +armor-merchant-belt = 商人腰带 + .desc = { "" } +armor-merchant-chest = 商人夹克 + .desc = { "" } +armor-merchant-foot = 商人靴子 + .desc = { "" } +armor-merchant-hand = 商人手套 + .desc = { "" } +armor-merchant-pants = 商人裤 + .desc = { "" } +armor-merchant-shoulder_l = 商人斗篷 + .desc = { "" } +common-items-armor-alchemist-belt = 炼金术士腰带 + .desc = { "" } +common-items-armor-alchemist-chest = 炼金术士夹克 + .desc = { "" } +common-items-armor-alchemist-hat = 炼金术士帽子 + .desc = 好像一只鹦鹉栖息在这里。 +common-items-armor-alchemist-pants = 炼金术士裤子 + .desc = { "" } +common-items-armor-misc-head-headband = 头巾 + .desc = 一个简单的头巾,它没有什么特殊。 +common-items-armor-witch-back = 女巫披风 + .desc = { "" } +common-items-armor-witch-belt = 女巫腰带 + .desc = { "" } +common-items-armor-witch-chest = 女巫长袍 + .desc = { "" } +common-items-armor-witch-foot = 女巫靴 + .desc = { "" } +common-items-armor-witch-hand = 女巫暖手器 + .desc = { "" } +common-items-armor-witch-pants = 女巫裙 + .desc = { "" } +common-items-armor-witch-shoulder = 女巫披风 + .desc = { "" } +common-items-armor-pirate-belt = 海盗腰带 + .desc = { "" } +common-items-armor-pirate-chest = 海盗夹克 + .desc = { "" } +common-items-armor-pirate-foot = 海盗靴 + .desc = { "" } +common-items-armor-pirate-hand = 海盗手套 + .desc = { "" } +common-items-armor-pirate-pants = 海盗裤子 + .desc = { "" } +common-items-armor-pirate-shoulder = 海盗之手 + .desc = { "" } +armor-miner-helmet = 矿工头盔 + .desc = 有人将 'Mine!' 扔进内边。 +common-items-armor-miner-back = 矿工斗篷 + .desc = 被内装的重岩所打碎。 +common-items-armor-miner-belt = 矿工腰带 + .desc = { "" } +common-items-armor-miner-chest = 矿工背心 + .desc = 岩浆灰尘覆盖了大部分皮革部分。 +common-items-armor-miner-foot = 矿工的鞋子 + .desc = 有人将 'Mine!' 扔进内边。 +common-items-armor-miner-hand = 矿工手套 + .desc = 有人将 'Mine!' 扔进内边。 +common-items-armor-miner-pants = 矿工的帕塔洛斯 + .desc = { "" } +common-items-armor-miner-shoulder = 矿工的护肩 + .desc = 保护入门和出门。 +common-items-armor-miner-shoulder_captain = 上尉护肩 + .desc = { "" } +common-items-armor-miner-shoulder_flame = 火焰守护者的护肩 + .desc = { "" } +common-items-armor-miner-shoulder_overseer = 矿工的护肩 + .desc = { "" } +common-items-armor-chef-belt = 厨师腰带 + .desc = { "" } +common-items-armor-chef-chest = 厨房外套 + .desc = { "" } +common-items-armor-chef-hat = 首席帽子 + .desc = { "" } +common-items-armor-chef-pants = 厨师裤子 + .desc = { "" } +common-items-armor-blacksmith-belt = 铁匠腰带 + .desc = { "" } +common-items-armor-blacksmith-chest = 铁匠夹克 + .desc = { "" } +common-items-armor-blacksmith-hand = 铁匠手套 + .desc = { "" } +common-items-armor-blacksmith-hat = 铁匠帽子 + .desc = { "" } +common-items-armor-blacksmith-pants = 铁匠裤子 + .desc = { "" } +common-items-armor-leather_plate-helmet = 皮甲头盔 + .desc = 皮革饰以钢,提供更好的保护。 +armor-assassin-belt = 刺客腰带 + .desc = 只有最优秀的人才能成为信条的一员。 +armor-assassin-chest = 刺客胸甲 + .desc = 只有最优秀的人才能成为信条的一员。 +armor-assassin-foot = 刺客之靴 + .desc = 只有最优秀的人才能成为信条的一员。 +armor-assassin-hand = 刺客手套 + .desc = 只有最优秀的人才能成为信条的一员。 +armor-misc-head-assa_mask-0 = 黑暗刺客面具 + .desc = 一种普通的暗杀面具,可防止佩戴者被认出。 +armor-assassin-pants = 刺客裤子 + .desc = 只有最优秀的人才能成为信条的一员。 +armor-assassin-shoulder = 刺客护肩 + .desc = 只有最优秀的人才能成为信条的一员。 +armor-ferocious-back = 凶猛斗篷 + .desc = 自然的阴暗面. +armor-ferocious-belt = 凶猛腰带 + .desc = 自然的阴暗面. +armor-ferocious-chest = 凶猛衬衫 + .desc = 自然的阴暗面. +armor-ferocious-foot = 凶猛的瓦拉吉 + .desc = 自然的阴暗面. +armor-ferocious-hand = 凶残头巾 + .desc = 自然的阴暗面. +armor-ferocious-pants = 凶残短裤 + .desc = 自然的阴暗面. +armor-ferocious-shoulder = 凶残近卫 + .desc = 自然的阴暗面. +armor-bonerattler-belt = 鸣神腰带 + .desc = 椎骨部分用皮革和一个用于搭扣的骨头固定在一起。 +armor-bonerattler-chest = 骨响尾蛇胸甲 + .desc = 骨舌鱼多刺的背部和皮固定在一起,形成了保护性胸甲。 +armor-bonerattler-foot = 骨响尾蛇靴子 + .desc = 用骨头响尾蛇的爪子和皮制成的靴子。 +armor-bonerattler-hand = 骨响尾蛇护手 + .desc = 骨头响尾蛇的皮和骨头为佩戴者提供了强有力的保护。 +armor-bonerattler-pants = 骨响尾蛇马裤 + .desc = 各式各样的骨头和从骨头响尾蛇身上得到的皮可在穿戴者的腿周围提供保护。 +armor-bonerattler-shoulder = 骨响尾蛇护肩 + .desc = 粗略的骨响鱼皮提供了一些强有力的保护。 +armor-misc-head-exclamation = 感叹帽 + .desc = 你感觉像是在授予任务。 +armor-misc-foot-iceskate = 冰刀 + .desc = 最好在结冰的湖面上使用。 +armor-misc-foot-jackalope = 神兽毛拖鞋 + .desc = 如此温暖和舒适! +armor-misc-foot-ski = 木制滑雪板 + .desc = 最好在雪地下坡使用。 diff --git a/assets/voxygen/i18n/zh-Hans/item/armor/other.ftl b/assets/voxygen/i18n/zh-Hans/item/armor/other.ftl new file mode 100644 index 0000000..434681d --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/armor/other.ftl @@ -0,0 +1,78 @@ +lantern-magic_lantern = 神灯 + .desc = + 足以照亮极暗地牢 + 为获取它,一个巨大的怪物死于非命. +lantern-black = 黑色提灯 + .desc = 由于新手冒险家们的普遍使用,它相当常见! +lantern-blue = 酷蓝提灯 + .desc = 这盏灯点亮时出奇的冷。 +lantern-geode_purp = 紫色晶体 + .desc = 散发出宁静的光芒,有助于舒缓紧张的神经。 +lantern-green = 青色提灯 + .desc = 它有一个可以装戒指的开口…… +lantern-polaris = 北极星 + .desc = 圣诞灯笼。 +lantern-pumpkin = 诡异南瓜 + .desc = 它刚刚是不是眨眼了?! +lantern-red = 红色提灯 + .desc = 注意:内容很烫. +glider-basic_red = 红布滑翔机 + .desc = 一架简单的滑翔机,但有着醒目的红色。 +glider-basic_white = 素布滑翔机 + .desc = 简单而不失优雅。 +glider-blue = 蓝色游隼 + .desc = 天空彩色。 +glider-butterfly-moonlit_love = 月光之爱 + .desc = 爱无所不在。 +glider-cloverleaf = 三叶草 + .desc = 为主人带来好运。重量轻,制作成本低,而且非常可爱! +glider-leaves = 树叶滑翔机 + .desc = 在树林间翱翔. +glider-butterfly-orange_monarch = 橙色帝王 + .desc = 精致的羽翼微微颤动。 +glider-moonrise = 水上之夜 + .desc = 今晚的星星很美。 +glider-butterfly-blue_morpho = 蓝色闪光 + .desc = 精致的羽翼微微颤动。 +glider-moth = 绿色月神 + .desc = 精致的羽翼微微颤动。 +glider-sandraptor = 沙漠猛禽 + .desc = 带着口渴的捕食者的翅膀飞翔. +glider-cultists = 紫色骷髅 + .desc = 死从天降。 +glider-snowraptor = 寒冰猛禽 + .desc = 带着冷血捕食者的翅膀飞翔. +glider-sunset = 地平线 + .desc = 现在不是正午。 +glider-winter_wings = 凛冬之风 + .desc = 即使在温暖的阳光下,也能闪烁出绚丽而冷酷的光芒。 +glider-woodraptor = 林地猛禽 + .desc = 用隐形捕食者的翅膀飞行. +armor-misc-back-backpack = 坚固的背包 + .desc = 把你所有的东西放在一起。 +armor-misc-bag-heavy_seabag = 超大帆布袋 + .desc = 水手常用。 +armor-misc-bag-knitted_red_pouch = 针织红色小袋 + .desc = 一个相当大的红色包,有两个袋子,用羊毛和染料制成。 +armor-misc-bag-liana_kit = 自然背包 + .desc = 由干燥的藤本植物编织而成。 +armor-misc-bag-mindflayer_spellbag = 夺心魔咒袋 + .desc = 你几乎能感受到摄心者邪恶的存在流淌在织物中。 +armor-misc-bag-reliable_backpack = 可靠的背包 + .desc = 它永远不会放弃你。 +armor-misc-bag-reliable_leather_pack = 可靠的皮革包 + .desc = 它永远不会放弃你。 +armor-misc-bag-soulkeeper_cursed = 被诅咒的守护天使 + .desc = 在制品. +armor-misc-bag-soulkeeper_pure = 净灵守护者 + .desc = 在制品. +armor-misc-bag-sturdy_red_backpack = 坚固的红色边箱 + .desc = 一个完全可靠且相当大的袋子,饰以紫水晶和厚皮革。 +armor-misc-bag-tiny_leather_pouch = 小号皮包 + .desc = 一个可靠的小皮包。 +armor-misc-bag-tiny_red_pouch = 小红包 + .desc = 由多块染色布拼接而成。 +armor-misc-bag-troll_hide_pack = 巨魔皮包 + .desc = 巨魔肯定在制作过程中受到了伤害。 +armor-misc-bag-woven_red_bag = 编织红包 + .desc = 一个中等尺寸的红色包包,虽然还是感觉相当狭窄。 diff --git a/assets/voxygen/i18n/zh-Hans/item/items/crafting.ftl b/assets/voxygen/i18n/zh-Hans/item/items/crafting.ftl new file mode 100644 index 0000000..8ff4ac6 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/items/crafting.ftl @@ -0,0 +1,238 @@ +sprite-grass-grass_long_5 = 高草 + .desc = 比兽人的鼻子还绿。 +sprite-wood-item-bamboo = 竹子 + .desc = 一个巨型木质草。这可以在制作木制武器时使用。 +sprite-wood-item-eldwood = 古老圆木 + .desc = 遗留魔法的旧日志。可用于制造木制武器。 +sprite-wood-item-frostwood = 冰霜圆木 + .desc = 来自冷藏生物群落的粗木。冷到触摸。这可以用于制造木制武器。 +sprite-wood-item-hardwood = 硬质圆木 + .desc = 额外的厚重和坚固的日志。这可以用于制造木制武器。 +sprite-wood-item-ironwood = 铁质圆木 + .desc = 一个特别坚固的木头。这可以用于制造木制武器。 +sprite-wood-item-wood = 圆木 + .desc = 定期、坚固的木头记录。这可以用于制造木制武器。 +sprite-crafting_ing-abyssal_heart = 深渊之心 + .desc = 大衮的力量之源。 +sprite-crafting_ing-bowl = 碗 + .desc = 准备饭菜的简单碗。 +sprite-crafting_ing-brinestone = 深海遗骸 + .desc = 用于制造盔甲。 +sprite-cacti-flat_cactus_med = 仙人掌 + .desc = 生长在温暖干燥的地方。有很多刺! +sprite-crafting_ing-coral_branch = 珊瑚枝 + .desc = 来自海底的宝藏。 +sprite-crafting_ing-cotton_boll = 棉桃 + .desc = 从普通的棉花植物中采摘。 +sprite-crafting_ing-living_embers = 发光体 + .desc = 一种纤维的残骸。 +sprite-crafting_ing-oil = 油 + .desc = 一单位厚重、粘稠的油。 +sprite-crafting_ing-pearl = 珍珠 + .desc = 会制作一个漂亮的灯具。 +sprite-crafting_ing-resin = 树脂 + .desc = 用于木工作业。 +sprite-seashells-shell-0 = 贝壳 + .desc = 来自海洋生物的贝壳。 +sprite-crafting_ing-sentient_seed = 智慧之种 + .desc = 一个感情植物的未开发生成。 +sprite-crafting_ing-sticky_thread = 粘线 + .desc = 一种杂乱的蜘蛛提取物,但裁缝可能会拿它来做点什么。 +sprite-rocks-rock-0 = 石头 + .desc = 地上的鹅卵石,没什么特别的。 +sprite-twigs-twigs-0 = 树枝 + .desc = 在树旁发现的,一定是松鼠把它撞倒了。 +sprite-crafting_ing-hide-animal_hide = 兽皮 + .desc = 一个普通的动物毛皮,可以制作成皮革。 +sprite-crafting_ing-hide-carapace = 硬壳 + .desc = 坚韧、硬实的甲壳,为许多生物提供了保护。 +sprite-crafting_ing-hide-dragon_scale = 龙鳞 + .desc = 来自传说中野兽的坚硬鳞片,触摸时发烫。 +sprite-crafting_ing-hide-troll_hide = 巨魔皮 + .desc = 从洞穴巨魔手中掠夺。 +sprite-crafting_ing-hide-plate = 甲壳 + .desc = 来自装甲动物的耐用板甲。 +sprite-crafting_ing-hide-rugged_hide = 硬甲毛皮 + .desc = 来自凶猛生物的耐用毛皮,受到皮匠的青睐。 +sprite-crafting_ing-hide-scale = 鳞片 + .desc = 从动物身上发现的闪亮鳞片。 +sprite-crafting_ing-hide-tough_hide = 坚韧的兽皮 + .desc = 一块相对坚韧而粗糙的兽皮,可以制成皮革。 +sprite-crafting_ing-animal_misc-claw = 猎食爪 + .desc = + 来自掠食性动物的极其锋利的爪子。 + + 这可以在制作武器时使用。 +sprite-crafting_ing-animal_misc-fur = 柔软的皮毛 + .desc = 柔软的动物皮毛。 +sprite-crafting_ing-animal_misc-grim_eyeball = 冷酷的眼球 + .desc = 投来石化的目光。 +sprite-crafting_ing-animal_misc-large_horn = 大号角 + .desc = + 来自动物的巨大尖角。 + + 这可用于制作武器。 +sprite-crafting_ing-animal_misc-lively_vine = 鲜活藤蔓 + .desc = 我想它刚才动了一下... +sprite-crafting_ing-animal_misc-phoenix_feather = 凤凰羽毛 + .desc = 据说有魔法属性。 +sprite-crafting_ing-animal_misc-sharp_fang = 锋利的獠牙 + .desc = + 来自掠食性动物的极其锋利的牙齿。 + + 这可用于制作武器。 +sprite-crafting_ing-animal_misc-venom_sac = 毒液囊 + .desc = 来自有毒生物的毒囊。 +sprite-crafting_ing-animal_misc-viscous_ooze = 粘性软泥 + .desc = 一单位从黏糊糊的生物身上流出的粘稠软泥。 +sprite-crafting_ing-leather-leather_strips = 皮条 + .desc = 简单而多才多艺。 +sprite-crafting_ing-leather-rigid_leather = 硬皮革 + .desc = 轻盈且多层,完美的防护。 +sprite-crafting_ing-leather-simple_leather = 简易皮革 + .desc = 轻便灵活。 +sprite-crafting_ing-leather-thick_leather = 厚皮革 + .desc = 坚固耐用。 +sprite-crafting_ing-cloth-cloth_strips = 布条条 + .desc = 小巧柔软但有用 +sprite-crafting_ing-cloth-cotton = 棉布 + .desc = 易于使用和多功能。 +sprite-crafting_ing-cloth-lifecloth = 活布 + .desc = 一种织物,充满了大自然所提供的温柔。 +sprite-crafting_ing-cloth-linen = 亚麻布 + .desc = 一种由亚麻纤维制成的纺织品。 +sprite-crafting_ing-cloth-linen_red = 红色亚麻布 + .desc = 一种亚麻纤维纺织品,染色后脱颖而出。 +sprite-crafting_ing-cloth-moonweave = 月纹 + .desc = 一种轻巧但非常坚固的纺织品。 +sprite-crafting_ing-cloth-silk = 丝绸: + .desc = 蜘蛛产生的一种细而强的纤维。 +sprite-crafting_ing-cloth-sunsilk = 金色丝线 + .desc = 一种超自然的强力纺织品。 +sprite-crafting_ing-cloth-wool = 软羊毛。 + .desc = 来自动物的柔软羊毛。 +sprite-flowers-moonbell = 月铃儿 + .desc = 它在月光下熠熠生辉。 +sprite-crafting_ing-plant_fiber = 植物纤维 + .desc = 一段未经加工的植物材料。 +sprite-flowers-pyrebloom = 火焰花 + .desc = 点击后长时间热门触摸。 +sprite-flowers-flower_red-4 = 红花 + .desc = 可用作染色成分。 +sprite-flowers-sunflower_1 = 向日葵 + .desc = 闻起来像夏天。 +sprite-flowers-flax = 野生亚麻 + .desc = 可以用来纺一些简单的布。 +sprite-flowers-yellow = 黄色花朵 + .desc = 像太阳一样发光。 +object-v-coin = 硬币 + .desc = 珍贵的硬币,可以用来交换货物或者服务。 +object-collar = 项圈 + .desc = 驯服附近的中立野生动物成为你的坐骑 +object-training_dummy = 训练假人 + .desc = 他叫威廉, 随意开火。 +object-mortar_pestle = 研磨器 + .desc = 把东西碾碎或磨成细粉或糊状。制作各种各样物品时都要用到。 +object-sewing_set = 针线包 + .desc = 用于制作各种物品。 +object-potion_empty = 空瓶 + .desc = 一个简单的玻璃小瓶,用于盛装各种液体。 +object-glacial_crystal = 冰水晶 + .desc = 至纯之冰,冷得足以冷却熔岩。 +object-honey = 蜂蜜 + .desc = 从蜂巢里偷来的。蜜蜂肯定不会高兴的! +object-glowing_remains = 发光残骸 + .desc = + 从一个邪恶的生物身上掠夺。 + + 通过一些额外的工作,它肯定可以 + 恢复它从前的辉煌...... +object-elegant_crest = 优雅的徽章 + .desc = + 来自某种雄伟生物的完美纹章。 + + 这可以在制作武器时使用。 +object-ice_shard = 冰霜鳞片 + .desc = 从一个冰霜生物身上掠夺而来。 +object-long_tusk = 长牙 + .desc = + 来自某种野兽的尖牙。 + + 可用于制作武器。 +object-raptor_feather = 猛禽羽毛 + .desc = 一根来自猛禽的大型彩色羽毛。 +object-strong_pincer = 坚固的钳子 + .desc = + 某种生物的钳子,非常坚硬。 + + 可以在制造武器时使用。 +sprite-mineral-ore-bloodstone = 血矿石 + .desc = 深红色的矿石,让人联想到鲜血。 +sprite-mineral-ore-coal = 煤炭 + .desc = 一种深色、易燃的能源。 +sprite-mineral-ore-cobalt = 钴矿石 + .desc = 一块蓝色的,闪亮的矿石。 +sprite-mineral-ore-copper = 铜矿石 + .desc = 一种棕色金属。青铜的重要成分。 +sprite-mineral-ore-gold = 金矿石 + .desc = 一种珍贵的黄色金属。 +sprite-mineral-ore-iron = 铁矿石 + .desc = 一种非常常见但用途非常广泛的金属。 +sprite-mineral-ore-silver = 银矿石 + .desc = 一种珍贵的闪亮灰白色金属。 +sprite-mineral-ore-tin = 丁矿石 + .desc = 一种银色金属。青铜的成分之一。 +sprite-velorite-velorite_ore = 云母 + .desc = 一种异乎寻常的、奇异闪耀的矿石,它的起源似乎笼罩着神秘的色彩。 +sprite-velorite-velorite = 云母碎片 + .desc = 它的表面闪烁着细小的符文,但你不知道它是什么意思。 +sprite-mineral-ingot-bloodsteel = 血钢锭 + .desc = + 血石和铁的合金,呈暗红色。 + + 可用于制作金属武器。 +sprite-mineral-ingot-bronze = 青铜锭 + .desc = + 一种由铜和锡制成的坚固合金。 + + 可用于制作金属武器。 +sprite-mineral-ingot-cobalt = 钴锭 + .desc = + 一块鲜艳的蓝色金属锭。 + + 在铸造金属武器时可以使用。 +sprite-mineral-ingot-copper = 铜锭 + .desc = 具有独特棕色的锭。 +sprite-mineral-ingot-gold = 金锭 + .desc = 由精炼金属金制成的锭。 +sprite-mineral-ingot-iron = 铁锭 + .desc = + 一种非常普通的金属。 + + 这可以在制作金属武器时使用。 +sprite-mineral-ingot-orichalcum = 山铜锭 + .desc = + 由精炼山铜制成的锭。 + + 这可用于制作金属武器。 +sprite-mineral-ingot-silver = 银锭 + .desc = 由精炼金属银制成的锭。 +sprite-mineral-ingot-steel = 钢锭 + .desc = + 一种比其成分更坚韧的铁和煤合金。 + + 这可用于制作金属武器。 +sprite-mineral-ingot-tin = 锡锭 + .desc = 主要用于制造青铜的锭。 +sprite-mineral-gem-amethystgem = 紫水晶 + .desc = 珍贵的紫色宝石。 +sprite-mineral-gem-diamondgem = 钻石 + .desc = 一颗闪闪发光的银色宝石。 +sprite-mineral-gem-emeraldgem = 绿宝石 + .desc = 一颗生机勃勃的常青宝石。 +sprite-mineral-gem-rubygem = 红宝石 + .desc = 极品猩红宝石。 +sprite-mineral-gem-sapphiregem = 蓝宝石 + .desc = 彩色钴宝石。 +sprite-mineral-gem-topazgem = 黄玉 + .desc = 一颗杰出的橙色宝石。 diff --git a/assets/voxygen/i18n/zh-Hans/item/items/food.ftl b/assets/voxygen/i18n/zh-Hans/item/items/food.ftl new file mode 100644 index 0000000..b0856a2 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/items/food.ftl @@ -0,0 +1,63 @@ +sprite-carrot-carrot = 胡萝卜 + .desc = 一种橙色的根茎类蔬菜。据说能改善视力! +sprite-cabbage-cabbage = 生菜 + .desc = 一种生机勃勃的绿叶蔬菜。生菜做沙拉! +sprite-mushrooms-mushroom-10 = 蘑菇 + .desc = 希望这个没有毒 +sprite-food-salad_plain = 青菜沙拉 + .desc = 简直就只是把生菜切成碎。这也能算沙拉吗? +sprite-tomato-tomato = 番茄 + .desc = 一种红色的水果,实际上并不是蔬菜! +sprite-food-salad_tomato = 番茄沙拉 + .desc = 叶菜沙拉中拌入切碎的多汁番茄。 +sprite-food-meat-beast_large_cooked = 熟肉片 + .desc = 四分熟。 +sprite-food-meat-beast_large_raw = 生肉片 + .desc = 大块的野兽肉,烹饪后味道最佳。 +sprite-food-meat-beast_small_cooked = 熟肉条 + .desc = 四分熟。 +sprite-food-meat-beast_small_raw = 生肉条 + .desc = 小块的野兽肉,烹饪后味道最佳。 +sprite-food-meat-bird_cooked = 熟禽肉 + .desc = 两只手各拿一个,最是享受。 +sprite-food-meat-bird_large_cooked = 巨大的熟鸡腿 + .desc = 这将是一顿传奇般的大餐。 +sprite-food-meat-bird_large_raw = 巨大的生鸡腿 + .desc = 太壮观了。 +sprite-food-meat-bird_raw = 生禽肉 + .desc = 禽类怪物掉落的,煮熟后效果更好. +sprite-food-meat-fish_cooked = 熟鱼 + .desc = 新鲜烹制的海鲜肉排。 +sprite-food-meat-fish_raw = 生鱼 + .desc = 从鱼身上切下的一块肉排,烹饪后效果最佳。 +sprite-food-meat-tough_cooked = 煮熟的毛肉 + .desc = 味道异国情调。 +sprite-food-meat-tough_raw = 生硬肉 + .desc = 独特的小块肉,烹饪后味道更佳。 +object-apple_half = 苹果 + .desc = 红色多汁 +object-mushroom_curry = 蘑菇咖喱 + .desc = 谁能拒绝呢? +object-apple_stick = 苹果串 + .desc = 棒子让携带更方便! +object-blue_cheese = 蓝色奶酪 + .desc = 辛辣充盈 +object-cactus_drink = 仙人掌鸡尾酒 + .desc = 给予你特别的刺痛感。 +object-cheese = 矮人奶酪 + .desc = 采用矮人最优质的山羊奶制成。芳香四溢,营养丰富! +object-coconut_half = 椰子 + .desc = 水和脂肪的可靠来源。经常可以发现生长在棕榈树上。 +object-honeycorn = 甜玉米 + .desc = 滑块 +object-mushroom_stick = 蘑菇串 + .desc = 烤蘑菇放在棍子上,便于携带 +object-pumpkin_spice_brew = 南瓜猪肉酿子 + .desc = 用发霉的南瓜酿造。 +object-sunflower_ice_tea = 向日葵冰茶 + .desc = 由新鲜去壳的葵花籽酿制而成 +sprite-spore-corruption_spore = 腐败孢子 + .desc = + 你感觉到一股邪恶的力量在体内涌动 + + 长久地坚持下去并不明智...... diff --git a/assets/voxygen/i18n/zh-Hans/item/items/internal.ftl b/assets/voxygen/i18n/zh-Hans/item/items/internal.ftl new file mode 100644 index 0000000..6b57996 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/items/internal.ftl @@ -0,0 +1,145 @@ +### This file contains non-player-facing items. +### Feel free to ignore them. + +common-items-food-coltsfoot = 款冬花 + .desc = 一种常用于凉茶的雏菊状花。 +common-items-food-dandelion = 蒲公英 + .desc = 一朵小小的黄色花朵,利用风力传播它的种子。 +common-items-food-garlic = 大蒜 + .desc = 吃完饭记得刷牙。 +common-items-food-meat = 肉 + .desc = 肉。人类的命脉。 +common-items-food-onion = 洋葱 + .desc = 一种让最坚强的人哭泣的蔬菜。 +common-items-food-sage = 鼠尾草 + .desc = 一种常用于制作茶叶的草药。 +common-items-tag_examples-cultist = 任何与邪教徒有关的东西 + .desc = 这些东西有点令人毛骨悚然。 +common-items-grasses-medium = 中型草 + .desc = 比兽人的鼻子还绿。 +common-items-grasses-short = 矮草 + .desc = 比兽人的鼻子还绿。 +common-items-boss_drops-exp_flask = 丝绒粉烧瓶 + .desc = 与大量的水一起服用. +common-items-boss_drops-xp_potion = 技能药水 + .desc = 好像什么都没做... +common-items-crafting_ing-rock = 石头 + .desc = 由多种不同的矿物质组成,看起来被击中会很疼。 +common-items-crafting_ing-animal_misc-bone = 粗骨头 + .desc = 一根粗大的骨头,看起来足够结实,可以用于制作。 +common-items-crafting_ing-animal_misc-ember = 灰烬水晶 + .desc = 一个炽热的生物留下的闪烁的余烬。 +common-items-crafting_ing-animal_misc-feather = 羽毛 + .desc = 鸟的羽毛。 +common-items-tag_examples-gnarling = 格纳林部落的服装 + .desc = 遭到格尔林斯及其酋长的惊吓。 +common-items-flowers-blue = 蓝色的花 + .desc = 与天空的颜色相匹配。 +common-items-flowers-pink = 粉色的花 + .desc = 看起来像棒棒糖。 +common-items-flowers-white = 白色的花 + .desc = 纯净而珍贵。 +common-items-mineral-stone-basalt = 玄武岩 + .desc = 一块深色的火山岩,大多数火山岩往往是玄武岩。 +common-items-mineral-stone-granite = 花岗岩 + .desc = 一种浅色的火成岩,粗粒状,由侵入形成。 +common-items-mineral-stone-obsidian = 黑曜石 + .desc = 一种来自长英质熔岩的火成岩,似乎永远不会减少 +common-items-mineral-stone-coal = 煤炭 + .desc = 一种可燃的黑色岩石,恰好非常擅长燃烧。 +common-items-weapons-sceptre-belzeshrub = 贝勒舍鲁布扫帚神 + .desc = 它……还活着吗? +common-items-tool-pickaxe_velorite = 丝之镐 + .desc = 允许快速挖掘看到的矿石。 +common-items-testing-test_bag_18_slot = 测试18槽包 + .desc = 用于单元测试不要删除. +common-items-testing-test_bag_9_slot = 测试9槽包 + .desc = 用于单元测试不要删除. +common-items-testing-test_boots = 测试靴 + .desc = 希望这个测试不会失败! +common-items-weapons-empty-empty = 空项目 + .desc = 这个项目可以授予能力,但不可见。 +common-items-modular-weapon-primary-bow-bow = 弓臂 + .desc = { "" } +common-items-modular-weapon-primary-bow-composite = 复合弓臂 + .desc = { "" } +common-items-modular-weapon-primary-bow-greatbow = 大弓臂 + .desc = { "" } +common-items-modular-weapon-primary-bow-longbow = 长弓臂 + .desc = { "" } +common-items-modular-weapon-primary-bow-ornate = 华丽的弓臂 + .desc = { "" } +common-items-modular-weapon-primary-bow-shortbow = 短弓臂 + .desc = { "" } +common-items-modular-weapon-primary-bow-warbow = 战弓臂 + .desc = { "" } +common-items-modular-weapon-primary-axe-axe = 斧头 + .desc = { "" } +common-items-modular-weapon-primary-axe-battleaxe = 战斧头 + .desc = { "" } +common-items-modular-weapon-primary-axe-greataxe = 巨斧头 + .desc = { "" } +common-items-modular-weapon-primary-axe-jagged = 锯齿斧头 + .desc = { "" } +common-items-modular-weapon-primary-axe-labrys = 双刃斧头 + .desc = { "" } +common-items-modular-weapon-primary-axe-ornate = 华丽的斧头 + .desc = { "" } +common-items-modular-weapon-primary-axe-poleaxe = 斧头 + .desc = { "" } +common-items-modular-weapon-primary-staff-brand = 火印杖柄 + .desc = { "" } +common-items-modular-weapon-primary-staff-grandstaff = 大法杖柄 + .desc = { "" } +common-items-modular-weapon-primary-staff-longpole = 长杆杖柄 + .desc = { "" } +common-items-modular-weapon-primary-staff-ornate = 华丽的法杖柄 + .desc = { "" } +common-items-modular-weapon-primary-staff-pole = 杆杖柄 + .desc = { "" } +common-items-modular-weapon-primary-staff-rod = 棒杖柄 + .desc = { "" } +common-items-modular-weapon-primary-staff-staff = 法杖柄 + .desc = { "" } +common-items-modular-weapon-primary-sword-greatsword = 巨剑之刃 + .desc = { "" } +common-items-modular-weapon-primary-sword-katana = 武士刀刃 + .desc = { "" } +common-items-modular-weapon-primary-sword-longsword = 长剑之刃 + .desc = { "" } +common-items-modular-weapon-primary-sword-ornate = 华丽的剑刃 + .desc = { "" } +common-items-modular-weapon-primary-sword-sabre = 军刀刃 + .desc = { "" } +common-items-modular-weapon-primary-sword-sawblade = 锯刃 + .desc = { "" } +common-items-modular-weapon-primary-sword-zweihander = 德式双手剑刃 + .desc = { "" } +common-items-modular-weapon-primary-sceptre-arbor = 乔木杖柄 + .desc = { "" } +common-items-modular-weapon-primary-sceptre-cane = 拐杖柄 + .desc = { "" } +common-items-modular-weapon-primary-sceptre-crook = 曲柄杖柄 + .desc = { "" } +common-items-modular-weapon-primary-sceptre-crozier = 牧杖柄 + .desc = { "" } +common-items-modular-weapon-primary-sceptre-grandsceptre = 大权杖柄 + .desc = { "" } +common-items-modular-weapon-primary-sceptre-ornate = 华丽的权杖柄 + .desc = { "" } +common-items-modular-weapon-primary-sceptre-sceptre = 权杖柄 + .desc = { "" } +common-items-modular-weapon-primary-hammer-greathammer = 大锤头 + .desc = { "" } +common-items-modular-weapon-primary-hammer-greatmace = 巨锤头 + .desc = { "" } +common-items-modular-weapon-primary-hammer-hammer = 锤头 + .desc = { "" } +common-items-modular-weapon-primary-hammer-maul = 槌头 + .desc = { "" } +common-items-modular-weapon-primary-hammer-ornate = 华丽的锤头 + .desc = { "" } +common-items-modular-weapon-primary-hammer-spikedmace = 尖刺锏头 + .desc = { "" } +common-items-modular-weapon-primary-hammer-warhammer = 战锤头 + .desc = { "" } diff --git a/assets/voxygen/i18n/zh-Hans/item/items/key.ftl b/assets/voxygen/i18n/zh-Hans/item/items/key.ftl new file mode 100644 index 0000000..b5105d1 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/items/key.ftl @@ -0,0 +1,24 @@ +object-lockpick = 常见的撬锁工具 + .desc = 用于打开常见的锁。使用后会断裂。 +object-key-bone = 骨头钥匙 + .desc = 用于打开骨锁。使用后会断裂。 +object-key-glass = 玻璃钥匙 + .desc = 用于打开玻璃屏障。使用后会断裂。 +object-key-rusty = 锈迹斑斑的塔钥匙 + .desc = 闻起来像魔法,还有一点…奶酪? +object-key-quarry-ancient = 古代密钥 + .desc = 如果幸运的话,它在损坏前还能再用一次。 +object-key-quarry-backdoor = 后门密钥 + .desc = 如果幸运的话,它在损坏前还能再用一次。 +object-key-quarry-overseer = 监督者钥匙 + .desc = 如果幸运的话,它在损坏前还能再用一次。 +object-key-quarry-smelting = 冶炼室钥匙 + .desc = 如果幸运的话,它在损坏前还能再用一次。 +object-key-quarry-keeper_goggle_left = 左玻璃板 + .desc = 看起来它可以打开门... +object-key-quarry-keeper_goggle_right = 右玻璃板 + .desc = 看起来它可以打开门... +object-key-cyclops_eyeball = 独眼巨人的眼睛 + .desc = 看来它可以开启一个古老的机制。 +object-key-haniwa = Haniwa Key + .desc = 用于打开门。使用后将休息。 diff --git a/assets/voxygen/i18n/zh-Hans/item/items/potion.ftl b/assets/voxygen/i18n/zh-Hans/item/items/potion.ftl new file mode 100644 index 0000000..2217d36 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/items/potion.ftl @@ -0,0 +1,20 @@ +object-potion_red = 强效药水 + .desc = 一种强效的治疗药水。 +object-curious_potion = 奇妙的药水 + .desc = 不知道这有什么作用... +object-potion_agility = 技能药水 + .desc = 飞利,你愚蠢! +object-potion_big = 大药水 + .desc = 珍贵的药物,它是迄今为止最大的再生药瓶。 +object-potion_combustion = 燃烧药水 + .desc = 让使用者燃起来 +object-potion_med = 中等药水 + .desc = 一位药剂师的创新发明,对于较小的前代而言更加出色。 +object-potion_minor = 小药水 + .desc = 一种用苹果和蜂蜜调制的小药水。 +object-burning_charm = 烈焰法师 + .desc = 火焰是你的盟友,利用它的力量燃烧你的敌人。 +object-frozen_charm = 冰冻护身符 + .desc = 让你的敌人在冻结他们的轨道时感受到冷冻。 +object-lifesteal_charm = 吸血符 + .desc = 吸取你目标的生命,并为你自己所用。 diff --git a/assets/voxygen/i18n/zh-Hans/item/weapon/modular.ftl b/assets/voxygen/i18n/zh-Hans/item/weapon/modular.ftl new file mode 100644 index 0000000..9cfe8d1 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/weapon/modular.ftl @@ -0,0 +1,138 @@ +weapon-sword-greatsword-iron-2h = 铁制巨剑 + .desc = { "" } +weapon-sword-katana-iron-2h = 铁制武士刀 + .desc = { "" } +weapon-sword-katana-iron-1h = 破损锯剑 + .desc = { "" } +weapon-sword-sawblade-iron-2h = 破损锯剑 + .desc = { "" } +weapon-sword-sawblade-iron-1h = 破损锯剑 + .desc = { "" } +weapon-sword-sabre-iron-2h = 铁矿石 + .desc = { "" } +weapon-sword-sabre-iron-1h = 铁弯刀 + .desc = { "" } +weapon-sword-ornate-iron-2h = 铁质传声剑 + .desc = { "" } +weapon-sword-ornate-iron-1h = 铁制细剑 + .desc = { "" } +weapon-sword-longsword-iron-2h = 铁长剑 + .desc = { "" } +weapon-sword-longsword-iron-1h = 铁制短剑 + .desc = { "" } +weapon-sword-zweihander-iron-2h = 铁制双手剑 + .desc = { "" } +weapon-bow-shortbow-wood = 青木短弓 + .desc = { "" } +weapon-bow-longbow-wood = 木长弓 + .desc = { "" } +weapon-bow-ornate-wood = 木制神器靴子 + .desc = { "" } +weapon-bow-greatbow-wood = 木制大弓。 + .desc = { "" } +weapon-bow-warbow-wood = 木制战箭头 + .desc = { "" } +weapon-hammer-hammer-bronze-2h = 青铜锤子 + .desc = { "" } +weapon-hammer-greathammer-bronze-2h = 青铜绿灯 + .desc = { "" } +weapon-hammer-ornate-bloodsteel-2h = 血钢铁双手锤子 + .desc = { "" } +weapon-hammer-ornate-bloodsteel-1h = 血钢锤 + .desc = { "" } +weapon-hammer-hammer-bloodsteel-2h = 血钢锤子 + .desc = { "" } +weapon-sceptre-ornate-frostwood = 霜冻权杖 + .desc = { "" } +weapon-sceptre-sceptre-frostwood = 极寒权杖 + .desc = { "" } +weapon-sceptre-crook-frostwood = 冰霜圆木 + .desc = { "" } +weapon-bow-warbow-eldwood = 精灵木战弓 + .desc = { "" } +weapon-bow-greatbow-eldwood = 艾德伍德大弓! + .desc = { "" } +weapon-bow-ornate-eldwood = 艾德伍德双手弓 + .desc = { "" } +weapon-bow-shortbow-eldwood = 精灵木战弓 + .desc = { "" } +weapon-axe-axe-bloodsteel-2h = 血钢斧 + .desc = { "" } +weapon-axe-axe-bloodsteel-1h = 血钢帽子 + .desc = { "" } +weapon-axe-ornate-bloodsteel-2h = 血钢铁斧头 + .desc = { "" } +weapon-axe-ornate-cobalt-2h = 双手钴斧 + .desc = { "" } +weapon-axe-battleaxe-cobalt-2h = 科瓦尔特·巴特莱克斯 + .desc = { "" } +weapon-hammer-hammer-iron-2h = 铁锤子 + .desc = { "" } +weapon-sword-longsword-steel-2h = 钢铁长剑 + .desc = { "" } +weapon-sword-greatsword-steel-2h = 钢铁大剑 + .desc = { "" } +weapon-sword-ornate-steel-1h = 钢铁迅猛龙 + .desc = { "" } +weapon-sword-sawblade-steel-2h = 钢锯齿条 + .desc = { "" } +weapon-sword-sawblade-steel-1h = 钢材锯子 + .desc = { "" } +weapon-sword-sabre-steel-1h = 钢弯刀 + .desc = { "" } +weapon-staff-grandstaff-hardwood = 硬木法杖 + .desc = { "" } +weapon-staff-rod-hardwood = 硬木杆 + .desc = { "" } +weapon-staff-brand-hardwood = 硬木树枝 + .desc = { "" } +weapon-staff-longpole-hardwood = 硬质圆木 + .desc = { "" } +weapon-staff-staff-hardwood = 硬木法杖 + .desc = { "" } +weapon-staff-ornate-hardwood = 硬木法杖 + .desc = { "" } +weapon-staff-pole-hardwood = 硬木棍 + .desc = { "" } +weapon-axe-ornate-orichalcum-2h = 山铜华丽斧头 + .desc = { "" } +weapon-axe-jagged-orichalcum-2h = 山铜锯齿斧 + .desc = { "" } +weapon-axe-jagged-orichalcum-1h = 山铜战斧 + .desc = { "" } +weapon-axe-axe-orichalcum-2h = 山铜双手斧 + .desc = { "" } +weapon-axe-axe-orichalcum-1h = 山铜小斧头 + .desc = { "" } +weapon-axe-battleaxe-orichalcum-2h = 山铜双手战斧 + .desc = { "" } +weapon-bow-warbow-bamboo = 竹子战箭头 + .desc = { "" } +weapon-staff-staff-frostwood = 冰雪法杖 + .desc = { "" } +weapon-sword-longsword-bronze-2h = 青铜长剑 + .desc = { "" } +weapon-sword-greatsword-bronze-2h = 青铜巨剑 + .desc = { "" } +weapon-staff-staff-ironwood = 铁木系法杖 + .desc = { "" } +weapon-sceptre-sceptre-eldwood = 精灵木权杖 + .desc = { "" } +weapon-sword-sabre-bloodsteel-1h = 血钢刺刀 + .desc = { "" } +weapon-sword-greatsword-bloodsteel-2h = 血钢巨剑 + .desc = { "" } +weapon-sword-sawblade-bloodsteel-1h = 血钢锯子 + .desc = { "" } +weapon-sword-ornate-orichalcum-2h = 山铜华丽大剑 + .desc = { "" } +weapon-sword-ornate-orichalcum-1h = 山铜礼剑 + .desc = { "" } +weapon-axe-poleaxe-bronze-2h = 铜制长柄斧 + .desc = { "" } +weapon-axe-jagged-bronze-2h = 青铜斧子 + .desc = { "" } +weapon-sceptre-ornate-hardwood = 硬木华丽权杖 + .desc = { "" } +weapon-sceptre-crook-hardwood = 硬木曲棍 + .desc = { "" } diff --git a/assets/voxygen/i18n/zh-Hans/item/weapon/musical_instrument.ftl b/assets/voxygen/i18n/zh-Hans/item/weapon/musical_instrument.ftl new file mode 100644 index 0000000..ea4df1b --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/weapon/musical_instrument.ftl @@ -0,0 +1,30 @@ +weapon-tool-wooden_bass = 低音提琴 + .desc = 木质低音吉他。 +weapon-tool-wooden_flute = 长笛 + .desc = 木质长笛。 +weapon-tool-glass_flute = 琉璃笛 + .desc = 主教在用它做什么? +weapon-tool-wooden_guitar = 吉他 + .desc = 木制吉他。 +weapon-tool-black_velvet_guitar = 黑暗♂吉他 + .desc = 听起来有细。 +weapon-tool-icy_talharpa = 冰霜竖琴 + .desc = 冰霜竖琴. +weapon-tool-wooden_kalimba = 卡林巴 + .desc = 木制克林巴琴。 +weapon-tool-wooden_lute = 琵琶 + .desc = 木制琵琶。 +weapon-tool-wooden_lyre = 里拉琴 + .desc = 木制七弦竖琴。 +weapon-tool-melodica = 口风琴 + .desc = 木质口风琴。 +weapon-tool-wooden_sitar = 西塔琴 + .desc = 木制锡塔尔琴。 +weapon-tool-washboard = 搓衣板 + .desc = 搓衣板。 +weapon-tool-wildskin_drum = 狂野皮鼓 + .desc = 一,有两个,你知道该怎么办! +weapon-tool-steeldrum = 钢鼓 + .desc = 钢鼓. +weapon-tool-shamisen = 三味线 + .desc = 三味线. diff --git a/assets/voxygen/i18n/zh-Hans/item/weapon/npc.ftl b/assets/voxygen/i18n/zh-Hans/item/weapon/npc.ftl new file mode 100644 index 0000000..fd0ed4f --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/weapon/npc.ftl @@ -0,0 +1,238 @@ +### This file contains non-player-facing items. +### Feel free to ignore them. +common-items-npc_weapons-biped_small-myrmidon-hoplite = 重装长矛 + .desc = { "" } +common-items-npc_weapons-biped_small-myrmidon-marksman = 射手弓 + .desc = { "" } +common-items-npc_weapons-biped_small-myrmidon-strategian = 战略斧 + .desc = { "" } +common-items-npc_weapons-biped_small-sahagin-sniper = 狙击弓 + .desc = { "" } +common-items-npc_weapons-biped_small-sahagin-sorcerer = 巫师法杖 + .desc = { "" } +common-items-npc_weapons-biped_small-sahagin-spearman = 矛兵长矛 + .desc = { "" } +common-items-npc_weapons-biped_small-adlet-hunter = 猎人矛 + .desc = { "" } +common-items-npc_weapons-biped_small-adlet-icepicker = 采冰斧 + .desc = { "" } +common-items-npc_weapons-biped_small-adlet-tracker = 追踪弓 + .desc = { "" } +common-items-npc_weapons-biped_small-gnarling-chieftain = 参谋长 + .desc = { "" } +common-items-npc_weapons-biped_small-gnarling-greentotem = 粗糙的绿色图腾 + .desc = 烨 +common-items-npc_weapons-biped_small-gnarling-logger = 伐木工的斧头 + .desc = { "" } +common-items-npc_weapons-biped_small-gnarling-mugger = 抢劫者匕首 + .desc = { "" } +common-items-npc_weapons-biped_small-gnarling-redtotem = 粗犷的红色图腾 + .desc = Yeet +common-items-npc_weapons-biped_small-gnarling-stalker = 追猎者吹气枪 + .desc = { "" } +common-items-npc_weapons-biped_small-gnarling-whitetotem = 粗糙的白色图腾 + .desc = 烨 +common-items-npc_weapons-biped_small-boreal-bow = 波雷尔弓箭手 + .desc = { "" } +common-items-npc_weapons-biped_small-boreal-hammer = 北地腰带 + .desc = { "" } +common-items-npc_weapons-biped_small-haniwa-archer = 弓箭手 + .desc = { "" } +common-items-npc_weapons-biped_small-haniwa-guard = 守卫矛 + .desc = { "" } +common-items-npc_weapons-biped_small-haniwa-soldier = 士兵剑 + .desc = { "" } +common-items-npc_weapons-bow-bipedlarge-velorite = 巨型丝绒弓 + .desc = 注入 Velorite 力量。 +common-items-npc_weapons-bow-saurok_bow = 蜥蜴人弓 + .desc = 占位符 +common-items-npc_weapons-axe-gigas_frost_axe = 冰霜巨斧 + .desc = 占位符 +common-items-npc_weapons-axe-minotaur_axe = 牛头怪斧头 + .desc = 占位符 +common-items-npc_weapons-axe-oni_blue_axe = 蓝鬼斧 + .desc = 占位符 +common-items-npc_weapons-staff-bipedlarge-cultist = 巨型邪教徒法杖 + .desc = 火不会散发热量。 +common-items-npc_weapons-staff-mindflayer_staff = 夺心魔杖 + .desc = 占位符 +common-items-npc_weapons-staff-ogre_staff = 食人魔法杖 + .desc = 占位符 +common-items-npc_weapons-staff-saurok_staff = 蜥蜴追猎者的法杖 + .desc = 占位符 +common-items-npc_weapons-sword-adlet_elder_sword = 亚帝利人之剑 + .desc = 占位符 +common-items-npc_weapons-sword-bipedlarge-cultist = 巨型邪教徒大剑 + .desc = 这属于一个邪恶的邪教领袖。 +common-items-npc_weapons-sword-dullahan_sword = 无头之剑 + .desc = 占位符 +common-items-npc_weapons-sword-pickaxe_velorite_sword = 丝之镐 + .desc = { "" } +common-items-npc_weapons-sword-saurok_sword = 蜥蜴人剑 + .desc = 占位符 +common-items-npc_weapons-sword-haniwa_general_sword = Haniwa 通用剑 + .desc = 占位符 +common-items-npc_weapons-unique-akhlut = Quad Med 基础版 + .desc = 测试123 +common-items-npc_weapons-unique-asp = 角蝰 + .desc = 测试123 +common-items-npc_weapons-unique-basilisk = 石化蜥蜴 + .desc = 测试123 +common-items-npc_weapons-unique-beast_claws = 兽爪 + .desc = 依附于一头野兽。 +common-items-npc_weapons-unique-birdlargebasic = 大鸟基本款 + .desc = 测试123 +common-items-npc_weapons-unique-birdlargebreathe = 鸟大呼吸 + .desc = 测试123 +common-items-npc_weapons-unique-birdlargefire = 鸟大火 + .desc = 火焰之触 +common-items-npc_weapons-unique-birdmediumbasic = 鸟中型基础 + .desc = BiteBitebite!!!!!!! +common-items-npc_weapons-unique-bushly = 星之恩典 + .desc = 别担心,新手们不会哭泣。 +common-items-npc_weapons-unique-cardinal = 手杖 + .desc = 蛇似乎还活着 +common-items-npc_weapons-unique-clay_golem_fist = 粘土魔像拳头 + .desc = 耶。 +common-items-npc_weapons-unique-iron_dwarf = 发条 + .desc = 测试123 +common-items-npc_weapons-unique-cloudwyvern = 云飞龙 + .desc = 测试123 +common-items-npc_weapons-unique-coral_golem_fist = 粘土魔像拳头 + .desc = 烨 +common-items-npc_weapons-unique-crab_pincer = 螃蟹钳子 + .desc = 测试123 +common-items-npc_weapons-unique-dagon = 大衮套件 + .desc = 海洋之力! +common-items-npc_weapons-unique-deadwood = 死木 + .desc = 测试123 +common-items-npc_weapons-unique-driggle = 星之恩典 + .desc = 别担心,新手们不会哭泣。 +common-items-npc_weapons-unique-emberfly = 星之恩典 + .desc = 别担心,新手们不会哭泣。 +common-items-npc_weapons-unique-fiery_tornado = 火龙卷 + .desc = 火龙卷武器 +common-items-npc_weapons-unique-flamekeeper_staff = 守护者法杖 + .desc = 守护者法杖 +common-items-npc_weapons-unique-flamethrower = 火焰喷射器 + .desc = 扔出火焰中 +common-items-npc_weapons-unique-flamewyvern = 火焰飞龙 + .desc = 测试123 +common-items-npc_weapons-unique-frostfang = 霜牙兽 + .desc = 测试123 +common-items-npc_weapons-unique-frostwyvern = 冰霜飞龙 + .desc = 测试123 +common-items-npc_weapons-unique-haniwa_sentry = 埴轮哨兵 + .desc = 旋转炮塔武器 +common-items-npc_weapons-unique-hermit_alligator = 隐匿鳄鱼的牙齿 + .desc = Grrr! +common-items-npc_weapons-unique-husk = 尸壳 + .desc = 测试123 +common-items-npc_weapons-unique-husk_brute = 尸壳蛮兽 + .desc = 测试123 +common-items-npc_weapons-unique-icedrake = 冰龙 + .desc = 测试123 +common-items-npc_weapons-unique-irrwurz = 星之恩典 + .desc = 别担心,新手们不会哭泣。 +common-items-npc_weapons-unique-maneater = 食人兽 + .desc = 测试123 +common-items-npc_weapons-unique-mossysnail = 星之恩典 + .desc = 别担心,新手们不会哭泣。 +common-items-npc_weapons-unique-organ = 风琴光环 + .desc = 激励人心的旋律 +common-items-npc_weapons-unique-quadlowbasic = 四低基本 + .desc = 测试123 +common-items-npc_weapons-unique-quadlowbeam = 四小光束 + .desc = 测试123 +common-items-npc_weapons-unique-quadlowbreathe = 四低呼吸 + .desc = 测试123 +common-items-npc_weapons-unique-quadlowquick = 四低快速 + .desc = 测试123 +common-items-npc_weapons-unique-quadlowtail = 四低尾 + .desc = 测试123 +common-items-npc_weapons-unique-quadmedbasic = Quad Med 基础版 + .desc = 测试123 +common-items-npc_weapons-unique-quadmedbasicgentle = Quad Med 基础版 + .desc = 测试123 +common-items-npc_weapons-unique-quadmedcharge = Quad Med 充电 + .desc = 测试123 +common-items-npc_weapons-unique-quadmedhoof = 四头蹄 + .desc = 测试123 +common-items-npc_weapons-unique-quadmedjump = Quad Med 跳跃 + .desc = 测试123 +common-items-npc_weapons-unique-quadmedquick = 四低快速 + .desc = 测试123 +common-items-npc_weapons-unique-quadsmallbasic = 四小基本款 + .desc = 测试123 +common-items-npc_weapons-unique-roshwalr = 罗什瓦尔 + .desc = 测试123 +common-items-npc_weapons-unique-sea_bishop_sceptre = 海洋主教的权杖 + .desc = 命中就像波浪一样。 +common-items-npc_weapons-unique-seawyvern = 海飞龙 + .desc = 测试123 +common-items-npc_weapons-unique-simpleflyingbasic = 简单飞行近战模式 + .desc = 我相信我可以飞!!!!! +common-items-npc_weapons-unique-stone_golems_fist = 石傀儡之拳 + .desc = 附在一个强大的石傀儡上。 +common-items-npc_weapons-unique-theropodbasic = 兽脚亚目基础 + .desc = 测试123 +common-items-npc_weapons-unique-theropodbird = 兽脚类鸟 + .desc = 测试123 +common-items-npc_weapons-unique-theropodcharge = 兽脚类动物冲锋 + .desc = 测试123 +common-items-npc_weapons-unique-theropodsmall = 兽脚亚目小 + .desc = 测试123 +common-items-npc_weapons-unique-tidal_claws = 潮汐之爪 + .desc = 截图 +common-items-npc_weapons-unique-tidal_totem = 潮汐图腾 + .desc = 烨 +common-items-npc_weapons-unique-tornado = 龙卷风 + .desc = 龙卷风武器 +common-items-npc_weapons-unique-treantsapling = 星之恩典 + .desc = 别担心,新手们不会哭泣。 +common-items-npc_weapons-unique-turret = 炮塔 + .desc = 炮塔武器 +common-items-npc_weapons-unique-tursus_claws = 水龙蜥之爪 + .desc = 依附于一头野兽。 +common-items-npc_weapons-unique-wealdwyvern = 林地飞龙 + .desc = 测试123 +common-items-npc_weapons-unique-wendigo_magic = 温迪戈魔术 + .desc = 吓坏了。 +common-items-npc_weapons-unique-wood_golem_fist = 木魔像拳头 + .desc = 烨 +common-items-npc_weapons-unique-ancient_effigy_eyes = 古代的埃利杰耶斯 + .desc = 测试123 +common-items-npc_weapons-unique-arthropods-antlion = 蚁狮 + .desc = 测试123 +common-items-npc_weapons-unique-arthropods-blackwidow = 黑寡妇 + .desc = 测试123 +common-items-npc_weapons-unique-arthropods-cavespider = 洞穴蜘蛛 + .desc = 测试123 +common-items-npc_weapons-unique-arthropods-dagonite = 大衮的眷族 + .desc = 测试123 +common-items-npc_weapons-unique-arthropods-hornbeetle = 甲壳虫 + .desc = 测试123 +common-items-npc_weapons-unique-arthropods-leafbeetle = 叶甲虫 + .desc = 测试123 +common-items-npc_weapons-unique-arthropods-mosscrawler = 苔藓爬虫 + .desc = 测试123 +common-items-npc_weapons-unique-arthropods-tarantula = 狼蛛 + .desc = 测试123 +common-items-npc_weapons-unique-arthropods-weevil = 象鼻虫 + .desc = 测试123 +common-items-npc_weapons-hammer-bipedlarge-cultist = 巨型邪教徒战锤 + .desc = 这属于一个邪恶的邪教领袖。 +common-items-npc_weapons-hammer-cyclops_hammer = 独眼巨人锤 + .desc = 占位符 +common-items-npc_weapons-hammer-harvester_scythe = 收割机合成器 + .desc = 占位符 +common-items-npc_weapons-hammer-ogre_hammer = 食人魔锤 + .desc = 占位符 +common-items-npc_weapons-hammer-oni_red_hammer = 红鬼锤 + .desc = 占位符 +common-items-npc_weapons-hammer-troll_hammer = 巨魔锤 + .desc = 占位符 +common-items-npc_weapons-hammer-wendigo_hammer = 温迪戈锤 + .desc = 占位符 +common-items-npc_weapons-hammer-yeti_hammer = 雪人锤 + .desc = 占位符 diff --git a/assets/voxygen/i18n/zh-Hans/item/weapon/primary_component.ftl b/assets/voxygen/i18n/zh-Hans/item/weapon/primary_component.ftl new file mode 100644 index 0000000..b5e2f08 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/weapon/primary_component.ftl @@ -0,0 +1,56 @@ +weapon-component-sword-greatsword-iron = 巨剑之刃 + .desc = { "" } +weapon-component-sword-katana-iron = 武士刀刃 + .desc = { "" } +weapon-component-sword-sawblade-iron = 破损锯剑 + .desc = { "" } +weapon-component-sword-sabre-iron = 铁军剑 + .desc = { "" } +weapon-component-sword-ornate-iron = 铁矿剑之剑 + .desc = { "" } +weapon-component-sword-longsword-iron = 铁长剑 + .desc = { "" } +weapon-component-bow-shortbow-wood = 木制短弓肢体 + .desc = { "" } +weapon-component-bow-longbow-wood = 木制长弓有限手 + .desc = { "" } +weapon-component-bow-ornate-wood = 木制神器弓箭头 + .desc = { "" } +weapon-component-bow-greatbow-wood = 木制大弓护手 + .desc = { "" } +weapon-component-bow-composite-wood = 木制合成弓护手 + .desc = { "" } +weapon-component-bow-bow-wood = 木制靴子 + .desc = { "" } +weapon-component-bow-warbow-wood = 木制战箭头 + .desc = { "" } +weapon-component-hammer-ornate-bronze = 青铜铁锤头部 + .desc = { "" } +weapon-component-hammer-maul-bloodsteel = 血钢爪头部 + .desc = { "" } +weapon-component-hammer-greathammer-bloodsteel = 血钢巨锤头 + .desc = { "" } +weapon-component-hammer-ornate-bloodsteel = 鲜钢铁骑手头 + .desc = { "" } +weapon-component-hammer-hammer-bloodsteel = 血钢锤头部 + .desc = { "" } +weapon-component-bow-greatbow-eldwood = 长木大弓肢体 + .desc = { "" } +weapon-component-axe-axe-bloodsteel = 血钢斧头 + .desc = { "" } +weapon-component-axe-ornate-bloodsteel = 血钢铁斧头 + .desc = { "" } +weapon-component-axe-jagged-bloodsteel = 鲜血钢斧斧头 + .desc = { "" } +weapon-component-axe-battleaxe-bloodsteel = 血钢战甲头 + .desc = { "" } +weapon-component-hammer-greatmace-iron = 铁巨型头 + .desc = { "" } +weapon-component-sword-sawblade-steel = 钢锯齿条 + .desc = { "" } +weapon-component-staff-longpole-hardwood = 硬木长极形体 + .desc = { "" } +weapon-component-staff-staff-hardwood = 硬木系法杖 + .desc = { "" } +weapon-component-axe-axe-steel = 钢斧头 + .desc = { "" } diff --git a/assets/voxygen/i18n/zh-Hans/item/weapon/projectile.ftl b/assets/voxygen/i18n/zh-Hans/item/weapon/projectile.ftl new file mode 100644 index 0000000..3362f8c --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/weapon/projectile.ftl @@ -0,0 +1,14 @@ +object-bomb = 炸弹 + .desc = 一种极具爆炸力的装置,爆破专家们对其青睐有加! +weapon-projectile-fireworks_blue = 蓝色烟花 + .desc = 人类有时会在紧要关头\n使用这些作为照明弹。 +weapon-projectile-fireworks_green = 绿色烟花 + .desc = 小心树木。 +weapon-projectile-fireworks_purple = 紫色烟花 + .desc = 受到崇拜的文化经典。 +weapon-projectile-fireworks_red = 红色烟花 + .desc = 人类有时在粉末中将这些用作火焰。 +weapon-projectile-fireworks_white = 白色烟花 + .desc = 如繁星般闪烁 +weapon-projectile-fireworks_yellow = 黄色烟花 + .desc = 优秀医生在测试此内装饰物后去世。 diff --git a/assets/voxygen/i18n/zh-Hans/item/weapon/secondary_component.ftl b/assets/voxygen/i18n/zh-Hans/item/weapon/secondary_component.ftl new file mode 100644 index 0000000..2a95edb --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/weapon/secondary_component.ftl @@ -0,0 +1,36 @@ +weapon-component-bow-grip-long = 长弓握把 + .desc = { "" } +weapon-component-bow-grip-medium = 中型弓握把 + .desc = { "" } +weapon-component-bow-grip-short = 短弓握把 + .desc = { "" } +weapon-component-axe-haft-long = 长斧柄 + .desc = { "" } +weapon-component-axe-haft-medium = 中型斧柄 + .desc = { "" } +weapon-component-axe-haft-short = 短斧柄 + .desc = { "" } +weapon-component-staff-core-heavy = 重型火核 + .desc = { "" } +weapon-component-staff-core-light = 轻火核心 + .desc = { "" } +weapon-component-staff-core-medium = 火核 + .desc = { "" } +weapon-component-sword-hilt-long = 长剑柄 + .desc = { "" } +weapon-component-sword-hilt-medium = 中型剑柄 + .desc = { "" } +weapon-component-sword-hilt-short = 短剑柄 + .desc = { "" } +weapon-component-sceptre-core-heavy = 重生物核心 + .desc = { "" } +weapon-component-sceptre-core-light = 轻生物核心 + .desc = { "" } +weapon-component-sceptre-core-medium = 生物核心 + .desc = { "" } +weapon-component-hammer-shaft-long = 长锤柄 + .desc = { "" } +weapon-component-hammer-shaft-medium = 中型锤柄 + .desc = { "" } +weapon-component-hammer-shaft-short = 短锤柄 + .desc = { "" } diff --git a/assets/voxygen/i18n/zh-Hans/item/weapon/tool.ftl b/assets/voxygen/i18n/zh-Hans/item/weapon/tool.ftl new file mode 100644 index 0000000..212cb0f --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/weapon/tool.ftl @@ -0,0 +1,22 @@ +weapon-tool-broom = 扫帚 + .desc = 它开始分崩离析。 +weapon-tool-fishing_rod_blue = 钓竿 + .desc = 鱼腥味。 +weapon-tool-golf_club = 高尔夫俱乐部 + .desc = 农民拍。强烈的反都市主义者。气候危机?什么气候危机? +weapon-tool-hoe_green = Hoe + .desc = 它沾满了污垢。 +weapon-tool-pitchfork = 叉 + .desc = 一个爪子断了。 +weapon-tool-rake = 耙 + .desc = 用麻绳固定在一起。 +weapon-tool-shovel_green = 铲 + .desc = 它被粪便覆盖。 +weapon-tool-shovel_gold = 铲 + .desc = 它最近被清理过。 +weapon-tool-pickaxe_green = 镐 + .desc = 它的边缘有缺口。 +weapon-tool-pickaxe_steel = 钢镐 + .desc = 允许快速挖掘看到的矿石。 +weapon-tool-pickaxe_stone = 石镐 + .desc = Strike the earth!(矮人要塞开局口号,大意为向地心进发) diff --git a/assets/voxygen/i18n/zh-Hans/item/weapon/weapon.ftl b/assets/voxygen/i18n/zh-Hans/item/weapon/weapon.ftl new file mode 100644 index 0000000..77a33eb --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/item/weapon/weapon.ftl @@ -0,0 +1,64 @@ +weapon-shield-wood-0 = 破烂的目标 + .desc = 应该还能再承受几次打击,希望吧... +weapon-dagger-dagger_basic-0 = 可疑的裁纸刀 + .desc = 快速打开信件。 +weapon-dagger-dagger_cult-0 = 邪教徒魔匕 + .desc = 这属于一个邪恶的邪教领袖。 +weapon-dagger-dagger_rusty = 生锈的匕首 + .desc = 很容易隐藏。 +weapon-bow-sagitta = 箭 + .desc = 据说用一支箭杀死了一条龙 +weapon-bow-starter = 不均匀的弓 + .desc = 有人在上面刻了他们的姓名首字母。 +weapon-bow-velorite = 丝绒弓 + .desc = 注入 Velorite 力量。 +weapon-sword-starter_1h = 损坏的短剑 + .desc = 这把剑曾有过辉煌的日子,但辉煌一定会延续下去。 +weapon-axe-2haxe_malachite-0 = 孔雀石斧 + .desc = 雕刻的斧头头部上装饰有孔雀石,以提供魔法属性。 +weapon-axe-parashu = 帕拉舒 + .desc = 据说能劈开苍穹。 +weapon-axe-2haxe_rusty = 缺口斧 + .desc = 每一个凹痕都讲述了一棵被砍伐的树的故事。 +weapon-staff-firestaff_cultist = 邪教徒法杖 + .desc = 火不会散发热量。 +weapon-staff-laevateinn = 莱瓦汀 + .desc = 能击碎死亡之门 +weapon-staff-firestaff_humble_stick = 友善之棍 + .desc = 带有锋利末端的手杖。 +weapon-staff-firestaff_starter = 粗糙的杆 + .desc = 闻起来像树脂和魔法。 +weapon-sword-caladbolg = 卡拉德堡 + .desc = 你感觉到一个可怕的存在在注视着你。 +weapon-sword-cultist = 魔法信徒巨剑 + .desc = 这属于一个邪恶的邪教领袖。 +weapon-sword-frost-0 = 冰霜切肉刀 + .desc = 散发出冰冷的气息。 +weapon-sword-frost-1 = 霜锯 + .desc = 由一整块永恒之冰锻造而成。 +weapon-sword-starter = 损坏的巨剑 + .desc = 剑刃随时可能断裂,但你希望它能在未来的战斗中持久耐用。 +weapon-sceptre-amethyst = 紫水晶法杖 + .desc = 它的石头是最接近完美的东西 +weapon-sceptre-caduceus = 手杖 + .desc = 蛇似乎还活着 +weapon-sceptre-root_evil = 恶之根 + .desc = 一切都是有代价的...... +weapon-sceptre-ore-nature = 云母权杖 + .desc = 用神秘的 Velorite 光环治愈你的盟友。 +weapon-sceptre-wood-simple = 博物学家手杖 + .desc = 用自然的力量治愈你的盟友。 +weapon-hammer-burnt_drumstick = 烧焦的鼓槌 + .desc = 可能需要更多练习... +weapon-hammer-cult_purp-0 = 魔法邪教徒战锤 + .desc = 这属于一个邪恶的邪教领袖。 +weapon-hammer-2hhammer_flimsy = 脆弱的锤子 + .desc = 头部几乎没有固定。 +weapon-hammer-2hhammer_rusty = 粗槌 + .desc = 像棍子和石头一样折断骨头。 +weapon-hammer-2hhammer_mjolnir = 雷神之锤 + .desc = 它在闪电中噼啪作响。 +weapon-hammer-2hhammer_starter = 坚固的旧锤子 + .desc = “...... 的财产” ,其余的部分缺失了。 +weapon-hammer-craftsman = 工匠锤 + .desc = 用于制作各种物品。 diff --git a/assets/voxygen/i18n/zh-Hans/main.ftl b/assets/voxygen/i18n/zh-Hans/main.ftl new file mode 100644 index 0000000..3c48b3a --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/main.ftl @@ -0,0 +1,115 @@ +main-username = 用户名 +main-server = 服务器 +main-password = 密码 +main-connecting = 连接中 +main-creating_world = 创建世界中 +main-tip = 小提示: +main-unbound_key_tip = 自由 +main-notice = + 欢迎加入 Veloren Alpha 版本! + + 在你开始享受游戏之前,请注意以下事情: + + - 这是非常前期的 alpha 版本,你会遇到不少错误、未完成的游戏模式、未完善的游戏机制以及缺失的功能. + + - 如果有建设性的意见反馈或是错误汇报,可以通过 Reddit、GitLab 或者我们的 Discord 服务器联系我们. + + - Veloren 的授权条款是GPL3. 意思是你可以免费游玩, + 修改并重新发布游戏(衍生内容也必须是GPL3) + + - Veloren 是一个非营利的社区项目, 参与该项目的都是志愿者. + 如果你想在项目中看到你的身影,欢迎加入开发或艺术团队! + + 感谢你抽出宝贵的时间阅读此通知,希望你喜欢这款游戏! + + ~ The Veloren Devs +main-login_process = + 有关登录的信息: + + 请注意,你现在需要一个账户, + 才能在启用身份验证的服务器上游玩. + + 你可以通过下面的网站创建用户. + + https://veloren.net/account/. +main-singleplayer-new = 新建 +main-singleplayer-delete = 删除 +main-singleplayer-regenerate = 重新生成 +main-singleplayer-create_custom = 自定义 +main-singleplayer-invalid_name = 错误: 无效的世界名称 +main-singleplayer-seed = 种子 +main-singleplayer-day_length = 白天长度 +main-singleplayer-random_seed = 随机种子 +main-singleplayer-size_lg = 指数级大小 +main-singleplayer-map_large_warning = 警告: 生成大型地图可能需要很长时间 +main-singleplayer-world_name = 世界名称 +main-singleplayer-map_scale = 地图缩放 +main-singleplayer-map_erosion_quality = 地图侵蚀质量 +main-singleplayer-map_shape = 地图形状 +main-singleplayer-play = 开始游戏 +main-singleplayer-generate_and_play = 生成并开始游戏 +menu-singleplayer-confirm_delete = 你确定要删除 "{ $world_name }" +menu-singleplayer-confirm_regenerate = 你确定要重新生成 "{ $world_name }" +main-login-server_not_found = 找不到服务器 +main-login-authentication_error = 服务器验证错误 +main-login-internal_error = 客户端出现内部错误(很可能是玩家角色被删除) +main-login-failed_auth_server_url_invalid = 无法连接到身份验证服务器 +main-login-insecure_auth_scheme = 认证服务器不支持HTTP.这并不安全的!出于开发目的,HTTP地址允许使用'localhost'或Debug版本 +main-login-server_full = 服务器已满 +main-login-untrusted_auth_server = 认证服务器不可信 +main-login-outdated_client_or_server = ServerWentMad: 可能的版本不兼容,请检查更新. +main-login-timeout = 超时: 服务器无法及时响应. +main-login-server_shut_down = 服务器已关闭 +main-login-network_error = 网络错误 +main-login-network_wrong_version = 服务器与客户端可能版本不兼容,请检查更新. +main-login-failed_sending_request = 认证服务器请求失败 +main-login-invalid_character = 选择的角色无效 +main-login-client_crashed = 客户端崩溃 +main-login-not_on_whitelist = 需要在管理员的白名单里才可以加入 +main-login-banned = 你被封禁的原因如下 +main-login-kicked = 你被踢出的原因如下 +main-login-select_language = 选择语言 +main-login-client_version = 客户端版本 +main-login-server_version = 服务端版本 +main-login-client_init_failed = 客户端无法初始化: { $init_fail_reason } +main-login-username_bad_characters = 用户名包含无效字符!(仅允许字母数字、“_”和“-”) +main-login-username_too_long = 用户名太长!最大长度为: { $max_len } +main-servers-select_server = 选择服务器 +main-servers-singleplayer_error = 无法连接到内部服务器: { $sp_error } +main-servers-network_error = 服务器网络/联机错误: { $raw_error } +main-servers-participant_error = 参与者断开连接/协议错误: { $raw_error } +main-servers-stream_error = Client connection/compression/(de)serialization error: { $raw_error } +main-servers-database_error = 服务器数据库错误: { $raw_error } +main-servers-persistence_error = 服务器持久性错误(可能与资源文件/角色数据相关): { $raw_error } +main-servers-other_error = 服务器常规错误: { $raw_error } +main-server-rules = 这个服务器有一些规则你要遵守 +main-server-rules-seen-before = 这些规则从你上次玩这个服务器时有所改变 +main-credits = 鸣谢 +main-credits-created_by = 创建了 +main-credits-music = 音乐 +main-credits-fonts = 字体 +main-credits-other_art = 其他艺术 +main-credits-contributors = 贡献者 +loading-tips = + .a0 = 按下 '{ $gameinput-togglelantern }' 来点亮提灯. + .a1 = 按下 '{ $gameinput-help }' 查看所有默认快捷键. + .a2 = 你可以输入 /say 或 /s 只与您周围的玩家聊天. + .a3 = 你可以输入 /region 或 /r 只与你区域范围内的玩家聊天. + .a4 = 管理员可以输入 /build 指令来进入建造模式. + .a5 = 你可以输入 /group 或 /g 只与你的队伍的玩家聊天. + .a6 = 你可以输入 /tell 玩家名称 发送私人消息. + .a7 = 注意地面上的食物,箱子以及其他战利品! + .a8 = 背包里全是食物? 尝试使用它们制作更好的食物! + .a9 = 不知道做什么? 地图上褐色标点区域有地牢! + .a10 = 不要忘记调整图形设置. 按下 '{ $gameinput-settings }' 打开设置. + .a11 = 和其他人一起游玩时! 按下 '{ $gameinput-social }' 查看在线玩家. + .a12 = 按下 '{ $gameinput-dance }' 跳舞! + .a13 = 按下 '{ $gameinput-glide }' 可以打开滑翔翼并立刻起飞 + .a14 = Veloren 处于Pre-Alpha阶段. 我们每天都在努力改善它! + .a15 = 如果您想加入开发团队或与我们聊天,请加入我们的Discord服务器. + .a16 = 你可以在设置中的生命栏中切换显示你的生命状态. + .a17 = 坐在篝火旁(同时按下 '{ $gameinput-sit }' 键),会缓慢恢复血量. + .a18 = 需要更大的背包或更好的护甲来继续你的旅程吗? 按下 '{ $gameinput-crafting }' 打开制作菜单! + .a19 = 按下 '{ $gameinput-roll }' 来翻滚. 滚动可以移动更快,用来躲避敌人的攻击. + .a20 = 想知道一件物品是用来做什么的吗? 在制作中 '输入:<物品名称>' 来搜索它用于那些配方上. + .a21 = 发现一些很酷的东西吗? 用 '{ $gameinput-screenshot }'来截图. diff --git a/assets/voxygen/i18n/zh-Hans/npc.ftl b/assets/voxygen/i18n/zh-Hans/npc.ftl new file mode 100644 index 0000000..1e1c36b --- /dev/null +++ b/assets/voxygen/i18n/zh-Hans/npc.ftl @@ -0,0 +1,284 @@ +npc-speech-villager = + .a0 = 我超喜欢奶酪的。 +npc-speech-villager_open = + .a0 = 我不知道卡托利帕斯吃草时会在想什么。 + .a1 = 你认为使尸体发光的原因是什么? + .a2 = 你听说过凶猛的陆鲨吗?我听说它们生活在沙漠中。 + .a3 = 我想知道山的另一边是什么。 + .a4 = 我给我的兄弟姐妹留了一些奶酪,现在我不知道它是否还在。我称它为薛定谔的奶酪。 + .a5 = 你曾经捉住过萤火虫吗? + .a6 = 他们说在洞穴中可以找到各种闪亮的宝石。 + .a7 = 我只是不明白那些蜥蜴人从何而来。 +npc-speech-villager_adventurous = + .a0 = 我希望有一天能制做出自己的滑翔伞。 + .a1 = 当我变得更强大时,我想去山洞里闯荡一番。 +npc-speech-villager_closed = + .a0 = 你不是本地人,对吗? + .a1 = 你不认为我们的村庄是最好的吗? + .a2 = 听说蘑菇有益健康,可我从来没吃过。 + .a3 = 成败与否?我想我会成为一名农夫。 +npc-speech-villager_conscientious = + .a0 = 我一直很忙,总有事情要做。 + .a1 = 我希望快点下雨,这对农作物有好处。 +npc-speech-villager_busybody = + .a0 = 人们应该少说话多工作。 +npc-speech-villager_unconscientious = + .a0 = 我认为是时候吃第二顿早餐了! + .a1 = 我希望我的房子不要这么乱。那样我就得收拾了!哈哈! + .a2 = 我到底把那东西放哪里去了... +npc-speech-villager_extroverted = + .a0 = 你不会相信我这个周末做了什么! + .a1 = 早上好! + .a2 = 你觉得这天气怎样? + .a3 = 我对奶酪简直是痴迷! + .a4 = 别忘了饼干! + .a5 = 我只是崇拜矮人奶酪,我希望我也能做出来。 + .a6 = 昨晚我梦见了美妙的奶酪。这意味着什么? + .a7 = 我爱蜂蜜!但我讨厌蜜蜂。 +npc-speech-villager_sociable = + .a0 = 你不进来吗?我们正要吃奶酪呢! + .a1 = 你想看看我的花园吗?好吧,也许还需要再等一等。 +npc-speech-villager_introverted = + .a0 = 嗨。 + .a1 = 哦,我?我没什么特别的。 +npc-speech-villager_agreeable = + .a0 = 你今天过得怎么样? + .a1 = 如果需要什么尽管告诉我。 + .a2 = 你有看见我的猫吗? +npc-speech-villager_worried = + .a0 = 小心点,好吗?外面很危险。 +npc-speech-villager_disagreeable = + .a0 = 我说话就这样,如果其他人不喜欢,管他的呢。 + .a1 = 现在的人也太脆弱了吧。 +npc-speech-villager_neurotic = + .a0 = 一想到那些地牢就会让我感到害怕。我希望有人能把它们清除掉。 + .a1 = 有人应该对那些邪教徒做些什么。最好不是我。 + .a2 = 我有不好的预感。 + .a3 = 我希望有人能把狼赶走。 +npc-speech-villager_sad_loner = + .a0 = 我好孤单。 + .a1 = { "." }.. 很抱歉这么尴尬的冷场。我不太会与人相处。 +npc-speech-villager_seeker = + .a0 = 我希望有一天能看到外面的世界.美好的生活不仅在这村庄里。 +npc-speech-villager_stable = + .a0 = 这不是很愉快的一天吗? + .a1 = 生活还算过得去。 + .a2 = 在树林里漫步的美好一天! +npc-speech-villager_decline_trade = + .a0 = 抱歉,我没有什么可交易的。 + .a1 = 交易?我没有什么你感兴趣的的东西。 + .a2 = 房子是我的,我不会用它换任何东西。 +npc-speech-villager_busy = + .a0 = 抱歉,我现在不能和你说话。 + .a1 = 我们待会儿再谈,我很忙。 +npc-speech-merchant_advertisement = + .a0 = 你有兴趣和我的交易吗? + .a1 = 你想和我交易吗? + .a2 = 我有很多货物,你想看看吗? +npc-speech-merchant_busy = + .a0 = 请稍等,我一个人忙不过来。 + .a1 = 请稍等,我先把手上的事完成。 + .a2 = 我很忙,马上回来。 +npc-speech-merchant_busy_rude = + .a0 = 嘿,轮到你了。 + .a1 = 你看到在你前面的那个人了吗? + .a2 = 不许插队。 +npc-speech-merchant_trade_successful = + .a0 = 谢谢您与我交易! + .a1 = 谢谢您! +npc-speech-merchant_trade_declined = + .a0 = 也许下次可以,祝你有美好的一天! + .a1 = 真遗憾,也许下次可以! +npc-speech-merchant_trade_cancelled_hostile = + .a0 = 很抱歉打断一下,我们这里有一个问题要解决! + .a1 = 我们待会再交易,我有事情需要先处理! +npc-speech-ambush = + .a0 = 独自旅行是不明智的! + .a1 = 打劫你实在是太简单了! +npc-speech-villager_cultist_alarm = + .a0 = 当心!那里有一个邪教徒! + .a1 = 拿起武器!信徒们要进攻了! + .a2 = 邪教徒怎么敢攻击我们的村庄! + .a3 = 该死的邪教徒! + .a4 = 这里决不容忍邪教徒! + .a5 = 凶恶的邪教徒! + .a6 = 肮脏的邪教徒,尝尝我的剑刃! + .a7 = 你们邪教徒的手上沾满了鲜血,别想洗清你们的罪孽! + .a8 = 该死的成千上万只臭贝壳! 我们之中出了个叛徒! + .a9 = 这个邪教徒的邪恶一生即将结束! + .a10 = 这个邪教徒是我的了! + .a11 = 准备跟你的造物主见面吧,肮脏的邪教徒! + .a12 = 我发现了一个邪教徒!抓住他们! + .a13 = 我发现了一个邪教徒!攻击! + .a14 = 我发现了一个邪教徒!别让他跑了! + .a15 = 大多数的邪教徒都会在意死亡吗?! + .a16 = 决不原谅!永不忘记!忏悔吧,邪教徒! + .a17 = 去死吧,邪教徒! + .a18 = 你的恐怖统治即将终结! + .a19 = 你所做的这一切,罪有应得! + .a20 = 我们这里很不欢迎你这种家伙。 + .a21 = 你应该下地狱! +npc-speech-villager_under_attack = + .a0 = 救命,我被袭击了! + .a1 = 救命!我被袭击了! + .a2 = 哎哟!我被袭击了! + .a3 = 哎哟!我被袭击了! 我需要帮助! + .a4 = 快救我!我被袭击了! + .a5 = 我被袭击了!救命! + .a6 = 我被袭击了!我需要帮助! + .a7 = 救命! + .a8 = 救命!救命! + .a9 = 救命!救命!救命! + .a10 = 我被袭击了! + .a11 = 啊啊啊啊!我被袭击了! + .a12 = 啊啊啊啊!我被袭击了!救命! + .a13 = 救命!我们遭到袭击! + .a14 = 救命!有杀人犯! + .a15 = 救命!这里有一个在逃杀人犯! + .a16 = 救命!他们想杀我! + .a17 = 守卫, 我被袭击了! + .a18 = 守卫! 我被袭击了! + .a19 = 我被袭击了!守卫! + .a20 = 救命!守卫!我被袭击了! + .a21 = 守卫!快来! + .a22 = 守卫!守卫! + .a23 = 守卫!这里有一个恶棍在打我! + .a24 = 守卫,快杀死这个恶棍! + .a25 = 守卫!这里有一个杀人犯! + .a26 = 守卫!帮帮我! + .a27 = 你别想逃了!守卫! + .a28 = 你是恶魔! + .a29 = 救命! + .a30 = 救救我!拜托! + .a31 = 哎哟!守卫!救命! + .a32 = 他们会来找我的! + .a33 = 救命! 救命! 我被压迫了! + .a34 = 噢,我们看到了这存在于系统里的暴力。 + .a35 = 这只是擦伤而已! + .a36 = 住手! + .a37 = 我得罪你了吗?! + .a38 = 不要再打了! + .a39 = 嘿! 别拿那东西指着我! + .a40 = 可恶的家伙, 全都去死吧! + .a41 = 住手!然后滚蛋! + .a42 = 你现在让我很生气! + .a43 = 喂! 你以为你是谁?! + .a44 = 我会帮你的! + .a45 = 停,请停一下!我没有任何值钱的东西! + .a46 = 我把我的兄弟放在你身上,他比我的大多了! + .a47 = 不, 我要告诉妈妈! + .a48 = 诅咒你! + .a49 = 请不要这么做。 + .a50 = 那不是很好! + .a51 = 你的武器很好,现在可以收起来了! + .a52 = 饶了我吧! + .a53 = 拜托了,我上有老下有小! + .a54 = 我还小就要死了! + .a55 = 我们可以谈谈这个吗? + .a56 = 暴力永远不是解决问题的方式! + .a57 = 今天真是非常糟糕的一天... + .a58 = 喂,别打我! + .a59 = 诶! + .a60 = 真没礼貌! + .a61 = 停手,求求你! + .a62 = 你有病啊! + .a63 = 这不好玩。 + .a64 = 你怎么敢?! + .a65 = 你会为此付出代价的! + .a66 = 坚持下去你会后悔的! + .a67 = 不要让我伤害你! + .a68 = 这肯定有什么误会! + .a69 = 你没必要这样对我吧! + .a70 = 再见吧,恶魔! + .a71 = 真的好疼! + .a72 = 为什么要这么做? + .a73 = 神经病啊, 停手! + .a74 = 你让我和别人感到很迷惑! + .a75 = 我不值得你这么做! + .a76 = 请不要再这样做。 + .a77 = 守卫,把这个怪物扔进湖里! + .a78 = 我会把你列为头号敌人! + .a79 = 为什么是我...? +npc-speech-villager_enemy_killed = + .a0 = 我消灭敌人了! + .a1 = 终于和平了! + .a2 = { "." }..现在我在做什么? +npc-speech-menacing = + .a0 = 我警告你! + .a1 = 在离我近点我就要进攻了! + .a2 = 你吓不倒我的! + .a3 = 离开这里! + .a4 = 想要小命的话就给我滚! + .a5 = 这里不欢迎你! +npc-speech-cultist_low_health_fleeing = + .a0 = 留得青山在! + .a1 = 撤退! + .a2 = 诅咒你! + .a3 = 我会在死后诅咒你的! + .a4 = 我需要休息! + .a5 = 他们太厉害了! +npc-speech-prisoner = + .a0 = 那些恶棍拿走了我的鹤嘴锄! + .a1 = 囚禁在这里一点也不好玩。 + .a3 = 那个红衣主教不可信。 + .a4 = 这些神职人员做得不怎么样。 + .a5 = 我多么希望我现在还有我的镐! +npc-speech-moving_on = + .a0 = 我在这花太多时间啦,向 { $site } 出发! +npc-speech-migrating = + .a0 = 我住在这里一点都不开心。是时候迁居到{ $site }了。 + .a1 = 是时候迁居到{ $site }了,我受够了这里。 +npc-speech-night_time = + .a0 = 时候不早了,是时候回家了。 + .a1 = 我累了。 + .a2 = 我的床呼唤着我! +npc-speech-day_time = + .a0 = 新的一天开始了! + .a1 = 我本来就不喜欢起床... +npc-speech-start_hunting = + .a0 = 是时候外出打猎了! +npc-speech-guard_thought = + .a0 = 我兄弟外出打怪,你猜我得到了什么? 站岗... + .a1 = 就这最后一次巡逻,我就能回家啦! + .a2 = 没有任何强盗可以从我手中逃出。 +npc-speech-merchant_sell_undirected = + .a0 = 我所有商品都是最高质量的! + .a1 = 有哪位顾客想找我买商品呢? + .a2 = 我可是镇内拥有最佳优惠的商人。 + .a3 = 在寻找资源?全都包给我。 +npc-speech-merchant_sell_directed = + .a0 = 对!就是你!您需要任何东东吗? + .a1 = 您饿了吗?我这里肯定有您想买的奶酪。 + .a2 = 您看起来需要一套全新的装备! +npc-speech-tell_site = + .a0 = 你去过{ $site }吗?它就在我们{ $dir }方! + .a1 = 你应该尝试去{ $site }。 + .a2 = 如果你往{ $dir }方向行走,你就可以达到{ $site }。 +npc-speech-tell_monster = + .a0 = 听说{ $dir }有一头{ $body },{ $dist }... + .a1 = 你觉得自己很强吗?在{ $dir }有一头{ $body }. +npc-speech-witness_murder = + .a0 = 杀人犯! + .a1 = 你怎么能这么做? + .a2 = 啊啊啊! +npc-speech-witness_enemy_murder = + .a0 = 我的英雄! + .a1 = 终于得救了! + .a2 = 耶! +npc-speech-witness_death = + .a0 = 不! + .a1 = 这太悲惨了! + .a2 = 我的天啊! +npc-speech-dir_north = 北 +npc-speech-dir_north_east = 东北 +npc-speech-dir_east = 东 +npc-speech-dir_south_east = 东南 +npc-speech-dir_south = 南 +npc-speech-dir_south_west = 西南 +npc-speech-dir_west = 西 +npc-speech-dir_north_west = 西北 +npc-speech-dist_very_far = 距离非常远。 +npc-speech-dist_far = 距离很远。 +npc-speech-dist_ahead = 有些距离。 +npc-speech-dist_near = 就在附近。 +npc-speech-dist_near_to = 就在很近的地方。 diff --git a/assets/voxygen/i18n/zh-Hant/_manifest.ron b/assets/voxygen/i18n/zh-Hant/_manifest.ron new file mode 100644 index 0000000..468cdec --- /dev/null +++ b/assets/voxygen/i18n/zh-Hant/_manifest.ron @@ -0,0 +1,30 @@ +/// Localization for Traditional Chinese +( + metadata: ( + language_name: "繁體中文 (Traditional Chinese)", + language_identifier: "zh-Hant", + ), + convert_utf8_to_ascii: false, + fonts: { + "opensans": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 0.75, + ), + "metamorph": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 0.75, + ), + "alkhemi": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 0.75, + ), + "wizard": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 0.75, + ), + "cyri": Font ( + asset_key: "voxygen.font.bdfUMplus-outline", + scale_ratio: 0.75, + ), + } +) diff --git a/assets/voxygen/i18n/zh-Hant/body.ftl b/assets/voxygen/i18n/zh-Hant/body.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/zh-Hant/buff.ftl b/assets/voxygen/i18n/zh-Hant/buff.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/zh-Hant/char_selection.ftl b/assets/voxygen/i18n/zh-Hant/char_selection.ftl new file mode 100644 index 0000000..d79a553 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hant/char_selection.ftl @@ -0,0 +1,15 @@ +char_selection-delete_permanently = 永久刪除這個角色嗎? +char_selection-change_server = 變更伺服器 +char_selection-enter_world = 進入世界 +char_selection-logout = 登出 +char_selection-character_creation = 角色建立 +char_selection-human_default = 預設人類 +char_selection-level_fmt = 等級 { $level_nb } +char_selection-uncanny_valley = 怪異峽谷 +char_selection-plains_of_uncertainty = 疑惑平原 +char_selection-beard = 鬍鬚 +char_selection-hair_style = 頭髮造型 +char_selection-hair_color = 頭髮顏色 +char_selection-eye_color = 眼睛顏色 +char_selection-skin = 膚色 +char_selection-accessories = 飾品 diff --git a/assets/voxygen/i18n/zh-Hant/common.ftl b/assets/voxygen/i18n/zh-Hant/common.ftl new file mode 100644 index 0000000..d7d10d0 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hant/common.ftl @@ -0,0 +1,35 @@ +common-username = 帳號名稱 +common-singleplayer = 單人模式 +common-multiplayer = 多人模式 +common-servers = 伺服器 +common-quit = 退出 +common-settings = 設定 +common-languages = 語言 +common-interface = 界面 +common-gameplay = 遊戲 +common-controls = 控制 +common-video = 畫面 +common-sound = 聲音 +common-resume = 繼續 +common-characters = 角色 +common-close = 關閉 +common-yes = 是 +common-no = 否 +common-back = 返回 +common-create = 建立 +common-okay = 好 +common-accept = 接受 +common-disclaimer = 免責聲明 +common-cancel = 取消 +common-none = 無 +common-error = 錯誤 +common-fatal_error = 致命錯誤 +common-connection_lost = + 連線中斷! + 檢查看看伺服器重啟了嗎? + 客戶端有更新了嗎? +common-weapons-axe = 斧 +common-weapons-sword = 劍 +common-weapons-staff = 杖 +common-weapons-bow = 弓 +common-weapons-hammer = 鎚 diff --git a/assets/voxygen/i18n/zh-Hant/esc_menu.ftl b/assets/voxygen/i18n/zh-Hant/esc_menu.ftl new file mode 100644 index 0000000..ecc43ce --- /dev/null +++ b/assets/voxygen/i18n/zh-Hant/esc_menu.ftl @@ -0,0 +1,2 @@ +esc_menu-logout = 登出 +esc_menu-quit_game = 退出遊戲 \ No newline at end of file diff --git a/assets/voxygen/i18n/zh-Hant/gameinput.ftl b/assets/voxygen/i18n/zh-Hant/gameinput.ftl new file mode 100644 index 0000000..39c4a08 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hant/gameinput.ftl @@ -0,0 +1 @@ +gameinput-greet = 打招呼 \ No newline at end of file diff --git a/assets/voxygen/i18n/zh-Hant/hud/ability.ftl b/assets/voxygen/i18n/zh-Hant/hud/ability.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/zh-Hant/hud/bag.ftl b/assets/voxygen/i18n/zh-Hant/hud/bag.ftl new file mode 100644 index 0000000..4a6f0b8 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hant/hud/bag.ftl @@ -0,0 +1,4 @@ +hud-bag-inventory = 的物品欄 +hud-bag-stats_title = 的狀態 +hud-bag-armor = 護甲 +hud-bag-stats = 狀態 diff --git a/assets/voxygen/i18n/zh-Hant/hud/char_window.ftl b/assets/voxygen/i18n/zh-Hant/hud/char_window.ftl new file mode 100644 index 0000000..f95dc58 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hant/hud/char_window.ftl @@ -0,0 +1,7 @@ +character_window-character_name = 角色名稱 +character_window-character_stats = + 耐力 + + 敏捷 + + 法力 diff --git a/assets/voxygen/i18n/zh-Hant/hud/chat.ftl b/assets/voxygen/i18n/zh-Hant/hud/chat.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/zh-Hant/hud/crafting.ftl b/assets/voxygen/i18n/zh-Hant/hud/crafting.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/zh-Hant/hud/group.ftl b/assets/voxygen/i18n/zh-Hant/hud/group.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/zh-Hant/hud/map.ftl b/assets/voxygen/i18n/zh-Hant/hud/map.ftl new file mode 100644 index 0000000..e674f39 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hant/hud/map.ftl @@ -0,0 +1,2 @@ +hud-map-map_title = 地圖 +hud-map-qlog_title = 任務 \ No newline at end of file diff --git a/assets/voxygen/i18n/zh-Hant/hud/misc.ftl b/assets/voxygen/i18n/zh-Hant/hud/misc.ftl new file mode 100644 index 0000000..800735b --- /dev/null +++ b/assets/voxygen/i18n/zh-Hant/hud/misc.ftl @@ -0,0 +1,11 @@ +hud-do_not_show_on_startup = 開啟時不顯示這個 +hud-show_tips = 顯示提示 +hud-quests = 任務 +hud-you_died = 死亡 +hud-press_key_to_show_keybindings_fmt = 按 { $key } 以顯示按鍵設置 +hud-press_key_to_show_debug_info_fmt = 按 { $key } 以顯示除錯資訊 +hud-press_key_to_toggle_keybindings_fmt = 按 { $key } 以切換按鍵設置 +hud-press_key_to_toggle_debug_info_fmt = 按 { $key } 以切換除錯資訊 +hud-press_key_to_respawn = 按 { $key } 以重生在上一個營火堆。 +hud-spell = 法術 +hud-free_look_indicator = 進入自由視角中 diff --git a/assets/voxygen/i18n/zh-Hant/hud/quest.ftl b/assets/voxygen/i18n/zh-Hant/hud/quest.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/zh-Hant/hud/sct.ftl b/assets/voxygen/i18n/zh-Hant/hud/sct.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/zh-Hant/hud/settings.ftl b/assets/voxygen/i18n/zh-Hant/hud/settings.ftl new file mode 100644 index 0000000..bbb6dc0 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hant/hud/settings.ftl @@ -0,0 +1,39 @@ +hud-settings-general = 一般 +hud-settings-none = 無 +hud-settings-press_behavior-toggle = 切換 +hud-settings-press_behavior-hold = 按住 +hud-settings-help_window = 協助視窗 +hud-settings-debug_info = 除錯資訊 +hud-settings-tips_on_startup = 開啟時顯示提示 +hud-settings-ui_scale = 界面大小 +hud-settings-relative_scaling = 相對大小 +hud-settings-custom_scaling = 自訂大小 +hud-settings-crosshair = 準星 +hud-settings-opacity = 透明度 +hud-settings-hotbar = 角色資訊 +hud-settings-toggle_shortcuts = 顯示快捷鍵 +hud-settings-toggle_bar_experience = 顯示經驗條 +hud-settings-scrolling_combat_text = 戰鬥訊息 +hud-settings-incoming_damage = 所受傷害 +hud-settings-energybar_numbers = 能量條 +hud-settings-values = 數字 +hud-settings-percentages = 百分比 +hud-settings-chat = 聊天欄 +hud-settings-background_opacity = 背景透明度 +hud-settings-pan_sensitivity = 滑鼠靈敏度 +hud-settings-zoom_sensitivity = 縮放靈敏度 +hud-settings-invert_scroll_zoom = 反轉滾輪縮放 +hud-settings-invert_mouse_y_axis = 反轉 Y 軸 +hud-settings-free_look_behavior = 自由視角 +hud-settings-view_distance = 視野距離 +hud-settings-maximum_fps = 最高 FPS +hud-settings-fov = 視野 +hud-settings-gamma = Gamma +hud-settings-antialiasing_mode = 反鋸齒模式 +hud-settings-cloud_rendering_mode = 雲朵渲染模式 +hud-settings-fluid_rendering_mode = 流體渲染模式 +hud-settings-fullscreen = 全螢幕 +hud-settings-save_window_size = 儲存螢幕大小 +hud-settings-music_volume = 音樂音量 +hud-settings-sound_effect_volume = 音效音量 +hud-settings-audio_device = 音訊設備 diff --git a/assets/voxygen/i18n/zh-Hant/hud/skills.ftl b/assets/voxygen/i18n/zh-Hant/hud/skills.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/zh-Hant/hud/social.ftl b/assets/voxygen/i18n/zh-Hant/hud/social.ftl new file mode 100644 index 0000000..d825ee1 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hant/hud/social.ftl @@ -0,0 +1,6 @@ +hud-social = 社交 +hud-social-online = 線上 +hud-social-friends = 朋友 +hud-social-not_yet_available = 尚未開放 +hud-social-faction = 陣營 +hud-social-play_online_fmt = { $nb_player } 位朋友在線 diff --git a/assets/voxygen/i18n/zh-Hant/hud/subtitles.ftl b/assets/voxygen/i18n/zh-Hant/hud/subtitles.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/zh-Hant/hud/trade.ftl b/assets/voxygen/i18n/zh-Hant/hud/trade.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/zh-Hant/main.ftl b/assets/voxygen/i18n/zh-Hant/main.ftl new file mode 100644 index 0000000..312ee57 --- /dev/null +++ b/assets/voxygen/i18n/zh-Hant/main.ftl @@ -0,0 +1,40 @@ +main-connecting = 連線中 +main-creating_world = 生成世界中 +main-notice = + 歡迎加入 Veloren alpha 版! + + 在您開始享受遊戲之前,請注意一些事情: + + - 這是非常前期的 alpha 版本,您會遇到不少錯誤、未完成遊戲模式、未完善的遊戲機制以及缺失的功能。 + - 如鬼有建設性的意見回饋或是錯誤回報,可以上 Reddit、GitLab 或者我們的 Discord 伺服器。 + - Veloren 的授權條款是 GPL 3 open-source licence,也就是任何人都可以任意的遊玩、更改並重新發布遊戲(其衍生的專案也都是 GPL 3)。 + - Veloren 是個非營利的社群專案,任何人都是自願參預開發的。如果喜歡的話,歡迎加入開發與美術設計團隊。 + - 「Voxel RPG」是個專屬的類別,就像任何的第一人稱射擊遊戲以前都稱作 Doom 的複製品。 + + 就像他們一樣,我們想要打造完美的作品,這不是款複製品遊戲,而此遊戲的開發將會讓未來的遊戲更加多元化。 + + 感謝您的閱讀,我們祝您能享受遊戲! + + ~ Veloren 開發人員 +main-login_process = + Information on the Login Process: + + If you are having issues signing in: + + Please note that you now need an account + to play on auth-enabled servers. + + You can create an account over at + + https://veloren.net/account/. +main-login-server_not_found = 找不到伺服器 +main-login-authentication_error = 伺服器認證錯誤 +main-login-server_full = 伺服器已滿 +main-login-untrusted_auth_server = 認證伺服器不可信 +main-login-outdated_client_or_server = 伺服器錯誤:版本可能不相容,請檢查更新。 +main-login-timeout = 逾時:伺服器無法即時回應(也許試過載或者網路問題)。 +main-login-server_shut_down = 伺服器已關閉 +main-login-network_error = 網路錯誤 +main-login-failed_sending_request = 認證伺服器請求失敗 +main-login-client_crashed = 客戶端崩潰 +main-login-select_language = 选择一种语言 diff --git a/assets/voxygen/i18n/zh-Hant/npc.ftl b/assets/voxygen/i18n/zh-Hant/npc.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/i18n/zh_Hans/item/admin.ftl b/assets/voxygen/i18n/zh_Hans/item/admin.ftl new file mode 100644 index 0000000..e69de29 diff --git a/assets/voxygen/item_image_manifest.ron b/assets/voxygen/item_image_manifest.ron new file mode 100644 index 0000000..83010c3 --- /dev/null +++ b/assets/voxygen/item_image_manifest.ron @@ -0,0 +1,5194 @@ +// Png(specifier), +// Vox(specier), +// VoxTrans(specifier, offset, (x_rot, y_rot, z_rot), zoom) +({ + // Crafting Stations + Simple("Anvil"): VoxTrans( + "voxel.sprite.anvil.anvil-0", + (0.5, 0.5, 0.0), (0.0, 60.0, 90.0), 1.0, + ), + Simple("Cauldron"): VoxTrans( + "voxel.sprite.cauldron.cauldron-0", + (0.0, 0.0, 0.0), (-50.0, 40.0, 30.0), 1.0, + ), + Simple("CookingPot"): VoxTrans( + "voxel.sprite.cooking_pot.pot-0", + (0.0, 0.0, 0.0), (0.0, 90.0, 90.0), 1.2, + ), + Simple("CraftingBench"): VoxTrans( + "voxel.sprite.crafting_bench.crafting_bench-0", + (0.0, 0.0, 0.0), (-50.0, 40.0, 20.0), 1.0, + ), + Simple("Forge"): VoxTrans( + "voxel.object.forge", + (0.0, 0.0, 0.0), (-80.0, 20.0, 0.0), 1.0, + ), + Simple("Loom"): VoxTrans( + "voxel.object.loom", + (0.0, 0.0, 0.0), (-100.0, 00.0, 0.0), 1.0, + ), + Simple("SpinningWheel"): VoxTrans( + "voxel.object.spinning_wheel", + (0.0, 0.0, 0.0), (-70.0, 10.0, 0.0), 1.0, + ), + Simple("TanningRack"): VoxTrans( + "voxel.object.tanning_rack", + (0.0, 0.0, 0.0), (-90.0, 20.0, 0.0), 1.0, + ), + Simple("DismantlingBench"): VoxTrans( + "voxel.sprite.salvaging_station.salvaging_station-0", + (0.0, 0.0, 0.0), (-50.0, 40.0, 30.0), 0.9, + ), + Simple("RepairBench"): VoxTrans( + "voxel.sprite.repair_bench.repair_bench-0", + (0.0, 0.0, 0.0), (-50.0, 40.0, 30.0), 0.9, + ), + // Weapons + // Diary Example Images + Simple("example_utility"): VoxTrans( + "voxel.weapon.projectile.fireworks_green-0", + (0.0, 0.5, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + Simple("example_sword"): VoxTrans( + "voxel.weapon.sword.greatsword_2h_dullahan", + (0.0, 0.0, 0.0), (90.0, 80.0, 0.0), 1.0, + ), + Simple("example_axe"): VoxTrans( + "voxel.weapon.axe.2haxe_malachite-0", + (0.0, 0.0, 0.0), (-90.0, 70.0, 0.0), 1.0, + ), + Simple("example_hammer"): VoxTrans( + "voxel.weapon.hammer.greatmace.bloodsteel-2h", + (-1.0, 0.0, 0.0), (-70.0, 55.0, 0.0), 1.0, + ), + Simple("example_bow"): VoxTrans( + "voxel.weapon.bow.velorite", + (-1.0, 0.0, 0.0), (90.0, 60.0, 0.0), 1.0, + ), + Simple("example_staff_fire"): VoxTrans( + "voxel.weapon.staff.firestaff_saurok", + (-1.0, 0.0, 0.0), (-100.0, -140.0, 0.0), 1.0, + ), + Simple("example_sceptre"): VoxTrans( + "voxel.weapon.sceptre.wood-nature", + (-1.0, 0.0, 0.0), (-90.0, 55.0, 0.0), 1.0, + ), + Simple("example_pick"): VoxTrans( + "voxel.weapon.tool.pickaxe_green-0", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("example_dagger"): VoxTrans( + "voxel.weapon.dagger.dagger_basic-0", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + Simple("example_shield"): VoxTrans( + "voxel.weapon.shield.wood-0", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + Simple("example_general_combat_left"): VoxTrans( + "voxel.weapon.sword.long_2h_saurok", + (0.0, 0.0, 0.0), (85.0, -90.0, -40.0), 1.0, + ), + Simple("example_general_combat_right"): VoxTrans( + "voxel.weapon.sword.long_2h_saurok", + (0.0, 0.0, 0.0), (125.0, 90.0, 80.0), 1.0, + ), + // Bows + ModularWeapon(("common.items.modular.weapon.primary.bow.bow", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.bow.bow.wood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.composite", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.bow.composite.wood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.bow.greatbow.wood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.bow.longbow.wood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.bow.ornate.wood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.bow.shortbow.wood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.bow.warbow.wood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.bow", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.bow.bow.bamboo", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.composite", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.bow.composite.bamboo", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.bow.greatbow.bamboo", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.bow.longbow.bamboo", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.bow.ornate.bamboo", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.bow.shortbow.bamboo", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.bow.warbow.bamboo", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.bow", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.bow.bow.hardwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.composite", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.bow.composite.hardwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.bow.greatbow.hardwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.bow.longbow.hardwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.bow.ornate.hardwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.bow.shortbow.hardwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.bow.warbow.hardwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.bow", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.bow.bow.ironwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.composite", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.bow.composite.ironwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.bow.greatbow.ironwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.bow.longbow.ironwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.bow.ornate.ironwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.bow.shortbow.ironwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.bow.warbow.ironwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.bow", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.bow.bow.frostwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.composite", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.bow.composite.frostwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.bow.greatbow.frostwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.bow.longbow.frostwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.bow.ornate.frostwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.bow.shortbow.frostwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.bow.warbow.frostwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.bow", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.bow.bow.eldwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.composite", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.bow.composite.eldwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.bow.greatbow.eldwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.bow.longbow.eldwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.bow.ornate.eldwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.bow.shortbow.eldwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.bow.warbow.eldwood", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.weapons.bow.sagitta"): VoxTrans( + "voxel.weapon.bow.sagitta", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.weapons.bow.starter"): VoxTrans( + "voxel.weapon.bow.starter", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.weapons.bow.velorite"): VoxTrans( + "voxel.weapon.bow.velorite", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.debug.velorite_bow_debug"): VoxTrans( + "voxel.weapon.bow.velorite", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.0, + ), + // Daggers + Simple("common.items.weapons.dagger.starter_dagger"): VoxTrans( + "voxel.weapon.dagger.dagger_rusty", + (0.0, 0.0, -4.0), (-120.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.dagger.basic_0"): VoxTrans( + "voxel.weapon.dagger.dagger_basic-0", + (0.0, 0.0, -4.0), (-120.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.dagger.cultist_0"): VoxTrans( + "voxel.weapon.dagger.dagger_cult-0", + (0.0, 0.0, -4.0), (-120.0, 90.0, 0.0), 1.1, + ), + // Swords + ModularWeapon(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.sword.greatsword.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.sword.katana.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.sword.longsword.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.sword.ornate.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.sword.sabre.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.sword.sawblade.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.sword.zweihander.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.sword.greatsword.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.sword.katana.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.sword.longsword.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.sword.ornate.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.sword.sabre.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.sword.sawblade.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.sword.zweihander.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.sword.greatsword.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.sword.katana.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.sword.longsword.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.sword.ornate.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.sword.sabre.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.sword.sawblade.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.sword.zweihander.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.sword.greatsword.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.sword.katana.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.sword.longsword.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.sword.ornate.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.sword.sabre.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.sword.sawblade.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.sword.zweihander.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.sword.greatsword.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.sword.katana.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.sword.longsword.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.sword.ornate.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.sword.sabre.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.sword.sawblade.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.sword.zweihander.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.sword.greatsword.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.sword.katana.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.sword.longsword.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.sword.ornate.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.sword.sabre.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.sword.sawblade.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.sword.zweihander.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.weapons.sword.caladbolg"): VoxTrans( + "voxel.weapon.sword.caladbolg", + (0.0, 0.0, -4.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.sword.cultist"): VoxTrans( + "voxel.weapon.sword.cultist", + (0.0, 0.0, -4.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.sword.frost-0"): VoxTrans( + "voxel.weapon.sword.frost-0", + (0.0, 0.0, -4.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.sword.frost-1"): VoxTrans( + "voxel.weapon.sword.frost-1", + (0.0, 0.0, -4.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.sword.starter"): VoxTrans( + "voxel.weapon.sword.starter", + (0.0, 0.0, -4.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.debug.admin_sword"): VoxTrans( + "voxel.weapon.sword.frost-1", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.5, + ), + // 1h Swords + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bronze", One)): VoxTrans( + "voxel.weapon.sword.katana.bronze-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bronze", One)): VoxTrans( + "voxel.weapon.sword.longsword.bronze-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bronze", One)): VoxTrans( + "voxel.weapon.sword.ornate.bronze-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bronze", One)): VoxTrans( + "voxel.weapon.sword.sabre.bronze-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bronze", One)): VoxTrans( + "voxel.weapon.sword.sawblade.bronze-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.iron", One)): VoxTrans( + "voxel.weapon.sword.katana.iron-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.iron", One)): VoxTrans( + "voxel.weapon.sword.longsword.iron-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.iron", One)): VoxTrans( + "voxel.weapon.sword.ornate.iron-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.iron", One)): VoxTrans( + "voxel.weapon.sword.sabre.iron-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.iron", One)): VoxTrans( + "voxel.weapon.sword.sawblade.iron-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.steel", One)): VoxTrans( + "voxel.weapon.sword.katana.steel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.steel", One)): VoxTrans( + "voxel.weapon.sword.longsword.steel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.steel", One)): VoxTrans( + "voxel.weapon.sword.ornate.steel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.steel", One)): VoxTrans( + "voxel.weapon.sword.sabre.steel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.steel", One)): VoxTrans( + "voxel.weapon.sword.sawblade.steel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.cobalt", One)): VoxTrans( + "voxel.weapon.sword.katana.cobalt-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.cobalt", One)): VoxTrans( + "voxel.weapon.sword.longsword.cobalt-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.cobalt", One)): VoxTrans( + "voxel.weapon.sword.ornate.cobalt-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.cobalt", One)): VoxTrans( + "voxel.weapon.sword.sabre.cobalt-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.cobalt", One)): VoxTrans( + "voxel.weapon.sword.sawblade.cobalt-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bloodsteel", One)): VoxTrans( + "voxel.weapon.sword.katana.bloodsteel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bloodsteel", One)): VoxTrans( + "voxel.weapon.sword.longsword.bloodsteel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bloodsteel", One)): VoxTrans( + "voxel.weapon.sword.ornate.bloodsteel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bloodsteel", One)): VoxTrans( + "voxel.weapon.sword.sabre.bloodsteel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bloodsteel", One)): VoxTrans( + "voxel.weapon.sword.sawblade.bloodsteel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.orichalcum", One)): VoxTrans( + "voxel.weapon.sword.katana.orichalcum-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.orichalcum", One)): VoxTrans( + "voxel.weapon.sword.longsword.orichalcum-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.orichalcum", One)): VoxTrans( + "voxel.weapon.sword.ornate.orichalcum-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.orichalcum", One)): VoxTrans( + "voxel.weapon.sword.sabre.orichalcum-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.orichalcum", One)): VoxTrans( + "voxel.weapon.sword.sawblade.orichalcum-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.weapons.sword_1h.starter"): VoxTrans( + "voxel.weapon.sword.starter_1h", + (-1.0, 1.0, 0.0), (-135.0, 90.0, 0.0), 1.2, + ), + // Axes + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.axe.axe.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.axe.battleaxe.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.axe.greataxe.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.axe.jagged.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.axe.labrys.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.axe.ornate.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.axe.poleaxe.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.axe.axe.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.axe.battleaxe.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.axe.greataxe.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.axe.jagged.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.axe.labrys.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.axe.ornate.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.axe.poleaxe.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.axe.axe.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.axe.battleaxe.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.axe.greataxe.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.axe.jagged.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.axe.labrys.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.axe.ornate.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.axe.poleaxe.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.axe.axe.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.axe.battleaxe.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.axe.greataxe.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.axe.jagged.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.axe.labrys.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.axe.ornate.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.axe.poleaxe.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.axe.axe.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.axe.battleaxe.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.axe.greataxe.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.axe.jagged.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.axe.labrys.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.axe.ornate.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.axe.poleaxe.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.axe.axe.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.axe.battleaxe.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.axe.greataxe.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.axe.jagged.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.axe.labrys.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.axe.ornate.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.axe.poleaxe.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.weapons.axe.starter_axe"): VoxTrans( + "voxel.weapon.axe.2haxe_rusty", + (1.0, -1.0, 0.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.axe.malachite_axe-0"): VoxTrans( + "voxel.weapon.axe.2haxe_malachite-0", + (1.0, -1.0, 0.0), (-135.0, 90.0, 0.0), 1.2, + ), + Simple("common.items.weapons.axe.parashu"): VoxTrans( + "voxel.weapon.axe.parashu", + (1.0, -1.0, 0.0), (-135.0, 90.0, 0.0), 1.1, + ), + // 1h Axes + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bronze", One)): VoxTrans( + "voxel.weapon.axe.axe.bronze-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bronze", One)): VoxTrans( + "voxel.weapon.axe.battleaxe.bronze-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bronze", One)): VoxTrans( + "voxel.weapon.axe.jagged.bronze-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bronze", One)): VoxTrans( + "voxel.weapon.axe.ornate.bronze-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.iron", One)): VoxTrans( + "voxel.weapon.axe.axe.iron-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.iron", One)): VoxTrans( + "voxel.weapon.axe.battleaxe.iron-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.iron", One)): VoxTrans( + "voxel.weapon.axe.jagged.iron-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.iron", One)): VoxTrans( + "voxel.weapon.axe.ornate.iron-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.steel", One)): VoxTrans( + "voxel.weapon.axe.axe.steel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.steel", One)): VoxTrans( + "voxel.weapon.axe.battleaxe.steel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.steel", One)): VoxTrans( + "voxel.weapon.axe.jagged.steel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.steel", One)): VoxTrans( + "voxel.weapon.axe.ornate.steel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.cobalt", One)): VoxTrans( + "voxel.weapon.axe.axe.cobalt-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.cobalt", One)): VoxTrans( + "voxel.weapon.axe.battleaxe.cobalt-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.cobalt", One)): VoxTrans( + "voxel.weapon.axe.jagged.cobalt-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.cobalt", One)): VoxTrans( + "voxel.weapon.axe.ornate.cobalt-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bloodsteel", One)): VoxTrans( + "voxel.weapon.axe.axe.bloodsteel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bloodsteel", One)): VoxTrans( + "voxel.weapon.axe.battleaxe.bloodsteel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bloodsteel", One)): VoxTrans( + "voxel.weapon.axe.jagged.bloodsteel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bloodsteel", One)): VoxTrans( + "voxel.weapon.axe.ornate.bloodsteel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.orichalcum", One)): VoxTrans( + "voxel.weapon.axe.axe.orichalcum-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.orichalcum", One)): VoxTrans( + "voxel.weapon.axe.battleaxe.orichalcum-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.orichalcum", One)): VoxTrans( + "voxel.weapon.axe.jagged.orichalcum-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.orichalcum", One)): VoxTrans( + "voxel.weapon.axe.ornate.orichalcum-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + // Hammers + ModularWeapon(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.hammer.greathammer.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.hammer.greatmace.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.hammer.hammer.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.hammer.maul.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.hammer.ornate.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.hammer.spikedmace.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bronze", Two)): VoxTrans( + "voxel.weapon.hammer.warhammer.bronze-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.hammer.greathammer.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.hammer.greatmace.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.hammer.hammer.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.hammer.maul.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.hammer.ornate.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.hammer.spikedmace.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.iron", Two)): VoxTrans( + "voxel.weapon.hammer.warhammer.iron-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.hammer.greathammer.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.hammer.greatmace.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.hammer.hammer.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.hammer.maul.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.hammer.ornate.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.hammer.spikedmace.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.steel", Two)): VoxTrans( + "voxel.weapon.hammer.warhammer.steel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.hammer.greathammer.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.hammer.greatmace.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.hammer.hammer.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.hammer.maul.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.hammer.ornate.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.hammer.spikedmace.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.cobalt", Two)): VoxTrans( + "voxel.weapon.hammer.warhammer.cobalt-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.hammer.greathammer.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.hammer.greatmace.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.hammer.hammer.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.hammer.maul.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.hammer.ornate.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.hammer.spikedmace.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bloodsteel", Two)): VoxTrans( + "voxel.weapon.hammer.warhammer.bloodsteel-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.hammer.greathammer.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.hammer.greatmace.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.hammer.hammer.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.hammer.maul.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.hammer.ornate.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.hammer.spikedmace.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.orichalcum", Two)): VoxTrans( + "voxel.weapon.hammer.warhammer.orichalcum-2h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.weapons.hammer.hammer_1"): VoxTrans( + "voxel.weapon.hammer.2hhammer_rusty", + (2.0, -1.0, 0.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.hammer.starter_hammer"): VoxTrans( + "voxel.weapon.hammer.2hhammer_rusty", + (2.0, -1.0, 0.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.hammer.flimsy_hammer"): VoxTrans( + "voxel.weapon.hammer.2hhammer_flimsy", + (2.0, -1.0, 0.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.hammer.mjolnir"): VoxTrans( + "voxel.weapon.hammer.2hhammer_mjolnir", + (2.0, -1.0, 0.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.hammer.cultist_purp_2h-0"): VoxTrans( + "voxel.weapon.hammer.cult_purp-0", + (2.0, -1.0, 0.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.hammer.burnt_drumstick"): VoxTrans( + "voxel.weapon.hammer.burnt_drumstick", + (2.0, -1.0, 0.0), (-135.0, 90.0, 0.0), 1.1, + ), + // 1h Hammers + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bronze", One)): VoxTrans( + "voxel.weapon.hammer.hammer.bronze-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bronze", One)): VoxTrans( + "voxel.weapon.hammer.ornate.bronze-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bronze", One)): VoxTrans( + "voxel.weapon.hammer.spikedmace.bronze-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bronze", One)): VoxTrans( + "voxel.weapon.hammer.warhammer.bronze-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.iron", One)): VoxTrans( + "voxel.weapon.hammer.hammer.iron-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.iron", One)): VoxTrans( + "voxel.weapon.hammer.ornate.iron-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.iron", One)): VoxTrans( + "voxel.weapon.hammer.spikedmace.iron-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.iron", One)): VoxTrans( + "voxel.weapon.hammer.warhammer.iron-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.steel", One)): VoxTrans( + "voxel.weapon.hammer.hammer.steel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.steel", One)): VoxTrans( + "voxel.weapon.hammer.ornate.steel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.steel", One)): VoxTrans( + "voxel.weapon.hammer.spikedmace.steel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.steel", One)): VoxTrans( + "voxel.weapon.hammer.warhammer.steel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.cobalt", One)): VoxTrans( + "voxel.weapon.hammer.hammer.cobalt-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.cobalt", One)): VoxTrans( + "voxel.weapon.hammer.ornate.cobalt-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.cobalt", One)): VoxTrans( + "voxel.weapon.hammer.spikedmace.cobalt-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.cobalt", One)): VoxTrans( + "voxel.weapon.hammer.warhammer.cobalt-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bloodsteel", One)): VoxTrans( + "voxel.weapon.hammer.hammer.bloodsteel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bloodsteel", One)): VoxTrans( + "voxel.weapon.hammer.ornate.bloodsteel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bloodsteel", One)): VoxTrans( + "voxel.weapon.hammer.spikedmace.bloodsteel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bloodsteel", One)): VoxTrans( + "voxel.weapon.hammer.warhammer.bloodsteel-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.orichalcum", One)): VoxTrans( + "voxel.weapon.hammer.hammer.orichalcum-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.orichalcum", One)): VoxTrans( + "voxel.weapon.hammer.ornate.orichalcum-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.orichalcum", One)): VoxTrans( + "voxel.weapon.hammer.spikedmace.orichalcum-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.orichalcum", One)): VoxTrans( + "voxel.weapon.hammer.warhammer.orichalcum-1h", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + // Staffs + ModularWeapon(("common.items.modular.weapon.primary.staff.brand", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.staff.brand.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.staff.grandstaff.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.staff.longpole.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.staff.ornate.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.pole", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.staff.pole.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.rod", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.staff.rod.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.staff", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.staff.staff.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.brand", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.staff.brand.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.staff.grandstaff.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.staff.longpole.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.staff.ornate.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.pole", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.staff.pole.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.rod", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.staff.rod.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.staff", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.staff.staff.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.brand", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.staff.brand.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.staff.grandstaff.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.staff.longpole.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.staff.ornate.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.pole", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.staff.pole.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.rod", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.staff.rod.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.staff", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.staff.staff.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.brand", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.staff.brand.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.staff.grandstaff.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.staff.longpole.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.staff.ornate.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.pole", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.staff.pole.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.rod", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.staff.rod.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.staff", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.staff.staff.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.brand", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.staff.brand.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.staff.grandstaff.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.staff.longpole.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.staff.ornate.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.pole", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.staff.pole.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.rod", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.staff.rod.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.staff", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.staff.staff.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.brand", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.staff.brand.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.staff.grandstaff.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.staff.longpole.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.staff.ornate.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.pole", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.staff.pole.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.rod", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.staff.rod.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.staff.staff", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.staff.staff.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.weapons.staff.staff_1"): VoxTrans( + "voxel.weapon.staff.firestaff_starter", + (1.0, 0.0, 0.0), (-130., 90.0, 0.0), 1.2, + ), + Simple("common.items.weapons.staff.starter_staff"): VoxTrans( + "voxel.weapon.staff.firestaff_starter", + (1.0, 0.0, 0.0), (-130., 90.0, 0.0), 1.2, + ), + Simple("common.items.weapons.staff.cultist_staff"): VoxTrans( + "voxel.weapon.staff.firestaff_cultist", + (1.0, 0.0, 0.0), (-130., 90.0, 0.0), 1.2, + ), + Simple("common.items.weapons.staff.laevateinn"): VoxTrans( + "voxel.weapon.staff.laevateinn", + (1.0, 0.0, 0.0), (-130., 90.0, 0.0), 1.1, + ), + // Healing Sceptres + ModularWeapon(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.sceptre.arbor.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.sceptre.cane.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.sceptre.crook.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.sceptre.crozier.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.sceptre.grandsceptre.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.sceptre.ornate.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.wood", Two)): VoxTrans( + "voxel.weapon.sceptre.sceptre.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.sceptre.arbor.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.sceptre.cane.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.sceptre.crook.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.sceptre.crozier.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.sceptre.grandsceptre.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.sceptre.ornate.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.bamboo", Two)): VoxTrans( + "voxel.weapon.sceptre.sceptre.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.sceptre.arbor.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.sceptre.cane.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.sceptre.crook.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.sceptre.crozier.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.sceptre.grandsceptre.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.sceptre.ornate.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.hardwood", Two)): VoxTrans( + "voxel.weapon.sceptre.sceptre.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.sceptre.arbor.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.sceptre.cane.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.sceptre.crook.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.sceptre.crozier.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.sceptre.grandsceptre.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.sceptre.ornate.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.ironwood", Two)): VoxTrans( + "voxel.weapon.sceptre.sceptre.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.sceptre.arbor.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.sceptre.cane.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.sceptre.crook.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.sceptre.crozier.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.sceptre.grandsceptre.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.sceptre.ornate.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.frostwood", Two)): VoxTrans( + "voxel.weapon.sceptre.sceptre.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.sceptre.arbor.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.sceptre.cane.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.sceptre.crook.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.sceptre.crozier.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.sceptre.grandsceptre.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.sceptre.ornate.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeapon(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.eldwood", Two)): VoxTrans( + "voxel.weapon.sceptre.sceptre.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.weapons.sceptre.starter_sceptre"): VoxTrans( + "voxel.weapon.sceptre.wood-simple", + (0.0, -0.0, 0.0), (-130., 90.0, 0.0), 1.25, + ), + Simple("common.items.weapons.sceptre.root_evil"): VoxTrans( + "voxel.weapon.sceptre.root_evil", + (1.0, -1.0, 0.0), (-130., 90.0, 0.0), 1.2, + ), + Simple("common.items.weapons.sceptre.sceptre_velorite_0"): VoxTrans( + "voxel.weapon.sceptre.ore-nature", + (1.0, -1.0, 0.0), (-130., 90.0, 0.0), 1.15, + ), + Simple("common.items.weapons.sceptre.caduceus"): VoxTrans( + "voxel.weapon.sceptre.caduceus", + (1.0, 0.0, 0.0), (-130., 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.sceptre.amethyst"): VoxTrans( + "voxel.weapon.sceptre.amethyst", + (1.0, 0.0, 0.0), (-130., 90.0, 0.0), 1.12, + ), + // Shields + Simple("common.items.weapons.shield.shield_1"): VoxTrans( + "voxel.weapon.shield.wood-0", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.weapons.shield.starter_shield"): VoxTrans( + "voxel.weapon.shield.wood-1", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + // Lanterns + Simple("common.items.lantern.black_0"): VoxTrans( + "voxel.lantern.black-0", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.lantern.green_0"): VoxTrans( + "voxel.lantern.green-0", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.boss_drops.lantern"): VoxTrans( + "voxel.lantern.magic_lantern", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.lantern.blue_0"): VoxTrans( + "voxel.lantern.blue-0", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.lantern.red_0"): VoxTrans( + "voxel.lantern.red-0", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.lantern.geode_purp"): VoxTrans( + "voxel.lantern.geode_purp", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.lantern.pumpkin"): VoxTrans( + "voxel.lantern.pumpkin", + (0.0, 0.0, 0.0), (-100.0, 205.0, 7.0), 0.9, + ), + Simple("common.items.lantern.polaris"): VoxTrans( + "voxel.lantern.polaris", + (0.0, 0.0, 0.0), (-90.0, 120.0, 0.0), 0.9, + ), + Simple("common.items.lantern.delvers_lamp"): VoxTrans( + "voxel.lantern.delvers_lamp", + (0.0, 0.0, 0.0), (-90.0, 120.0, 0.0), 0.9, + ), + // Farming Equipment + Simple("common.items.weapons.tool.broom"): VoxTrans( + "voxel.weapon.tool.broom-0", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.tool.hoe"): VoxTrans( + "voxel.weapon.tool.hoe_green", + (0.0, 0.0, 0.0), (130.0, 35.0, 180.0), 1.0, + ), + Simple("common.items.weapons.tool.pitchfork"): VoxTrans( + "voxel.weapon.tool.pitchfork-0", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.weapons.tool.rake"): VoxTrans( + "voxel.weapon.tool.rake-0", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.weapons.tool.fishing_rod"): VoxTrans( + "voxel.weapon.tool.fishing_rod_blue-0", + (0.0, 0.0, 0.0), (90.0, 90.0, 0.0), 1.5, + ), + Simple("common.items.weapons.tool.pickaxe"): VoxTrans( + "voxel.weapon.tool.pickaxe_green-0", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.weapons.tool.shovel-0"): VoxTrans( + "voxel.weapon.tool.shovel_green", + (0.0, 0.0, 0.0), (-45.0, -90.0, 0.0), 1.2, + ), + Simple("common.items.weapons.tool.shovel-1"): VoxTrans( + "voxel.weapon.tool.shovel_gold", + (0.0, 0.0, 0.0), (-45.0, -90.0, 0.0), 1.2, + ), + Simple("common.items.tool.instruments.lyre"): VoxTrans( + "voxel.weapon.tool.wooden_lyre", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.tool.instruments.wildskin_drum"): VoxTrans( + "voxel.weapon.tool.wildskin_drum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.tool.instruments.icy_talharpa"): VoxTrans( + "voxel.weapon.tool.icy_talharpa", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.tool.instruments.flute"): VoxTrans( + "voxel.weapon.tool.wooden_flute", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.tool.instruments.glass_flute"): VoxTrans( + "voxel.weapon.tool.glass_flute", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.tool.instruments.double_bass"): VoxTrans( + "voxel.weapon.tool.wooden_bass", + (0.0, 0.0, 0.0), (45.0, 90.0, 0.0), 1.4, + ), + Simple("common.items.tool.instruments.washboard"): VoxTrans( + "voxel.weapon.tool.washboard", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 0.8, + ), + Simple("common.items.tool.instruments.kalimba"): VoxTrans( + "voxel.weapon.tool.wooden_kalimba", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 0.8, + ), + Simple("common.items.tool.instruments.melodica"): VoxTrans( + "voxel.weapon.tool.melodica", + (0.0, 0.0, 0.0), (45.0, 90.0, 0.0), 0.9, + ), + Simple("common.items.tool.instruments.lute"): VoxTrans( + "voxel.weapon.tool.wooden_lute", + (0.0, 0.0, 0.0), (45.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.tool.instruments.steeltonguedrum"): VoxTrans( + "voxel.weapon.tool.steeltonguedrum", + (0.0, 0.0, 0.0), (45.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.tool.instruments.shamisen"): VoxTrans( + "voxel.weapon.tool.shamisen", + (0.0, 0.0, 0.0), (45.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.tool.instruments.guitar"): VoxTrans( + "voxel.weapon.tool.wooden_guitar", + (0.0, 0.0, 0.0), (45.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.tool.instruments.guitar_dark"): VoxTrans( + "voxel.weapon.tool.black_velvet_guitar", + (0.0, 0.0, 0.0), (45.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.tool.instruments.sitar"): VoxTrans( + "voxel.weapon.tool.wooden_sitar", + (0.0, 0.0, 0.0), (45.0, 90.0, 0.0), 1.2, + ), + // Picks + Simple("common.items.tool.pickaxe_stone"): VoxTrans( + "voxel.weapon.tool.pickaxe_stone", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.tool.pickaxe_steel"): VoxTrans( + "voxel.weapon.tool.pickaxe_green-1", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + // Other + Simple("common.items.utility.coins"): VoxTrans( + "voxel.object.v-coin", + (0.0, 0.0, 0.0), (-20.0, 25.0, 10.0), 0.9, + ), + Simple("common.items.utility.collar"): VoxTrans( + "voxel.object.collar", + (0.1, 0.0, 0.0), (-60.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.recipes.potions"): VoxTrans( + "voxel.object.recipe_alchemy", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.explosives"): VoxTrans( + "voxel.object.recipe_alchemy", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.charms"): VoxTrans( + "voxel.object.recipe_alchemy", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.iron"): VoxTrans( + "voxel.object.recipe_blacksmithing", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.steel"): VoxTrans( + "voxel.object.recipe_blacksmithing", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.cobalt"): VoxTrans( + "voxel.object.recipe_blacksmithing", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.bloodsteel"): VoxTrans( + "voxel.object.recipe_blacksmithing", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.orichalcum"): VoxTrans( + "voxel.object.recipe_blacksmithing", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.unique.polaris"): VoxTrans( + "voxel.object.recipe_blacksmithing", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.unique.delvers_lamp"): VoxTrans( + "voxel.object.recipe_lapidary", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.weapons.iron"): VoxTrans( + "voxel.object.recipe_blacksmithing", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.weapons.steel"): VoxTrans( + "voxel.object.recipe_blacksmithing", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.weapons.cobalt"): VoxTrans( + "voxel.object.recipe_blacksmithing", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.weapons.bloodsteel"): VoxTrans( + "voxel.object.recipe_blacksmithing", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.weapons.orichalcum"): VoxTrans( + "voxel.object.recipe_blacksmithing", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.gliders"): VoxTrans( + "voxel.object.recipe_carpentry", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.instruments"): VoxTrans( + "voxel.object.recipe_carpentry", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.weapons.bamboo"): VoxTrans( + "voxel.object.recipe_carpentry", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.weapons.hardwood"): VoxTrans( + "voxel.object.recipe_carpentry", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.weapons.ironwood"): VoxTrans( + "voxel.object.recipe_carpentry", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.weapons.frostwood"): VoxTrans( + "voxel.object.recipe_carpentry", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.weapons.eldwood"): VoxTrans( + "voxel.object.recipe_carpentry", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.food"): VoxTrans( + "voxel.object.recipe_cooking", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.brinestone"): VoxTrans( + "voxel.object.recipe_lapidary", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.unique.abyssal_gorget"): VoxTrans( + "voxel.object.recipe_lapidary", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.unique.abyssal_ring"): VoxTrans( + "voxel.object.recipe_lapidary", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.unique.seashell_necklace"): VoxTrans( + "voxel.object.recipe_lapidary", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.leather"): VoxTrans( + "voxel.object.recipe_leatherworking", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.scale"): VoxTrans( + "voxel.object.recipe_leatherworking", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.carapace"): VoxTrans( + "voxel.object.recipe_leatherworking", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.primal"): VoxTrans( + "voxel.object.recipe_leatherworking", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.dragonscale"): VoxTrans( + "voxel.object.recipe_leatherworking", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.unique.mindflayer_spellbag"): VoxTrans( + "voxel.object.recipe_leatherworking", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.unique.troll_hide_pack"): VoxTrans( + "voxel.object.recipe_leatherworking", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.unique.winged_coronet"): VoxTrans( + "voxel.object.recipe_leatherworking", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.woolen"): VoxTrans( + "voxel.object.recipe_weaving", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.silken"): VoxTrans( + "voxel.object.recipe_weaving", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.druid"): VoxTrans( + "voxel.object.recipe_weaving", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.moonweave"): VoxTrans( + "voxel.object.recipe_weaving", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.armor.sunsilk"): VoxTrans( + "voxel.object.recipe_weaving", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.utility"): VoxTrans( + "voxel.object.scroll", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.equipment.basic"): VoxTrans( + "voxel.object.scroll", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.equipment.moderate"): VoxTrans( + "voxel.object.scroll", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + Simple("common.items.recipes.equipment.advanced"): VoxTrans( + "voxel.object.scroll", + (1.0, 0.0, 20.0), (30.0, 45.0, 120.0), 1.0, + ), + // Armor + // Starter Parts + Simple("common.items.armor.misc.foot.sandals"): VoxTrans( + "voxel.armor.misc.foot.cloth_sandal", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.rugged.pants"): VoxTrans( + "voxel.armor.rugged.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.rugged.chest"): VoxTrans( + "voxel.armor.rugged.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.misc.chest.worker_purple_brown"): VoxTrans( + "voxel.armor.misc.chest.worker_purp_brown", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.misc.pants.worker_brown"): VoxTrans( + "voxel.armor.misc.pants.worker_brown", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + // Cultist Clothing + Simple("common.items.armor.cultist.chest"): VoxTrans( + "voxel.armor.cultist.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.cultist.pants"): VoxTrans( + "voxel.armor.cultist.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cultist.belt"): VoxTrans( + "voxel.armor.cultist.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cultist.foot"): VoxTrans( + "voxel.armor.cultist.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cultist.hand"): VoxTrans( + "voxel.armor.cultist.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cultist.shoulder"): VoxTrans( + "voxel.armor.cultist.shoulder", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.cultist.bandana"): VoxTrans( + "voxel.armor.cultist.bandana", + (0.0, -2.0, 0.0), (-120.0, 210.0,15.0), 1.9, + ), + // Villager Clothing + Simple("common.items.armor.misc.pants.worker_blue"): VoxTrans( + "voxel.armor.misc.pants.worker_blue", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.misc.chest.worker_green_0"): VoxTrans( + "voxel.armor.misc.chest.worker_green", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.misc.chest.worker_green_1"): VoxTrans( + "voxel.armor.misc.chest.shirt_white", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.misc.chest.worker_red_0"): VoxTrans( + "voxel.armor.misc.chest.worker_green", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.misc.chest.worker_red_1"): VoxTrans( + "voxel.armor.misc.chest.shirt_white", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.misc.chest.worker_purple_0"): VoxTrans( + "voxel.armor.misc.chest.worker_green", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.misc.chest.worker_purple_1"): VoxTrans( + "voxel.armor.misc.chest.shirt_white", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.misc.chest.worker_yellow_0"): VoxTrans( + "voxel.armor.misc.chest.worker_green", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.misc.chest.worker_yellow_1"): VoxTrans( + "voxel.armor.misc.chest.shirt_white", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.misc.chest.worker_orange_0"): VoxTrans( + "voxel.armor.misc.chest.worker_green", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.misc.chest.worker_orange_1"): VoxTrans( + "voxel.armor.misc.chest.shirt_white", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + // Merchant + Simple("common.items.armor.merchant.chest"): VoxTrans( + "voxel.armor.merchant.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.merchant.pants"): VoxTrans( + "voxel.armor.merchant.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.merchant.belt"): VoxTrans( + "voxel.armor.merchant.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.merchant.foot"): VoxTrans( + "voxel.armor.merchant.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.merchant.hand"): VoxTrans( + "voxel.armor.merchant.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.merchant.shoulder"): VoxTrans( + "voxel.armor.merchant.shoulder_l", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.merchant.turban"): VoxTrans( + "voxel.armor.merchant.turban", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.merchant.back"): VoxTrans( + "voxel.armor.merchant.back", + (0.0, 0.0, 0.0), (-90.0, 45.0,0.0), 0.9, + ), + // Velorite Battlemage Set + Simple("common.items.armor.velorite_mage.chest"): VoxTrans( + "voxel.armor.velorite_battlemage.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.velorite_mage.pants"): VoxTrans( + "voxel.armor.velorite_battlemage.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.velorite_mage.belt"): VoxTrans( + "voxel.armor.velorite_battlemage.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.velorite_mage.foot"): VoxTrans( + "voxel.armor.velorite_battlemage.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.velorite_mage.hand"): VoxTrans( + "voxel.armor.velorite_battlemage.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.velorite_mage.shoulder"): VoxTrans( + "voxel.armor.velorite_battlemage.shoulder", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.velorite_mage.back"): VoxTrans( + "voxel.armor.velorite_battlemage.back", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + // Admin Set + Simple("common.items.debug.cultist_chest_blue"): VoxTrans( + "voxel.armor.velorite_battlemage.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.debug.cultist_legs_blue"): VoxTrans( + "voxel.armor.velorite_battlemage.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.debug.cultist_belt"): VoxTrans( + "voxel.armor.velorite_battlemage.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.debug.cultist_boots"): VoxTrans( + "voxel.armor.velorite_battlemage.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.debug.cultist_hands_blue"): VoxTrans( + "voxel.armor.velorite_battlemage.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.debug.cultist_shoulder_blue"): VoxTrans( + "voxel.armor.velorite_battlemage.shoulder", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.debug.dungeon_purple"): VoxTrans( + "voxel.armor.velorite_battlemage.back", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + // Assassin Set + Simple("common.items.armor.assassin.chest"): VoxTrans( + "voxel.armor.assassin.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.assassin.pants"): VoxTrans( + "voxel.armor.assassin.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.assassin.belt"): VoxTrans( + "voxel.armor.assassin.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.assassin.foot"): VoxTrans( + "voxel.armor.assassin.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.assassin.hand"): VoxTrans( + "voxel.armor.assassin.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.assassin.shoulder"): VoxTrans( + "voxel.armor.assassin.shoulder", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + //PlateLeather Armor + Simple("common.items.armor.leather_plate.chest"): VoxTrans( + "voxel.armor.leather_plate.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.leather_plate.pants"): VoxTrans( + "voxel.armor.leather_plate.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.leather_plate.belt"): VoxTrans( + "voxel.armor.leather_plate.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.leather_plate.foot"): VoxTrans( + "voxel.armor.leather_plate.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.leather_plate.hand"): VoxTrans( + "voxel.armor.leather_plate.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.leather_plate.shoulder"): VoxTrans( + "voxel.armor.leather_plate.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + //Ferocious Armor + Simple("common.items.armor.ferocious.chest"): VoxTrans( + "voxel.armor.ferocious.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.ferocious.pants"): VoxTrans( + "voxel.armor.ferocious.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.ferocious.belt"): VoxTrans( + "voxel.armor.ferocious.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.ferocious.foot"): VoxTrans( + "voxel.armor.ferocious.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.ferocious.hand"): VoxTrans( + "voxel.armor.ferocious.hand", + (0.0, 0.0, 0.0), (-90.0, 135.0, 0.0), 1.0, + ), + Simple("common.items.armor.ferocious.shoulder"): VoxTrans( + "voxel.armor.ferocious.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.ferocious.back"): VoxTrans( + "voxel.armor.ferocious.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Boreal Armor + Simple("common.items.armor.boreal.chest"): VoxTrans( + "voxel.armor.boreal.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.boreal.pants"): VoxTrans( + "voxel.armor.boreal.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.boreal.belt"): VoxTrans( + "voxel.armor.boreal.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.boreal.foot"): VoxTrans( + "voxel.armor.boreal.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.boreal.hand"): VoxTrans( + "voxel.armor.boreal.hand", + (0.0, 0.0, 0.0), (-90.0, 135.0, 0.0), 1.0, + ), + Simple("common.items.armor.boreal.shoulder"): VoxTrans( + "voxel.armor.boreal.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.boreal.back"): VoxTrans( + "voxel.armor.boreal.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Brinestone Armor + Simple("common.items.armor.brinestone.chest"): VoxTrans( + "voxel.armor.brinestone.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.brinestone.pants"): VoxTrans( + "voxel.armor.brinestone.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.brinestone.belt"): VoxTrans( + "voxel.armor.brinestone.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.brinestone.foot"): VoxTrans( + "voxel.armor.brinestone.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.brinestone.hand"): VoxTrans( + "voxel.armor.brinestone.hand", + (0.0, 0.0, 0.0), (-90.0, 135.0, 0.0), 1.0, + ), + Simple("common.items.armor.brinestone.shoulder"): VoxTrans( + "voxel.armor.brinestone.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.brinestone.back"): VoxTrans( + "voxel.armor.brinestone.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.brinestone.crown"): VoxTrans( + "voxel.armor.brinestone.crown", + (0.0, 4.0, 0.0), (-120.0, 210.0,15.0), 1.3, + ), + //Blue Leather Armor + Simple("common.items.npc_armor.chest.leather_blue"): VoxTrans( + "voxel.armor.leather_blue.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.npc_armor.chest.leather_blue"): VoxTrans( + "voxel.armor.leather_blue.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Linen Cloth + Simple("common.items.armor.cloth_blue.chest"): VoxTrans( + "voxel.armor.cloth_blue.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.cloth_blue.pants"): VoxTrans( + "voxel.armor.cloth_blue.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth_blue.belt"): VoxTrans( + "voxel.armor.cloth_blue.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth_blue.foot"): VoxTrans( + "voxel.armor.cloth_blue.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth_blue.hand"): VoxTrans( + "voxel.armor.cloth_blue.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth_blue.shoulder_0"): VoxTrans( + "voxel.armor.cloth_blue.shoulder_0", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.cloth_blue.shoulder_1"): VoxTrans( + "voxel.armor.cloth_blue.shoulder_1", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + ////////////// + Simple("common.items.armor.cloth_green.chest"): VoxTrans( + "voxel.armor.cloth_green.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.cloth_green.pants"): VoxTrans( + "voxel.armor.cloth_green.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth_green.belt"): VoxTrans( + "voxel.armor.cloth_green.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth_green.foot"): VoxTrans( + "voxel.armor.cloth_green.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth_green.hand"): VoxTrans( + "voxel.armor.cloth_green.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth_green.shoulder"): VoxTrans( + "voxel.armor.cloth_green.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + ////// + Simple("common.items.armor.cloth_purple.chest"): VoxTrans( + "voxel.armor.cloth_purple.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.cloth_purple.pants"): VoxTrans( + "voxel.armor.cloth_purple.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth_purple.belt"): VoxTrans( + "voxel.armor.cloth_purple.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth_purple.foot"): VoxTrans( + "voxel.armor.cloth_purple.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth_purple.hand"): VoxTrans( + "voxel.armor.cloth_purple.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth_purple.shoulder"): VoxTrans( + "voxel.armor.cloth_purple.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.misc.shoulder.iron_spikes"): VoxTrans( + "voxel.armor.misc.shoulder.iron_spikes", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.misc.shoulder.leather_iron_3"): VoxTrans( + "voxel.armor.misc.shoulder.leather_iron_3", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.misc.shoulder.leather_iron_2"): VoxTrans( + "voxel.armor.misc.shoulder.leather_iron_2", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.misc.shoulder.leather_iron_1"): VoxTrans( + "voxel.armor.misc.shoulder.leather_iron_1", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.misc.shoulder.leather_iron_0"): VoxTrans( + "voxel.armor.misc.shoulder.leather_iron_0", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.misc.shoulder.leather_strip"): VoxTrans( + "voxel.armor.misc.shoulder.leather_strip", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.misc.foot.jackalope_slippers"): VoxTrans( + "voxel.armor.misc.foot.jackalope", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Cardinal Set + Simple("common.items.armor.cardinal.chest"): VoxTrans( + "voxel.armor.cardinal.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.cardinal.pants"): VoxTrans( + "voxel.armor.cardinal.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cardinal.belt"): VoxTrans( + "voxel.armor.cardinal.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cardinal.foot"): VoxTrans( + "voxel.armor.cardinal.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cardinal.hand"): VoxTrans( + "voxel.armor.cardinal.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cardinal.shoulder"): VoxTrans( + "voxel.armor.cardinal.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.cardinal.mitre"): VoxTrans( + "voxel.armor.cardinal.mitre", + (0.0, 4.0, 0.0), (-120.0, 210.0,15.0), 1.3, + ), + //Twig Set + Simple("common.items.armor.twigs.chest"): VoxTrans( + "voxel.armor.twigs.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.twigs.pants"): VoxTrans( + "voxel.armor.twigs.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.twigs.belt"): VoxTrans( + "voxel.armor.twigs.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.twigs.foot"): VoxTrans( + "voxel.armor.twigs.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.twigs.hand"): VoxTrans( + "voxel.armor.twigs.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.twigs.shoulder"): VoxTrans( + "voxel.armor.twigs.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + //TwigsLeaves Set + Simple("common.items.armor.twigsleaves.chest"): VoxTrans( + "voxel.armor.twigsleaves.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.twigsleaves.pants"): VoxTrans( + "voxel.armor.twigsleaves.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.twigsleaves.belt"): VoxTrans( + "voxel.armor.twigsleaves.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.twigsleaves.foot"): VoxTrans( + "voxel.armor.twigsleaves.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.twigsleaves.hand"): VoxTrans( + "voxel.armor.twigsleaves.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.twigsleaves.shoulder"): VoxTrans( + "voxel.armor.twigsleaves.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + //TwigsFlowers Set + Simple("common.items.armor.twigsflowers.chest"): VoxTrans( + "voxel.armor.twigsflowers.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.twigsflowers.pants"): VoxTrans( + "voxel.armor.twigsflowers.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.twigsflowers.belt"): VoxTrans( + "voxel.armor.twigsflowers.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.twigsflowers.foot"): VoxTrans( + "voxel.armor.twigsflowers.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.twigsflowers.hand"): VoxTrans( + "voxel.armor.twigsflowers.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.twigsflowers.shoulder"): VoxTrans( + "voxel.armor.twigsflowers.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + //Tarasque Set + Simple("common.items.armor.tarasque.chest"): VoxTrans( + "voxel.armor.tarasque.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.tarasque.pants"): VoxTrans( + "voxel.armor.tarasque.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.tarasque.belt"): VoxTrans( + "voxel.armor.tarasque.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.tarasque.foot"): VoxTrans( + "voxel.armor.tarasque.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.tarasque.hand"): VoxTrans( + "voxel.armor.tarasque.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.tarasque.shoulder"): VoxTrans( + "voxel.armor.tarasque.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + //Bonerattler Set + Simple("common.items.armor.bonerattler.chest"): VoxTrans( + "voxel.armor.bonerattler.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.bonerattler.pants"): VoxTrans( + "voxel.armor.bonerattler.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.bonerattler.belt"): VoxTrans( + "voxel.armor.bonerattler.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.bonerattler.foot"): VoxTrans( + "voxel.armor.bonerattler.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.bonerattler.hand"): VoxTrans( + "voxel.armor.bonerattler.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.bonerattler.shoulder"): VoxTrans( + "voxel.armor.bonerattler.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + //Rawhide Set + Simple("common.items.armor.hide.rawhide.chest"): VoxTrans( + "voxel.armor.hide.rawhide.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.hide.rawhide.pants"): VoxTrans( + "voxel.armor.hide.rawhide.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.rawhide.belt"): VoxTrans( + "voxel.armor.hide.rawhide.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.rawhide.foot"): VoxTrans( + "voxel.armor.hide.rawhide.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.rawhide.hand"): VoxTrans( + "voxel.armor.hide.rawhide.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.rawhide.shoulder"): VoxTrans( + "voxel.armor.hide.rawhide.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.hide.rawhide.back"): VoxTrans( + "voxel.armor.hide.rawhide.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Leather set + Simple("common.items.armor.hide.leather.chest"): VoxTrans( + "voxel.armor.hide.leather.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.hide.leather.pants"): VoxTrans( + "voxel.armor.hide.leather.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.leather.belt"): VoxTrans( + "voxel.armor.hide.leather.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.leather.foot"): VoxTrans( + "voxel.armor.hide.leather.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.leather.hand"): VoxTrans( + "voxel.armor.hide.leather.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.leather.shoulder"): VoxTrans( + "voxel.armor.hide.leather.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.hide.leather.back"): VoxTrans( + "voxel.armor.hide.leather.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Scale Set + Simple("common.items.armor.hide.scale.chest"): VoxTrans( + "voxel.armor.hide.scale.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.hide.scale.pants"): VoxTrans( + "voxel.armor.hide.scale.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.scale.belt"): VoxTrans( + "voxel.armor.hide.scale.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.scale.foot"): VoxTrans( + "voxel.armor.hide.scale.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.scale.hand"): VoxTrans( + "voxel.armor.hide.scale.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.scale.shoulder"): VoxTrans( + "voxel.armor.hide.scale.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.hide.scale.back"): VoxTrans( + "voxel.armor.hide.scale.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Carapace Set + Simple("common.items.armor.hide.carapace.chest"): VoxTrans( + "voxel.armor.hide.carapace.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.hide.carapace.pants"): VoxTrans( + "voxel.armor.hide.carapace.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.carapace.belt"): VoxTrans( + "voxel.armor.hide.carapace.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.carapace.foot"): VoxTrans( + "voxel.armor.hide.carapace.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.carapace.hand"): VoxTrans( + "voxel.armor.hide.carapace.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.carapace.shoulder"): VoxTrans( + "voxel.armor.hide.carapace.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.hide.carapace.back"): VoxTrans( + "voxel.armor.hide.carapace.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Primal Set + Simple("common.items.armor.hide.primal.chest"): VoxTrans( + "voxel.armor.hide.primal.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.hide.primal.pants"): VoxTrans( + "voxel.armor.hide.primal.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.primal.belt"): VoxTrans( + "voxel.armor.hide.primal.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.primal.foot"): VoxTrans( + "voxel.armor.hide.primal.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.primal.hand"): VoxTrans( + "voxel.armor.hide.primal.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.primal.shoulder"): VoxTrans( + "voxel.armor.hide.primal.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.hide.primal.back"): VoxTrans( + "voxel.armor.hide.primal.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Dragonscale Set + Simple("common.items.armor.hide.dragonscale.chest"): VoxTrans( + "voxel.armor.hide.dragonscale.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.hide.dragonscale.pants"): VoxTrans( + "voxel.armor.hide.dragonscale.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.dragonscale.belt"): VoxTrans( + "voxel.armor.hide.dragonscale.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.dragonscale.foot"): VoxTrans( + "voxel.armor.hide.dragonscale.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.dragonscale.hand"): VoxTrans( + "voxel.armor.hide.dragonscale.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.hide.dragonscale.shoulder"): VoxTrans( + "voxel.armor.hide.dragonscale.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.hide.dragonscale.back"): VoxTrans( + "voxel.armor.hide.dragonscale.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Savage Set + Simple("common.items.armor.savage.chest"): VoxTrans( + "voxel.armor.savage.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.savage.pants"): VoxTrans( + "voxel.armor.savage.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.savage.belt"): VoxTrans( + "voxel.armor.savage.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.savage.foot"): VoxTrans( + "voxel.armor.savage.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.savage.hand"): VoxTrans( + "voxel.armor.savage.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.savage.shoulder"): VoxTrans( + "voxel.armor.savage.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.savage.back"): VoxTrans( + "voxel.armor.savage.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Linen Set + Simple("common.items.armor.cloth.linen.chest"): VoxTrans( + "voxel.armor.cloth.linen.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.cloth.linen.pants"): VoxTrans( + "voxel.armor.cloth.linen.pants", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.linen.belt"): VoxTrans( + "voxel.armor.cloth.linen.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.linen.foot"): VoxTrans( + "voxel.armor.cloth.linen.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.linen.hand"): VoxTrans( + "voxel.armor.cloth.linen.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.linen.shoulder"): VoxTrans( + "voxel.armor.cloth.linen.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.cloth.linen.back"): VoxTrans( + "voxel.armor.cloth.linen.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Woolen Set + Simple("common.items.armor.cloth.woolen.chest"): VoxTrans( + "voxel.armor.cloth.woolen.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.cloth.woolen.pants"): VoxTrans( + "voxel.armor.cloth.woolen.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.woolen.belt"): VoxTrans( + "voxel.armor.cloth.woolen.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.woolen.foot"): VoxTrans( + "voxel.armor.cloth.woolen.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.woolen.hand"): VoxTrans( + "voxel.armor.cloth.woolen.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.woolen.shoulder"): VoxTrans( + "voxel.armor.cloth.woolen.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.cloth.woolen.back"): VoxTrans( + "voxel.armor.cloth.woolen.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Silken Set + Simple("common.items.armor.cloth.silken.chest"): VoxTrans( + "voxel.armor.cloth.silken.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.cloth.silken.pants"): VoxTrans( + "voxel.armor.cloth.silken.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.silken.belt"): VoxTrans( + "voxel.armor.cloth.silken.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.silken.foot"): VoxTrans( + "voxel.armor.cloth.silken.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.silken.hand"): VoxTrans( + "voxel.armor.cloth.silken.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.silken.shoulder"): VoxTrans( + "voxel.armor.cloth.silken.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.cloth.silken.back"): VoxTrans( + "voxel.armor.cloth.silken.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Druid Set + Simple("common.items.armor.cloth.druid.chest"): VoxTrans( + "voxel.armor.cloth.druid.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.cloth.druid.pants"): VoxTrans( + "voxel.armor.cloth.druid.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.druid.belt"): VoxTrans( + "voxel.armor.cloth.druid.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.druid.foot"): VoxTrans( + "voxel.armor.cloth.druid.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.druid.hand"): VoxTrans( + "voxel.armor.cloth.druid.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.druid.shoulder"): VoxTrans( + "voxel.armor.cloth.druid.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.cloth.druid.back"): VoxTrans( + "voxel.armor.cloth.druid.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Moonweave Set + Simple("common.items.armor.cloth.moonweave.chest"): VoxTrans( + "voxel.armor.cloth.moonweave.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.cloth.moonweave.pants"): VoxTrans( + "voxel.armor.cloth.moonweave.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.moonweave.belt"): VoxTrans( + "voxel.armor.cloth.moonweave.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.moonweave.foot"): VoxTrans( + "voxel.armor.cloth.moonweave.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.moonweave.hand"): VoxTrans( + "voxel.armor.cloth.moonweave.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.moonweave.shoulder"): VoxTrans( + "voxel.armor.cloth.moonweave.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.cloth.moonweave.back"): VoxTrans( + "voxel.armor.cloth.moonweave.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Sunsilk Set + Simple("common.items.armor.cloth.sunsilk.chest"): VoxTrans( + "voxel.armor.cloth.sunsilk.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.cloth.sunsilk.pants"): VoxTrans( + "voxel.armor.cloth.sunsilk.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.sunsilk.belt"): VoxTrans( + "voxel.armor.cloth.sunsilk.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.sunsilk.foot"): VoxTrans( + "voxel.armor.cloth.sunsilk.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.sunsilk.hand"): VoxTrans( + "voxel.armor.cloth.sunsilk.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.cloth.sunsilk.shoulder"): VoxTrans( + "voxel.armor.cloth.sunsilk.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.cloth.sunsilk.back"): VoxTrans( + "voxel.armor.cloth.sunsilk.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Bronze Set + Simple("common.items.armor.mail.bronze.chest"): VoxTrans( + "voxel.armor.mail.bronze.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.mail.bronze.pants"): VoxTrans( + "voxel.armor.mail.bronze.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.bronze.belt"): VoxTrans( + "voxel.armor.mail.bronze.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.bronze.foot"): VoxTrans( + "voxel.armor.mail.bronze.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.bronze.hand"): VoxTrans( + "voxel.armor.mail.bronze.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.bronze.shoulder"): VoxTrans( + "voxel.armor.mail.bronze.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.mail.bronze.back"): VoxTrans( + "voxel.armor.mail.bronze.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Iron Set + Simple("common.items.armor.mail.iron.chest"): VoxTrans( + "voxel.armor.mail.iron.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.mail.iron.pants"): VoxTrans( + "voxel.armor.mail.iron.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.iron.belt"): VoxTrans( + "voxel.armor.mail.iron.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.iron.foot"): VoxTrans( + "voxel.armor.mail.iron.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.iron.hand"): VoxTrans( + "voxel.armor.mail.iron.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.iron.shoulder"): VoxTrans( + "voxel.armor.mail.iron.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.mail.iron.back"): VoxTrans( + "voxel.armor.mail.iron.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Steel Set + Simple("common.items.armor.mail.steel.chest"): VoxTrans( + "voxel.armor.mail.steel.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.mail.steel.pants"): VoxTrans( + "voxel.armor.mail.steel.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.steel.belt"): VoxTrans( + "voxel.armor.mail.steel.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.steel.foot"): VoxTrans( + "voxel.armor.mail.steel.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.steel.hand"): VoxTrans( + "voxel.armor.mail.steel.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.steel.shoulder"): VoxTrans( + "voxel.armor.mail.steel.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.mail.steel.back"): VoxTrans( + "voxel.armor.mail.steel.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Cobalt Set + Simple("common.items.armor.mail.cobalt.chest"): VoxTrans( + "voxel.armor.mail.cobalt.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.mail.cobalt.pants"): VoxTrans( + "voxel.armor.mail.cobalt.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.cobalt.belt"): VoxTrans( + "voxel.armor.mail.cobalt.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.cobalt.foot"): VoxTrans( + "voxel.armor.mail.cobalt.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.cobalt.hand"): VoxTrans( + "voxel.armor.mail.cobalt.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.cobalt.shoulder"): VoxTrans( + "voxel.armor.mail.cobalt.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.mail.cobalt.back"): VoxTrans( + "voxel.armor.mail.cobalt.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Bloodsteel Set + Simple("common.items.armor.mail.bloodsteel.chest"): VoxTrans( + "voxel.armor.mail.bloodsteel.chest", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, + ), + Simple("common.items.armor.mail.bloodsteel.pants"): VoxTrans( + "voxel.armor.mail.bloodsteel.pants", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.bloodsteel.belt"): VoxTrans( + "voxel.armor.mail.bloodsteel.belt", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.bloodsteel.foot"): VoxTrans( + "voxel.armor.mail.bloodsteel.foot", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.bloodsteel.hand"): VoxTrans( + "voxel.armor.mail.bloodsteel.hand", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.mail.bloodsteel.shoulder"): VoxTrans( + "voxel.armor.mail.bloodsteel.shoulder", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.mail.bloodsteel.back"): VoxTrans( + "voxel.armor.mail.bloodsteel.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Orichalcum Set + Simple("common.items.armor.mail.orichalcum.chest"): VoxTrans( + "voxel.armor.mail.orichalcum", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.1, 2, + ), + Simple("common.items.armor.mail.orichalcum.pants"): VoxTrans( + "voxel.armor.mail.orichalcum", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, 6, + ), + Simple("common.items.armor.mail.orichalcum.belt"): VoxTrans( + "voxel.armor.mail.orichalcum", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, 1, + ), + Simple("common.items.armor.mail.orichalcum.foot"): VoxTrans( + "voxel.armor.mail.orichalcum", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, 3, + ), + Simple("common.items.armor.mail.orichalcum.hand"): VoxTrans( + "voxel.armor.mail.orichalcum", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, 4, + ), + Simple("common.items.armor.mail.orichalcum.shoulder"): VoxTrans( + "voxel.armor.mail.orichalcum", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.0, 7, + ), + Simple("common.items.armor.mail.orichalcum.back"): VoxTrans( + "voxel.armor.mail.orichalcum", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, 0, + ), + Simple("common.items.armor.mail.orichalcum.head"): VoxTrans( + "voxel.armor.mail.orichalcum", + (0.0, 2.0, -0.0), (-110.0, 210.0,15.0), 1.4, 5 + ), + //misc + Simple("common.items.armor.misc.pants.hunting"): VoxTrans( + "voxel.armor.misc.pants.grayscale", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.misc.foot.ski"): VoxTrans( + "voxel.armor.misc.foot.ski", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.misc.foot.iceskate"): VoxTrans( + "voxel.armor.misc.foot.iceskate", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + // Backs + Simple("common.items.armor.misc.back.short_0"): VoxTrans( + "voxel.armor.misc.back.short-0", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.misc.back.short_1"): VoxTrans( + "voxel.armor.misc.back.short-1", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.misc.back.admin"): VoxTrans( + "voxel.armor.misc.back.admin", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.debug.admin_back"): VoxTrans( + "voxel.armor.misc.back.admin", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.misc.back.dungeon_purple"): VoxTrans( + "voxel.armor.misc.back.dungeon_purple", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.npc_armor.back.leather_blue"): VoxTrans( + "voxel.armor.leather_blue.back", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.misc.back.backpack"): VoxTrans( + "voxel.armor.misc.back.backpack", + (0.0, 0.0, 0.0), (-75.0, 45.0,0.0), 0.9, + ), + Simple("common.items.npc_armor.back.backpack_blue"): VoxTrans( + "voxel.armor.misc.back.backpack", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + //Hats + Simple("common.items.armor.misc.head.gnarling_mask"): VoxTrans( + "voxel.armor.misc.head.gnarling_mask", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.witch.hat"): VoxTrans( + "voxel.armor.witch.hat", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.misc.head.hog_hood"): VoxTrans( + "voxel.armor.misc.head.hog_hood", + (0.0, 2.0, -0.0), (-110.0, 210.0,15.0), 1.4, + ), + Simple("common.items.armor.misc.head.howl_cowl"): VoxTrans( + "voxel.armor.misc.head.howl_cowl", + (0.0, 2.0, -0.0), (-110.0, 210.0,15.0), 1.4, + ), + Simple("common.items.armor.misc.head.bear_bonnet"): VoxTrans( + "voxel.armor.misc.head.bear_bonnet", + (0.0, 2.0, -0.0), (-110.0, 210.0,15.0), 1.4, + ), + Simple("common.items.armor.misc.head.bamboo_twig"): VoxTrans( + "voxel.armor.misc.head.bamboo_twig", + (2.5, 4.5, 0.0), (-120.0, -240.0,1.0), 2.3, + ), + Simple("common.items.armor.pirate.hat"): VoxTrans( + "voxel.armor.pirate.hat", + (1.0, 2.0, 0.0), (-120.0, 210.0,15.0), 1.0, + ), + Simple("common.items.armor.misc.head.bandana.thief"): VoxTrans( + "voxel.armor.misc.head.bandana.thief", + (0.0, -2.0, 0.0), (-120.0, 210.0,15.0), 1.9, + ), + Simple("common.items.armor.misc.head.wanderers_hat"): VoxTrans( + "voxel.armor.misc.head.wanderers_hat", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.misc.head.bandana.red"): VoxTrans( + "voxel.armor.misc.head.bandana.red", + (0.0, -2.0, 0.0), (-120.0, 210.0,15.0), 1.9, + ), + Simple("common.items.armor.misc.head.straw"): VoxTrans( + "voxel.armor.misc.head.straw", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 0.9, + ), + Simple("common.items.armor.misc.head.hood"): VoxTrans( + "voxel.armor.misc.head.hood", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.3, + ), + Simple("common.items.armor.misc.head.hood_dark"): VoxTrans( + "voxel.armor.misc.head.hood_dark", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.3, + ), + Simple("common.items.armor.misc.head.crown"): VoxTrans( + "voxel.armor.misc.head.crown", + (0.0, 4.0, 0.0), (-120.0, 210.0,15.0), 1.3, + ), + Simple("common.items.armor.misc.head.mitre"): VoxTrans( + "voxel.armor.misc.head.mitre", + (0.0, 4.0, 0.0), (-120.0, 210.0,15.0), 1.3, + ), + Simple("common.items.armor.misc.head.spikeguard"): VoxTrans( + "voxel.armor.misc.head.spikeguard", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.3, + ), + Simple("common.items.armor.misc.head.facegourd"): VoxTrans( + "voxel.armor.misc.head.facegourd", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.3, + ), + Simple("common.items.armor.misc.head.winged_coronet"): VoxTrans( + "voxel.armor.misc.head.winged_coronet", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.3, + ), + Simple("common.items.armor.misc.head.boreal_warhelm"): VoxTrans( + "voxel.armor.misc.head.boreal_warhelm", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.3, + ), + Simple("common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): VoxTrans( + "voxel.armor.misc.head.woolly_wintercap", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.3, + ), + Simple("common.items.armor.misc.head.helmet"): VoxTrans( + "voxel.armor.misc.head.helmet", + (0.0, 0.0, 0.0), (-120.0, 210.0,15.0), 1.3, + ), + Simple("common.items.armor.miner.helmet"): VoxTrans( + "voxel.armor.miner.helmet", + (0.0, 1.0, 0.0), (-120.0, 210.0,15.0), 1.3, + ), + Simple("common.items.armor.misc.head.hare_hat"): VoxTrans( + "voxel.armor.misc.head.hare_hat", + (0.0, 2.0, -0.0), (-110.0, 210.0,15.0), 1.4, + ), + Simple("common.items.armor.misc.head.cat_capuche"): VoxTrans( + "voxel.armor.misc.head.cat_capuche", + (0.0, 2.0, -0.0), (-110.0, 210.0,15.0), 1.4, + ), + // Rings + Simple("common.items.armor.misc.ring.scratched"): VoxTrans( + "voxel.armor.misc.ring.scratched", + (0.0, 0.0, 0.0), (45.0, 15.0, 0.0), 0.9, + ), + Simple("common.items.armor.misc.ring.gold"): VoxTrans( + "voxel.armor.misc.ring.gold", + (0.0, 0.0, 0.0), (45.0, 15.0, 0.0), 0.9, + ), + Simple("common.items.armor.misc.ring.topaz"): VoxTrans( + "voxel.armor.misc.ring.topaz", + (0.0, 0.0, 0.0), (45.0, 15.0, 0.0), 0.9, + ), + Simple("common.items.armor.misc.ring.amethyst"): VoxTrans( + "voxel.armor.misc.ring.amethyst", + (0.0, 0.0, 0.0), (45.0, 15.0, 0.0), 0.9, + ), + Simple("common.items.armor.misc.ring.sapphire"): VoxTrans( + "voxel.armor.misc.ring.sapphire", + (0.0, 0.0, 0.0), (45.0, 15.0, 0.0), 0.9, + ), + Simple("common.items.armor.misc.ring.emerald"): VoxTrans( + "voxel.armor.misc.ring.emerald", + (0.0, 0.0, 0.0), (45.0, 15.0, 0.0), 0.9, + ), + Simple("common.items.armor.misc.ring.ruby"): VoxTrans( + "voxel.armor.misc.ring.ruby", + (0.0, 0.0, 0.0), (45.0, 15.0, 0.0), 0.9, + ), + Simple("common.items.armor.misc.ring.diamond"): VoxTrans( + "voxel.armor.misc.ring.diamond", + (0.0, 0.0, 0.0), (45.0, 20.0, 0.0), 0.9, + ), + Simple("common.items.armor.misc.ring.abyssal_ring"): VoxTrans( + "voxel.armor.misc.ring.abyssal_ring", + (0.0, 0.0, 0.0), (45.0, 15.0, 0.0), 0.9, + ), + Simple("common.items.armor.cultist.ring"): VoxTrans( + "voxel.armor.cultist.ring", + (0.0, 0.0, 0.0), (45.0, 15.0, 0.0), 0.9, + ), + // Necks + Simple("common.items.armor.misc.neck.ankh_of_life"): VoxTrans( + "voxel.armor.misc.neck.ankh_of_life", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.carcanet_of_wrath"): VoxTrans( + "voxel.armor.misc.neck.carcanet_of_wrath", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.fang"): VoxTrans( + "voxel.armor.misc.neck.fang", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.honeycomb_pendant"): VoxTrans( + "voxel.armor.misc.neck.honeycomb_pendant", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.haniwa_talisman"): VoxTrans( + "voxel.armor.misc.neck.haniwa_talisman", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.pendant_of_protection"): VoxTrans( + "voxel.armor.misc.neck.pendant_of_protection", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.gem_of_resilience"): VoxTrans( + "voxel.armor.misc.neck.resilience_gem", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.shell"): VoxTrans( + "voxel.armor.misc.neck.shell", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.amethyst"): VoxTrans( + "voxel.armor.misc.neck.amethyst", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.diamond"): VoxTrans( + "voxel.armor.misc.neck.diamond", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.cultist.necklace"): VoxTrans( + "voxel.armor.cultist.necklace", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.ruby"): VoxTrans( + "voxel.armor.misc.neck.ruby", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.topaz"): VoxTrans( + "voxel.armor.misc.neck.topaz", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.emerald"): VoxTrans( + "voxel.armor.misc.neck.emerald", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.gold"): VoxTrans( + "voxel.armor.misc.neck.gold", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.sapphire"): VoxTrans( + "voxel.armor.misc.neck.sapphire", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.scratched"): VoxTrans( + "voxel.armor.misc.neck.scratched", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.armor.misc.neck.abyssal_gorget"): VoxTrans( + "voxel.armor.misc.neck.abyssal_gorget", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + + // Tabards + Simple("common.items.armor.misc.tabard.admin"): VoxTrans( + "voxel.armor.tabard_admin", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + Simple("common.items.debug.admin"): VoxTrans( + "voxel.armor.tabard_admin", + (0.0, 0.2, 0.0), (-70.0, 20.0, 10.0), 0.9, + ), + // Heads + Simple("common.items.armor.hide.leather.head"): VoxTrans( + "voxel.armor.misc.head.leather-0", + (0.0, 0.0, 0.0), (-90.0, 180.0, 0.0), 1.0, + ), + Simple("common.items.armor.assassin.head"): VoxTrans( + "voxel.armor.misc.head.assa_mask-0", + (0.0, 0.0, 0.0), (-90.0, 180.0, 0.0), 1.0, + ), + Simple("common.items.armor.misc.head.exclamation"): VoxTrans( + "voxel.armor.misc.head.exclamation", + (0.0, 15.0, 0.0), (-75.0, 135.0, 0.0), 3.0, + ), + // Bags + Simple("common.items.armor.misc.bag.soulkeeper_cursed"): VoxTrans( + "voxel.armor.misc.bag.soulkeeper_cursed", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.debug.admin_black_hole"): VoxTrans( + "voxel.armor.misc.bag.admin_black_hole", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.armor.misc.bag.soulkeeper_pure"): VoxTrans( + "voxel.armor.misc.bag.soulkeeper_pure", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.armor.misc.bag.mindflayer_spellbag"): VoxTrans( + "voxel.armor.misc.bag.mindflayer_spellbag", + (0.0, 0.1, 0.0), (-75.0, 20.0, 5.0), 0.8, + ), + Simple("common.items.armor.misc.bag.troll_hide_pack"): VoxTrans( + "voxel.armor.misc.bag.troll_hide_pack", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.armor.misc.bag.reliable_backpack"): VoxTrans( + "voxel.armor.misc.bag.reliable_backpack", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.armor.misc.bag.reliable_leather_pack"): VoxTrans( + "voxel.armor.misc.bag.reliable_leather_pack", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.armor.misc.bag.liana_kit"): VoxTrans( + "voxel.armor.misc.bag.liana_kit", + (0.5, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.armor.misc.bag.tiny_leather_pouch"): VoxTrans( + "voxel.armor.misc.bag.tiny_leather_pouch", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.8, + ), + Simple("common.items.armor.misc.bag.sturdy_red_backpack"): VoxTrans( + "voxel.armor.misc.bag.sturdy_red_backpack", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.armor.misc.bag.woven_red_bag"): VoxTrans( + "voxel.armor.misc.bag.woven_red_bag", + (0.5, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.armor.misc.bag.knitted_red_pouch"): VoxTrans( + "voxel.armor.misc.bag.knitted_red_pouch", + (0.3, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.8, + ), + Simple("common.items.armor.misc.bag.tiny_red_pouch"): VoxTrans( + "voxel.armor.misc.bag.tiny_red_pouch", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + Simple("common.items.armor.misc.bag.heavy_seabag"): VoxTrans( + "voxel.armor.misc.bag.heavy_seabag", + (0.0, 0.0, 0.0), (-75.0, 20.0, 5.0), 0.9, + ), + // Consumables + Simple("common.items.food.apple"): VoxTrans( + "voxel.object.apple_half", + (-0.5, 0.5, 0.0), (-60.0, -45.0, -15.0), 0.9, + ), + Simple("common.items.food.coconut"): VoxTrans( + "voxel.object.coconut_half", + (0.1, -0.5, 0.0), (-55.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.food.cactus_colada"): VoxTrans( + "voxel.object.cactus_drink", + (-1.0, 1.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.consumable.potion_med"): VoxTrans( + "voxel.object.potion_red", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.7, + ), + Simple("common.items.consumable.potion_minor"): VoxTrans( + "voxel.object.potion_red", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.5, + ), + Simple("common.items.consumable.potion_big"): VoxTrans( + "voxel.object.potion_red", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.boss_drops.potions"): VoxTrans( + "voxel.object.potion_red", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.9, + ), + Simple("common.items.consumable.potion_curious"): VoxTrans( + "voxel.object.potion_curious", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.7, + ), + Simple("common.items.consumable.potion_combustion"): VoxTrans( + "voxel.object.potion_combustion", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.7, + ), + Simple("common.items.consumable.potion_agility"): VoxTrans( + "voxel.object.potion_agility", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.7, + ), + Simple("common.items.charms.burning_charm"): VoxTrans( + "voxel.object.burning_charm", + (0.0, 0.0, 0.0), (-80.0, 15.0, 15.0), 1.0, + ), + Simple("common.items.charms.frozen_charm"): VoxTrans( + "voxel.object.frozen_charm", + (0.0, 0.0, 0.0), (-80.0, 15.0, 15.0), 1.0, + ), + Simple("common.items.charms.lifesteal_charm"): VoxTrans( + "voxel.object.lifesteal_charm", + (0.0, 0.0, 0.0), (-80.0, 15.0, 15.0), 1.0, + ), + Simple("common.items.food.cheese"): VoxTrans( + "voxel.object.cheese", + (0.0, 0.0, 0.0), (-60.0, 27.0, 17.0), 0.7, + ), + Simple("common.items.food.blue_cheese"): VoxTrans( + "voxel.object.blue_cheese", + (0.0, 0.0, 0.0), (-60.0, -10.0, 0.0), 0.8, + ), + Simple("common.items.food.mushroom"): VoxTrans( + "voxel.sprite.mushrooms.mushroom-10", + (0.0, 0.0, 0.0), (-50.0, 70.0, 40.0), 1.0, + ), + Simple("common.items.mineral.ore.velorite"): VoxTrans( + "voxel.sprite.velorite.velorite_ore", + (0.0, -1.0, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + Simple("common.items.mineral.ore.veloritefrag"): VoxTrans( + "voxel.sprite.velorite.velorite", + (0.0, 0.0, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + Simple("common.items.food.apple_mushroom_curry"): VoxTrans( + "voxel.object.mushroom_curry", + (0.0, 0.0, 0.0), (-50.0, 20.0, 17.0), 0.9, + ), + Simple("common.items.food.spore_corruption"): VoxTrans( + "voxel.sprite.spore.corruption_spore", + (0.0, 0.0, 0.0), (-30.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.food.apple_stick"): VoxTrans( + "voxel.object.apple_stick", + (-0.5, -0.3, 0.0), (-55.0, 60.0, 5.0), 1.0, + ), + Simple("common.items.food.mushroom_stick"): VoxTrans( + "voxel.object.mushroom_stick", + (0.3, 0.0, 0.0), (-55.0, 60.0, 5.0), 1.0, + ), + Simple("common.items.food.sunflower_icetea"): VoxTrans( + "voxel.object.sunflower_ice_tea", + (0.0, 0.0, 0.0), (-50.0, -60.0, -35.0), 0.9, + ), + Simple("common.items.food.pumpkin_spice_brew"): VoxTrans( + "voxel.object.pumpkin_spice_brew", + (0.0, 0.0, 0.0), (-50.0, -60.0, -35.0), 0.9, + ), + Simple("common.items.food.honeycorn"): VoxTrans( + "voxel.object.honeycorn", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.food.carrot"): VoxTrans( + "voxel.sprite.carrot.carrot", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.food.tomato"): VoxTrans( + "voxel.sprite.tomato.tomato", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.food.lettuce"): VoxTrans( + "voxel.sprite.cabbage.cabbage", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.food.meat.fish_raw"): VoxTrans( + "voxel.sprite.food.meat.fish_raw", + (0.1, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.food.meat.fish_cooked"): VoxTrans( + "voxel.sprite.food.meat.fish_cooked", + (0.1, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.food.meat.bird_raw"): VoxTrans( + "voxel.sprite.food.meat.bird_raw", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.food.meat.bird_cooked"): VoxTrans( + "voxel.sprite.food.meat.bird_cooked", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.food.meat.bird_large_raw"): VoxTrans( + "voxel.sprite.food.meat.bird_large_raw", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.food.meat.bird_large_cooked"): VoxTrans( + "voxel.sprite.food.meat.bird_large_cooked", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.food.meat.beast_small_raw"): VoxTrans( + "voxel.sprite.food.meat.beast_small_raw", + (1.1, 0.0, 0.0), (-50.0, 30.0, 0.0), 1.0, + ), + Simple("common.items.food.meat.beast_small_cooked"): VoxTrans( + "voxel.sprite.food.meat.beast_small_cooked", + (1.1, 0.0, 0.0), (-50.0, 30.0, 0.0), 1.0, + ), + Simple("common.items.food.meat.tough_raw"): VoxTrans( + "voxel.sprite.food.meat.tough_raw", + (0.0, 0.0, 0.0), (-50.0, 10.0, 0.0), 0.9, + ), + Simple("common.items.food.meat.tough_cooked"): VoxTrans( + "voxel.sprite.food.meat.tough_cooked", + (0.0, 0.0, 0.0), (-50.0, 20.0, 0.0), 0.9, + ), + Simple("common.items.food.meat.beast_large_raw"): VoxTrans( + "voxel.sprite.food.meat.beast_large_raw", + (0.4, 0.0, 0.0), (-60.0, 35.0, 0.0), 0.9, + ), + Simple("common.items.food.meat.beast_large_cooked"): VoxTrans( + "voxel.sprite.food.meat.beast_large_cooked", + (0.4, 0.0, 0.0), (-60.0, 35.0, 0.0), 0.9, + ), + Simple("common.items.food.plainsalad"): VoxTrans( + "voxel.sprite.food.salad_plain", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.food.tomatosalad"): VoxTrans( + "voxel.sprite.food.salad_tomato", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + // Admin consumables + Simple("common.items.debug.golden_cheese"): VoxTrans( + "voxel.object.item_cheese", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.7, + ), + // Throwables + Simple("common.items.utility.bomb"): VoxTrans( + "voxel.object.bomb", + (0.0, 0.5, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + Simple("common.items.utility.surprise_egg"): VoxTrans( + "voxel.object.surprise_egg", + (0.0, 0.5, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + Simple("common.items.utility.firework_blue"): VoxTrans( + "voxel.weapon.projectile.fireworks_blue-0", + (0.0, 0.5, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + Simple("common.items.utility.firework_green"): VoxTrans( + "voxel.weapon.projectile.fireworks_green-0", + (0.0, 0.5, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + Simple("common.items.utility.firework_purple"): VoxTrans( + "voxel.weapon.projectile.fireworks_purple-0", + (0.0, 0.5, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + Simple("common.items.utility.firework_red"): VoxTrans( + "voxel.weapon.projectile.fireworks_red-0", + (0.0, 0.5, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + Simple("common.items.utility.firework_white"): VoxTrans( + "voxel.weapon.projectile.fireworks_white-0", + (0.0, 0.5, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + Simple("common.items.utility.firework_yellow"): VoxTrans( + "voxel.weapon.projectile.fireworks_yellow-0", + (0.0, 0.5, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + Simple("common.items.utility.training_dummy"): VoxTrans( + "voxel.object.training_dummy", + (0.0, -1.0, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + // Ingredients + Simple("common.items.tool.craftsman_hammer"): VoxTrans( + "voxel.weapon.hammer.craftsman", + (1.0, -1.0, 0.0), (-135.0, 90.0, 0.0), 0.9, + ), + Simple("common.items.crafting_tools.sewing_set"): VoxTrans( + "voxel.object.sewing_set", + (0.0, -0.1, 0.0), (-45.0, 15.0, 15.0), 1.0, + ), + Simple("common.items.flowers.sunflower"): VoxTrans( + "voxel.sprite.flowers.sunflower_1", + (-2.0, -0.5, -1.0), (-60.0, 40.0, 20.0), 1.1, + ), + Simple("common.items.flowers.yellow"): VoxTrans( + "voxel.sprite.flowers.sunflower_1", + (-2.0, -0.5, -1.0), (-60.0, 40.0, 20.0), 1.1, + ), + Simple("common.items.flowers.red"): VoxTrans( + "voxel.sprite.flowers.flower_red-4", + (0.0, 0.5, 0.0), (-70.0, 10.0, 0.0), 0.8, + ), + Simple("common.items.grasses.long"): VoxTrans( + "voxel.sprite.grass.grass_long_5", + (0.0, 0.0, 0.0), (-90.0, 50.0, 0.0), 1.0, + ), + Simple("common.items.crafting_ing.stones"): VoxTrans( + "voxel.sprite.rocks.rock-0", + (0.0, 0.0, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.cactus"): VoxTrans( + "voxel.sprite.cacti.flat_cactus_med", + (0.0, 0.0, 0.0), (-50.0, 40.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.seashells"): VoxTrans( + "voxel.sprite.seashells.shell-0", + (0.0, 0.0, 0.0), (-50.0, 40.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.animal_misc.icy_fang"): VoxTrans( + "voxel.object.ice_shard", + (0.0, 0.0, 0.0), (10.0, -20.0, 30.0), 1.0, + ), + Simple("common.items.crafting_ing.mindflayer_bag_damaged"): VoxTrans( + "voxel.object.glowing_remains", + (0.0, 0.0, 0.0), (-20.0, 20.0, .0), 0.9, + ), + Simple("common.items.crafting_ing.animal_misc.raptor_feather"): VoxTrans( + "voxel.object.raptor_feather", + (-0.2, 0.0, 0.0), (10.0, 30.0, -2.0), 1.0, + ), + Simple("common.items.crafting_ing.twigs"): VoxTrans( + "voxel.sprite.twigs.twigs-0", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.hide.animal_hide"): VoxTrans( + "voxel.sprite.crafting_ing.hide.animal_hide", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.hide.tough_hide"): VoxTrans( + "voxel.sprite.crafting_ing.hide.tough_hide", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.hide.rugged_hide"): VoxTrans( + "voxel.sprite.crafting_ing.hide.rugged_hide", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.leather.simple_leather"): VoxTrans( + "voxel.sprite.crafting_ing.leather.simple_leather", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.leather.thick_leather"): VoxTrans( + "voxel.sprite.crafting_ing.leather.thick_leather", + (-0.3, 0.0, 0.0), (-20.0, 15.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.leather.rigid_leather"): VoxTrans( + "voxel.sprite.crafting_ing.leather.rigid_leather", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.hide.leather_troll"): VoxTrans( + "voxel.sprite.crafting_ing.hide.troll_hide", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.leather.leather_strips"): VoxTrans( + "voxel.sprite.crafting_ing.leather.leather_strips", + (0.5, 0.0, 0.0), (-20.0, 10.0, 60.0), 1.0, + ), + Simple("common.items.crafting_ing.hide.plate"): VoxTrans( + "voxel.sprite.crafting_ing.hide.plate", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 1.0, + ), + Simple("common.items.crafting_ing.hide.carapace"): VoxTrans( + "voxel.sprite.crafting_ing.hide.carapace", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.hide.scales"): VoxTrans( + "voxel.sprite.crafting_ing.hide.scale", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.hide.dragon_scale"): VoxTrans( + "voxel.sprite.crafting_ing.hide.dragon_scale", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.animal_misc.claw"): VoxTrans( + "voxel.sprite.crafting_ing.animal_misc.claw", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.animal_misc.elegant_crest"): VoxTrans( + "voxel.object.elegant_crest", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.animal_misc.venom_sac"): VoxTrans( + "voxel.sprite.crafting_ing.animal_misc.venom_sac", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.animal_misc.lively_vine"): VoxTrans( + "voxel.sprite.crafting_ing.animal_misc.lively_vine", + (0.0, 0.0, 0.0), (-40.0, -40.0, 20.0), 1.2, + ), + Simple("common.items.crafting_ing.animal_misc.sharp_fang"): VoxTrans( + "voxel.sprite.crafting_ing.animal_misc.sharp_fang", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 1.0, + ), + Simple("common.items.crafting_ing.animal_misc.strong_pincer"): VoxTrans( + "voxel.object.strong_pincer", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.animal_misc.fur"): VoxTrans( + "voxel.sprite.crafting_ing.animal_misc.fur", + (0.0, 0.0, 0.0), (-40.0, -10.0, 10.0), 1.0, + ), + Simple("common.items.crafting_ing.animal_misc.large_horn"): VoxTrans( + "voxel.sprite.crafting_ing.animal_misc.large_horn", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.animal_misc.long_tusk"): VoxTrans( + "voxel.object.long_tusk", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.animal_misc.grim_eyeball"): VoxTrans( + "voxel.sprite.crafting_ing.animal_misc.grim_eyeball", + (0.0, 0.0, 0.0), (-60.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.flowers.plant_fiber"): VoxTrans( + "voxel.sprite.crafting_ing.plant_fiber", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.flowers.moonbell"): VoxTrans( + "voxel.sprite.flowers.moonbell", + (0.0, 0.0, 0.0), (-65.0, 40.0, 20.0), 0.9, + ), + Simple("common.items.flowers.pyrebloom"): VoxTrans( + "voxel.sprite.flowers.pyrebloom", + (0.0, 0.0, 0.0), (-75.0, 0.0, 20.0), 0.9, + ), + Simple("common.items.flowers.wild_flax"): VoxTrans( + "voxel.sprite.flowers.flax", + (0.0, 0.0, 0.0), (-75.0, 0.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.cotton_boll"): VoxTrans( + "voxel.sprite.crafting_ing.cotton_boll", + (0.0, 0.0, 0.0), (-65.0, 0.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.cloth.cotton"): VoxTrans( + "voxel.sprite.crafting_ing.cloth.cotton", + (0.0, 0.0, 0.0), (-65.0, 0.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.cloth.linen"): VoxTrans( + "voxel.sprite.crafting_ing.cloth.linen", + (0.0, 0.0, 0.0), (-65.0, 0.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.cloth.cloth_strips"): VoxTrans( + "voxel.sprite.crafting_ing.cloth.cloth_strips", + (1.0, 0.0, 0.0), (0.0, 0.0, 25.0), 0.9, + ), + Simple("common.items.crafting_ing.cloth.wool"): VoxTrans( + "voxel.sprite.crafting_ing.cloth.wool", + (0.0, 0.0, 0.0), (-20.0, 10.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.cloth.silk"): VoxTrans( + "voxel.sprite.crafting_ing.cloth.silk", + (0.0, 0.0, 0.0), (-65.0, 0.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.cloth.lifecloth"): VoxTrans( + "voxel.sprite.crafting_ing.cloth.lifecloth", + (0.0, 0.0, 0.0), (-65.0, 0.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.cloth.moonweave"): VoxTrans( + "voxel.sprite.crafting_ing.cloth.moonweave", + (0.0, 0.0, 0.0), (-65.0, 0.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.cloth.sunsilk"): VoxTrans( + "voxel.sprite.crafting_ing.cloth.sunsilk", + (0.0, 0.0, 0.0), (-65.0, 0.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.cloth.linen_red"): VoxTrans( + "voxel.sprite.crafting_ing.cloth.linen_red", + (0.0, 0.0, 0.0), (-65.0, 0.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.sticky_thread"): VoxTrans( + "voxel.sprite.crafting_ing.sticky_thread", + (0.0, 0.0, 0.0), (-65.0, 0.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.living_embers"): VoxTrans( + "voxel.sprite.crafting_ing.living_embers", + (0.0, 0.0, 0.0), (-65.0, 0.0, 20.0), 0.9, + ), + Simple("common.items.crafting_ing.sentient_seed"): VoxTrans( + "voxel.sprite.crafting_ing.sentient_seed", + (0.0, 0.0, 0.0), (-75.0, 25.0, 10.0), 0.9, + ), + Simple("common.items.crafting_ing.resin"): VoxTrans( + "voxel.sprite.crafting_ing.resin", + (0.0, 0.0, 0.0), (-65.0, 0.0, 20.0), 0.9, + ), + Simple("common.items.mineral.ingot.silver"): VoxTrans( + "voxel.sprite.mineral.ingot.silver", + (0.0, 0.0, 0.0), (70.0, 30.0, 170.0), 0.85, + ), + Simple("common.items.mineral.ingot.gold"): VoxTrans( + "voxel.sprite.mineral.ingot.gold", + (0.0, 0.0, 0.0), (70.0, 30.0, 170.0), 0.85, + ), + Simple("common.items.mineral.ingot.orichalcum"): VoxTrans( + "voxel.sprite.mineral.ingot.orichalcum", + (0.0, 0.0, 0.0), (70.0, 30.0, 170.0), 0.85, + ), + Simple("common.items.mineral.ingot.bloodsteel"): VoxTrans( + "voxel.sprite.mineral.ingot.bloodsteel", + (0.0, 0.0, 0.0), (70.0, 30.0, 170.0), 0.85, + ), + Simple("common.items.mineral.ingot.bronze"): VoxTrans( + "voxel.sprite.mineral.ingot.bronze", + (0.0, 0.0, 0.0), (70.0, 30.0, 170.0), 0.85, + ), + Simple("common.items.mineral.ingot.cobalt"): VoxTrans( + "voxel.sprite.mineral.ingot.cobalt", + (0.0, 0.0, 0.0), (70.0, 30.0, 170.0), 0.85, + ), + Simple("common.items.mineral.ingot.copper"): VoxTrans( + "voxel.sprite.mineral.ingot.copper", + (0.0, 0.0, 0.0), (70.0, 30.0, 170.0), 0.85, + ), + Simple("common.items.mineral.ingot.iron"): VoxTrans( + "voxel.sprite.mineral.ingot.iron", + (0.0, 0.0, 0.0), (70.0, 30.0, 170.0), 0.85, + ), + Simple("common.items.mineral.ingot.steel"): VoxTrans( + "voxel.sprite.mineral.ingot.steel", + (0.0, 0.0, 0.0), (70.0, 30.0, 170.0), 0.85, + ), + Simple("common.items.mineral.ingot.tin"): VoxTrans( + "voxel.sprite.mineral.ingot.tin", + (0.0, 0.0, 0.0), (70.0, 30.0, 170.0), 0.85, + ), + Simple("common.items.mineral.ore.gold"): VoxTrans( + "voxel.sprite.mineral.ore.gold", + (0.0, 0.0, 0.0), (-60.0, 30.0, 15.0), 0.9, + ), + Simple("common.items.mineral.ore.silver"): VoxTrans( + "voxel.sprite.mineral.ore.silver", + (0.0, 0.0, 0.0), (-60.0, 30.0, 15.0), 0.9, + ), + Simple("common.items.mineral.ore.bloodstone"): VoxTrans( + "voxel.sprite.mineral.ore.bloodstone", + (0.0, 0.0, 0.0), (-60.0, 30.0, 15.0), 0.9, + ), + Simple("common.items.mineral.ore.cobalt"): VoxTrans( + "voxel.sprite.mineral.ore.cobalt", + (0.0, 0.0, 0.0), (-60.0, 30.0, 15.0), 0.9, + ), + Simple("common.items.mineral.ore.copper"): VoxTrans( + "voxel.sprite.mineral.ore.copper", + (0.0, 0.0, 0.0), (-60.0, 30.0, 15.0), 0.9, + ), + Simple("common.items.mineral.ore.iron"): VoxTrans( + "voxel.sprite.mineral.ore.iron", + (0.0, 0.0, 0.0), (-60.0, 30.0, 15.0), 0.9, + ), + Simple("common.items.mineral.ore.tin"): VoxTrans( + "voxel.sprite.mineral.ore.tin", + (0.0, 0.0, 0.0), (-60.0, 30.0, 15.0), 0.9, + ), + Simple("common.items.mineral.stone.coal"): VoxTrans( + "voxel.sprite.mineral.ore.coal", + (0.0, 0.0, 0.0), (-60.0, 30.0, 15.0), 0.9, + ), + Simple("common.items.mineral.ore.coal"): VoxTrans( + "voxel.sprite.mineral.ore.coal", + (0.0, 0.0, 0.0), (-60.0, 30.0, 15.0), 0.9, + ), + Simple("common.items.mineral.ore.ancient_gold"): VoxTrans( + "voxel.sprite.mineral.ore.ancient_gold", + (0.0, 0.0, 0.0), (-60.0, 30.0, 15.0), 0.9, + ), + Simple("common.items.crafting_ing.honey"): VoxTrans( + "voxel.object.honey", + (1.0, 0.0, 0.0), (-20.0, 20.0, -30.0), 0.9, + ), + Simple("common.items.crafting_tools.mortar_pestle"): VoxTrans( + "voxel.object.mortar_pestle", + (0.0, 0.0, 0.0), (-40.0, 15.0, 17.0), 0.8, + ), + Simple("common.items.crafting_ing.empty_vial"): VoxTrans( + "voxel.object.potion_empty", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.bowl"): VoxTrans( + "voxel.sprite.crafting_ing.bowl", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.oil"): VoxTrans( + "voxel.sprite.crafting_ing.oil", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.animal_misc.viscous_ooze"): VoxTrans( + "voxel.sprite.crafting_ing.animal_misc.viscous_ooze", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.animal_misc.phoenix_feather"): VoxTrans( + "voxel.sprite.crafting_ing.animal_misc.phoenix_feather", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.2, + ), + Simple("common.items.log.bamboo"): VoxTrans( + "voxel.sprite.wood.item.bamboo", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.log.eldwood"): VoxTrans( + "voxel.sprite.wood.item.eldwood", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.log.frostwood"): VoxTrans( + "voxel.sprite.wood.item.frostwood", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.log.hardwood"): VoxTrans( + "voxel.sprite.wood.item.hardwood", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.log.ironwood"): VoxTrans( + "voxel.sprite.wood.item.ironwood", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.log.wood"): VoxTrans( + "voxel.sprite.wood.item.wood", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.abyssal_heart"): VoxTrans( + "voxel.sprite.crafting_ing.abyssal_heart", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.brinestone"): VoxTrans( + "voxel.sprite.crafting_ing.brinestone", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.pearl"): VoxTrans( + "voxel.sprite.crafting_ing.pearl", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.5, + ), + Simple("common.items.crafting_ing.coral_branch"): VoxTrans( + "voxel.sprite.crafting_ing.coral_branch", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.glacial_crystal"): VoxTrans( + "voxel.object.glacial_crystal", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.alkahest"): VoxTrans( + "voxel.sprite.crafting_ing.alkahest", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + Simple("common.items.crafting_ing.dwarven_battery"): VoxTrans( + "voxel.sprite.crafting_ing.dwarven_battery", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.8, + ), + // Gliders + Simple("common.items.glider.cloverleaf"): VoxTrans( + "voxel.glider.cloverleaf", + (-2.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.9, + ), + Simple("common.items.glider.basic_white"): VoxTrans( + "voxel.glider.basic_white", + (-2.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.9, + ), + Simple("common.items.glider.basic_red"): VoxTrans( + "voxel.glider.basic_red", + (-2.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.9, + ), + Simple("common.items.glider.blue"): VoxTrans( + "voxel.glider.blue", + (6.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.1, + ), + Simple("common.items.glider.morpho"): VoxTrans( + "voxel.glider.butterfly1", + (6.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.1, + ), + Simple("common.items.glider.monarch"): VoxTrans( + "voxel.glider.butterfly2", + (6.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.1, + ), + Simple("common.items.glider.butterfly3"): VoxTrans( + "voxel.glider.butterfly3", + (6.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.1, + ), + Simple("common.items.glider.moth"): VoxTrans( + "voxel.glider.moth", + (6.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.1, + ), + Simple("common.items.glider.sandraptor"): VoxTrans( + "voxel.glider.sandraptor", + (6.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.1, + ), + Simple("common.items.glider.snowraptor"): VoxTrans( + "voxel.glider.snowraptor", + (6.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.1, + ), + Simple("common.items.glider.woodraptor"): VoxTrans( + "voxel.glider.woodraptor", + (6.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.1, + ), + Simple("common.items.glider.sunset"): VoxTrans( + "voxel.glider.sunset", + (6.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.1, + ), + Simple("common.items.glider.moonrise"): VoxTrans( + "voxel.glider.moonrise", + (6.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.1, + ), + Simple("common.items.glider.skullgrin"): VoxTrans( + "voxel.glider.cultists", + (5.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.1, + ), + Simple("common.items.glider.leaves"): VoxTrans( + "voxel.glider.leaves", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.1, + ), + Simple("common.items.glider.winter_wings"): VoxTrans( + "voxel.glider.winter_wings", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 1.1, + ), + // Debug Items + Simple("common.items.debug.admin_stick"): VoxTrans( + "voxel.weapon.tool.broom_belzeshrub_purple", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.1, + ), + Simple("common.items.debug.glider"): VoxTrans( + "voxel.glider.cloverleaf", + (-2.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.9, + ), + // Misc + Simple("common.items.weapons.tool.golf_club"): VoxTrans( + "voxel.weapon.tool.golf_club", + (2.0, -1.0, 0.0), (-135.0, 25.0, 0.0), 1.1, + ), + // Gems + Simple("common.items.mineral.gem.amethyst"): VoxTrans( + "voxel.sprite.mineral.gem.amethystgem", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.7, + ), + Simple("common.items.mineral.gem.topaz"): VoxTrans( + "voxel.sprite.mineral.gem.topazgem", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.7, + ), + Simple("common.items.mineral.gem.sapphire"): VoxTrans( + "voxel.sprite.mineral.gem.sapphiregem", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.6, + ), + Simple("common.items.mineral.gem.emerald"): VoxTrans( + "voxel.sprite.mineral.gem.emeraldgem", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.7, + ), + Simple("common.items.mineral.gem.ruby"): VoxTrans( + "voxel.sprite.mineral.gem.rubygem", + (0.0, 0.0, 0.0), (-50.0, 30.0, 20.0), 0.7, + ), + Simple("common.items.mineral.gem.diamond"): VoxTrans( + "voxel.sprite.mineral.gem.diamondgem", + (0.0, 0.0, 0.0), (-55.0, 30.0, 20.0), 0.6, + ), + // Modular component pieces + // Swords + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.sword.greatsword.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.sword.katana.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.sword.longsword.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.sword.ornate.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.sword.sabre.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.sword.sawblade.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.sword.zweihander.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.sword.greatsword.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.sword.katana.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.sword.longsword.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.sword.ornate.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.sword.sabre.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.sword.sawblade.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.sword.zweihander.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.sword.greatsword.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.sword.katana.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.sword.longsword.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.sword.ornate.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.sword.sabre.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.sword.sawblade.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.sword.zweihander.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.sword.greatsword.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.sword.katana.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.sword.longsword.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.sword.ornate.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.sword.sabre.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.sword.sawblade.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.sword.zweihander.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.sword.greatsword.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.sword.katana.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.sword.longsword.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.sword.ornate.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.sword.sabre.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.sword.sawblade.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.sword.zweihander.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.sword.greatsword.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.sword.katana.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.sword.longsword.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.sword.ornate.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.sword.sabre.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.sword.sawblade.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.sword.zweihander.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.modular.weapon.secondary.sword.long"): VoxTrans( + "voxel.weapon.component.sword.hilt.long", + (0.0, 0.0, 0.0), (180.0, 210.0, 135.0), 0.7, + ), + Simple("common.items.modular.weapon.secondary.sword.medium"): VoxTrans( + "voxel.weapon.component.sword.hilt.medium", + (0.0, 0.0, 0.0), (180.0, 210.0, 135.0), 0.7, + ), + Simple("common.items.modular.weapon.secondary.sword.short"): VoxTrans( + "voxel.weapon.component.sword.hilt.short", + (0.0, 0.0, 0.0), (180.0, 210.0, 135.0), 0.7, + ), + // Axes + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.axe.axe.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.axe.battleaxe.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.axe.greataxe.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.axe.jagged.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.axe.labrys.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.axe.ornate.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.axe.poleaxe.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.axe.axe.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.axe.battleaxe.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.axe.greataxe.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.axe.jagged.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.axe.labrys.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.axe.ornate.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.axe.poleaxe.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.axe.axe.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.axe.battleaxe.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.axe.greataxe.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.axe.jagged.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.axe.labrys.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.axe.ornate.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.axe.poleaxe.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.axe.axe.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.axe.battleaxe.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.axe.greataxe.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.axe.jagged.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.axe.labrys.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.axe.ornate.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.axe.poleaxe.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.axe.axe.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.axe.battleaxe.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.axe.greataxe.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.axe.jagged.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.axe.labrys.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.axe.ornate.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.axe.poleaxe.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.axe.axe.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.axe.battleaxe.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.axe.greataxe.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.axe.jagged.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.axe.labrys.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.axe.ornate.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.axe.poleaxe.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.modular.weapon.secondary.axe.long"): VoxTrans( + "voxel.weapon.component.axe.haft.long", + (0.0, 0.0, 0.0), (180.0, 210.0, 135.0), 1.0, + ), + Simple("common.items.modular.weapon.secondary.axe.medium"): VoxTrans( + "voxel.weapon.component.axe.haft.medium", + (0.0, 0.0, 0.0), (180.0, 210.0, 135.0), 1.0, + ), + Simple("common.items.modular.weapon.secondary.axe.short"): VoxTrans( + "voxel.weapon.component.axe.haft.short", + (0.0, 0.0, 0.0), (180.0, 210.0, 135.0), 1.0, + ), + // Hammers + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.hammer.greathammer.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.hammer.greatmace.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.hammer.hammer.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.hammer.maul.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.hammer.ornate.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.hammer.spikedmace.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bronze")): VoxTrans( + "voxel.weapon.component.hammer.warhammer.bronze", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.hammer.greathammer.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.hammer.greatmace.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.hammer.hammer.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.hammer.maul.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.hammer.ornate.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.hammer.spikedmace.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.iron")): VoxTrans( + "voxel.weapon.component.hammer.warhammer.iron", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.hammer.greathammer.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.hammer.greatmace.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.hammer.hammer.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.hammer.maul.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.hammer.ornate.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.hammer.spikedmace.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.steel")): VoxTrans( + "voxel.weapon.component.hammer.warhammer.steel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.hammer.greathammer.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.hammer.greatmace.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.hammer.hammer.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.hammer.maul.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.hammer.ornate.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.hammer.spikedmace.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.cobalt")): VoxTrans( + "voxel.weapon.component.hammer.warhammer.cobalt", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.hammer.greathammer.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.hammer.greatmace.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.hammer.hammer.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.hammer.maul.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.hammer.ornate.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.hammer.spikedmace.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bloodsteel")): VoxTrans( + "voxel.weapon.component.hammer.warhammer.bloodsteel", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.hammer.greathammer.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.hammer.greatmace.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.hammer.hammer.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.hammer.maul.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.hammer.ornate.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.hammer.spikedmace.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.orichalcum")): VoxTrans( + "voxel.weapon.component.hammer.warhammer.orichalcum", + (0.0, 0.0, 0.0), (-135.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.modular.weapon.secondary.hammer.long"): VoxTrans( + "voxel.weapon.component.hammer.shaft.long", + (0.0, 0.0, 0.0), (180.0, 210.0, 135.0), 1.0, + ), + Simple("common.items.modular.weapon.secondary.hammer.medium"): VoxTrans( + "voxel.weapon.component.hammer.shaft.medium", + (0.0, 0.0, 0.0), (180.0, 210.0, 135.0), 1.0, + ), + Simple("common.items.modular.weapon.secondary.hammer.short"): VoxTrans( + "voxel.weapon.component.hammer.shaft.short", + (0.0, 0.0, 0.0), (180.0, 210.0, 135.0), 1.0, + ), + // Bows + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.bow", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.bow.bow.wood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.composite", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.bow.composite.wood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.bow.greatbow.wood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.bow.longbow.wood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.bow.ornate.wood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.bow.shortbow.wood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.bow.warbow.wood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.bow", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.bow.bow.bamboo", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.composite", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.bow.composite.bamboo", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.bow.greatbow.bamboo", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.bow.longbow.bamboo", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.bow.ornate.bamboo", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.bow.shortbow.bamboo", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.bow.warbow.bamboo", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.bow", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.bow.bow.hardwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.composite", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.bow.composite.hardwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.bow.greatbow.hardwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.bow.longbow.hardwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.bow.ornate.hardwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.bow.shortbow.hardwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.bow.warbow.hardwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.bow", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.bow.bow.ironwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.composite", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.bow.composite.ironwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.bow.greatbow.ironwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.bow.longbow.ironwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.bow.ornate.ironwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.bow.shortbow.ironwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.bow.warbow.ironwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.bow", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.bow.bow.frostwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.composite", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.bow.composite.frostwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.bow.greatbow.frostwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.bow.longbow.frostwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.bow.ornate.frostwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.bow.shortbow.frostwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.bow.warbow.frostwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.bow", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.bow.bow.eldwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.composite", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.bow.composite.eldwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.bow.greatbow.eldwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.bow.longbow.eldwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.bow.ornate.eldwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.bow.shortbow.eldwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.bow.warbow.eldwood", + (0.0, 0.0, 0.0), (0.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.modular.weapon.secondary.bow.long"): VoxTrans( + "voxel.weapon.component.bow.grip.long", + (0.0, 0.0, 0.0), (180.0, 210.0, 135.0), 0.7, + ), + Simple("common.items.modular.weapon.secondary.bow.medium"): VoxTrans( + "voxel.weapon.component.bow.grip.medium", + (0.0, 0.0, 0.0), (180.0, 210.0, 135.0), 0.7, + ), + Simple("common.items.modular.weapon.secondary.bow.short"): VoxTrans( + "voxel.weapon.component.bow.grip.short", + (0.0, 0.0, 0.0), (180.0, 210.0, 135.0), 0.7, + ), + // Staffs + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.brand", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.staff.brand.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.staff.grandstaff.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.staff.longpole.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.staff.ornate.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.pole", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.staff.pole.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.rod", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.staff.rod.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.staff", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.staff.staff.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.brand", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.staff.brand.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.staff.grandstaff.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.staff.longpole.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.staff.ornate.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.pole", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.staff.pole.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.rod", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.staff.rod.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.staff", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.staff.staff.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.brand", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.staff.brand.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.staff.grandstaff.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.staff.longpole.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.staff.ornate.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.pole", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.staff.pole.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.rod", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.staff.rod.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.staff", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.staff.staff.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.brand", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.staff.brand.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.staff.grandstaff.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.staff.longpole.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.staff.ornate.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.pole", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.staff.pole.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.rod", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.staff.rod.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.staff", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.staff.staff.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.brand", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.staff.brand.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.staff.grandstaff.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.staff.longpole.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.staff.ornate.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.pole", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.staff.pole.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.rod", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.staff.rod.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.staff", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.staff.staff.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.brand", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.staff.brand.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.staff.grandstaff.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.staff.longpole.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.staff.ornate.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.pole", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.staff.pole.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.rod", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.staff.rod.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.staff", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.staff.staff.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.modular.weapon.secondary.staff.heavy"): VoxTrans( + "voxel.weapon.component.staff.core.heavy", + (0.0, 0.0, 0.0), (-100.0, 210.0, 15.0), 0.7, + ), + Simple("common.items.modular.weapon.secondary.staff.medium"): VoxTrans( + "voxel.weapon.component.staff.core.medium", + (0.0, 0.0, 0.0), (-100.0, 210.0, 15.0), 0.7, + ), + Simple("common.items.modular.weapon.secondary.staff.light"): VoxTrans( + "voxel.weapon.component.staff.core.light", + (0.0, 0.0, 0.0), (-100.0, 210.0, 15.0), 0.7, + ), + // Sceptres + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.sceptre.arbor.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.sceptre.cane.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.sceptre.crook.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.sceptre.crozier.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.sceptre.grandsceptre.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.sceptre.ornate.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.wood")): VoxTrans( + "voxel.weapon.component.sceptre.sceptre.wood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.sceptre.arbor.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.sceptre.cane.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.sceptre.crook.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.sceptre.crozier.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.sceptre.grandsceptre.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.sceptre.ornate.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.bamboo")): VoxTrans( + "voxel.weapon.component.sceptre.sceptre.bamboo", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.sceptre.arbor.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.sceptre.cane.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.sceptre.crook.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.sceptre.crozier.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.sceptre.grandsceptre.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.sceptre.ornate.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.hardwood")): VoxTrans( + "voxel.weapon.component.sceptre.sceptre.hardwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.sceptre.arbor.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.sceptre.cane.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.sceptre.crook.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.sceptre.crozier.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.sceptre.grandsceptre.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.sceptre.ornate.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.ironwood")): VoxTrans( + "voxel.weapon.component.sceptre.sceptre.ironwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.sceptre.arbor.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.sceptre.cane.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.sceptre.crook.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.sceptre.crozier.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.sceptre.grandsceptre.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.sceptre.ornate.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.frostwood")): VoxTrans( + "voxel.weapon.component.sceptre.sceptre.frostwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.sceptre.arbor.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.sceptre.cane.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.sceptre.crook.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.sceptre.crozier.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.sceptre.grandsceptre.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.sceptre.ornate.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.eldwood")): VoxTrans( + "voxel.weapon.component.sceptre.sceptre.eldwood", + (0.0, 0.0, 0.0), (-130.0, 90.0, 0.0), 1.0, + ), + Simple("common.items.modular.weapon.secondary.sceptre.heavy"): VoxTrans( + "voxel.weapon.component.sceptre.core.heavy", + (0.0, 0.0, 0.0), (-100.0, 250.0, 15.0), 0.7, + ), + Simple("common.items.modular.weapon.secondary.sceptre.medium"): VoxTrans( + "voxel.weapon.component.sceptre.core.medium", + (0.0, 0.0, 0.0), (-100.0, 250.0, 15.0), 0.7, + ), + Simple("common.items.modular.weapon.secondary.sceptre.light"): VoxTrans( + "voxel.weapon.component.sceptre.core.light", + (0.0, 0.0, 0.0), (-100.0, 250.0, 15.0), 0.7, + ), + // Keys + Simple("common.items.keys.rusty_tower_key"): VoxTrans( + "voxel.object.key_rusty-0", + (0.0, 0.0, 0.0), (-100.0, 250.0, 15.0), 1.0, + ), + Simple("common.items.keys.bone_key"): VoxTrans( + "voxel.object.key_bone", + (0.0, 0.0, 0.0), (-100.0, 250.0, 15.0), 1.0, + ), + Simple("common.items.keys.haniwa_key"): VoxTrans( + "voxel.object.key_haniwa", + (0.0, 0.0, 0.0), (-100.0, 250.0, 15.0), 1.0, + ), + Simple("common.items.keys.sahagin_key"): VoxTrans( + "voxel.object.key_sahagin", + (0.0, 0.0, 0.0), (-100.0, 250.0, 15.0), 1.0, + ), + Simple("common.items.keys.glass_key"): VoxTrans( + "voxel.object.key_glass", + (0.0, 0.0, 0.0), (-100.0, 250.0, 15.0), 1.0, + ), + Simple("common.items.keys.quarry_keys.forge_key"): VoxTrans( + "voxel.object.key_rusty-0", + (0.0, 0.0, 0.0), (-100.0, 250.0, 15.0), 1.0, + ), + Simple("common.items.keys.quarry_keys.miner_key"): VoxTrans( + "voxel.object.key_rusty-0", + (0.0, 0.0, 0.0), (-100.0, 250.0, 15.0), 1.0, + ), + Simple("common.items.keys.terracotta_key_chest"): VoxTrans( + "voxel.object.key_terracotta_chest", + (0.0, 0.0, 0.0), (-100.0, 250.0, 15.0), 1.0, + ), + Simple("common.items.keys.terracotta_key_door"): VoxTrans( + "voxel.object.key_terracotta_door", + (0.0, 0.0, 0.0), (-100.0, 250.0, 15.0), 1.0, + ), + // Lockpicks + Simple("common.items.utility.lockpick_0"): VoxTrans( + "voxel.object.lockpick", + (0.0, 0.0, 0.0), (-100.0, 250.0, 15.0), 1.0, + ), +}) diff --git a/assets/voxygen/lod/acacia.obj b/assets/voxygen/lod/acacia.obj new file mode 100644 index 0000000..8cf5176 --- /dev/null +++ b/assets/voxygen/lod/acacia.obj @@ -0,0 +1,230 @@ +# Blender 4.0.2 +# www.blender.org +o 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253//51 254//51 +f 252//50 255//50 256//50 +f 254//57 253//57 256//57 +f 255//55 254//55 256//55 diff --git a/assets/voxygen/logo.ico b/assets/voxygen/logo.ico new file mode 100644 index 0000000..dac8354 Binary files /dev/null and b/assets/voxygen/logo.ico differ diff --git a/assets/voxygen/net.veloren.veloren.desktop b/assets/voxygen/net.veloren.veloren.desktop new file mode 100644 index 0000000..b3ef0bb --- /dev/null +++ b/assets/voxygen/net.veloren.veloren.desktop @@ -0,0 +1,10 @@ +[Desktop Entry] +Type=Application +Name=Veloren +Comment=Veloren is a multiplayer voxel RPG written in Rust +Comment[de]=Veloren ist ein in Rust geschriebenes Mehrspieler Voxel RPG +Exec=veloren-voxygen +Categories=Game;Simulation; +Keywords=veloren;sandbox;world;blocks;nodes;multiplayer;roleplaying; +Icon=net.veloren.veloren +Terminal=false diff --git a/assets/voxygen/net.veloren.veloren.metainfo.xml b/assets/voxygen/net.veloren.veloren.metainfo.xml new file mode 100644 index 0000000..5b387f2 --- /dev/null +++ b/assets/voxygen/net.veloren.veloren.metainfo.xml @@ -0,0 +1,100 @@ + + + + net.veloren.veloren.desktop + CC0-1.0 + GPL-3.0-or-later + + Veloren + + veloren-voxygen + + + + intense + mild + mild + mild + + + + Veloren is a multiplayer voxel RPG written in Rust. It is inspired by games + such as Cube World, Legend of Zelda: Breath of the Wild, Dwarf Fortress and + Minecraft. + + + Veloren ist ein in Rust geschriebenes Mehrspieler Voxel RPG. Es wurde von + Spielen wie Cube World, The Legend of Zelda: Breath of the Wild, Dwarf + Fortress und Minecraft inspiriert. + + + +

+ Welcome To Veloren! +

+ Willkommen bei Veloren! +

+ Veloren is a multiplayer voxel RPG written in Rust. Veloren takes + inspiration from games such as Cube World, Minecraft and Dwarf Fortress. + The game is currently under heavy development, but is playable. +

+ Veloren ist ein in Rust geschriebenes Mehrspieler Voxel RPG. Es wurde + von Spielen wie Cube World, Minecraft und Dwarf Fortress inspiriert. + Das Spiel befindet sich mommentan noch in Entwicklung, ist aber bereits + spielbar. +

+ Development +

+ Entwicklung +

+ Currently the communication of contributors happens mainly on our official + Discord server (https://discord.gg/kjwJwjK). You can join it to keep up + with the development, talk to us or contribute something yourself. Anyone + who shows genuine effort to help is welcome in our team. You don't have to + know how to program to contribute! +

+ Aktuell findet die Kommunikation zwischen Beitragenden hauptsächlich auf + unserem offiziellen Discord (https://discord.gg/kjwJwjK) Server statt. + Du kannst beitreten um Neuigkeiten über die Entwicklung zu erhalten, mit + uns zu reden oder selbst etwas beizutragen. Jeder, der sich bemüht zu helfen + ist in unserem Team willkommen. Du musst nicht wissen wie man programmiert, + um etwas beizutragen. +

+
+ + + + + + + + https://media.discordapp.net/attachments/634860358623821835/884138091537907793/screenshot_1630865233900.png + + + https://media.discordapp.net/attachments/634860358623821835/885141629902684180/bg_12.jpg + + + https://media.discordapp.net/attachments/634860358623821835/884297602462539876/screenshot_1630903166427.png + + + https://media.discordapp.net/attachments/634860358623821835/885141632519905330/bg_10.jpg + + + + + pointing + keyboard + gamepad + + + + multiplayer + sandbox + world + + + https://gitlab.com/veloren/veloren/issues + https://gitlab.com/veloren/veloren#faq + https://book.veloren.net/ + https://veloren.net +
diff --git a/assets/voxygen/net.veloren.veloren.png b/assets/voxygen/net.veloren.veloren.png new file mode 100644 index 0000000..f42aeae Binary files /dev/null and b/assets/voxygen/net.veloren.veloren.png differ diff --git a/assets/voxygen/shaders/antialias/bilinear.glsl b/assets/voxygen/shaders/antialias/bilinear.glsl new file mode 100644 index 0000000..ff2ae63 --- /dev/null +++ b/assets/voxygen/shaders/antialias/bilinear.glsl @@ -0,0 +1,8 @@ +vec4 aa_apply( + texture2D tex, sampler smplr, + texture2D depth_tex, sampler depth_smplr, + vec2 fragCoord, + vec2 resolution +) { + return texture(sampler2D(tex, smplr), fragCoord / resolution); +} diff --git a/assets/voxygen/shaders/antialias/fxaa.glsl b/assets/voxygen/shaders/antialias/fxaa.glsl new file mode 100644 index 0000000..8b7f94b --- /dev/null +++ b/assets/voxygen/shaders/antialias/fxaa.glsl @@ -0,0 +1,10 @@ +#include + +vec4 aa_apply( + texture2D tex, sampler smplr, + texture2D depth_tex, sampler depth_smplr, + vec2 fragCoord, + vec2 resolution +) { + return fxaa_apply(tex, smplr, fragCoord, resolution, 1.0); +} diff --git a/assets/voxygen/shaders/antialias/fxupscale.glsl b/assets/voxygen/shaders/antialias/fxupscale.glsl new file mode 100644 index 0000000..39262bf --- /dev/null +++ b/assets/voxygen/shaders/antialias/fxupscale.glsl @@ -0,0 +1,40 @@ +#include + +vec4 aa_apply( + texture2D tex, sampler smplr, + texture2D depth_tex, sampler depth_smplr, + vec2 fragCoord, + vec2 resolution +) { + ivec2 dirs[] = { ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1) }; + + vec2 sz = textureSize(sampler2D(tex, smplr), 0).xy; + + //float center_d = texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(fragCoord / screen_res.xy * sz), 0).x; + + float min_depth = 1000; + float max_depth = 0; + for (uint i = 0u; i < dirs.length(); i ++) { + float d = texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(fragCoord / screen_res.xy * sz) + dirs[i], 0).x; + min_depth = min(min_depth, d); + max_depth = max(max_depth, d); + } + + vec4 aa_color = fxaa_apply(tex, smplr, fragCoord, resolution, 1.0 + 1.0 / (min_depth * 0 + 0.001 + (max_depth - min_depth) * 500) * 0.001); + vec4 lerped = texture(sampler2D(tex, smplr), fragCoord / screen_res.xy); + //aa_color = lerped; + + vec4 closest = aa_color; + float closest_dist = 1000.0; + for (uint i = 0u; i < dirs.length(); i ++) { + vec4 col_at = texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / screen_res.xy * sz) + dirs[i], 0); + //float depth_at = texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(fragCoord / screen_res.xy * sz) + dirs[i], 0).x; + float dist = dot(pow(aa_color.rgb - col_at.rgb, ivec3(2)), vec3(1)); + if (dist < closest_dist) { + closest = mix(col_at, lerped, min(length(lerped.rgb - col_at.rgb) * 0.25, 1)); + closest_dist = dist; + } + } + //return texelFetch(sampler2D(tex, smplr), ivec2(fragCoord / screen_res.xy * sz), 0); + return closest;//mix(aa_color, closest, clamp(1.0 - sqrt(closest_dist) / length(aa_color.rgb) * 0.75, 0, 1)); +} diff --git a/assets/voxygen/shaders/antialias/hqx.glsl b/assets/voxygen/shaders/antialias/hqx.glsl new file mode 100644 index 0000000..0eb9508 --- /dev/null +++ b/assets/voxygen/shaders/antialias/hqx.glsl @@ -0,0 +1,65 @@ +const float THRESHOLD = 0.05; +const float DEPTH_THRESHOLD = 0.05; + +bool diag( + texture2D tex, sampler smplr, + texture2D depth_tex, sampler depth_smplr, + const float line_thickness, + inout vec4 sum, + vec2 uv, + const vec2 p1, + const vec2 p2, + const float aa_scale, + const uvec2 src_sz +) { + vec4 v1 = texelFetch(sampler2D(tex, smplr), ivec2(uv + p1 * 0.5), 0); + vec4 v2 = texelFetch(sampler2D(tex, smplr), ivec2(uv + p2 * 0.5), 0); + float d1 = 1.0 / texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(uv + vec2(p1.x, p1.y)), 0).x; + float d2 = 1.0 / texelFetch(sampler2D(depth_tex, depth_smplr), ivec2(uv + vec2(p2.x, p2.y)), 0).x; + if (length((normalize(v1) - normalize(v2)).rgb) > THRESHOLD || abs(d1 - d2) > d1 * DEPTH_THRESHOLD + 3.0) { + return false; + } + vec2 dir = p2 - p1; + vec2 lp = uv - (floor(uv + p1) + 0.5); + dir = normalize(vec2(dir.y, -dir.x)); + float l = clamp((line_thickness - dot(lp, dir)) * aa_scale, 0.0, 1.0); + sum = mix(sum, (v1 + v2) * 0.5, l); + return true; +} + +vec4 aa_apply( + texture2D tex, sampler smplr, + texture2D depth_tex, sampler depth_smplr, + vec2 fragCoord, + vec2 resolution +) { + uvec2 src_sz = textureSize(sampler2D(tex, smplr), 0).xy; + + vec2 upscale = resolution / src_sz; + vec2 ip = fragCoord / upscale; + //start with nearest pixel as 'background' + vec4 s = texelFetch(sampler2D(tex, smplr), ivec2(ip), 0); + //vec4 s = texture(sampler2D(tex, smplr), fragCoord / resolution); + + float aa_scale = upscale.x * 0.5; + + //draw anti aliased diagonal lines of surrounding pixels as 'foreground' + if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(-1, 0), vec2(0, 1), aa_scale, src_sz)) { + diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(-1, 0), vec2(1, 1), aa_scale, src_sz); + diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(-1, -1), vec2(0, 1), aa_scale, src_sz); + } + if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(0, 1), vec2(1, 0), aa_scale, src_sz)) { + diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(0, 1), vec2(1, -1), aa_scale, src_sz); + diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(-1, 1), vec2(1, 0), aa_scale, src_sz); + } + if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(1, 0), vec2(0, -1), aa_scale, src_sz)) { + diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(1, 0), vec2(-1, -1), aa_scale, src_sz); + diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(1, 1), vec2(0, -1), aa_scale, src_sz); + } + if (diag(tex, smplr, depth_tex, depth_smplr, 0.4, s, ip, vec2(0, -1), vec2(-1, 0), aa_scale, src_sz)) { + diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(0, -1), vec2(-1, 1), aa_scale, src_sz); + diag(tex, smplr, depth_tex, depth_smplr, 0.3, s, ip, vec2(1, -1), vec2(-1, 0), aa_scale, src_sz); + } + + return s; +} diff --git a/assets/voxygen/shaders/antialias/msaa-x16.glsl b/assets/voxygen/shaders/antialias/msaa-x16.glsl new file mode 100644 index 0000000..0598c3e --- /dev/null +++ b/assets/voxygen/shaders/antialias/msaa-x16.glsl @@ -0,0 +1,33 @@ +vec4 aa_apply( + texture2D tex, sampler smplr, + texture2D depth_tex, sampler depth_smplr, + vec2 fragCoord, + vec2 resolution +) { + ivec2 texel_coord = ivec2(fragCoord.x, fragCoord.y); + + vec4 sample1 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 0); + vec4 sample2 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 1); + vec4 sample3 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 2); + vec4 sample4 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 3); + vec4 sample5 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 4); + vec4 sample6 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 5); + vec4 sample7 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 6); + vec4 sample8 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 7); + vec4 sample9 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 8); + vec4 sample10 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 9); + vec4 sample11 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 10); + vec4 sample12 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 11); + vec4 sample13 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 12); + vec4 sample14 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 13); + vec4 sample15 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 14); + vec4 sample16 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 15); + + // Average Samples + vec4 msaa_color = ( + sample1 + sample2 + sample3 + sample4 + sample5 + sample6 + sample7 + sample8 + + sample9 + sample10 + sample11 + sample12 + sample13 + sample14 + sample15 + sample16 + ) / 16.0; + + return msaa_color; +} diff --git a/assets/voxygen/shaders/antialias/msaa-x4.glsl b/assets/voxygen/shaders/antialias/msaa-x4.glsl new file mode 100644 index 0000000..6ab01e8 --- /dev/null +++ b/assets/voxygen/shaders/antialias/msaa-x4.glsl @@ -0,0 +1,18 @@ +vec4 aa_apply( + texture2D tex, sampler smplr, + texture2D depth_tex, sampler depth_smplr, + vec2 fragCoord, + vec2 resolution +) { + ivec2 texel_coord = ivec2(fragCoord.x, fragCoord.y); + + vec4 sample1 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 0); + vec4 sample2 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 1); + vec4 sample3 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 2); + vec4 sample4 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 3); + + // Average Samples + vec4 msaa_color = (sample1 + sample2 + sample3 + sample4) / 4.0; + + return msaa_color; +} diff --git a/assets/voxygen/shaders/antialias/msaa-x8.glsl b/assets/voxygen/shaders/antialias/msaa-x8.glsl new file mode 100644 index 0000000..1d15046 --- /dev/null +++ b/assets/voxygen/shaders/antialias/msaa-x8.glsl @@ -0,0 +1,22 @@ +vec4 aa_apply( + texture2D tex, sampler smplr, + texture2D depth_tex, sampler depth_smplr, + vec2 fragCoord, + vec2 resolution +) { + ivec2 texel_coord = ivec2(fragCoord.x, fragCoord.y); + + vec4 sample1 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 0); + vec4 sample2 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 1); + vec4 sample3 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 2); + vec4 sample4 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 3); + vec4 sample5 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 4); + vec4 sample6 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 5); + vec4 sample7 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 6); + vec4 sample8 = texelFetch(sampler2DMS(tex, smplr), texel_coord, 7); + + // Average Samples + vec4 msaa_color = (sample1 + sample2 + sample3 + sample4 + sample5 + sample6 + sample7 + sample8) / 8.0; + + return msaa_color; +} diff --git a/assets/voxygen/shaders/antialias/none.glsl b/assets/voxygen/shaders/antialias/none.glsl new file mode 100644 index 0000000..50c9f74 --- /dev/null +++ b/assets/voxygen/shaders/antialias/none.glsl @@ -0,0 +1,8 @@ +vec4 aa_apply( + texture2D tex, sampler smplr, + texture2D depth_tex, sampler depth_smplr, + vec2 fragCoord, + vec2 resolution +) { + return texelFetch(sampler2D(tex, smplr), ivec2(fragCoord * textureSize(sampler2D(tex, smplr), 0).xy / resolution), 0); +} diff --git a/assets/voxygen/shaders/blit-frag.glsl b/assets/voxygen/shaders/blit-frag.glsl new file mode 100644 index 0000000..529c1d8 --- /dev/null +++ b/assets/voxygen/shaders/blit-frag.glsl @@ -0,0 +1,16 @@ +#version 440 core + +layout(set = 0, binding = 0) +uniform texture2D t_src_color; +layout(set = 0, binding = 1) +uniform sampler s_src_color; + +layout(location = 0) in vec2 uv; + +layout(location = 0) out vec4 tgt_color; + +void main() { + vec4 color = texture(sampler2D(t_src_color, s_src_color), uv); + + tgt_color = vec4(color.rgb, 1); +} diff --git a/assets/voxygen/shaders/blit-vert.glsl b/assets/voxygen/shaders/blit-vert.glsl new file mode 100644 index 0000000..0093cc3 --- /dev/null +++ b/assets/voxygen/shaders/blit-vert.glsl @@ -0,0 +1,15 @@ +#version 440 core + +layout(location = 0) out vec2 uv; + +void main() { + // Generate fullscreen triangle + vec2 v_pos = vec2( + float(gl_VertexIndex / 2) * 4.0 - 1.0, + float(gl_VertexIndex % 2) * 4.0 - 1.0 + ); + + uv = (v_pos * vec2(1.0, -1.0) + 1.0) * 0.5; + + gl_Position = vec4(v_pos, 0.0, 1.0); +} diff --git a/assets/voxygen/shaders/clouds-frag.glsl b/assets/voxygen/shaders/clouds-frag.glsl new file mode 100644 index 0000000..6a3c960 --- /dev/null +++ b/assets/voxygen/shaders/clouds-frag.glsl @@ -0,0 +1,320 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION) + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +// Must come before includes +#define IS_POSTPROCESS + +#include +// Note: The sampler uniform is declared here because it differs for MSAA +#include +#include +#include +#include +// This *MUST* come after `cloud.glsl`: it contains a function that depends on `cloud.glsl` when clouds are enabled +#include +#include + +layout(set = 2, binding = 0) +uniform texture2D t_src_color; +layout(set = 2, binding = 1) +uniform sampler s_src_color; + +layout(set = 2, binding = 2) +uniform texture2D t_src_depth; +layout(set = 2, binding = 3) +uniform sampler s_src_depth; + +layout (std140, set = 2, binding = 4) +uniform u_locals { + mat4 all_mat_inv; +}; + +layout(location = 0) in vec2 uv; + +layout(set = 2, binding = 5) +uniform utexture2D t_src_mat; + +layout(location = 0) out vec4 tgt_color; + +vec3 wpos_at(vec2 uv) { + uvec2 sz = textureSize(sampler2D(t_src_depth, s_src_depth), 0); + float buf_depth = texelFetch(sampler2D(t_src_depth, s_src_depth), clamp(ivec2(uv * sz), ivec2(0), ivec2(sz) - 1), 0).x; + //float buf_depth = texture(sampler2D(t_src_depth, s_src_depth), uv).x; + vec4 clip_space = vec4((uv * 2.0 - 1.0) * vec2(1, -1), buf_depth, 1.0); + vec4 view_space = all_mat_inv * clip_space; + view_space /= view_space.w; + return view_space.xyz; +} + +float depth_at(vec2 uv) { + uvec2 sz = textureSize(sampler2D(t_src_depth, s_src_depth), 0); + float buf_depth = texelFetch(sampler2D(t_src_depth, s_src_depth), clamp(ivec2(uv * sz), ivec2(0), ivec2(sz) - 1), 0).x; + if (buf_depth == 0.0) { + return 524288.0; + } else { + vec4 clip_space = vec4((uv * 2.0 - 1.0) * vec2(1, -1), buf_depth, 1.0); + vec4 view_space = all_mat_inv * clip_space; + view_space /= view_space.w; + return -(view_mat * view_space).z; + } +} + +void main() { + vec4 color = texture(sampler2D(t_src_color, s_src_color), uv); + + uvec2 mat_sz = textureSize(usampler2D(t_src_mat, s_src_depth), 0); + uvec4 mat = texelFetch(usampler2D(t_src_mat, s_src_depth), clamp(ivec2(uv * mat_sz), ivec2(0), ivec2(mat_sz) - 1), 0); + + #ifdef EXPERIMENTAL_VIEWNORMALS + tgt_color = vec4(vec3(mat.xyz) / 255.0, 1); + return; + #endif + #ifdef EXPERIMENTAL_VIEWMATERIALS + const vec3 mat_colors[5] = vec3[]( + vec3(0, 1, 1), // MAT_SKY + vec3(1, 1, 0), // MAT_BLOCK + vec3(0, 0, 1), // MAT_FLUID + vec3(1, 0, 1), // MAT_FIGURE + vec3(0.5, 1, 0) // MAT_LOD + ); + tgt_color = vec4(mat_colors[mat.a % 5u], 1); + return; + #endif + #ifdef EXPERIMENTAL_VIEWDEPTH + tgt_color = vec4(vec3(pow(clamp(depth_at(uv) / 524288.0, 0, 1), 0.3)), 1); + return; + #endif + + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(color.rgb, 1); + return; + #endif + + vec3 wpos = wpos_at(uv); + float dist = distance(wpos, cam_pos.xyz); + vec3 cam_dir = (wpos - cam_pos.xyz) / dist; + vec3 dir = cam_dir; + + // Apply clouds + float cloud_blend = 1.0; + if (color.a < 1.0) { + vec2 nz = vec2(0); + uvec2 col_sz = textureSize(sampler2D(t_src_color, s_src_color), 0); + #if (REFLECTION_MODE >= REFLECTION_MODE_MEDIUM) + nz = (vec2( + noise_3d(vec3((wpos.xy + focus_off.xy) * 0.1, tick.x * 0.2 + wpos.x * 0.01)).x, + noise_3d(vec3((wpos.yx + focus_off.yx) * 0.1, tick.x * 0.2 + wpos.y * 0.01)).x + ) - 0.5) * (dir.z < 0.0 ? color.a : 1.0); + + const float n2 = 1.3325; + vec3 refr_dir; + // TODO: Proper refraction + // if (medium.x == MEDIUM_WATER) { + // vec3 surf_norm = normalize(vec3(nz * 0.03 / (1.0 + dist * 0.1), 1)); + // refr_dir = refract(dir, surf_norm * -sign(dir.z), 1.0 / n2); + // } else { + if (mat.a == MAT_FLUID) { + refr_dir = normalize(dir + vec3(nz * 1.5 / dist, 0.0)); + } else { + refr_dir = dir; + } + // } + + vec4 clip = (all_mat * vec4(cam_pos.xyz + refr_dir, 1.0)); + vec2 new_uv = (clip.xy / max(clip.w, 0)) * 0.5 * vec2(1, -1) + 0.5; + + float uv_merge = clamp((1.0 - abs(new_uv.y - 0.5) * 2) * 5.0, 0, 1); + new_uv = mix(uv, new_uv, uv_merge); + + vec4 new_col = texelFetch(sampler2D(t_src_color, s_src_color), clamp(ivec2(new_uv * col_sz), ivec2(0), ivec2(col_sz) - 1), 0); + if (new_col.a < 1.0) { + color = new_col; + dir = refr_dir; + } + #endif + { + cloud_blend = 1.0 - color.a; + + #if (FLUID_MODE >= FLUID_MODE_MEDIUM || REFLECTION_MODE >= REFLECTION_MODE_MEDIUM) + if (mat.a != MAT_SKY) { + vec3 surf_norm = vec3(mat.xyz) / 127.0 - 1.0; + vec3 refl_dir = reflect(dir, surf_norm); + + // Don't reflect back into the surface by snapping the reflection to the *actual* (i.e: not normal-mapped) surface plane + // TODO: Find a good way to know the *actual* surface normal, minus normal mapping + vec3 flat_norm = vec3(0, 0, 1);//round(surf_norm); + if (dot(refl_dir, flat_norm) <= 0.0) { + // TODO: This assumes that the surface is axis-aligned! + refl_dir = normalize(refl_dir.xyz * (1.0 - abs(flat_norm))); + } + + vec4 clip = (all_mat * vec4(cam_pos.xyz + refl_dir, 1.0)); + vec2 new_uv = (clip.xy / max(clip.w, 0)) * 0.5 * vec2(1, -1) + 0.5; + + #if (REFLECTION_MODE >= REFLECTION_MODE_HIGH) + vec3 ray_end = wpos + refl_dir * 5.0 * dist; + // Trace through the screen-space depth buffer to find the ray intersection + const int MAIN_ITERS = 64; + for (int i = 0; i < MAIN_ITERS; i ++) { + float t = float(i) / float(MAIN_ITERS); + // TODO: Trace in screen space, not world space + vec3 swpos = mix(wpos, ray_end, t); + vec3 svpos = (view_mat * vec4(swpos, 1)).xyz; + vec4 clippos = proj_mat * vec4(svpos, 1); + vec2 suv = (clippos.xy / clippos.w) * 0.5 * vec2(1, -1) + 0.5; + float d = -depth_at(suv); + if (d < svpos.z * 0.8 && d > svpos.z * 0.999) { + // Don't cast into water! + if (texelFetch(sampler2D(t_src_color, s_src_color), clamp(ivec2(suv * col_sz), ivec2(0), ivec2(col_sz) - 1), 0).a >= 1.0) { + /* t -= 1.0 / float(MAIN_ITERS); */ + // Do a bit of extra iteration to try to refine the estimate + const int ITERS = 8; + float diff = 1.0 / float(MAIN_ITERS); + for (int i = 0; i < ITERS; i ++) { + vec3 swpos = mix(wpos, ray_end, t); + svpos = (view_mat * vec4(swpos, 1)).xyz; + vec4 clippos = proj_mat * vec4(svpos, 1); + suv = (clippos.xy / clippos.w) * 0.5 * vec2(1, -1) + 0.5; + float d = -depth_at(suv); + t += ((d > svpos.z * 0.999) ? -1.0 : 1.0) * diff; + diff *= 0.5; + } + // Small offset to push us into obscured territory + new_uv = suv - vec2(0, 0.001); + break; + } + } + } + #endif + + #ifdef EXPERIMENTAL_SMEARREFLECTIONS + const float SMEAR_FRAC = 0.2; + vec2 anew_uv = abs(new_uv - 0.5) * 2; + new_uv = mix( + anew_uv, + 1.0 - SMEAR_FRAC + (1.0 - 1.0 / (1.0 + (anew_uv - 1.0 + SMEAR_FRAC))) * SMEAR_FRAC, + lessThan(vec2(1.0 - SMEAR_FRAC), anew_uv) + ) * sign(new_uv - 0.5) * 0.5 + 0.5; + #else + new_uv = clamp(new_uv, vec2(0), vec2(1)); + #endif + + vec3 new_wpos = wpos_at(new_uv); + float new_dist = distance(new_wpos, cam_pos.xyz); + float merge = min( + // Off-screen merge factor + #ifdef EXPERIMENTAL_SMEARREFLECTIONS + 1.0, + #else + clamp((1.0 - max(abs(new_uv.y - 0.5), abs(new_uv.x - 0.5)) * 2) * 6.0, 0, 1), + #endif + // Depth merge factor + clamp((new_dist - dist * 0.5) / (dist * 0.5), 0.0, 1.0) + ); + + vec3 refl_col; + float not_underground = 1.0; + // Make underground water look more correct + #if (REFLECTION_MODE >= REFLECTION_MODE_HIGH) + float f_alt = alt_at(wpos.xy); + not_underground = clamp((wpos.z - f_alt) / 32.0 + 1.0, 0.0, 1.0); + #endif + // Did we hit a surface during reflection? + if (merge > 0.0) { + // Yes: grab the new material from screen space + uvec4 new_mat = texelFetch(usampler2D(t_src_mat, s_src_depth), clamp(ivec2(new_uv * mat_sz), ivec2(0), ivec2(mat_sz) - 1), 0); + // If it's the sky, just go determine the sky color analytically to avoid sampling the incomplete skybox + // Otherwise, pull the color from the screen-space color buffer + vec3 sky_col = min(get_sky_color(refl_dir, wpos, vec3(-100000), 0.125, false, 0.0, true, 0.0), vec3(1)) * not_underground; + if (new_mat.a == MAT_SKY) { + refl_col = sky_col; + } else { + refl_col = mix(sky_col, texelFetch(sampler2D(t_src_color, s_src_color), clamp(ivec2(new_uv * col_sz), ivec2(0), ivec2(col_sz) - 1), 0).rgb, merge); + } + // Apply clouds to reflected colour + refl_col = mix(refl_col, get_cloud_color(refl_col, refl_dir, wpos, distance(new_wpos, wpos.xyz), 1.0), not_underground); + } else { + // No: assume that anything off-screen is the colour of the sky + refl_col = min(get_sky_color(refl_dir, wpos, vec3(-100000), 0.125, true, 1.0, true, 1.0) * not_underground, vec3(1)); + // Apply clouds to reflection + refl_col = mix(refl_col, get_cloud_color(refl_col, refl_dir, wpos, 100000.0, 1.0), not_underground); + } + color.rgb = mix(color.rgb, refl_col, color.a); + cloud_blend = 1; + } else { + #else + { + #endif + cloud_blend = 1; + } + } + } + color.rgb = mix(color.rgb, get_cloud_color(color.rgb, dir, cam_pos.xyz, dist, 1.0), cloud_blend); + + #if (CLOUD_MODE == CLOUD_MODE_NONE) + color.rgb = apply_point_glow(cam_pos.xyz + focus_off.xyz, dir, dist, color.rgb); + #else + if (medium.x == MEDIUM_AIR && rain_density > 0.001) { + vec3 cam_wpos = cam_pos.xyz + focus_off.xyz; + + vec3 adjusted_dir = (vec4(cam_dir, 0) * rain_dir_mat).xyz; + + vec2 dir2d = adjusted_dir.xy; + vec3 rorigin = cam_pos.xyz + focus_off.xyz + 0.5; + vec3 rpos = vec3(0.0); + float t = 0.0; + const float PLANCK = 0.01; + for (int i = 0; i < 14 /* log2(64) * 2 + 2 */; i ++) { + float scale = min(pow(2, ceil(t / 2.0)), 32); + vec2 deltas = (step(vec2(0), dir2d) - fract(rpos.xy / scale + 100.0)) / dir2d; + float jump = max(min(deltas.x, deltas.y) * scale, PLANCK); + t += jump; + + #if (CLOUD_MODE >= CLOUD_MODE_MEDIUM) + if (t >= 64.0) { break; } + #else + if (t >= 16.0) { break; } + #endif + + rpos = rorigin + adjusted_dir * t; + + vec2 diff = abs(round(rpos.xy) - rpos.xy); + vec3 wall_pos = vec3((diff.x > diff.y) ? rpos.xy : rpos.yx, rpos.z + integrated_rain_vel); + wall_pos.xz *= vec2(4, 0.3); + wall_pos.z += hash_two(uvec2(wall_pos.xy + vec2(0, 0.5))); + + float depth_adjust = fract(hash_two(uvec2(wall_pos.xz) + 500u)); + float wpos_dist = t - jump * depth_adjust; + vec3 wpos = cam_pos.xyz + dir * wpos_dist; + + if (wpos_dist > dist) { break; } + vec2 wall_pos_half = fract(wall_pos.xz) - 0.5; + if (dot(wall_pos_half, wall_pos_half) < 0.01 + pow(max(0.0, wpos_dist - (dist - 0.25)) / 0.25, 4.0) * 0.2) { + float density = rain_density * rain_occlusion_at(wpos); + if (fract(hash_two(uvec2(wall_pos.xz) + 1000u)) >= density) { continue; } + + float alpha = 0.5 * clamp((wpos_dist - 1.0) * 0.5, 0.0, 1.0); + float light = dot(color.rgb, vec3(1)) + 0.05 + (get_sun_brightness() + get_moon_brightness()) * 0.2; + color.rgb = mix(color.rgb, vec3(0.3, 0.35, 0.5) * light, alpha); + } + } + } + #endif + + tgt_color = vec4(color.rgb, 1); +} diff --git a/assets/voxygen/shaders/clouds-vert.glsl b/assets/voxygen/shaders/clouds-vert.glsl new file mode 100644 index 0000000..e9b38bf --- /dev/null +++ b/assets/voxygen/shaders/clouds-vert.glsl @@ -0,0 +1,34 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION) + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include + +layout(location = 0) out vec2 uv; + +void main() { + // Generate fullscreen triangle + vec2 v_pos = vec2( + float(gl_VertexIndex / 2) * 4.0 - 1.0, + float(gl_VertexIndex % 2) * 4.0 - 1.0 + ); + + // Flip y and transform into 0.0 to 1.0 range + uv = (v_pos * vec2(1.0, -1.0) + 1.0) * 0.5; + + gl_Position = vec4(v_pos, 0.0, 1.0); +} diff --git a/assets/voxygen/shaders/debug-frag.glsl b/assets/voxygen/shaders/debug-frag.glsl new file mode 100644 index 0000000..6bee75b --- /dev/null +++ b/assets/voxygen/shaders/debug-frag.glsl @@ -0,0 +1,85 @@ +#version 440 core + +#define HAS_SHADOW_MAPS + +#include +#include +#include +#include +#include +#include + +layout (location = 0) +in vec4 f_color; +layout (location = 1) +in vec3 f_pos; +layout (location = 2) +in vec3 f_norm; + +layout (std140, set = 2, binding = 0) +uniform u_locals { + vec4 w_pos; + vec4 w_color; +}; + +layout(set = 2, binding = 0) +uniform texture2D t_col_light; +layout(set = 2, binding = 1) +uniform sampler s_col_light; + +layout(location = 0) out vec4 tgt_color; +layout(location = 1) out uvec4 tgt_mat; + +void main() { + vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); + vec3 view_dir = -cam_to_frag; + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE == FLUID_MODE_SHINY) + float f_alt = alt_at(f_pos.xy); +#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_CHEAP) + float f_alt = f_pos.z; +#endif + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) + vec4 f_shadow = textureMaybeBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy)); + float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#elif (SHADOW_MODE == SHADOW_MODE_NONE) + float sun_shade_frac = 1.0; +#endif + float moon_shade_frac = 1.0; + + DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, f_pos); + DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac); + + vec3 surf_color = f_color.xyz; + float alpha = 1.0; + const float n2 = 1.5; + const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2); + const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2); + const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2); + const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2); + float R_s = (f_pos.z < f_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x); + + vec3 k_a = vec3(1.0); + vec3 k_d = vec3(0.8); + vec3 k_s = vec3(R_s); + float max_light = 0.0; + vec3 cam_attenuation = vec3(1); + float fluid_alt = max(f_pos.z + 1, floor(f_alt + 1)); + vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0); + vec3 emitted_light = vec3(1); + vec3 reflected_light = vec3(1); + + max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + max_light += lights_at(f_pos, f_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + float point_shadow = shadow_at(f_pos, f_norm); + reflected_light *= point_shadow; + emitted_light *= point_shadow; + + surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light * 1.0); + + tgt_color = vec4(surf_color, f_color.a); + tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_FIGURE); +} diff --git a/assets/voxygen/shaders/debug-vert.glsl b/assets/voxygen/shaders/debug-vert.glsl new file mode 100644 index 0000000..1c2989f --- /dev/null +++ b/assets/voxygen/shaders/debug-vert.glsl @@ -0,0 +1,55 @@ +#version 440 core + +#include + +layout (location = 0) +in vec3 v_pos; +layout (location = 1) +in vec4 v_color; +layout (location = 2) +in vec3 v_norm; + +layout (std140, set = 2, binding = 0) +uniform u_locals { + vec4 w_pos; + vec4 w_color; + vec4 w_ori; +}; + +layout (location = 0) +out vec4 f_color; +layout (location = 1) +out vec3 f_pos; +layout (location = 2) +out vec3 f_norm; + +void main() { + f_color = w_color * v_color; + + // Build rotation matrix + // https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Rotation_matrices + mat3 rotation_matrix; + float q0 = w_ori[3]; + float q1 = w_ori[0]; + float q2 = w_ori[1]; + float q3 = w_ori[2]; + + float r00 = 1 - 2 * (pow(q2, 2) + pow(q3, 2)); + float r01 = 2 * (q1 * q2 - q0 * q3); + float r02 = 2 * (q0 * q2 + q1 * q3); + rotation_matrix[0] = vec3(r00, r01, r02); + + float r10 = 2 * (q1 * q2 + q0 * q3); + float r11 = 1 - 2 * (pow(q1, 2) + pow(q3, 2)); + float r12 = 2 * (q2 * q3 - q0 * q1); + rotation_matrix[1] = vec3(r10, r11, r12); + + float r20 = 2 * (q1 * q3 - q0 * q2); + float r21 = 2 * (q0 * q1 + q2 * q3); + float r22 = 1 - 2 * (pow(q1, 2) + pow(q2, 2)); + rotation_matrix[2] = vec3(r20, r21, r22); + + f_pos = (v_pos * rotation_matrix + w_pos.xyz) - focus_off.xyz; + f_norm = normalize(v_norm); + gl_Position = all_mat * vec4(f_pos, 1); +} diff --git a/assets/voxygen/shaders/dual-downsample-filtered-frag.glsl b/assets/voxygen/shaders/dual-downsample-filtered-frag.glsl new file mode 100644 index 0000000..679b494 --- /dev/null +++ b/assets/voxygen/shaders/dual-downsample-filtered-frag.glsl @@ -0,0 +1,94 @@ +#version 440 core + +layout(set = 0, binding = 0) +uniform texture2D t_src_color; +layout(set = 0, binding = 1) +uniform sampler s_src_color; +layout(set = 0, binding = 2) + +uniform u_locals { + vec2 halfpixel; +}; + +layout(location = 0) in vec2 uv; + +layout(location = 0) out vec4 tgt_color; + +vec4 simplefetch(ivec2 uv) { + return texelFetch(sampler2D(t_src_color, s_src_color), uv, 0); +} + +// Check whether the texel color is higher than threshold, if so output as brightness color +vec4 filterDim(vec4 color) { + // constants from: https://learnopengl.com/Advanced-Lighting/Bloom + float brightness = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722)); + if(brightness > 1.00) + return vec4(color.rgb, 1.0); + else + return vec4(0.0, 0.0, 0.0, 1.0); +} + +vec4 filteredFetch(ivec2 uv) { + return filterDim(simplefetch(uv)); +} + +// Derived from: https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf +vec4 filteredDownsample(vec2 uv, vec2 halfpixel) { + vec2 tex_res = 0.5 / halfpixel; + // coordinate of the top left texel + // _ _ _ _ + // |x|_|_|_| + // |_|_|_|_| + // |_|_|_|_| + // |_|_|_|_| + // + ivec2 tl_coord = ivec2(uv * tex_res + vec2(-1.5, 1.5)); + + // Fetch inner square + vec4 sum = filteredFetch(tl_coord + ivec2(1, 1)); + sum += filteredFetch(tl_coord + ivec2(2, 1)); + sum += filteredFetch(tl_coord + ivec2(1, 2)); + sum += filteredFetch(tl_coord + ivec2(2, 2)); + // Weight inner square + sum *= 5.0; + // Fetch border + sum += filteredFetch(tl_coord + ivec2(0, 0)); + sum += filteredFetch(tl_coord + ivec2(1, 0)); + sum += filteredFetch(tl_coord + ivec2(2, 0)); + sum += filteredFetch(tl_coord + ivec2(3, 0)); + sum += filteredFetch(tl_coord + ivec2(0, 1)); + sum += filteredFetch(tl_coord + ivec2(3, 1)); + sum += filteredFetch(tl_coord + ivec2(0, 2)); + sum += filteredFetch(tl_coord + ivec2(3, 2)); + sum += filteredFetch(tl_coord + ivec2(0, 3)); + sum += filteredFetch(tl_coord + ivec2(1, 3)); + sum += filteredFetch(tl_coord + ivec2(2, 3)); + sum += filteredFetch(tl_coord + ivec2(3, 3)); + + return sum / 32.0; +} + +vec4 naninf_filter_sample(vec2 uv) { + vec4 color = textureLod(sampler2D(t_src_color, s_src_color), uv, 0); + // TODO: ensure NaNs/Infs are not produced in the first place + bvec4 nan = isnan(color); + bvec4 inf = isinf(color); + return mix(mix(color, vec4(0.0), nan), vec4(100.0), inf); +} + +// From: https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf +vec4 downsample(vec2 uv, vec2 halfpixel) { + vec4 sum = naninf_filter_sample(uv) * 4.0; + sum += naninf_filter_sample(uv - halfpixel.xy); + sum += naninf_filter_sample(uv + halfpixel.xy); + sum += naninf_filter_sample(uv + vec2(halfpixel.x, -halfpixel.y)); + sum += naninf_filter_sample(uv - vec2(halfpixel.x, -halfpixel.y)); + + return sum / 8.0; +} + +void main() { + // Uncomment to experiment with filtering out dim pixels + //tgt_color = filteredDownsample(uv, halfpixel); + tgt_color = downsample(uv, halfpixel); +} diff --git a/assets/voxygen/shaders/dual-downsample-frag.glsl b/assets/voxygen/shaders/dual-downsample-frag.glsl new file mode 100644 index 0000000..d205ba3 --- /dev/null +++ b/assets/voxygen/shaders/dual-downsample-frag.glsl @@ -0,0 +1,34 @@ +#version 440 core + +layout(set = 0, binding = 0) +uniform texture2D t_src_color; +layout(set = 0, binding = 1) +uniform sampler s_src_color; +layout(set = 0, binding = 2) + +uniform u_locals { + vec2 halfpixel; +}; + +layout(location = 0) in vec2 uv; + +layout(location = 0) out vec4 tgt_color; + +vec4 simplesample(vec2 uv) { + return textureLod(sampler2D(t_src_color, s_src_color), uv, 0); +} + +// From: https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf +vec4 downsample(vec2 uv, vec2 halfpixel) { + vec4 sum = simplesample(uv) * 4.0; + sum += simplesample(uv - halfpixel.xy); + sum += simplesample(uv + halfpixel.xy); + sum += simplesample(uv + vec2(halfpixel.x, -halfpixel.y)); + sum += simplesample(uv - vec2(halfpixel.x, -halfpixel.y)); + + return sum / 8.0; +} + +void main() { + tgt_color = downsample(uv, halfpixel); +} diff --git a/assets/voxygen/shaders/dual-upsample-frag.glsl b/assets/voxygen/shaders/dual-upsample-frag.glsl new file mode 100644 index 0000000..ba4dfd9 --- /dev/null +++ b/assets/voxygen/shaders/dual-upsample-frag.glsl @@ -0,0 +1,35 @@ +#version 440 core + +layout(set = 0, binding = 0) +uniform texture2D t_src_color; +layout(set = 0, binding = 1) +uniform sampler s_src_color; +layout(set = 0, binding = 2) +uniform u_locals { + vec2 halfpixel; +}; + +layout(location = 0) in vec2 uv; + +layout(location = 0) out vec4 tgt_color; + +vec4 simplesample(vec2 uv) { + return textureLod(sampler2D(t_src_color, s_src_color), uv, 0); +} + +// From: https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf +vec4 upsample(vec2 uv, vec2 halfpixel) { + vec4 sum = simplesample(uv + vec2(-halfpixel.x * 2.0, 0.0)); + sum += simplesample(uv + vec2(-halfpixel.x, halfpixel.y)) * 2.0; + sum += simplesample(uv + vec2(0.0, halfpixel.y * 2.0)); + sum += simplesample(uv + vec2(halfpixel.x, halfpixel.y)) * 2.0; + sum += simplesample(uv + vec2(halfpixel.x * 2.0, 0.0)); + sum += simplesample(uv + vec2(halfpixel.x, -halfpixel.y)) * 2.0; + sum += simplesample(uv + vec2(0.0, -halfpixel.y * 2.0)); + sum += simplesample(uv + vec2(-halfpixel.x, -halfpixel.y)) * 2.0; + return sum / 12.0; +} + +void main() { + tgt_color = upsample(uv, halfpixel); +} diff --git a/assets/voxygen/shaders/figure-frag.glsl b/assets/voxygen/shaders/figure-frag.glsl new file mode 100644 index 0000000..d7bb36a --- /dev/null +++ b/assets/voxygen/shaders/figure-frag.glsl @@ -0,0 +1,312 @@ +#version 440 core + +#define FIGURE_SHADER + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +#include +#include +#include +#include + +layout(location = 0) in vec3 f_pos; +// in float dummy; +// in vec3 f_col; +// in float f_ao; +// flat in uint f_pos_norm; +layout(location = 1) flat in vec3 f_norm; +/*centroid */layout(location = 2) in vec2 f_uv_pos; +layout(location = 3) in vec3 m_pos; +layout(location = 4) in float scale; +// in float f_alt; +// in vec4 f_shadow; +// in vec3 light_pos[2]; + +// #if (SHADOW_MODE == SHADOW_MODE_MAP) +// in vec4 sun_pos; +// #elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE) +// const vec4 sun_pos = vec4(0.0); +// #endif + +layout(set = 2, binding = 0) +uniform texture2D t_col_light; +layout(set = 2, binding = 1) +uniform sampler s_col_light; + +//struct ShadowLocals { +// mat4 shadowMatrices; +// mat4 texture_mat; +//}; +// +//layout (std140) +//uniform u_light_shadows { +// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192]; +//}; + +layout (std140, set = 3, binding = 0) +uniform u_locals { + mat4 model_mat; + vec4 highlight_col; + vec4 model_light; + vec4 model_glow; + ivec4 atlas_offs; + vec3 model_pos; + // bit 0 - is player + // bit 1-31 - unused + int flags; +}; + +struct BoneData { + mat4 bone_mat; + mat4 normals_mat; +}; + +layout (std140, set = 3, binding = 1) +uniform u_bones { + BoneData bones[16]; +}; + +layout(location = 0) out vec4 tgt_color; +layout(location = 1) out uvec4 tgt_mat; + +void main() { + // vec2 texSize = textureSize(t_col_light, 0); + // vec4 col_light = texture(t_col_light, (f_uv_pos + 0.5) / texSize); + // vec3 f_col = col_light.rgb; + // float f_ao = col_light.a; + + // vec4 f_col_light = texture(t_col_light, (f_uv_pos + 0.5) / textureSize(t_col_light, 0)); + // vec3 f_col = f_col_light.rgb; + // float f_ao = f_col_light.a; + + float f_ao; + uint material = 0xFFu; + vec3 f_col = greedy_extract_col_light_figure(t_col_light, s_col_light, f_uv_pos, f_ao, material); + + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_ao), 1); + return; + #endif + + // float /*f_light*/f_ao = textureProj(t_col_light, vec3(f_uv_pos, texSize)).a;//1.0;//f_col_light.a * 4.0;// f_light = float(v_col_light & 0x3Fu) / 64.0; + + // vec3 my_chunk_pos = (vec3((uvec3(f_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0; + // tgt_color = vec4(hash(floor(vec4(my_chunk_pos.x, 0, 0, 0))), hash(floor(vec4(0, my_chunk_pos.y, 0, 1))), hash(floor(vec4(0, 0, my_chunk_pos.z, 2))), 1.0); + // float f_ao = 0; + // tgt_color = vec4(vec3(f_ao), 1.0); + // tgt_color = vec4(f_col, 1.0); + // return; + + // vec3 du = dFdx(f_pos); + // vec3 dv = dFdy(f_pos); + // vec3 f_norm = normalize(cross(du, dv)); + + // vec4 light_pos[2]; +//#if (SHADOW_MODE == SHADOW_MODE_MAP) +// // for (uint i = 0u; i < light_shadow_count.z; ++i) { +// // light_pos[i] = /*vec3(*/shadowMats[i].texture_mat * vec4(f_pos, 1.0)/*)*/; +// // } +// vec4 sun_pos = /*vec3(*/shadowMats[0].texture_mat * vec4(f_pos, 1.0)/*)*/; +//#elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE) +// vec4 sun_pos = vec4(0.0); +//#endif + + vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); + // vec4 vert_pos4 = view_mat * vec4(f_pos, 1.0); + // vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/); + vec3 view_dir = -cam_to_frag; + + /* vec3 sun_dir = get_sun_dir(time_of_day.x); + vec3 moon_dir = get_moon_dir(time_of_day.x); */ + // float sun_light = get_sun_brightness(sun_dir); + // float moon_light = get_moon_brightness(moon_dir); + /* float sun_shade_frac = horizon_at(f_pos, sun_dir); + float moon_shade_frac = horizon_at(f_pos, moon_dir); */ +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE >= FLUID_MODE_MEDIUM) + float f_alt = alt_at(f_pos.xy); +#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_LOW) + float f_alt = f_pos.z; +#endif + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) + vec4 f_shadow = textureMaybeBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy)); + float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#elif (SHADOW_MODE == SHADOW_MODE_NONE) + float sun_shade_frac = 1.0;//horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#endif + float moon_shade_frac = 1.0;// horizon_at2(f_shadow, f_alt, f_pos, moon_dir); + // Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence). + // Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing). + // float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-f_norm, sun_dir)) * 10000.0), 0.0, 0.5); + // NOTE: current assumption is that moon and sun shouldn't be out at the sae time. + // This assumption is (or can at least easily be) wrong, but if we pretend it's true we avoids having to explicitly pass in a separate shadow + // for the sun and moon (since they have different brightnesses / colors so the shadows shouldn't attenuate equally). + // float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac; + + // DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, light_pos); + DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, /*sun_pos*/f_pos); + DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac/*, light_pos*/); + + vec3 surf_color; + // If the figure is large enough to be 'terrain-like', we apply a noise effect to it + #ifndef EXPERIMENTAL_NONOISE + if (scale >= 0.5) { + // TODO: Fix this, it isn't cprrect to use `f_norm` here. Would need something like + // `m_norm` which is a normal relative to the figure. + float noise = hash(vec4(floor(m_pos * 3.0 - vec3(0.5, 0, 0) - f_norm * 0.1), 0)); + + const float A = 0.055; + const float W_INV = 1 / (1 + A); + const float W_2 = W_INV * W_INV; + const float NOISE_FACTOR = 0.015; + vec3 noise_delta = (sqrt(f_col) * W_INV + noise * NOISE_FACTOR); + surf_color = noise_delta * noise_delta * W_2; + } else + #endif + { + surf_color = f_col; + } + + float alpha = 1.0; + const float n2 = 1.5; + + + // This is a silly hack. It's not true reflectance (see below for that), but gives the desired + // effect without breaking the entire lighting model until we come up with a better way of doing + // reflectivity that accounts for physical surroundings like the ground + if ((material & (1u << 1u)) > 0u) { + vec3 reflect_ray_dir = reflect(cam_to_frag, f_norm); + surf_color *= dot(vec3(1.0) - abs(fract(reflect_ray_dir * 1.5) * 2.0 - 1.0) * 0.85, vec3(1)); + alpha = 0.1; + } + + const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2); + const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2); + const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2); + const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2); + float R_s = (f_pos.z < f_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x); + + vec3 k_a = vec3(1.0); + vec3 k_d = vec3(1.0); + vec3 k_s = vec3(R_s); + + vec3 emitted_light, reflected_light; + + // Make voxel shadows block the sun and moon + sun_info.block *= model_light.x; + moon_info.block *= model_light.x; + + // vec3 light_frac = /*vec3(1.0);*//*vec3(max(dot(f_norm, -sun_dir) * 0.5 + 0.5, 0.0));*/light_reflection_factor(f_norm, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha); + // vec3 point_light = light_at(f_pos, f_norm); + // vec3 light, diffuse_light, ambient_light; + //get_sun_diffuse(f_norm, time_of_day.x, view_dir, k_a * point_shadow * (shade_frac * 0.5 + light_frac * 0.5), k_d * point_shadow * shade_frac, k_s * point_shadow * shade_frac, alpha, emitted_light, reflected_light); + float max_light = 0.0; + // reflected_light *= point_shadow * shade_frac; + // emitted_light *= point_shadow * max(shade_frac, MIN_SHADOW); + // max_light *= point_shadow * shade_frac; + // reflected_light *= point_shadow; + // emitted_light *= point_shadow; + // max_light *= point_shadow; + + vec3 cam_attenuation = vec3(1); + float fluid_alt = max(f_pos.z + 1, floor(f_alt + 1)); + vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0); + #if (FLUID_MODE >= FLUID_MODE_MEDIUM) + cam_attenuation = + medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz, view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos) + : compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz); + #endif + + // Prevent the sky affecting light when underground + float not_underground = clamp((f_pos.z - f_alt) / 128.0 + 1.0, 0.0, 1.0); + + max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + max_light += lights_at(f_pos, f_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + // TODO: Hack to add a small amount of underground ambient light to the scene + reflected_light += vec3(0.01, 0.02, 0.03) * (1.0 - not_underground); + + // Apply baked lighting from emissive blocks + float glow_mag = length(model_glow.xyz); + vec3 glow = pow(model_glow.w, 2) * 4 + * glow_light(f_pos) + * (max(dot(f_norm, model_glow.xyz / glow_mag) * 0.5 + 0.5, 0.0) + max(1.0 - glow_mag, 0.0)); + emitted_light += glow * cam_attenuation; + + // Apply baked AO + float ao = f_ao * sqrt(f_ao);//0.25 + f_ao * 0.75; ///*pow(f_ao, 0.5)*/f_ao * 0.85 + 0.15; + reflected_light *= ao; + emitted_light *= ao; + + // Apply point light AO + float point_shadow = shadow_at(f_pos, f_norm); + reflected_light *= point_shadow; + emitted_light *= point_shadow; + + // Apply emissive glow + // For now, just make glowing material light be the same colour as the surface + // TODO: Add a way to control this better outside the shaders + if ((material & (1u << 0u)) > 0u) { + emitted_light += 20 * surf_color; + } + + /* reflected_light *= cloud_shadow(f_pos); */ + /* vec3 point_light = light_at(f_pos, f_norm); + emitted_light += point_light; + reflected_light += point_light; */ + // get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, surf_color * f_light * point_shadow, 0.5 * surf_color * f_light * point_shadow, 0.5 * surf_color * f_light * point_shadow, 2.0, emitted_light, reflected_light); + + // get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0); + // diffuse_light *= point_shadow; + // ambient_light *= point_shadow; + // vec3 point_light = light_at(f_pos, f_norm); + // light += point_light; + // diffuse_light += point_light; + // reflected_light += point_light; + // vec3 surf_color = illuminate(srgb_to_linear(highlight_col.rgb * f_col), light, diffuse_light, ambient_light); + + float reflectance = 0.0; + // TODO: Do reflectance properly like this later + vec3 reflect_color = vec3(0); + /* + if ((material & (1u << 1u)) > 0u && false) { + vec3 reflect_ray_dir = reflect(cam_to_frag, f_norm); + reflect_color = get_sky_color(reflect_ray_dir, f_pos, vec3(-100000), 0.125, true); + reflect_color = get_cloud_color(reflect_color, reflect_ray_dir, cam_pos.xyz, 100000.0, 0.25); + reflectance = 1.0; + } + */ + + surf_color = illuminate(max_light, view_dir, mix(surf_color * emitted_light, reflect_color, reflectance), mix(surf_color * reflected_light, reflect_color, reflectance)) * highlight_col.rgb; + + // if ((flags & 1) == 1 && int(cam_mode) == 1) { + // float distance = distance(vec3(cam_pos), focus_pos.xyz) - 2; + + // float opacity = clamp(distance / distance_divider, 0, 1); + + // // if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > opacity) { + // // discard; + // // return; + // // } + // } + + tgt_color = vec4(surf_color, 1.0); + tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_FIGURE); +} diff --git a/assets/voxygen/shaders/figure-vert.glsl b/assets/voxygen/shaders/figure-vert.glsl new file mode 100644 index 0000000..320b482 --- /dev/null +++ b/assets/voxygen/shaders/figure-vert.glsl @@ -0,0 +1,158 @@ +#version 440 core + +#include + +#define FIGURE_SHADER + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include +#include + +layout(location = 0) in uint v_pos_norm; +layout(location = 1) in uint v_atlas_pos; + +// in vec3 v_norm; +/* in uint v_col; +// out vec3 light_pos[2]; +in uint v_ao_bone; */ + +layout (std140, set = 3, binding = 0) +uniform u_locals { + mat4 model_mat; + vec4 highlight_col; + vec4 model_light; + vec4 model_glow; + ivec4 atlas_offs; + vec3 model_pos; + // bit 0 - is player + // bit 1-31 - unused + int flags; +}; + +struct BoneData { + mat4 bone_mat; + // This is actually a matrix, but we explicitly rely on being able to index into it + // in column major order, and some shader compilers seem to transpose the matrix to + // a different format when it's copied out of the array. So we shouldn't put it in + // a local variable (I think explicitly marking it as a vec4[4] works, but I'm not + // sure whether it optimizes the same, and in any case the fact that there's a + // format change suggests an actual wasteful copy is happening). + mat4 normals_mat; +}; + +layout (std140, set = 3, binding = 1) +uniform u_bones { + // Warning: might not actually be 16 elements long. Don't index out of bounds! + BoneData bones[16]; +}; + +//struct ShadowLocals { +// mat4 shadowMatrices; +// mat4 texture_mat; +//}; +// +//layout (std140) +//uniform u_light_shadows { +// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192]; +//}; + +layout(location = 0) out vec3 f_pos; +// flat out uint f_pos_norm; +layout(location = 1) flat out vec3 f_norm; +// float dummy; +/*centroid */layout(location = 2) out vec2 f_uv_pos; +layout(location = 3) out vec3 m_pos; +layout(location = 4) out float scale; +// out vec3 f_col; +// out float f_ao; +// out float f_alt; +// out vec4 f_shadow; + +// #if (SHADOW_MODE == SHADOW_MODE_MAP) +// out vec4 sun_pos; +// #endif + +void main() { + // Pre-calculate bone matrix + /* uint bone_idx = (v_ao_bone >> 2) & 0x3Fu; */ + uint bone_idx = (v_pos_norm >> 27) & 0xFu; + + // mat4 combined_mat = model_mat * bone_mat; + + vec3 pos = (vec3((uvec3(v_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0; + + // vec4 bone_pos = bones[bone_idx].bone_mat * vec4(pos, 1); + + m_pos = pos; + scale = length(bones[bone_idx].bone_mat[0]); + + f_pos = ( + bones[bone_idx].bone_mat * + vec4(pos, 1.0) + ).xyz + (model_pos - focus_off.xyz); + + #ifdef EXPERIMENTAL_CURVEDWORLD + f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); + #endif + + /* f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0); */ + + f_uv_pos = vec2((uvec2(v_atlas_pos) >> uvec2(2, 17)) & uvec2(0x7FFFu, 0x7FFFu)); + + // f_col = srgb_to_linear(vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0); + // f_col = vec3(1.0); + + // f_ao = float(v_ao_bone & 0x3u) / 4.0; + // f_ao = 1.0; + /* for (uint i = 0u; i < light_shadow_count.z; ++i) { + light_pos[i] = vec3(shadowMats[i].texture_mat * vec4(f_pos, 1.0)); + } */ + + // First 3 normals are negative, next 3 are positive + // uint normal_idx = ((v_atlas_pos & 3u) << 1u) | (v_pos_norm >> 31u); + // const vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1)); + // vec3 norm = normals[normal_idx]; + uint axis_idx = v_atlas_pos & 3u; + + vec3 norm = bones[bone_idx].normals_mat[axis_idx].xyz; + // norm = normalize(norm); + // vec3 norm = norm_mat * vec4(uvec3(1 << axis_idx) & uvec3(0x1u, 0x3u, 0x7u), 1); + + // // Calculate normal here rather than for each pixel in the fragment shader + // f_norm = normalize(( + // combined_mat * + // vec4(norm, 0) + // ).xyz); + f_norm = mix(-norm, norm, v_pos_norm >> 31u); + +// #if (SHADOW_MODE == SHADOW_MODE_MAP) +// // for (uint i = 0u; i < light_shadow_count.z; ++i) { +// // light_pos[i] = /*vec3(*/shadowMats[i].texture_mat * vec4(f_pos, 1.0)/*)*/; +// // } +// sun_pos = /*vec3(*/shadowMats[0].texture_mat * vec4(f_pos, 1.0)/*)*/; +// // #elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE) +// // vec4 sun_pos = vec4(0.0); +// #endif + + // f_pos_norm = v_pos_norm; + + // Also precalculate shadow texture and estimated terrain altitude. + // f_alt = alt_at(f_pos.xy); + // f_shadow = textureMaybeBicubic(t_horizon, pos_to_tex(f_pos.xy)); + + gl_Position = all_mat/*shadowMats[0].shadowMatrices*/ * vec4(f_pos, 1); + // gl_Position.z = -gl_Position.z / 100.0 / gl_Position.w; + // gl_Position.z = -gl_Position.z / 100.0; + // gl_Position.z = gl_Position.z / 100.0; + // gl_Position.z = -gl_Position.z; + // gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); +} diff --git a/assets/voxygen/shaders/fluid-frag/cheap.glsl b/assets/voxygen/shaders/fluid-frag/cheap.glsl new file mode 100644 index 0000000..7037e51 --- /dev/null +++ b/assets/voxygen/shaders/fluid-frag/cheap.glsl @@ -0,0 +1,247 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION) + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +#include +#include + +layout(location = 0) in vec3 f_pos; +layout(location = 1) flat in uint f_pos_norm; +layout(location = 2) in vec2 f_vel; +// in vec3 f_col; +// in float f_light; +// in vec3 light_pos[2]; + +// struct ShadowLocals { +// mat4 shadowMatrices; +// mat4 texture_mat; +// }; +// +// layout (std140) +// uniform u_light_shadows { +// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192]; +// }; + +layout(std140, set = 2, binding = 0) +uniform u_locals { + mat4 model_mat; + ivec4 atlas_offs; + float load_time; +}; + +layout(location = 0) out vec4 tgt_color; +layout(location = 1) out uvec4 tgt_mat; + +#include +#include +#include + +vec4 water_col(vec4 posx, vec4 posy) { + posx = (posx + focus_off.x) * 0.1; + posy = (posy + focus_off.y) * 0.1; + return 0.5 + (vec4( + textureLod(sampler2D(t_noise, s_noise), vec2(posx.x, posy.x), 0).x, + textureLod(sampler2D(t_noise, s_noise), vec2(posx.y, posy.y), 0).x, + textureLod(sampler2D(t_noise, s_noise), vec2(posx.z, posy.z), 0).x, + textureLod(sampler2D(t_noise, s_noise), vec2(posx.w, posy.w), 0).x + ) - 0.5) * 1.0; +} + +float water_col_vel(vec2 pos){ + vec4 cols = water_col( + pos.x - tick.z * floor(f_vel.x) - vec2(0.0, tick.z).xyxy, + pos.y - tick.z * floor(f_vel.y) - vec2(0.0, tick.z).xxyy + ); + return mix( + mix(cols.x, cols.y, fract(f_vel.x + 1.0)), + mix(cols.z, cols.w, fract(f_vel.x + 1.0)), + fract(f_vel.y + 1.0) + ); +} + +void main() { + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(simple_lighting(f_pos.xyz, MU_SCATTER, 1.0), 0.5); + return; + #endif + + // tgt_color = vec4(1.0 - MU_WATER, 1.0); + // return; + // First 3 normals are negative, next 3 are positive + vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1)); + + // TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction. + uint norm_axis = (f_pos_norm >> 30) & 0x3u; + // Increase array access by 3 to access positive values + uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u; + // Use an array to avoid conditional branching + vec3 f_norm = normals[norm_axis + norm_dir]; + + // vec4 light_pos[2]; +// #if (SHADOW_MODE == SHADOW_MODE_MAP) +// // for (uint i = 0u; i < light_shadow_count.z; ++i) { +// // light_pos[i] = /*vec3(*/shadowMats[i].texture_mat * vec4(f_pos, 1.0)/*)*/; +// // } +// vec4 sun_pos = /*vec3(*/shadowMats[0].texture_mat * vec4(f_pos, 1.0)/*)*/; +// #elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE) +// vec4 sun_pos = vec4(0.0); +// #endif + + vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); + // vec4 vert_pos4 = view_mat * vec4(f_pos, 1.0); + // vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/); + vec3 view_dir = -cam_to_frag; + // vec3 surf_color = /*srgb_to_linear*/(vec3(0.4, 0.7, 2.0)); + + float water_shade = water_col_vel(f_pos.xy); + vec3 water_color = (1.0 - mix(MU_WATER, pow(vec3(0.8, 0.9, 0.08), vec3(0.25)), water_shade)) * MU_SCATTER; + + /* vec3 sun_dir = get_sun_dir(time_of_day.x); + vec3 moon_dir = get_moon_dir(time_of_day.x); */ +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE >= FLUID_MODE_MEDIUM) + float f_alt = alt_at(f_pos.xy); +#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_LOW) + float f_alt = f_pos.z; +#endif + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) + vec4 f_shadow = textureMaybeBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy)); + float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#elif (SHADOW_MODE == SHADOW_MODE_NONE) + float sun_shade_frac = 1.0;//horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#endif + float moon_shade_frac = 1.0;//horizon_at2(f_shadow, f_alt, f_pos, moon_dir); + // float sun_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, sun_dir); + // float moon_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, moon_dir); + // float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac; + + // DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, light_pos); + DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, /*sun_pos*/f_pos); + DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac/*, light_pos*/); + + float fluid_alt = f_pos.z;//max(ceil(f_pos.z), floor(f_alt));// f_alt;//max(f_alt - f_pos.z, 0.0); + + const float alpha = 0.255/* / 4.0 / sqrt(2.0)*/; + const float n2 = 1.3325; + const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2); + const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2); + const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2); + const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2); + float R_s = (f_pos.z < fluid_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x); + + // Water is transparent so both normals are valid. + vec3 cam_norm = faceforward(f_norm, f_norm, cam_to_frag); + + vec3 mu = MU_WATER; + // NOTE: Default intersection point is camera position, meaning if we fail to intersect we assume the whole camera is in water. + vec3 cam_attenuation = vec3(1.0);//compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, cam_pos.xyz); + + // NOTE: Assumes normal is vertical. + vec3 sun_view_dir = cam_pos.z <= fluid_alt ? /*refract(view_dir, -f_norm, 1.0 / n2)*//*reflect(view_dir, -f_norm)*/-view_dir : view_dir;//vec3(view_dir.xy, -view_dir.z) : view_dir; + + vec3 k_a = vec3(1.0); + vec3 k_d = vec3(1.0); + vec3 k_s = vec3(R_s); + + vec3 reflect_ray_dir = reflect(cam_to_frag, f_norm); + + vec3 reflect_color = vec3(0.0); + #if (REFLECTION_MODE >= REFLECTION_MODE_MEDIUM) + reflect_color = get_sky_color(reflect_ray_dir, f_pos, vec3(-100000), 0.125, true, 1.0, true, sun_shade_frac); + #endif + + vec3 emitted_light, reflected_light; + + // Prevent the sky affecting light when underground + float not_underground = clamp((f_pos.z - f_alt) / 128.0 + 1.0, 0.0, 1.0); + reflect_color *= not_underground; + + // float point_shadow = shadow_at(f_pos, f_norm); + // vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); + // vec3 emitted_light, reflected_light; + // vec3 light, diffuse_light, ambient_light; + // Squared to account for prior saturation. + // float f_light = 1.0;// pow(f_light, 1.5); + // float vert_light = f_light; + // vec3 light_frac = /*vec3(1.0);*/light_reflection_factor(f_norm/*vec3(0, 0, 1.0)*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha); + + // vec3 surf_color = /*srgb_to_linear*/(vec3(0.4, 0.7, 2.0)); + float max_light = 0.0; + max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, /*time_of_day.x*//*-cam_to_frag*/sun_view_dir/*view_dir*/, f_pos, mu, cam_attenuation, fluid_alt, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, /*vec3(0.0)*/k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + emitted_light *= not_underground; + reflected_light *= not_underground; + + // Global illumination when underground (silly) + emitted_light += (1.0 - not_underground) * 0.05; + + float point_shadow = shadow_at(f_pos, f_norm); + reflected_light *= point_shadow; + emitted_light *= point_shadow; + + // reflected_light *= f_light * point_shadow * shade_frac; + // emitted_light *= f_light * point_shadow * max(shade_frac, MIN_SHADOW); + // max_light *= f_light * point_shadow * shade_frac; + // reflected_light *= f_light * point_shadow; + // emitted_light *= f_light * point_shadow; + // max_light *= f_light * point_shadow; + // get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 0.0); + // diffuse_light *= f_light * point_shadow; + // ambient_light *= f_light, point_shadow; + // vec3 point_light = light_at(f_pos, f_norm); + // light += point_light; + // diffuse_light += point_light; + // reflected_light += point_light; + // vec3 surf_color = srgb_to_linear(vec3(0.4, 0.7, 2.0)) * light * diffuse_light * ambient_light; + + // lights_at(f_pos, f_norm, cam_to_frag, k_a * f_light * point_shadow, k_d * f_light * point_shadow, k_s * f_light * point_shadow, alpha, emitted_light, reflected_light); + /*vec3 point_light = light_at(f_pos, f_norm); + emitted_light += point_light; + reflected_light += point_light; */ + + max_light += lights_at(f_pos, /*f_norm*/cam_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + // vec3 diffuse_light_point = vec3(0.0); + // max_light += lights_at(f_pos, f_norm, view_dir, k_a, vec3(1.0), k_s, alpha, emitted_light, diffuse_light_point); + + // float reflected_light_point = length(reflected_light);///*length*/(diffuse_light_point.r) + f_light * point_shadow; + // float reflected_light_point = dot(reflected_light, reflected_light) * 0.5;///*length*/(diffuse_light_point.r) + f_light * point_shadow; + // vec3 dump_light = vec3(0.0); + // vec3 specular_light_point = vec3(0.0); + // lights_at(f_pos, f_norm, view_dir, vec3(0.0), vec3(0.0), /*vec3(1.0)*/k_s, alpha, dump_light, specular_light_point); + // diffuse_light_point -= specular_light_point; + + // float reflected_light_point = /*length*/(diffuse_light_point.r) + f_light * point_shadow; + // reflected_light += k_d * (diffuse_light_point + f_light * point_shadow * shade_frac) + specular_light_point; + + float passthrough = max(dot(cam_norm, -cam_to_frag), 0); + + float min_refl = 0.0; + float opacity = (1.0 - passthrough) * 1.0 / (1.0 + min_refl); + if (medium.x == MEDIUM_WATER) { + // Hack to make the transparency of the surface fade when underwater to avoid artifacts + opacity = min(sqrt(max(opacity, clamp((f_pos.z - cam_pos.z) * 0.05, 0.0, 1.0))), 0.99); + } + + vec3 surf_color = illuminate(max_light, view_dir, water_color * /* fog_color * */emitted_light, /*surf_color * */reflect_color * water_shade + water_color * reflected_light); + // vec4 color = vec4(surf_color, passthrough * 1.0 / (1.0 + min_refl));// * (1.0 - /*log(1.0 + cam_attenuation)*//*cam_attenuation*/1.0 / (2.0 - log_cam))); + vec4 color = vec4(surf_color, opacity); + + tgt_color = color; + tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_FLUID); +} diff --git a/assets/voxygen/shaders/fluid-frag/shiny.glsl b/assets/voxygen/shaders/fluid-frag/shiny.glsl new file mode 100644 index 0000000..fac5ccb --- /dev/null +++ b/assets/voxygen/shaders/fluid-frag/shiny.glsl @@ -0,0 +1,436 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION) + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +// https://www.shadertoy.com/view/XdsyWf + +#include +#include + +layout(location = 0) in vec3 f_pos; +layout(location = 1) flat in uint f_pos_norm; +layout(location = 2) in vec2 f_vel; +// in vec3 f_col; +// in float f_light; +// in vec3 light_pos[2]; + +//struct ShadowLocals { +// mat4 shadowMatrices; +// mat4 texture_mat; +//}; +// +//layout (std140) +//uniform u_light_shadows { +// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192]; +//}; + +layout(std140, set = 2, binding = 0) +uniform u_locals { + mat4 model_mat; + ivec4 atlas_offs; + float load_time; +}; + +layout(location = 0) out vec4 tgt_color; +layout(location = 1) out uvec4 tgt_mat; + +#include +#include +#include + +void wave_dx(vec4 posx, vec4 posy, vec2 dir, float speed, float frequency, float timeshift, out vec4 wave, out vec4 dx) { + vec4 x = vec4( + dot(dir, vec2(posx.x, posy.x)), + dot(dir, vec2(posx.y, posy.y)), + dot(dir, vec2(posx.z, posy.z)), + dot(dir, vec2(posx.w, posy.w)) + ) * frequency + timeshift * speed; + wave = sin(x) + 0.5; + wave *= wave; + dx = -wave * cos(x); +} + +// Based loosely on https://www.shadertoy.com/view/MdXyzX. +// Modified to allow calculating the wave function 4 times at once using different positions (used for intepolation +// for moving water). The general idea is to sample the wave function at different positions, where those positions +// depend on increments of the velocity, and then interpolate between those velocities to get a smooth water velocity. +vec4 wave_height(vec4 posx, vec4 posy) { + float iter = 0.0; + float phase = 4.0; + float weight = 1.5; + vec4 w = vec4(0.0); + float ws = 0.0; + const float speed_per_iter = 0.1; + #if (FLUID_MODE == FLUID_MODE_HIGH) + float speed = 1.0; + posx *= 0.2; + posy *= 0.2; + const float drag_factor = 0.035; + const int iters = 21; + const float scale = 15.0; + #else + float speed = 2.0; + posx *= 0.3; + posy *= 0.3; + const float drag_factor = 0.04; + const int iters = 11; + const float scale = 3.0; + #endif + const float iter_shift = (3.14159 * 2.0) / 7.3; + + for(int i = 0; i < iters; i ++) { + vec2 p = vec2(sin(iter), cos(iter)); + vec4 wave, dx; + wave_dx(posx, posy, p, speed, phase, tick.z, wave, dx); + posx += p.x * dx * weight * drag_factor; + posy += p.y * dx * weight * drag_factor; + w += wave * weight; + iter += iter_shift * 1.5; + ws += weight; + weight = mix(weight, 0.0, 0.2); + phase *= 1.2; + speed += speed_per_iter; + } + return w / ws * scale; +} + +float wave_height_vel(vec2 pos) { + vec4 heights = wave_height( + pos.x - tick.z * floor(f_vel.x) - vec2(0.0, tick.z).xyxy, + pos.y - tick.z * floor(f_vel.y) - vec2(0.0, tick.z).xxyy + ); + return mix( + mix(heights.x, heights.y, fract(f_vel.x + 1.0)), + mix(heights.z, heights.w, fract(f_vel.x + 1.0)), + fract(f_vel.y + 1.0) + ); +} + +void main() { + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(simple_lighting(f_pos.xyz, MU_SCATTER, 1.0), 0.5); + return; + #endif + + // First 3 normals are negative, next 3 are positive + vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1)); + + // TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction. + uint norm_axis = (f_pos_norm >> 30) & 0x3u; + // Increase array access by 3 to access positive values + uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u; + // Use an array to avoid conditional branching + // Temporarily assume all water faces up (this is incorrect but looks better) + vec3 surf_norm = normals[norm_axis + norm_dir]; + vec3 f_norm = vec3(0, 0, 1);//surf_norm; + vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); + + // vec4 light_pos[2]; +//#if (SHADOW_MODE == SHADOW_MODE_MAP) +// // for (uint i = 0u; i < light_shadow_count.z; ++i) { +// // light_pos[i] = /*vec3(*/shadowMats[i].texture_mat * vec4(f_pos, 1.0)/*)*/; +// // } +// vec4 sun_pos = /*vec3(*/shadowMats[0].texture_mat * vec4(f_pos, 1.0)/*)*/; +//#elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE) +// vec4 sun_pos = vec4(0.0); +//#endif + + // vec4 vert_pos4 = view_mat * vec4(f_pos, 1.0); + // vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/); + vec3 view_dir = -cam_to_frag; + float frag_dist = length(f_pos - cam_pos.xyz); + + vec3 b_norm; + if (f_norm.z > 0.0) { + b_norm = vec3(1, 0, 0); + } else if (f_norm.x > 0.0) { + b_norm = vec3(0, 1, 0); + } else { + b_norm = vec3(0, 0, 1); + } + vec3 c_norm = cross(f_norm, b_norm); + + vec3 wave_pos = mod(f_pos + focus_off.xyz, vec3(3000.0)) - (f_pos.z + focus_off.z) * 0.2; + float wave_sample_dist = 0.1; + float wave00 = wave_height_vel(wave_pos.xy); + float wave10 = wave_height_vel(wave_pos.xy + vec2(wave_sample_dist, 0)); + float wave01 = wave_height_vel(wave_pos.xy + vec2(0, wave_sample_dist)); + + // Possibility of div by zero when slope = 0, + // however this only results in no water surface appearing + // and is not likely to occur (could not find any occurrences) + float slope = abs((wave00 - wave10) * (wave00 - wave01)) + 0.001; + + vec3 nmap = vec3( + -(wave10 - wave00) / wave_sample_dist, + -(wave01 - wave00) / wave_sample_dist, + wave_sample_dist / slope + ); + + #if (CLOUD_MODE != CLOUD_MODE_NONE) + if (rain_density > 0 && surf_norm.z > 0.5) { + vec3 drop_density = vec3(2, 2, 2); + vec3 drop_pos = wave_pos + vec3(0, 0, -time_of_day.x * 0.025); + vec2 cell2d = floor(drop_pos.xy * drop_density.xy); + drop_pos.z += noise_2d(cell2d * 13.1) * 10; + drop_pos.z *= 0.5 + hash_fast(uvec3(cell2d, 0)); + vec3 cell = vec3(cell2d, floor(drop_pos.z * drop_density.z)); + + if (fract(hash(fract(vec4(cell, 0) * 0.01))) < rain_density * rain_occlusion_at(f_pos.xyz) * 50.0) { + vec3 off = vec3(hash_fast(uvec3(cell * 13)), hash_fast(uvec3(cell * 5)), 0); + vec3 near_cell = (cell + 0.5 + (off - 0.5) * 0.5) / drop_density; + + float dist = length((drop_pos - near_cell) / vec3(1, 1, 2)); + float drop_rad = 0.125; + nmap.xy += (drop_pos - near_cell).xy + * max(1.0 - abs(dist - drop_rad) * 50, 0) + * 2500 + * sign(dist - drop_rad) + * max(drop_pos.z - near_cell.z, 0); + } + } + #endif + + nmap = mix(f_norm, normalize(nmap), min(1.0 / pow(frag_dist, 0.75), 1)); + + //float suppress_waves = max(dot(), 0); + vec3 norm = normalize(f_norm * nmap.z + b_norm * nmap.x + c_norm * nmap.y); + //norm = f_norm; + + vec3 water_color = (1.0 - MU_WATER) * MU_SCATTER; +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE >= FLUID_MODE_MEDIUM) + float f_alt = alt_at(f_pos.xy); +#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_LOW) + float f_alt = f_pos.z; +#endif + + float fluid_alt = mix(f_pos.z, f_alt, f_norm.z == 0); + const float alpha = 0.255/*/ / 4.0*//* / 4.0 / sqrt(2.0)*/; + const float n2 = 1.3325; + const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2); + const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2); + const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2); + const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2); + float R_s = (f_pos.z < fluid_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x); + + // Water is transparent so both normals are valid. + vec3 cam_norm = faceforward(norm, norm, cam_to_frag); + vec3 reflect_ray_dir = reflect(cam_to_frag/*-view_dir*/, norm); + vec3 refract_ray_dir = refract(cam_to_frag/*-view_dir*/, norm, 1.0 / n2); + vec3 sun_view_dir = view_dir;///*sign(cam_pos.z - fluid_alt) * view_dir;*/cam_pos.z <= fluid_alt ? -view_dir : view_dir; + // vec3 sun_view_dir = cam_pos.z <= fluid_alt ? -view_dir : view_dir; + /* vec4 reflect_ray_dir4 = view_mat * vec4(reflect_ray_dir, 1.0); + reflect_ray_dir = normalize(vec3(reflect_ray_dir4) / reflect_ray_dir4.w); */ + // vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); + // Squared to account for prior saturation. + float f_light = 1.0;// pow(f_light, 1.5); + vec3 ray_dir; + if (medium.x == MEDIUM_WATER) { + ray_dir = refract(cam_to_frag, -norm, 1.33); + } else { + // Ensure the ray doesn't accidentally point underwater + // TODO: Make this more efficient? + ray_dir = normalize(max(reflect_ray_dir, vec3(-1.0, -1.0, 0.0))); + } + // /*const */vec3 water_color = srgb_to_linear(vec3(0.2, 0.5, 1.0)); + // /*const */vec3 water_color = srgb_to_linear(vec3(0.8, 0.9, 1.0)); + // NOTE: Linear RGB, attenuation coefficients for water at roughly R, G, B wavelengths. + // See https://en.wikipedia.org/wiki/Electromagnetic_absorption_by_water + // /*const */vec3 water_attenuation = MU_WATER;// vec3(0.8, 0.05, 0.01); + // /*const */vec3 water_color = vec3(0.2, 0.95, 0.99); + + /* vec3 sun_dir = get_sun_dir(time_of_day.x); + vec3 moon_dir = get_moon_dir(time_of_day.x); */ +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) + vec4 f_shadow = textureMaybeBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy)); + float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#elif (SHADOW_MODE == SHADOW_MODE_NONE) + float sun_shade_frac = 1.0;//horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#endif + float moon_shade_frac = 1.0;// horizon_at2(f_shadow, f_alt, f_pos, moon_dir); + // float sun_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, sun_dir); + // float moon_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, moon_dir); + // float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac; + + vec3 reflect_color; + #if (REFLECTION_MODE >= REFLECTION_MODE_MEDIUM) + // This is now done in the post-process cloud shader + /* reflect_color = get_sky_color(ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.125, true, 1.0, true, sun_shade_frac); */ + /* reflect_color = get_cloud_color(reflect_color, ray_dir, f_pos.xyz, time_of_day.x, 100000.0, 0.1); */ + reflect_color = vec3(0); + #else + reflect_color = get_sky_color(ray_dir, f_pos, vec3(-100000), 0.125, true, 1.0, true, sun_shade_frac); + #endif + // Sort of non-physical, but we try to balance the reflection intensity with the direct light from the sun, + // resulting in decent reflection of the ambient environment even after the sun has gone down. + reflect_color *= f_light * (sun_shade_frac * 0.75 + 0.25); + + // Prevent the sky affecting light when underground + float not_underground = clamp((f_pos.z - f_alt) / 32.0 + 1.0, 0.0, 1.0); + reflect_color *= not_underground; + + // DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, light_pos); + DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, /*sun_pos*/f_pos); + DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac/*, light_pos*/); + + // Hack to determine water depth: color goes down with distance through water, so + // we assume water color absorption from this point a to some other point b is the distance + // along the the ray from a to b where it intersects with the surface plane; if it doesn't, + // then the whole segment from a to b is considered underwater. + // TODO: Consider doing for point lights. + // vec3 cam_surface_dir = faceforward(vec3(0.0, 0.0, 1.0), cam_to_frag, vec3(0.0, 0.0, 1.0)); + + // vec3 water_intersection_surface_camera = vec3(cam_pos); + // bool _water_intersects_surface_camera = IntersectRayPlane(f_pos, view_dir, vec3(0.0, 0.0, /*f_alt*/f_pos.z + f_light), cam_surface_dir, water_intersection_surface_camera); + // // Should work because we set it up so that if IntersectRayPlane returns false for camera, its default intersection point is cam_pos. + // float water_depth_to_camera = length(water_intersection_surface_camera - f_pos); + + // vec3 water_intersection_surface_light = f_pos; + // bool _light_intersects_surface_water = IntersectRayPlane(f_pos, sun_dir.z <= 0.0 ? sun_dir : moon_dir, vec3(0.0, 0.0, /*f_alt*/f_pos.z + f_light), vec3(0.0, 0.0, 1.0), water_intersection_surface_light); + // // Should work because we set it up so that if IntersectRayPlane returns false for light, its default intersection point is f_pos-- + // // i.e. if a light ray can't hit the water, it shouldn't contribute to coloring at all. + // float water_depth_to_light = length(water_intersection_surface_light - f_pos); + + // // For ambient color, we just take the distance to the surface out of laziness. + // float water_depth_to_vertical = max(/*f_alt - f_pos.z*/f_light, 0.0); + + // // Color goes down with distance... + // // See https://en.wikipedia.org/wiki/Beer%E2%80%93Lambert_law. + // vec3 water_color_direct = exp(-MU_WATER);//exp(-MU_WATER);//vec3(1.0); + // vec3 water_color_direct = exp(-water_attenuation * (water_depth_to_light + water_depth_to_camera)); + // vec3 water_color_ambient = exp(-water_attenuation * (water_depth_to_vertical + water_depth_to_camera)); + vec3 mu = MU_WATER; + // NOTE: Default intersection point is camera position, meaning if we fail to intersect we assume the whole camera is in water. + vec3 cam_attenuation = compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, cam_pos.xyz); + //reflect_color *= cam_attenuation; + // float water_depth_to_vertical = max(/*f_alt - f_pos.z*/f_light, 0.0); + // For ambient color, we just take the distance to the surface out of laziness. + // See https://en.wikipedia.org/wiki/Beer%E2%80%93Lambert_law. + // float water_depth_to_vertical = max(fluid_alt - cam_pos.z/*f_light*/, 0.0); + // vec3 ambient_attenuation = exp(-mu * water_depth_to_vertical); + + // For ambient reflection, we just take the water + + vec3 k_a = vec3(1.0); + // Oxygen is light blue. + vec3 k_d = vec3(1.0); + vec3 k_s = vec3(0.0);//2.0 * reflect_color; + + vec3 emitted_light, reflected_light; + // vec3 light, diffuse_light, ambient_light; + // vec3 light_frac = /*vec3(1.0);*/light_reflection_factor(f_norm/*vec3(0, 0, 1.0)*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha); + // 0 = 100% reflection, 1 = translucent water + float passthrough = max(dot(cam_norm, -cam_to_frag), 0) * 0.75; + + float max_light = 0.0; + max_light += get_sun_diffuse2(sun_info, moon_info, cam_norm, /*time_of_day.x*/sun_view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, vec3(k_d), /*vec3(f_light * point_shadow)*//*reflect_color*/k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + emitted_light *= not_underground; + reflected_light *= not_underground; + + // Global illumination when underground (silly) + emitted_light += (1.0 - not_underground) * 0.05; + + float point_shadow = shadow_at(f_pos, f_norm); + reflected_light *= point_shadow; + // Apply cloud layer to sky + // reflected_light *= /*water_color_direct * */reflect_color * f_light * point_shadow * shade_frac; + // emitted_light *= /*water_color_direct*//*ambient_attenuation * */f_light * point_shadow * max(shade_frac, MIN_SHADOW); + // max_light *= f_light * point_shadow * shade_frac; + // reflected_light *= /*water_color_direct * */reflect_color * f_light * point_shadow; + // emitted_light *= /*water_color_direct*//*ambient_attenuation * */f_light * point_shadow; + // max_light *= f_light * point_shadow; + + // vec3 diffuse_light_point = vec3(0.0); + // max_light += lights_at(f_pos, cam_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, vec3(1.0), /*vec3(0.0)*/k_s, alpha, emitted_light, diffuse_light_point); + + // vec3 dump_light = vec3(0.0); + // vec3 specular_light_point = vec3(0.0); + // lights_at(f_pos, cam_norm, view_dir, mu, cam_attenuation, fluid_alt, vec3(0.0), vec3(0.0), /*vec3(1.0)*/k_s, alpha, dump_light, specular_light_point); + // diffuse_light_point -= specular_light_point; + // max_light += lights_at(f_pos, cam_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, /*k_d*/vec3(0.0), /*vec3(0.0)*/k_s, alpha, emitted_light, /*diffuse_light*/reflected_light); + + max_light += lights_at(f_pos, cam_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, /*k_d*//*vec3(0.0)*/k_d, /*vec3(0.0)*/k_s, alpha, f_norm, 1.0, emitted_light, /*diffuse_light*/reflected_light); + + //float reflected_light_point = length(reflected_light);///*length*/(diffuse_light_point.r) + f_light * point_shadow; + // TODO: See if we can be smarter about this using point light distances. + // reflected_light += k_d * (diffuse_light_point/* + f_light * point_shadow * shade_frac*/) + /*water_color_ambient*/specular_light_point; + + /* vec3 point_light = light_at(f_pos, norm); + emitted_light += point_light; + reflected_light += point_light; */ + + // get_sun_diffuse(norm, time_of_day.x, light, diffuse_light, ambient_light, 0.0); + // diffuse_light *= f_light * point_shadow; + // ambient_light *= f_light * point_shadow; + // vec3 point_light = light_at(f_pos, norm); + // light += point_light; + // diffuse_light += point_light; + // reflected_light += point_light; + // vec3 surf_color = srgb_to_linear(vec3(0.2, 0.5, 1.0)) * light * diffuse_light * ambient_light; + const float REFLECTANCE = 1.0; + vec3 surf_color = illuminate(max_light, view_dir, water_color * emitted_light/* * log(1.0 - MU_WATER)*/, /*cam_attenuation * *//*water_color * */reflect_color * REFLECTANCE + water_color * reflected_light/* * log(1.0 - MU_WATER)*/); + + // passthrough = pow(passthrough, 1.0 / (1.0 + water_depth_to_camera)); + /* surf_color = cam_attenuation.g < 0.5 ? + vec3(1.0, 0.0, 0.0) : + vec3(0.0, 1.0, 1.0) + ; */ + // passthrough = passthrough * length(cam_attenuation); + + // vec3 reflect_ray_dir = reflect(cam_to_frag, norm); + // Hack to prevent the reflection ray dipping below the horizon and creating weird blue spots in the water + // reflect_ray_dir.z = max(reflect_ray_dir.z, 0.01); + + // vec4 _clouds; + // vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.25, false, _clouds) * f_light; + // Tint + // reflect_color = mix(reflect_color, surf_color, 0.6); + + // vec4 color = mix(vec4(reflect_color * 2.0, 1.0), vec4(surf_color, 1.0 / (1.0 + /*diffuse_light*/(f_light * point_shadow + point_light) * 0.25)), passthrough); + // vec4 color = mix(vec4(reflect_color * 2.0, 1.0), vec4(surf_color, 1.0 / (1.0 + /*diffuse_light*/(/*f_light * point_shadow*/f_light * point_shadow + reflected_light_point/* + point_light*//*reflected_light*/) * 0.25)), passthrough); + // vec4 color = mix(vec4(surf_color, 1.0), vec4(surf_color, 0.0), passthrough); + //vec4 color = vec4(surf_color, 1.0); + // vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 1.0 / (1.0 + /*diffuse_light*/(/*f_light * point_shadow*/reflected_light_point/* + point_light*//*reflected_light*/))), passthrough); + + // float log_cam = log(min(cam_attenuation.r, min(cam_attenuation.g, cam_attenuation.b))); + float min_refl = 0.0; + float opacity = (1.0 - passthrough) * 0.5 / (1.0 + min_refl); + if (medium.x != MEDIUM_WATER) { + min_refl = min(emitted_light.r, min(emitted_light.g, emitted_light.b)); + } else { + // Hack to make the transparency of the surface fade when underwater to avoid artifacts + if (dot(refract_ray_dir, cam_to_frag) > 0.0) { + opacity = 0.99; + } else { + opacity = min(sqrt(max(opacity, clamp((f_pos.z - cam_pos.z) * 0.05, 0.0, 1.0))), 0.99); + } + } + vec4 color = vec4(surf_color, opacity);// * (1.0 - /*log(1.0 + cam_attenuation)*//*cam_attenuation*/1.0 / (2.0 - log_cam))); + // vec4 color = vec4(surf_color, mix(1.0, 1.0 / (1.0 + /*0.25 * *//*diffuse_light*/(/*f_light * point_shadow*/reflected_light_point)), passthrough)); + // vec4 color = vec4(surf_color, mix(1.0, length(cam_attenuation), passthrough)); + + /* reflect_color = reflect_color * 0.5 * (diffuse_light + ambient_light); + // 0 = 100% reflection, 1 = translucent water + float passthrough = dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag); + + vec4 color = mix(vec4(reflect_color, 1.0), vec4(vec3(0), 1.0 / (1.0 + diffuse_light * 0.25)), passthrough); */ + + tgt_color = color; + tgt_mat = uvec4(uvec3((norm + 1.0) * 127.0), MAT_FLUID); +} diff --git a/assets/voxygen/shaders/fluid-vert.glsl b/assets/voxygen/shaders/fluid-vert.glsl new file mode 100644 index 0000000..0ae2b6f --- /dev/null +++ b/assets/voxygen/shaders/fluid-vert.glsl @@ -0,0 +1,107 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION) + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include +#include +#include + +layout(location = 0) in uint v_pos_norm; +layout(location = 1) in uint v_vel; +// in uint v_col_light; + +layout(std140, set = 2, binding = 0) +uniform u_locals { + mat4 model_mat; + ivec4 atlas_offs; + float load_time; +}; + +// struct ShadowLocals { +// mat4 shadowMatrices; +// mat4 texture_mat; +// }; +// +// layout (std140) +// uniform u_light_shadows { +// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192]; +// }; + +layout(location = 0) out vec3 f_pos; +layout(location = 1) flat out uint f_pos_norm; +layout(location = 2) out vec2 f_vel; +// out vec3 f_col; +// out float f_light; +// out vec3 light_pos[2]; + +const float EXTRA_NEG_Z = 65536.0/*65536.1*/; + +void main() { + vec3 rel_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0x1FFFFu) - EXTRA_NEG_Z); + f_pos = (model_mat * vec4(rel_pos, 1.0)).xyz - focus_off.xyz; + + f_vel = vec2( + (float(v_vel & 0xFFFFu) - 32768.0) / 1000.0, + (float((v_vel >> 16u) & 0xFFFFu) - 32768.0) / 1000.0 + ); + + // f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0)); + // f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0)); + + // Terrain 'pop-in' effect + #ifndef EXPERIMENTAL_BAREMINIMUM + #ifdef EXPERIMENTAL_TERRAINPOP + f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(time_since(load_time), 10.0), 1.0)); + // f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0)); + #endif + #endif + + // float pull_down = pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0) * 0.7; + //f_pos.z -= pull_down; + + #ifdef EXPERIMENTAL_CURVEDWORLD + f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); + #endif + + // Small waves + // f_pos.xy += 0.01; // Avoid z-fighting + // f_pos.x += 0.1 * sin(tick.x / 60 * hash(vec4(f_pos.xyz, 1.0))); + // f_pos.y += 0.1 * sin(tick.x / 60 * hash(vec4(f_pos.xyz, 2.0))); +#if (FLUID_MODE >= FLUID_MODE_MEDIUM) + // f_pos.z -= 0.1 + 0.1 * (sin(tick.x/* / 60.0*/* 2.0 + f_pos.x * 2.0 + f_pos.y * 2.0) + 1.0) * 0.5; +#endif + + /* f_col = vec3( + float((v_col_light >> 8) & 0xFFu), + float((v_col_light >> 16) & 0xFFu), + float((v_col_light >> 24) & 0xFFu) + ) / 255.0; + + f_light = float(v_col_light & 0xFFu) / 255.0; */ + /* for (uint i = 0u; i < light_shadow_count.z; ++i) { + light_pos[i] = vec3(shadowMats[i].texture_mat * vec4(f_pos, 1.0)); + } */ + + f_pos_norm = v_pos_norm; + + gl_Position = + all_mat * + vec4(f_pos, 1); + // gl_Position.z = -gl_Position.z / gl_Position.w; + // gl_Position.z = -gl_Position.z / 100.0; + // gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); +} diff --git a/assets/voxygen/shaders/include/cloud/none.glsl b/assets/voxygen/shaders/include/cloud/none.glsl new file mode 100644 index 0000000..05348f9 --- /dev/null +++ b/assets/voxygen/shaders/include/cloud/none.glsl @@ -0,0 +1,14 @@ +#include +#include + +vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, float max_dist, float quality) { + // Underwater light attenuation + surf_color = water_diffuse(surf_color, dir, max_dist); + + if (max_dist < DIST_CAP) { + vec3 sky_light = get_sky_light(dir, false); + surf_color = mix(sky_light, surf_color, 1.0 / exp(max_dist / 5000.0)); + } + + return surf_color; +} diff --git a/assets/voxygen/shaders/include/cloud/regular.glsl b/assets/voxygen/shaders/include/cloud/regular.glsl new file mode 100644 index 0000000..1e5542e --- /dev/null +++ b/assets/voxygen/shaders/include/cloud/regular.glsl @@ -0,0 +1,316 @@ +#include +#include +#include +#include + +float falloff(float x) { + return pow(max(x > 0.577 ? (0.3849 / x - 0.1) : (0.9 - x * x), 0.0), 4); +} + +float billow_noise_3d(vec3 pos) { + return abs(noise_3d(pos) - 0.5) * 2.0; +} + +float billow_noise_2d(vec2 pos) { + return abs(noise_2d(pos) - 0.5) * 2.0; +} + +// Returns vec4(r, g, b, density) +vec4 cloud_at(vec3 pos, float dist, vec3 dir, out vec3 emission, out float not_underground) { + #ifdef EXPERIMENTAL_CURVEDWORLD + pos.z += pow(distance(pos.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); + #endif + + // Natural attenuation of air (air naturally attenuates light that passes through it) + // Simulate the atmosphere thinning as you get higher. Not physically accurate, but then + // it can't be since Veloren's world is flat, not spherical. + float atmosphere_alt = CLOUD_AVG_ALT + 40000.0; + // Veloren's world is flat. This is, to put it mildly, somewhat non-physical. With the earth as an infinitely-big + // plane, the atmosphere is therefore capable of scattering 100% of any light source at the horizon, no matter how + // bright, because it has to travel through an infinite amount of atmosphere. This doesn't happen in reality + // because the earth has curvature and so there is an upper bound on the amount of atmosphere that a sunset must + // travel through. We 'simulate' this by fading out the atmosphere density with distance. + float flat_earth_hack = max(0.0, 1.0 - dist * 0.00003 * pow(max(0.0, dir.z), 0.2)); + float air = 0.025 * clamp((atmosphere_alt - pos.z) / 20000, 0, 1) * flat_earth_hack; + + float alt = alt_at(pos.xy - focus_off.xy); + + // Mist sits close to the ground in valleys (TODO: use base_alt to put it closer to water) + float mist_min_alt = 0.5; + #if (CLOUD_MODE >= CLOUD_MODE_MEDIUM) + mist_min_alt = (textureLod(sampler2D(t_noise, s_noise), pos.xy / 35000.0, 0).x - 0.5) * 1.5 + 0.5; + #endif + mist_min_alt = view_distance.z * 1.5 * (1.0 + mist_min_alt * 0.5) + alt * 0.5 + 250; + const float MIST_FADE_HEIGHT = 1000; + float mist = 0.01 * pow(clamp(1.0 - (pos.z - mist_min_alt) / MIST_FADE_HEIGHT, 0.0, 1), 10.0) * flat_earth_hack; + + vec3 wind_pos = vec3(pos.xy + wind_offset, pos.z + noise_2d(pos.xy / 20000) * 500); + + // Clouds + float cloud_tendency = cloud_tendency_at(pos.xy); + float cloud = 0; + + if (mist > 0.0) { + mist *= 0.5 + #if (CLOUD_MODE >= CLOUD_MODE_LOW) + + 1.0 * (noise_2d(wind_pos.xy / 5000) - 0.5) + #endif + #if (CLOUD_MODE >= CLOUD_MODE_MEDIUM) + + 0.25 * (noise_3d(wind_pos / 1000) - 0.5) + #endif + ; + } + + float CLOUD_DEPTH = (view_distance.w - view_distance.z) * (0.14 + sqrt(cloud_tendency) * 0.35); + float cloud_alt = alt + CLOUD_DEPTH * 2 + 1500.0; + + //vec2 cloud_attr = get_cloud_heights(wind_pos.xy); + float sun_access = 0.0; + float moon_access = 0.0; + float cloud_sun_access = clamp((pos.z - cloud_alt) / 1500 + 0.5, 0, 1); + float cloud_moon_access = 0.0; + + // This is a silly optimisation but it actually nets us a fair few fps by skipping quite a few expensive calcs + if ((pos.z < CLOUD_AVG_ALT + 8000.0 && cloud_tendency > 0.0)) { + // Turbulence (small variations in clouds/mist) + const float turb_speed = -1.0; // Turbulence goes the opposite way + vec3 turb_offset = vec3(1, 1, 0) * time_of_day.x * turb_speed; + + const float CLOUD_DENSITY = 10000.0; + const float CLOUD_ALT_VARI_WIDTH = 100000.0; + const float CLOUD_ALT_VARI_SCALE = 5000.0; + + float small_nz = 0.0 + #if (CLOUD_MODE >= CLOUD_MODE_MEDIUM) + - (billow_noise_3d((pos + turb_offset * 0.5) / 8000.0) - 0.5) + #else + - (billow_noise_2d((pos.xy + turb_offset.xy * 0.5) / 8000.0) - 0.5) + #endif + #if (CLOUD_MODE >= CLOUD_MODE_CLOUD_MODE_MINIMAL) + - (noise_3d((pos - turb_offset * 0.1) / 750.0) - 0.5) * 0.25 + #endif + #if (CLOUD_MODE >= CLOUD_MODE_CLOUD_MODE_HIGH) + - (billow_noise_3d((pos - turb_offset * 0.1) / 500.0) - 0.5) * 0.1 + #endif + ; + + // Sample twice to allow for self-shadowing + float cloud_p0 = noise_3d((wind_pos + vec3(0, 0, small_nz) * 150 - sun_dir.xyz * 150) * vec3(0.55, 0.55, 1) / (cloud_scale * 20000.0)); + float cloud_p1 = noise_3d((wind_pos + vec3(0, 0, small_nz) * 150 + sun_dir.xyz * 150) * vec3(0.55, 0.55, 1) / (cloud_scale * 20000.0)); + + float cloud_factor = pow(max(((cloud_p0 + cloud_p1) * 0.5 + - 0.5 + - small_nz * 0.1 + + cloud_tendency * 0.3 + ) + , 0.0) * 120.0 * cloud_tendency, 5.0) + * falloff(abs(pos.z - cloud_alt) / CLOUD_DEPTH); + + cloud = cloud_factor * 10; + + // What proportion of sunlight is *not* being blocked by nearby cloud? (approximation) + // Basically, just throw together a few values that roughly approximate this term and come up with an average + cloud_sun_access = clamp( + 0.7 + + pow(abs(cloud_p1 - cloud_p0), 0.5) * sign(cloud_p1 - cloud_p0) * 0.75 + + (pos.z - cloud_alt) / CLOUD_DEPTH * 0.2 + - pow(cloud * 10000000.0, 0.2) * 0.0075 + , + 0.15, + 10.0 + ) + small_nz * 0.2; + // Since we're assuming the sun/moon is always above (not always correct) it's the same for the moon + cloud_moon_access = cloud_sun_access; + } + + float mist_sun_access = max(1.0 - cloud_tendency * 8, 0.25); + float mist_moon_access = mist_sun_access; + sun_access = mix(cloud_sun_access, mist_sun_access, clamp(mist * 20000, 0, 1)); + moon_access = mix(cloud_moon_access, mist_moon_access, clamp(mist * 20000, 0, 1)); + + // Prevent mist (i.e: vapour beneath clouds) being accessible to the sun to avoid visual problems + //float suppress_mist = clamp((pos.z - cloud_attr.x + cloud_attr.y) / 300, 0, 1); + //sun_access *= suppress_mist; + //moon_access *= suppress_mist; + + // Prevent clouds and mist appearing underground (but fade them out gently) + not_underground = clamp(1.0 - (alt - (pos.z - focus_off.z)) / 80.0 + dist * 0.001, 0, 1); + sun_access *= not_underground; + moon_access *= not_underground; + float vapor_density = (mist + cloud) * not_underground; + + if (emission_strength <= 0.0) { + emission = vec3(0); + } else { + float nz = textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.00005 - time_of_day.y * 8.0, 0).x;//noise_3d(vec3(wind_pos.xy * 0.00005 + cloud_tendency * 0.2, time_of_day.x * 0.0002)); + + float emission_alt = alt * 0.5 + 1000 + 1000 * nz; + float emission_height = 1000.0; + float emission_factor = pow(max(0.0, 1.0 - abs((pos.z - emission_alt) / emission_height - 1.0)) + * max(0, 1.0 - abs(0.0 + + textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.0001 + nz * 0.1, 0).x + + textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.0005 + nz * 0.5, 0).x * 0.3 + - 0.5) * 2) + * max(0, 1.0 - abs(textureLod(sampler2D(t_noise, s_noise), wind_pos.xy * 0.00001, 0).x - 0.5) * 4) + , 2) * emission_strength; + float t = clamp((pos.z - emission_alt) / emission_height, 0, 1); + t = pow(t - 0.5, 2) * sign(t - 0.5) + 0.5; + float top = pow(t, 2); + float bot = pow(max(0.8 - t, 0), 2) * 2; + const vec3 cyan = vec3(0, 0.5, 1); + const vec3 red = vec3(1, 0, 0); + const vec3 green = vec3(0, 8, 0); + emission = 10 * emission_factor * nz * (cyan * top * max(0, 1 - emission_br) + red * max(emission_br, 0) + green * bot); + } + + // We track vapor density and air density separately. Why? Because photons will ionize particles in air + // leading to rayleigh scattering, but water vapor will not. Tracking these indepedently allows us to + // get more correct colours. + return vec4(sun_access, moon_access, vapor_density, air); +} + +#if (CLOUD_MODE == CLOUD_MODE_ULTRA) + const uint QUALITY = 200u; +#elif (CLOUD_MODE == CLOUD_MODE_HIGH) + const uint QUALITY = 40u; +#elif (CLOUD_MODE == CLOUD_MODE_MEDIUM) + const uint QUALITY = 18u; +#elif (CLOUD_MODE == CLOUD_MODE_LOW) + const uint QUALITY = 6u; +#elif (CLOUD_MODE == CLOUD_MODE_MINIMAL) + const uint QUALITY = 2u; +#endif + +const float STEP_SCALE = DIST_CAP / (1000.0 * float(QUALITY)); + +float step_to_dist(float step, float quality) { + return pow(step, 4) * STEP_SCALE / quality; +} + +float dist_to_step(float dist, float quality) { + return pow(dist / STEP_SCALE * quality, 0.25); +} + +// This *MUST* go here: when clouds are enabled, it relies on the declaration of `clouds_at` above. Sadly, GLSL doesn't +// consistently support forward declarations (not surprising, it's designed for single-pass compilers). +#include + +vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, float max_dist, const float quality) { + // Limit the marching distance to reduce maximum jumps + max_dist = min(max_dist, DIST_CAP); + + origin.xyz += focus_off.xyz; + + // This hack adds a little direction-dependent noise to clouds. It's not correct, but it very cheaply + // improves visual quality for low cloud settings + float splay = 1.0; + #if (CLOUD_MODE == CLOUD_MODE_MINIMAL) + splay += (textureLod(sampler2D(t_noise, s_noise), vec2(atan2(dir.x, dir.y) * 2 / PI, dir.z) * 5.0 - time_of_day.y * 4.0, 0).x - 0.5) * 0.025 / (1.0 + pow(dir.z, 2) * 10); + #endif + + const vec3 RAYLEIGH = vec3(0.025, 0.1, 0.5); + + // Proportion of sunlight that get scattered back into the camera by clouds + float sun_scatter = dot(-dir, sun_dir.xyz) * 0.5 + 0.7; + float moon_scatter = dot(-dir, moon_dir.xyz) * 0.5 + 0.7; + float net_light = get_sun_brightness() + get_moon_brightness(); + vec3 sky_color = RAYLEIGH * net_light; + vec3 sky_light = get_sky_light(dir, false); + vec3 sun_color = get_sun_color(); + vec3 moon_color = get_moon_color(); + + // Clouds aren't visible underwater + float cdist = max_dist; + float ldist = cdist; + // i is an emergency brake + float min_dist = clamp(max_dist / 4, 0.25, 24); + int i; + + #if (CLOUD_MODE >= CLOUD_MODE_MEDIUM) + #ifndef EXPERIMENTAL_NORAINBOWS + // TODO: Make it a double rainbow + float rainbow_t = (0.7 - dot(sun_dir.xyz, dir)) * 8 / 0.05; + int rainbow_c = int(floor(rainbow_t)); + rainbow_t = fract(rainbow_t); + rainbow_t = rainbow_t * rainbow_t; + #endif + #endif + + for (i = 0; cdist > min_dist && i < 250; i ++) { + ldist = cdist; + cdist = step_to_dist(trunc(dist_to_step(cdist - 0.25, quality)), quality); + + vec3 emission; + float not_underground; // Used to prevent sunlight leaking underground + vec3 pos = origin + dir * ldist * splay; + // `sample` is a reserved keyword + vec4 sample_ = cloud_at(origin + dir * ldist * splay, ldist, dir, emission, not_underground); + + // DEBUG + // if (max_dist > ldist && max_dist < ldist * 1.02) { + // surf_color = vec3(1, 0, 0); + // } + + vec2 density_integrals = max(sample_.zw, vec2(0)); + + float sun_access = max(sample_.x, 0); + float moon_access = max(sample_.y, 0); + float cloud_scatter_factor = density_integrals.x; + float global_scatter_factor = density_integrals.y; + + float step = (ldist - cdist) * 0.01; + float cloud_darken = pow(1.0 / (1.0 + cloud_scatter_factor), step); + float global_darken = pow(1.0 / (1.0 + global_scatter_factor), step); + // Proportion of light diffusely scattered instead of absorbed + float cloud_diffuse = 0.5; + + surf_color = + // Attenuate light passing through the clouds + surf_color * cloud_darken * global_darken + + // Add the directed light light scattered into the camera by the clouds and the atmosphere (global illumination) + sun_color * sun_scatter * get_sun_brightness() * (sun_access * (1.0 - cloud_darken) * cloud_diffuse /*+ sky_color * global_scatter_factor*/) + + moon_color * moon_scatter * get_moon_brightness() * (moon_access * (1.0 - cloud_darken) * cloud_diffuse /*+ sky_color * global_scatter_factor*/) + + sky_light * (1.0 - global_darken) * not_underground + + // A small amount fake ambient light underground + (1.0 - not_underground) * vec3(0.2, 0.35, 0.5) * (1.0 - global_darken) / (1.0 + max_dist * 0.003) + + emission * density_integrals.y * step; + + // Rainbow + #if (CLOUD_MODE >= CLOUD_MODE_ULTRA) + #ifndef EXPERIMENTAL_NORAINBOWS + if (rainbow_c >= 0 && rainbow_c < 8) { + vec3 colors[9] = { + surf_color, + vec3(0.9, 0.5, 0.9), + vec3(0.25, 0.0, 0.5), + vec3(0.0, 0.0, 1.0), + vec3(0.0, 0.5, 0.0), + vec3(1.0, 1.0, 0.0), + vec3(1.0, 0.6, 0.0), + vec3(1.0, 0.0, 0.0), + surf_color, + }; + float h = max(0.0, min(pos.z, 900.0 - pos.z) / 450.0); + float rain = rain_density_at(pos.xy) * pow(h, 0.1); + + float sun = sun_access * get_sun_brightness(); + float energy = pow(rain * sun * min(cdist / 500.0, 1.0), 2.0) * 0.4; + + surf_color = mix( + surf_color, + mix(colors[rainbow_c], colors[rainbow_c + 1], rainbow_t), + energy + ); + } + #endif + #endif + } + + // Underwater light attenuation + surf_color = water_diffuse(surf_color, dir, max_dist); + + // Apply point glow + surf_color = apply_point_glow(origin, dir, max_dist, surf_color); + + return surf_color; +} diff --git a/assets/voxygen/shaders/include/constants.glsl b/assets/voxygen/shaders/include/constants.glsl new file mode 100644 index 0000000..9914376 --- /dev/null +++ b/assets/voxygen/shaders/include/constants.glsl @@ -0,0 +1,105 @@ +/* NOTE: When included, this file will contain values for the automatically defined settings specified below. */ + +/* TODO: Add the ability to control the tendency to do stuff in the vertex vs. fragment shader. + * Currently this flag is ignored and always set to prefer fragment, but this tradeoff is not correct on all + * machines in all cases (mine, for instance). */ +#define VOXYGEN_COMPUTATION_PREFERENCE_FRAGMENT 0 +#define VOXYGEN_COMPUTATION_PREFERENCE_VERTEX 1 + +#define FLUID_MODE_LOW 0 +#define FLUID_MODE_MEDIUM 1 +#define FLUID_MODE_HIGH 2 + +#define REFLECTION_MODE_LOW 0 +#define REFLECTION_MODE_MEDIUM 1 +#define REFLECTION_MODE_HIGH 2 + +#define CLOUD_MODE_NONE 0 +#define CLOUD_MODE_MINIMAL 1 +#define CLOUD_MODE_LOW 2 +#define CLOUD_MODE_MEDIUM 3 +#define CLOUD_MODE_HIGH 4 +#define CLOUD_MODE_ULTRA 5 + +#define LIGHTING_ALGORITHM_LAMBERTIAN 0 +#define LIGHTING_ALGORITHM_BLINN_PHONG 1 +#define LIGHTING_ALGORITHM_ASHIKHMIN 2 + +#define SHADOW_MODE_NONE 0 +#define SHADOW_MODE_CHEAP 1 +#define SHADOW_MODE_MAP 2 + +/* Unlike the other flags (for now anyway), these are bitmask values */ +#define LIGHTING_TYPE_REFLECTION 0x01 +#define LIGHTING_TYPE_TRANSMISSION 0x02 + +/* Currently ignored, but ideally shoud be helpful for determining light transport properties. */ +#define LIGHTING_REFLECTION_KIND_DIFFUSE 0 +#define LIGHTING_REFLECTION_KIND_GLOSSY 1 +#define LIGHTING_REFLECTION_KIND_SPECULAR 2 + +#define LIGHTING_TRANSPORT_MODE_IMPORTANCE 0 +/* Radiance mode is currently used as a proxy for "attenuation and medium materials + * matter," but we may make it more granular. */ +#define LIGHTING_TRANSPORT_MODE_RADIANCE 1 + +#define LIGHTING_DISTRIBUTION_SCHEME_MICROFACET 0 +#define LIGHTING_DISTRIBUTION_SCHEME_VOXEL 1 + +#define LIGHTING_DISTRIBUTION_BECKMANN 0 +#define LIGHTING_DISTRIBUTION_TROWBRIDGE 1 + +#define MEDIUM_AIR 0 +#define MEDIUM_WATER 1 + +#define MAT_SKY 0 +#define MAT_BLOCK 1 +#define MAT_FLUID 2 +#define MAT_FIGURE 3 +#define MAT_LOD 4 + +#define BLOCK_SNOW 0x21 +#define BLOCK_ART_SNOW 0x22 +#define BLOCK_ICE 0x43 + +// An arbitrary value that represents a very far distance (at least as far as the player should be able to see) without +// being too far that we end up with precision issues (used in clouds and elsewhere). +#define DIST_CAP 500000 + +/* Constants expected to be defined automatically by configuration: */ + +/* +#define VOXYGEN_COMPUTATION_PREFERENCE +#define FLUID_MODE +#define CLOUD_MODE +#define LIGHTING_ALGORITHM +#define SHADOW_MODE +*/ + +/* Constants possibly defined automatically by configuration: */ + +/* +#define POINT_GLOW_FACTOR <0.0..1.0> +*/ + +/* Constants expected to be defined by any shader that needs to perform lighting calculations + * (but whose values may take automatically defined constants into account): */ + +/* +// At least one of LIGHTING_TYPE_REFLECTION or LIGHTING_TYPE_TRANSMISSION should be set. +#define LIGHTING_TYPE +#define LIGHTING_REFLECTION_KIND +#define LIGHTING_TRANSPORT_MODE +#define LIGHTING_DISTRIBUTION_SCHEME +#define LIGHTING_DISTRIBUTION +*/ + +/* Constants that *may* be defined by any shader. + * (and whose values may take automatically defined constants into account): */ + +/* +// When sets, shadow maps are used to cast shadows. +#define HAS_SHADOW_MAPS +// When set, "full" LOD terrain informatino is available (e.g. terrain colors). +#define HAS_LOD_FULL_INFO +*/ diff --git a/assets/voxygen/shaders/include/fxaa.glsl b/assets/voxygen/shaders/include/fxaa.glsl new file mode 100644 index 0000000..5d206a1 --- /dev/null +++ b/assets/voxygen/shaders/include/fxaa.glsl @@ -0,0 +1,140 @@ +/** +Basic FXAA implementation based on the code on geeks3d.com with the +modification that the texture2DLod stuff was removed since it's +unsupported by WebGL. + +-- + +From: +https://github.com/mitsuhiko/webgl-meincraft + +Copyright (c) 2011 by Armin Ronacher. + +Some rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are +met: + + * Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + + * Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the following + disclaimer in the documentation and/or other materials provided + with the distribution. + + * The names of the contributors may not be used to endorse or + promote products derived from this software without specific + prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +*/ + +#ifndef FXAA_REDUCE_MIN + #define FXAA_REDUCE_MIN (1.0/ 128.0) +#endif +#ifndef FXAA_REDUCE_MUL + #define FXAA_REDUCE_MUL (1.0 / 8.0) +#endif +#ifndef FXAA_SPAN_MAX + #define FXAA_SPAN_MAX 12.0 +#endif + +//optimized version for mobile, where dependent +//texture reads can be a bottleneck +vec4 fxaa(texture2D tex, sampler smplr, vec2 fragCoord, vec2 resolution, + vec2 v_rgbNW, vec2 v_rgbNE, + vec2 v_rgbSW, vec2 v_rgbSE, + vec2 v_rgbM) { + vec4 color; + vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y); + vec3 rgbNW = texture(sampler2D(tex, smplr), v_rgbNW).xyz; + vec3 rgbNE = texture(sampler2D(tex, smplr), v_rgbNE).xyz; + vec3 rgbSW = texture(sampler2D(tex, smplr), v_rgbSW).xyz; + vec3 rgbSE = texture(sampler2D(tex, smplr), v_rgbSE).xyz; + vec4 texColor = texture(sampler2D(tex, smplr), v_rgbM); + vec3 rgbM = texColor.xyz; + vec3 luma = vec3(0.299, 0.587, 0.114); + float lumaNW = dot(rgbNW, luma); + float lumaNE = dot(rgbNE, luma); + float lumaSW = dot(rgbSW, luma); + float lumaSE = dot(rgbSE, luma); + float lumaM = dot(rgbM, luma); + float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); + float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); + + vec2 dir; + dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); + dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); + + float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * + (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); + + float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); + dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), + max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), + dir * rcpDirMin)) * inverseVP * 0.75; + + vec3 rgbA = 0.5 * ( + texture(sampler2D(tex, smplr), fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + + texture(sampler2D(tex, smplr), fragCoord * inverseVP + dir * (1.7 / 3.0 - 0.5)).xyz); + vec3 rgbB = rgbA * 0.5 + 0.25 * ( + texture(sampler2D(tex, smplr), fragCoord * inverseVP + dir * -0.5).xyz + + texture(sampler2D(tex, smplr), fragCoord * inverseVP + dir * 0.5).xyz); + + float lumaB = dot(rgbB, luma); + if ((lumaB < lumaMin) || (lumaB > lumaMax)) + color = vec4(rgbA, texColor.a); + else + color = vec4(rgbB, texColor.a); + return color; +} + + +void texcoords(vec2 fragCoord, vec2 resolution, + out vec2 v_rgbNW, out vec2 v_rgbNE, + out vec2 v_rgbSW, out vec2 v_rgbSE, + out vec2 v_rgbM) { + vec2 inverseVP = 1.0 / resolution.xy; + const float scale = 0.75; + v_rgbNW = (fragCoord + vec2(-scale, -scale)) * inverseVP; + v_rgbNE = (fragCoord + vec2(scale, -scale)) * inverseVP; + v_rgbSW = (fragCoord + vec2(-scale, scale)) * inverseVP; + v_rgbSE = (fragCoord + vec2(scale, scale)) * inverseVP; + v_rgbM = vec2(fragCoord * inverseVP); +} + +vec4 fxaa_apply( + texture2D tex, sampler smplr, + vec2 fragCoord, + vec2 resolution, + float sampleScale +) { + vec2 v_rgbNW; + vec2 v_rgbNE; + vec2 v_rgbSW; + vec2 v_rgbSE; + vec2 v_rgbM; + + float fxaa_scale = textureSize(sampler2D(tex, smplr), 0).x / resolution.x * sampleScale; + + vec2 scaled_fc = fragCoord * fxaa_scale; + vec2 scaled_res = resolution * fxaa_scale; + + //compute the texture coords + texcoords(scaled_fc, scaled_res, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM); + + //compute FXAA + return fxaa(tex, smplr, scaled_fc, scaled_res, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM); +} diff --git a/assets/voxygen/shaders/include/globals.glsl b/assets/voxygen/shaders/include/globals.glsl new file mode 100644 index 0000000..a61cd00 --- /dev/null +++ b/assets/voxygen/shaders/include/globals.glsl @@ -0,0 +1,76 @@ +#ifndef GLOBALS_GLSL +#define GLOBALS_GLSL + +layout(std140, set = 0, binding = 0) uniform u_globals { + mat4 view_mat; + mat4 proj_mat; + mat4 all_mat; + vec4 cam_pos; + vec4 focus_off; + vec4 focus_pos; + vec4 view_distance; + // .x = time of day, repeats every day. + // .y = a continuous value for what day it is. Repeats every `tick_overflow` for precisions sake. + vec4 time_of_day; + vec4 sun_dir; + vec4 moon_dir; + // .x = The `Time` resource, repeated every `tick_overflow` + // .y = a floored (`Time` / `tick_overflow`) + // .z = Time local to client, not synced between clients. + vec4 tick; + vec4 screen_res; + uvec4 light_shadow_count; + vec4 shadow_proj_factors; + uvec4 medium; + ivec4 select_pos; + vec4 gamma_exposure; + vec4 last_lightning; + vec2 wind_vel; + float ambiance; + // 0 - FirstPerson + // 1 - ThirdPerson + uint cam_mode; + float sprite_render_distance; + float globals_dummy; // Fix alignment. +}; + +// Specifies the pattern used in the player dithering +mat4 threshold_matrix = mat4( + vec4(1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0), + vec4(13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0), + vec4(4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0), + vec4(16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0) +); +float distance_divider = 2; +float shadow_dithering = 0.5; + +float tick_overflow = 300000.0; + +// Get a scaled time with an offset that loops at a period. +float tick_loop(float period, float scale, float offset) { + float loop = tick_overflow * scale; + float rem = mod(loop, period); + float rest = rem * tick.y; + + return mod(rest + tick.x * scale + offset, period); +} + +float tick_loop(float period) { + return tick_loop(period, 1.0, 0.0); +} + + +vec4 tick_loop4(float period, vec4 scale, vec4 offset) { + vec4 loop = tick_overflow * scale; + vec4 rem = mod(loop, period); + vec4 rest = rem * tick.y; + + return mod(rest + tick.x * scale + offset, period); +} + +// Only works if t happened within tick_overflow +float time_since(float t) { + return tick.x < t ? (tick_overflow - t + tick.x) : (tick.x - t); +} + +#endif diff --git a/assets/voxygen/shaders/include/light.glsl b/assets/voxygen/shaders/include/light.glsl new file mode 100644 index 0000000..191e64d --- /dev/null +++ b/assets/voxygen/shaders/include/light.glsl @@ -0,0 +1,258 @@ +#ifndef LIGHT_GLSL +#define LIGHT_GLSL + +#include +#include + +struct Light { + vec4 light_pos; + vec4 light_col; + // mat4 light_proj; +}; + +layout (std140, set = 0, binding = 3) +uniform u_lights { + // TODO: insert light max count constant here when loading the shaders + Light lights[20]; +}; + +struct Shadow { + vec4 shadow_pos_radius; +}; + +layout (std140, set = 0, binding = 4) +uniform u_shadows { + Shadow shadows[24]; +}; + +float attenuation_strength(vec3 rpos) { + // This is not how light attenuation works at all, but it produces visually pleasing and mechanically useful properties + float d2 = rpos.x * rpos.x + rpos.y * rpos.y + rpos.z * rpos.z; + return max(2.0 / pow(d2 + 10, 0.35) - pow(d2 / 50000.0, 0.8), 0.0); +} + +float attenuation_strength_real(vec3 rpos) { + float d2 = rpos.x * rpos.x + rpos.y * rpos.y + rpos.z * rpos.z; + return 1.0 / (0.025 + d2); +} + +// // Compute attenuation due to light passing through a substance that fills an area below a horizontal plane +// // (e.g. in most cases, water below the water surface depth). +// // +// // wpos is the position of the point being hit. +// // ray_dir is the reversed direction of the ray (going "out" of the point being hit). +// // surface_alt is the estimated altitude of the horizontal surface separating the substance from air. +// // defaultpos is the position to use in computing the distance along material at this point if there was a failure. +// // +// // Ideally, defaultpos is set so we can avoid branching on error. +// float compute_attenuation_beam(vec3 wpos, vec3 ray_dir, float surface_alt, vec3 defaultpos, float attenuation_depth) { +// vec3 water_intersection_surface_camera = vec3(cam_pos); +// bool _water_intersects_surface_camera = IntersectRayPlane(f_pos, view_dir, vec3(0.0, 0.0, /*f_alt*/f_pos.z + f_light), cam_surface_dir, water_intersection_surface_camera); +// // Should work because we set it up so that if IntersectRayPlane returns false for camera, its default intersection point is cam_pos. +// float water_depth_to_camera = length(water_intersection_surface_camera - f_pos); +// +// vec3 water_intersection_surface_light = f_pos; +// bool _light_intersects_surface_water = IntersectRayPlane(f_pos, sun_dir.z <= 0.0 ? sun_dir : moon_dir, vec3(0.0, 0.0, /*f_alt*/f_pos.z + f_light), vec3(0.0, 0.0, 1.0), water_intersection_surface_light); +// // Should work because we set it up so that if IntersectRayPlane returns false for light, its default intersection point is f_pos-- +// // i.e. if a light ray can't hit the water, it shouldn't contribute to coloring at all. +// float water_depth_to_light = length(water_intersection_surface_light - f_pos); +// +// // For ambient color, we just take the distance to the surface out of laziness. +// float water_depth_to_vertical = max(/*f_alt - f_pos.z*/f_light, 0.0); +// +// // Color goes down with distance... +// // See https://en.wikipedia.org/wiki/Beer%E2%80%93Lambert_law. +// vec3 water_color_direct = exp(-water_attenuation * (water_depth_to_light + water_depth_to_camera)); +// vec3 water_color_ambient = exp(-water_attenuation * (water_depth_to_vertical + water_depth_to_camera)); +// +// } + +vec3 light_at(vec3 wpos, vec3 wnorm) { + const float LIGHT_AMBIANCE = 0.025; + + vec3 light = vec3(0); + + for (uint i = 0u; i < light_shadow_count.x; i ++) { + + // Only access the array once + Light L = lights[i]; + + vec3 light_pos = L.light_pos.xyz - focus_off.xyz; + + // Pre-calculate difference between light and fragment + vec3 difference = light_pos - wpos; + + float strength = attenuation_strength(difference); + + vec3 color = L.light_col.rgb * strength; + + light += color * (max(0, max(dot(normalize(difference), wnorm), 0.15)) + LIGHT_AMBIANCE); + } + return light; +} + +float shadow_at(vec3 wpos, vec3 wnorm) { + float shadow = 1.0; + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || (SHADOW_MODE == SHADOW_MODE_MAP && defined(EXPERIMENTAL_POINTSHADOWSWITHSHADOWMAPPING))) + for (uint i = 0u; i < light_shadow_count.y; i ++) { + + // Only access the array once + Shadow S = shadows[i]; + + vec3 shadow_pos = S.shadow_pos_radius.xyz - focus_off.xyz; + float radius = S.shadow_pos_radius.w; + + vec3 diff = shadow_pos - wpos; + #if (SHADOW_MODE == SHADOW_MODE_CHEAP) + if (diff.z >= 0.0) { + diff.z = -sign(diff.z) * diff.z * 0.1; + } + #endif + + float shade = max(pow(diff.x * diff.x + diff.y * diff.y + diff.z * diff.z, 0.3) / pow(radius * radius * 0.5, 0.5), 0.5); + // float shade = max(pow(dot(diff, diff) / (radius * radius * 0.5), 0.25), 0.5); + // float shade = dot(diff, diff) / (radius * radius * 0.5); + + shadow = min(shadow, shade); + } + // NOTE: Squared to compenate for prior saturation. + return min(shadow, 1.0); + // return min(shadow * shadow, 1.0); +#else + return shadow; +#endif +} + +// Returns computed maximum intensity. +// +// mu is the attenuation coefficient for any substance on a horizontal plane. +// cam_attenuation is the total light attenuation due to the substance for beams between the point and the camera. +// surface_alt is the altitude of the attenuating surface. +float lights_at(vec3 wpos, vec3 wnorm, vec3 /*cam_to_frag*/view_dir, vec3 mu, vec3 cam_attenuation, float surface_alt, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, vec3 voxel_norm, float voxel_lighting, inout vec3 emitted_light, inout vec3 reflected_light/*, out float shadow*/) { + // return 0.0; + // shadow = 0.0; + // vec3 ambient_light = vec3(0.0); + vec3 directed_light = vec3(0.0); + vec3 max_light = vec3(0.0); + + const float LIGHT_AMBIANCE = 0.0;//0.015625; + + for (uint i = 0u; i < /*light_shadow_count.x*//*0u*/light_shadow_count.x/*32u*/; i ++) { + + // Only access the array once + Light L = lights[i]; + + vec3 light_pos = L.light_pos.xyz - focus_off.xyz; + + // Pre-calculate difference between light and fragment + vec3 difference = light_pos - wpos; + float distance_2 = dot(difference, difference); + + if (distance_2 > 10000.0) { + continue; + } + + // float strength = attenuation_strength(difference);// pow(attenuation_strength(difference), 0.6); + // NOTE: This normalizes strength to 0.25 at the center of the point source. + float strength = 3.0 / (5 + distance_2); + + // Multiply the vec3 only once + const float PI = 3.1415926535897932384626433832795; + const float PI_2 = 2 * PI; + vec3 color = /*srgb_to_linear*/L.light_col.rgb; + + // // Only access the array once + // Shadow S = shadows[i]; + + // vec3 shadow_pos = S.shadow_pos_radius.xyz; + // float radius = S.shadow_pos_radius.w; + + // vec3 diff = shadow_pos - wpos; + // if (diff.z >= 0.0) { + // diff.z = -sign(diff.z) * diff.z * 0.1; + // } + + // float shade = max(pow(diff.x * diff.x + diff.y * diff.y + diff.z * diff.z, 0.25) / pow(radius * radius * 0.5, 0.25), /*0.5*/0.0); + + // shadow = min(shadow, shade); + + // Compute reflectance. + float light_distance = sqrt(distance_2); + vec3 light_dir = -difference / light_distance; // normalize(-difference); + // light_dir = faceforward(light_dir, wnorm, light_dir); + bool is_direct = dot(difference, wnorm) > 0.0; + // reflected_light += color * (distance_2 == 0.0 ? vec3(1.0) : light_reflection_factor(wnorm, cam_to_frag, light_dir, k_d, k_s, alpha)); + vec3 direct_light_dir = is_direct ? light_dir : -light_dir; + // vec3 direct_norm_dir = is_direct ? wnorm : -wnorm; + // Compute attenuation due to fluid. + // Default is light_pos, so we take the whole segment length for this beam if it never intersects the surface, unlesss the beam itself + // is above the surface, in which case we take zero (wpos). + color *= cam_attenuation * compute_attenuation_point(wpos, -direct_light_dir, mu, surface_alt, light_pos.z < surface_alt ? light_pos : wpos); + +#if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0 + is_direct = true; +#endif + vec3 lrf = light_reflection_factor(/*direct_norm_dir*/wnorm, /*cam_to_frag*/view_dir, direct_light_dir, k_d, k_s, alpha, voxel_norm, voxel_lighting); + vec3 direct_light = PI * color * strength * lrf; + /* is_direct = true; */ + float computed_shadow = ShadowCalculationPoint(i, -difference, wnorm, wpos/*, light_distance*/); + // directed_light += is_direct ? max(computed_shadow, /*LIGHT_AMBIANCE*/0.0) * direct_light : vec3(0.0); + float ambiance = 0.0; + #ifndef EXPERIMENTAL_PHOTOREALISTIC + // Non-physically emulate ambient light nearby + ambiance = mix(0.05, 0.5, (dot(wnorm, direct_light_dir) + 1.0) * 0.5) * strength; + #ifdef FIGURE_SHADER + // Non-physical hack. Subtle, but allows lanterns to glow nicely + // TODO: Make lanterns use glowing cells instead + ambiance += 0.1 / distance_2; + #endif + #endif + directed_light += (is_direct ? mix(LIGHT_AMBIANCE, 1.0, computed_shadow) * direct_light : vec3(0.0)) + ambiance * color; + // directed_light += (is_direct ? 1.0 : LIGHT_AMBIANCE) * max(computed_shadow, /*LIGHT_AMBIANCE*/0.0) * direct_light;// : vec3(0.0); + // directed_light += mix(LIGHT_AMBIANCE, 1.0, computed_shadow) * direct_light; + // ambient_light += is_direct ? vec3(0.0) : vec3(0.0); // direct_light * LIGHT_AMBIANCE; + // ambient_light += is_direct ? direct_light * (1.0 - LIGHT_AMBIANCE) : vec3(0.0); + + vec3 cam_light_diff = light_pos - focus_pos.xyz; + float cam_distance_2 = dot(cam_light_diff, cam_light_diff);// + 0.0001; + float cam_strength = 1.0 / (/*4.0 * *//*PI * *//*1.0 + */cam_distance_2); + + // vec3 cam_pos_diff = cam_to_frag.xyz - wpos; + // float pos_distance_2 = dot(cam_pos_diff, cam_pos_diff);// + 0.0001; + + // float cam_distance = sqrt(cam_distance_2); + // float distance = sqrt(distance_2); + float both_strength = cam_distance_2 == 0.0 ? distance_2 == 0.0 ? 0.0 : strength/* * strength*//*1.0*/ : distance_2 == 0.0 ? cam_strength/* * cam_strength*//*1.0*/ : + // 1.0 / (cam_distance * distance); + // sqrt(cam_strength * strength); + cam_strength + strength; + // (cam_strength * strength); + // max(cam_strength, strength); + // mix(cam_strength, strength, distance_2 / (cam_distance_2 + distance_2)); + // mix(cam_strength, strength, cam_distance_2 / (cam_distance_2 + distance_2)); + // max(cam_strength, strength);//mix(cam_strength, strength, clamp(distance_2 / /*pos_distance_2*/cam_distance_2, 0.0, 1.0)); + // float both_strength = mix(cam_strength, strength, cam_distance_2 / sqrt(cam_distance_2 + distance_2)); + max_light += /*max(1.0, cam_strength)*//*min(cam_strength, 1.0)*//*max*//*max(both_strength, 1.0) * *//*cam_strength*/computed_shadow * both_strength * PI * color; + // max_light += /*max(1.0, cam_strength)*//*min(cam_strength, 1.0)*//*max*/max(cam_strength, 1.0/*, strength*//*1.0*/) * PI * color; + // light += color * (max(0, max(dot(normalize(difference), wnorm), 0.15)) + LIGHT_AMBIANCE); + // Compute emiittance. + // float ambient_sides = clamp(mix(0.15, 0.0, abs(dot(wnorm, light_dir)) * 10000.0), 0.0, 0.15); + // float ambient_sides = 0.0;// max(dot(wnorm, light_dir) - 0.15, 0.15); + // // float ambient_sides = 0.0; + // ambient_light += color * (ambient_sides + LIGHT_AMBIANCE); + } + + // shadow = shadow_at(wpos, wnorm); + // float shadow = shadow_at(wpos, wnorm); + reflected_light += directed_light; + // emitted_light += k_a * ambient_light/* * shadow*/;// min(shadow, 1.0); + return /*rel_luminance(ambient_light + directed_light)*/rel_luminance(max_light);//ambient_light; +} + +// Same as lights_at, but with no assumed attenuation due to fluid. +float lights_at(vec3 wpos, vec3 wnorm, vec3 view_dir, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, inout vec3 emitted_light, inout vec3 reflected_light) { + return lights_at(wpos, wnorm, view_dir, vec3(0.0), vec3(1.0), 0.0, k_a, k_d, k_s, alpha, wnorm, 1.0, emitted_light, reflected_light); +} + +#endif diff --git a/assets/voxygen/shaders/include/lod.glsl b/assets/voxygen/shaders/include/lod.glsl new file mode 100644 index 0000000..76d26f9 --- /dev/null +++ b/assets/voxygen/shaders/include/lod.glsl @@ -0,0 +1,415 @@ +#ifndef LOD_GLSL +#define LOD_GLSL + +#include +#include +#include + +layout(set = 0, binding = 7) uniform texture2D t_horizon; +layout(set = 0, binding = 8) uniform sampler s_horizon; + + +const float MIN_SHADOW = 0.33; + +vec2 pos_to_tex(vec2 pos) { + // Want: (pixel + 0.5) + vec2 uv_pos = (focus_off.xy + pos + 16) / 32.0; + return vec2(uv_pos.x, uv_pos.y); +} + +// textureBicubic from https://stackoverflow.com/a/42179924 +vec4 cubic(float v) { + vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v; + vec4 s = n * n * n; + float x = s.x; + float y = s.y - 4.0 * s.x; + float z = s.z - 4.0 * s.y + 6.0 * s.x; + float w = 6.0 - x - y - z; + return vec4(x, y, z, w) * (1.0/6.0); +} + +// Computes atan(y, x), except with more stability when x is near 0. +float atan2(in float y, in float x) { + bool s = (abs(x) > abs(y)); + return mix(PI/2.0 - atan(x,y), atan(y,x), s); +} + +// NOTE: We assume the sampled coordinates are already in "texture pixels". +vec4 textureBicubic(texture2D tex, sampler sampl, vec2 texCoords) { + // TODO: remove all textureSize calls and replace with constants + vec2 texSize = textureSize(sampler2D(tex, sampl), 0); + vec2 invTexSize = 1.0 / texSize; + /* texCoords.y = texSize.y - texCoords.y; */ + + texCoords = texCoords/* * texSize */ - 0.5; + + + vec2 fxy = fract(texCoords); + texCoords -= fxy; + + vec4 xcubic = cubic(fxy.x); + vec4 ycubic = cubic(fxy.y); + + vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy; + // vec4 c = texCoords.xxyy + vec2 (-1, +1).xyxy; + + vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw); + vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s; + + offset *= invTexSize.xxyy; + /* // Correct for map rotaton. + offset.zw = 1.0 - offset.zw; */ + + vec4 sample0 = texture(sampler2D(tex, sampl), offset.xz); + vec4 sample1 = texture(sampler2D(tex, sampl), offset.yz); + vec4 sample2 = texture(sampler2D(tex, sampl), offset.xw); + vec4 sample3 = texture(sampler2D(tex, sampl), offset.yw); + // vec4 sample0 = texelFetch(sampler, offset.xz, 0); + // vec4 sample1 = texelFetch(sampler, offset.yz, 0); + // vec4 sample2 = texelFetch(sampler, offset.xw, 0); + // vec4 sample3 = texelFetch(sampler, offset.yw, 0); + + float sx = s.x / (s.x + s.y); + float sy = s.z / (s.z + s.w); + + return mix( + mix(sample3, sample2, sx), mix(sample1, sample0, sx) + , sy); +} + +vec4 textureMaybeBicubic(texture2D tex, sampler sampl, vec2 texCoords) { + // TODO: Allow regular `texture` to be used when cause of light leaking issues is found + //#if (CLOUD_MODE >= CLOUD_MODE_HIGH) + return textureBicubic(tex, sampl, texCoords); + //#else + // vec2 offset = (texCoords + vec2(-1.0, 0.5)) / textureSize(sampler2D(tex, sampl), 0); + // return texture(sampler2D(tex, sampl), offset); + //#endif +} + +// 16 bit version (each of the 2 8-bit components are combined after bilinear sampling) +// NOTE: We assume the sampled coordinates are already in "texture pixels". +vec2 textureBicubic16(texture2D tex, sampler sampl, vec2 texCoords) { + vec2 texSize = textureSize(sampler2D(tex, sampl), 0); + vec2 invTexSize = 1.0 / texSize; + /* texCoords.y = texSize.y - texCoords.y; */ + + texCoords = texCoords/* * texSize */ - 0.5; + + + vec2 fxy = fract(texCoords); + texCoords -= fxy; + + vec4 xcubic = cubic(fxy.x); + vec4 ycubic = cubic(fxy.y); + + vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy; + // vec4 c = texCoords.xxyy + vec2 (-1, +1).xyxy; + + vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw); + vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s; + + offset *= invTexSize.xxyy; + /* // Correct for map rotaton. + offset.zw = 1.0 - offset.zw; */ + + vec4 sample0_v4 = textureLod(sampler2D(tex, sampl), offset.xz, 0); + vec4 sample1_v4 = textureLod(sampler2D(tex, sampl), offset.yz, 0); + vec4 sample2_v4 = textureLod(sampler2D(tex, sampl), offset.xw, 0); + vec4 sample3_v4 = textureLod(sampler2D(tex, sampl), offset.yw, 0); + vec2 sample0 = sample0_v4.rb / 256.0 + sample0_v4.ga; + vec2 sample1 = sample1_v4.rb / 256.0 + sample1_v4.ga; + vec2 sample2 = sample2_v4.rb / 256.0 + sample2_v4.ga; + vec2 sample3 = sample3_v4.rb / 256.0 + sample3_v4.ga; + // vec4 sample0 = texelFetch(sampler, offset.xz, 0); + // vec4 sample1 = texelFetch(sampler, offset.yz, 0); + // vec4 sample2 = texelFetch(sampler, offset.xw, 0); + // vec4 sample3 = texelFetch(sampler, offset.yw, 0); + + float sx = s.x / (s.x + s.y); + float sy = s.z / (s.z + s.w); + + return mix( + mix(sample3, sample2, sx), mix(sample1, sample0, sx) + , sy); +} + +// Gets the altitude at a position relative to focus_off. +float alt_at(vec2 pos) { + vec4 alt_sample = textureLod/*textureBicubic16*/(sampler2D(t_alt, s_alt), wpos_to_uv(focus_off.xy + pos), 0); + return (/*round*/((alt_sample.r / 256.0 + alt_sample.g) * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z); + //+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0; + + // return 0.0 + // + pow(texture(t_noise, pos * 0.00005).x * 1.4, 3.0) * 1000.0 + // + texture(t_noise, pos * 0.001).x * 100.0 + // + texture(t_noise, pos * 0.003).x * 30.0; +} + +float alt_at_real(vec2 pos) { + // Basic idea: only really need the real altitude for an accurate water height estimation, so if we are in the cheap shader take a shortcut. +// #if (FLUID_MODE == FLUID_MODE_LOW) +// return alt_at(pos); +// #elif (FLUID_MODE == FLUID_MODE_SHINY) + return (/*round*/(textureBicubic16(t_alt, s_alt, pos_to_tex(pos)).r * (/*1300.0*//*1278.7266845703125*/view_distance.w)) + /*140.0*/view_distance.z - focus_off.z); +// #endif + //+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0; + + // return 0.0 + // + pow(texture(t_noise, pos * 0.00005).x * 1.4, 3.0) * 1000.0 + // + texture(t_noise, pos * 0.001).x * 100.0 + // + texture(t_noise, pos * 0.003).x * 30.0; +} + + +float horizon_at2(vec4 f_horizons, float alt, vec3 pos, vec4 light_dir) { + const float PI_2 = 3.1415926535897932384626433832795 / 2.0; + const float MIN_LIGHT = 0.0;//0.115/*0.0*/; + + // return 1.0; +/* + + let shade_frac = horizon_map + .and_then(|(angles, heights)| { + chunk_idx + .and_then(|chunk_idx| angles.get(chunk_idx)) + .map(|&e| (e as f64, heights)) + }) + .and_then(|(e, heights)| { + chunk_idx + .and_then(|chunk_idx| heights.get(chunk_idx)) + .map(|&f| (e, f as f64)) + }) + .map(|(angle, height)| { + let w = 0.1; + if angle != 0.0 && light_direction.x != 0.0 { + let deltax = height / angle; + let lighty = (light_direction.y / light_direction.x * deltax).abs(); + let deltay = lighty - height; + let s = (deltay / deltax / w).min(1.0).max(0.0); + // Smoothstep + s * s * (3.0 - 2.0 * s) + } else { + 1.0 + } + }) + .unwrap_or(1.0); +*/ + // vec2 f_horizon; + /* if (light_dir.z >= 0) { + return 0.0; + } */ + /* if (light_dir.x >= 0) { + f_horizon = f_horizons.rg; + // f_horizon = f_horizons.ba; + } else { + f_horizon = f_horizons.ba; + // f_horizon = f_horizons.rg; + } + return 1.0; */ + /* bvec2 f_mode = lessThan(vec2(light_dir.x), vec2(1.0)); + f_horizon = mix(f_horizons.ba, f_horizons.rg, f_mode); */ + // f_horizon = mix(f_horizons.rg, f_horizons.ba, clamp(light_dir.x * 10000.0, 0.0, 1.0)); + vec2 f_horizon = mix(f_horizons.rg, f_horizons.ba, bvec2(light_dir.x < 0.0)); + // vec2 f_horizon = mix(f_horizons.ba, f_horizons.rg, clamp(light_dir.x * 10000.0, 0.0, 1.0)); + // f_horizon = mix(f_horizons.ba, f_horizons.rg, bvec2(lessThan(light_dir.xx, vec2(0.0)))); + /* if (f_horizon.x <= 0) { + return 1.0; + } */ + float angle = tan(f_horizon.x * PI_2); + /* if (angle <= 0.0001) { + return 1.0; + } */ + float height = f_horizon.y * /*1300.0*//*1278.7266845703125*/view_distance.w + view_distance.z; + const float w = 0.1; + float deltah = height - alt - focus_off.z; + //if (deltah < 0.0001/* || angle < 0.0001 || abs(light_dir.x) < 0.0001*/) { + // return 1.0; + /*} else */{ + float lighta = /*max*/(-light_dir.z/*, 0.0*/) / max(abs(light_dir.x), 0.0001); + // NOTE: Ideally, deltah <= 0.0 is a sign we have an oblique horizon angle. + float deltax = deltah / max(angle, 0.0001)/*angle*/; + float lighty = lighta * deltax; + float deltay = lighty - deltah + max(pos.z - alt, 0.0); + // NOTE: the "real" deltah should always be >= 0, so we know we're only handling the 0 case with max. + float s = mix(max(min(max(deltay, 0.0) / max(deltax, 0.0001) / w, 1.0), 0.0), 1.0, deltah <= 0); + return max(/*0.2 + 0.8 * */(s * s * (3.0 - 2.0 * s)), MIN_LIGHT); + /* if (lighta >= angle) { + return 1.0; + } else { + return MIN_LIGHT; + } */ + // float deltah = height - alt; + // float deltah = max(height - alt, 0.0); + // float lighty = abs(sun_dir.z / sun_dir.x * deltax); + // float lighty = abs(sun_dir.z / sun_dir.x * deltax); + // float deltay = lighty - /*pos.z*//*deltah*/(deltah + max(pos.z - alt, 0.0))/*deltah*/; + // float s = max(min(max(deltay, 0.0) / deltax / w, 1.0), 0.0); + // Smoothstep + // return max(/*0.2 + 0.8 * */(s * s * (3.0 - 2.0 * s)), MIN_LIGHT); + } +} + +// float horizon_at(vec3 pos, /*float time_of_day*/vec3 light_dir) { +// vec4 f_horizons = textureMaybeBicubic(t_horizon, pos_to_tex(pos.xy)); +// // f_horizons.xyz = /*linear_to_srgb*/(f_horizons.xyz); +// float alt = alt_at_real(pos.xy); +// return horizon_at2(f_horizons, alt, pos, light_dir); +// } + +vec2 splay(vec2 pos) { + // const float SPLAY_MULT = 1048576.0; + float len_2 = dot(pos, pos); + float len_pow = len_2 * sqrt(len_2); + // float len_pow = pow(len/* * SQRT_2*//* * 0.5*/, 3.0); + // vec2 splayed = pos * pow(len * 0.5, 3.0) * SPLAY_MULT; + const float SQRT_2 = sqrt(2.0) / 2.0; + // /const float CBRT_2 = cbrt(2.0) / 2.0; + // vec2 splayed = pos * (view_distance.x * SQRT_2 + pow(len * 0.5, 3.0) * (SPLAY_MULT - view_distance.x)); + vec2 splayed = pos * (view_distance.x * SQRT_2 + len_pow * (textureSize(sampler2D(t_alt, s_alt), 0) * 32.0/* - view_distance.x*/)); + if (abs(pos.x) > 0.99 || abs(pos.y) > 0.99) { + splayed *= 10.0; + } + return splayed; + + // Radial: pos.x = r - view_distance.x from focus_pos, pos.y = θ from cam_pos to focus_pos on xy plane. + // const float PI_2 = 3.1415926535897932384626433832795; + // float squared = pos.x * pos.x; + // // // vec2 splayed2 = pos * vec2(squared * (SPLAY_MULT - view_distance.x), PI); + // vec2 splayed2 = pos * vec2(squared * (textureSize(t_alt, 0).x * 32.0 - view_distance.x), PI); + // float r = splayed2.x + view_distance.x; + // vec2 theta = vec2(cos(splayed2.y), sin(splayed2.y)); + // return r * theta; + // // mat2 rot_mat = mat2(vec2(theta.x, -theta.y), theta.yx); + // // return r * /*normalize(normalize(focus_pos.xy - cam_pos.xy) + theta);*/rot_mat * normalize(focus_pos.xy - cam_pos.xy); + // return splayed; +} + +vec3 lod_norm(vec2 f_pos/*vec3 pos*/, vec4 square) { + // const float SAMPLE_W = 32; + + // vec2 f_pos = pos.xy; + // float altx0 = alt_at_real(f_pos + vec2(-1.0, 0) * SAMPLE_W); + // float altx1 = alt_at_real(f_pos + vec2(1.0, 0) * SAMPLE_W); + // float alty0 = alt_at_real(f_pos + vec2(0, -1.0) * SAMPLE_W); + // float alty1 = alt_at_real(f_pos + vec2(0, 1.0) * SAMPLE_W); + float altx0 = alt_at(vec2(square.x, f_pos.y)); + float altx1 = alt_at(vec2(square.z, f_pos.y)); + float alty0 = alt_at(vec2(f_pos.x, square.y)); + float alty1 = alt_at(vec2(f_pos.x, square.w)); + float slope = abs(altx1 - altx0) + abs(alty0 - alty1); + + // vec3 norm = normalize(cross( + // vec3(/*2.0 * SAMPLE_W*/square.z - square.x, 0.0, altx1 - altx0), + // vec3(0.0, /*2.0 * SAMPLE_W*/square.w - square.y, alty1 - alty0) + // )); + vec3 norm = normalize(vec3( + (altx0 - altx1) / (square.z - square.x), + (alty0 - alty1) / (square.w - square.y), + 1.0 + //(abs(square.w - square.y) + abs(square.z - square.x)) / (slope + 0.00001) // Avoid NaN + )); + /* vec3 norm = normalize(vec3( + (altx0 - altx1) / (2.0 * SAMPLE_W), + (alty0 - alty1) / (2.0 * SAMPLE_W), + (2.0 * SAMPLE_W) / (slope + 0.00001) // Avoid NaN + )); */ + + return faceforward(norm, vec3(0.0, 0.0, -1.0)/*pos - cam_pos.xyz*/, norm); +} + +vec3 lod_norm(vec2 f_pos/*vec3 pos*/) { + const float SAMPLE_W = 32; + + vec3 norm = lod_norm(f_pos, vec4(f_pos - vec2(SAMPLE_W), f_pos + vec2(SAMPLE_W))); + + #ifdef EXPERIMENTAL_PROCEDURALLODDETAIL + vec2 wpos = f_pos + focus_off.xy; + norm.xy += vec2( + textureLod(sampler2D(t_noise, s_noise), wpos / 250, 0).x - 0.5, + textureLod(sampler2D(t_noise, s_noise), wpos / 250 + 0.5, 0).x - 0.5 + ) * 0.25 / pow(norm.z + 0.1, 3); + norm.xy += vec2( + textureLod(sampler2D(t_noise, s_noise), wpos / 100, 0).x - 0.5, + textureLod(sampler2D(t_noise, s_noise), wpos / 100 + 0.5, 0).x - 0.5 + ) * 0.25 / pow(norm.z + 0.1, 3); + norm = normalize(norm); + #endif + + return norm; +} + + +vec3 lod_pos(vec2 pos, vec2 focus_pos) { + // Remove spiking by "pushing" vertices towards local optima + vec2 delta = splay(pos); + vec2 hpos = focus_pos + delta; + + #ifndef EXPERIMENTAL_BAREMINIMUM + vec2 nhpos = hpos; + // vec2 lod_shift = splay(abs(pos) - 1.0 / view_distance.y); + float shift = 15.0;// min(lod_shift.x, lod_shift.y) * 0.5; + for (int i = 0; i < 3; i ++) { + // vec4 square = focus_pos.xy + vec4(splay(pos - vec2(1.0, 1.0), splay(pos + vec2(1.0, 1.0)))); + nhpos -= lod_norm(hpos).xy * shift; + } + hpos = hpos + normalize(nhpos - hpos + 0.001) * min(length(nhpos - hpos), 32); + #endif + + return vec3(hpos, alt_at_real(hpos)); +} + +#ifdef HAS_LOD_FULL_INFO +layout(set = 0, binding = 10) +uniform texture2D t_map; +layout(set = 0, binding = 11) +uniform sampler s_map; + +vec3 lod_col(vec2 pos) { + #ifdef EXPERIMENTAL_PROCEDURALLODDETAIL + vec2 wpos = pos + focus_off.xy; + vec2 shift = vec2( + textureLod(sampler2D(t_noise, s_noise), wpos / 200, 0).x - 0.5, + textureLod(sampler2D(t_noise, s_noise), wpos / 200 + 0.5, 0).x - 0.5 + ) * 64 + vec2( + textureLod(sampler2D(t_noise, s_noise), wpos / 50, 0).x - 0.5, + textureLod(sampler2D(t_noise, s_noise), wpos / 50 + 0.5, 0).x - 0.5 + ) * 48; + pos += shift; + wpos += shift; + #endif + + vec3 col = textureBicubic(t_map, s_map, pos_to_tex(pos)).rgb; + + /* + #ifdef EXPERIMENTAL_PROCEDURALLODDETAIL + col *= pow(vec3( + textureLod(sampler2D(t_noise, s_noise), wpos / 40, 0).x - 0.5, + textureLod(sampler2D(t_noise, s_noise), wpos / 50 + 0.5, 0).x - 0.5, + textureLod(sampler2D(t_noise, s_noise), wpos / 45 + 0.75, 0).x - 0.5 + ) + 1.0, vec3(0.5)); + #endif + */ + + return col; +} +#endif + +vec3 water_diffuse(vec3 color, vec3 dir, float max_dist) { + if (medium.x == 1) { + float f_alt = alt_at(cam_pos.xy); + float fluid_alt = max(cam_pos.z + 1, floor(f_alt + 1)); + + float water_dist = clamp((fluid_alt - cam_pos.z) / pow(max(dir.z, 0), 2), 0, max_dist); + + float fade = pow(0.95, water_dist); + + return mix(vec3(0.0, 0.2, 0.5) + * (get_sun_brightness() * get_sun_color() + get_moon_brightness() * get_moon_color()) + * pow(0.99, max((fluid_alt - cam_pos.z) * 12.0 - dir.z * 200, 0)), color.rgb * exp(-MU_WATER * water_dist * 0.1), fade); + } else { + return color; + } +} + +#endif diff --git a/assets/voxygen/shaders/include/point_glow.glsl b/assets/voxygen/shaders/include/point_glow.glsl new file mode 100644 index 0000000..08c0b11 --- /dev/null +++ b/assets/voxygen/shaders/include/point_glow.glsl @@ -0,0 +1,70 @@ +#ifndef POINT_GLOW_GLSL +#define POINT_GLOW_GLSL + +#include "sky.glsl" + +void apply_point_glow_light(Light L, vec3 wpos, vec3 dir, float max_dist, inout vec3 color) { + vec3 light_pos = L.light_pos.xyz; + // Project light_pos to dir line + float t = max(dot(light_pos - wpos, dir), 0); + vec3 nearest = wpos + dir * min(t, max_dist); + + vec3 difference = light_pos - nearest; + float distance_2 = dot(difference, difference); + //if (distance_2 > 100000.0) { + // return; + //} + + #if (CLOUD_MODE >= CLOUD_MODE_HIGH) + vec3 _unused; + float unused2; + float spread = 1.0 / (1.0 + sqrt(max(cloud_at(nearest, 0.0, dir, _unused, unused2).z, 0.0)) * 0.01); + #else + const float spread = 1.0; + #endif + + float strength = pow(attenuation_strength_real(difference), spread); + + #ifdef EXPERIMENTAL_LOWGLOWNEARCAMERA + vec3 cam_wpos = cam_pos.xyz + focus_pos.xyz + focus_off.xyz; + vec3 cam_diff = light_pos - cam_wpos; + float cam_dist_2 = dot(cam_diff, cam_diff); + // 3 meters away glow returns to the maximum strength. + strength *= clamp(cam_dist_2 / 9.0, 0.25, 1.0); + #endif + + vec3 light_color = L.light_col.rgb * strength; + + const float LIGHT_AMBIANCE = 0.025; + color += light_color + * 0.002 + #ifdef POINT_GLOW_FACTOR + // Constant, *should* const fold + * POINT_GLOW_FACTOR + #endif + ; +} + +vec3 apply_point_glow(vec3 wpos, vec3 dir, float max_dist, vec3 color) { + #ifndef POINT_GLOW_FACTOR + return color; + #else + for (uint i = 0u; i < light_shadow_count.x; i ++) { + // Only access the array once + Light L = lights[i]; + + apply_point_glow_light(L, wpos, dir, max_dist, color); + } + #endif + + #ifdef FLASHING_LIGHTS_ENABLED + float time_since_lightning = time_since(last_lightning.w); + if (time_since_lightning < MAX_LIGHTNING_PERIOD) { + // Apply lightning + apply_point_glow_light(Light(last_lightning.xyzw + vec4(0, 0, LIGHTNING_HEIGHT, 0), vec4(vec3(0.2, 0.4, 1) * lightning_intensity() * 0.003, 1)), wpos, dir, max_dist, color); + } + #endif + return color; +} + +#endif diff --git a/assets/voxygen/shaders/include/rain_occlusion.glsl b/assets/voxygen/shaders/include/rain_occlusion.glsl new file mode 100644 index 0000000..95cc07c --- /dev/null +++ b/assets/voxygen/shaders/include/rain_occlusion.glsl @@ -0,0 +1,29 @@ + +#ifndef RAIN_OCCLUSION_GLSL +#define RAIN_OCCLUSION_GLSL + +// Use with sampler2DShadow +layout(set = 1, binding = 4) +uniform texture2D t_directed_occlusion_maps; +layout(set = 1, binding = 5) +uniform samplerShadow s_directed_occlusion_maps; + +layout (std140, set = 0, binding = 14) +uniform u_rain_occlusion { + mat4 rain_occlusion_matrices; + mat4 rain_occlusion_texture_mat; + mat4 rain_dir_mat; + float integrated_rain_vel; + float rain_density; + vec2 occlusion_dummy; // Fix alignment. +}; + +float rain_occlusion_at(in vec3 fragPos) +{ + vec4 rain_pos = rain_occlusion_texture_mat * vec4(fragPos, 1.0); + + float visibility = textureProj(sampler2DShadow(t_directed_occlusion_maps, s_directed_occlusion_maps), rain_pos); + + return visibility; +} +#endif diff --git a/assets/voxygen/shaders/include/random.glsl b/assets/voxygen/shaders/include/random.glsl new file mode 100644 index 0000000..26ea792 --- /dev/null +++ b/assets/voxygen/shaders/include/random.glsl @@ -0,0 +1,161 @@ +#ifndef RANDOM_GLSL +#define RANDOM_GLSL + +layout(set = 0, binding = 1) uniform texture2D t_noise; +layout(set = 0, binding = 2) uniform sampler s_noise; + +float hash(vec4 p) { + p = fract(p * 0.3183099 + 0.1) - fract(p + 23.22121); + p *= 17.0; + return (fract(p.x * p.y * (1.0 - p.z) * p.w * (p.x + p.y + p.z + p.w)) - 0.5) * 2.0; +} + +#define M1 2047667443U +#define M2 3883706873U +#define M3 3961281721U + +float hash_one(uint q) { + uint n = ((M3 * q) ^ M2) * M1; + + return float(n) * (1.0 / float(0xffffffffU)); +} + +float hash_two(uvec2 q) { + q *= uvec2(M1, M2); + uint n = q.x ^ q.y; + n = n * (n ^ (n >> 15)); + return float(n) * (1.0 / float(0xffffffffU)); +} + +float hash_three(uvec3 q) { + q *= uvec3(M1, M2, M3); + uint n = q.x ^ q.y ^ q.z; + n = n * (n ^ (n >> 15)); + return float(n) * (1.0 / float(0xffffffffU)); +} + +float hash_fast(uvec3 q) { + q *= uvec3(M1, M2, M3); + + uint n = (q.x ^ q.y ^ q.z) * M1; + + return float(n) * (1.0 / float(0xffffffffU)); +} + +// 2D, but using shifted 2D textures +float noise_2d(vec2 pos) { + return textureLod(sampler2D(t_noise, s_noise), pos, 0).x; +} + +// 3D, but using shifted 2D textures +float noise_3d(vec3 pos) { + pos.z *= 15.0; + uint z = uint(trunc(pos.z)); + vec2 offs0 = vec2(hash_one(z), hash_one(z + 73u)); + vec2 offs1 = vec2(hash_one(z + 1u), hash_one(z + 1u + 73u)); + return mix(textureLod(sampler2D(t_noise, s_noise), pos.xy + offs0, 0).x, textureLod(sampler2D(t_noise, s_noise), pos.xy + offs1, 0).x, fract(pos.z)); +} + +// 3D version of `snoise` +float snoise3(in vec3 x) { + uvec3 p = uvec3(floor(x) + 10000.0); + vec3 f = fract(x); + //f = f * f * (3.0 - 2.0 * f); + return mix( + mix( + mix(hash_fast(p + uvec3(0, 0, 0)), hash_fast(p + uvec3(1, 0, 0)), f.x), + mix(hash_fast(p + uvec3(0, 1, 0)), hash_fast(p + uvec3(1, 1, 0)), f.x), + f.y), + mix( + mix(hash_fast(p + uvec3(0, 0, 1)), hash_fast(p + uvec3(1, 0, 1)), f.x), + mix(hash_fast(p + uvec3(0, 1, 1)), hash_fast(p + uvec3(1, 1, 1)), f.x), + f.y), + f.z); +} + +// 4D noise +float snoise(in vec4 x) { + vec4 p = floor(x); + vec4 f = fract(x); + f = f * f * (3.0 - 2.0 * f); + return mix( + mix( + mix( + mix(hash(p + vec4(0, 0, 0, 0)), hash(p + vec4(1, 0, 0, 0)), f.x), + mix(hash(p + vec4(0, 1, 0, 0)), hash(p + vec4(1, 1, 0, 0)), f.x), + f.y), + mix( + mix(hash(p + vec4(0, 0, 1, 0)), hash(p + vec4(1, 0, 1, 0)), f.x), + mix(hash(p + vec4(0, 1, 1, 0)), hash(p + vec4(1, 1, 1, 0)), f.x), + f.y), + f.z), + mix( + mix( + mix(hash(p + vec4(0, 0, 0, 1)), hash(p + vec4(1, 0, 0, 1)), f.x), + mix(hash(p + vec4(0, 1, 0, 1)), hash(p + vec4(1, 1, 0, 1)), f.x), + f.y), + mix( + mix(hash(p + vec4(0, 0, 1, 1)), hash(p + vec4(1, 0, 1, 1)), f.x), + mix(hash(p + vec4(0, 1, 1, 1)), hash(p + vec4(1, 1, 1, 1)), f.x), + f.y), + f.z), + f.w); +} + +vec3 rand_perm_3(vec3 pos) { + return abs(sin(pos * vec3(1473.7 * pos.z + 472.3, 8891.1 * pos.x + 723.1, 3813.3 * pos.y + 982.5))); +} + +vec4 rand_perm_4(vec4 pos) { + return sin(473.3 * pos * vec4(317.3 * pos.w + 917.7, 1473.7 * pos.z + 472.3, 8891.1 * pos.x + 723.1, 3813.3 * pos.y + 982.5) / pos.yxwz); +} + +vec3 smooth_rand(vec3 pos, float lerp_axis) { + return vec3(snoise(vec4(pos, lerp_axis)), snoise(vec4(pos + 400.0, lerp_axis)), snoise(vec4(pos + 1000.0, lerp_axis))); + vec3 r0 = rand_perm_3(vec3(pos.x, pos.y, pos.z) + floor(lerp_axis)); + vec3 r1 = rand_perm_3(vec3(pos.x, pos.y, pos.z) + floor(lerp_axis + 1.0)); + return r0 + (r1 - r0) * fract(lerp_axis); +} + +// Transform normal distribution to triangle distribution. +float norm2tri(float n) { + // TODO: compare perf with adding two normal noise distributions + bool flip = n > 0.5; + n = flip ? 1.0 - n : n; + n = sqrt(n / 2.0); + n = flip ? 1.0 - n : n; + return n; +} + +// Caustics, ported and modified from https://www.shadertoy.com/view/3tlfR7, originally David Hoskins. +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License: https://creativecommons.org/licenses/by-nc-sa/3.0/legalcode. +// Modifying these three functions mean that you agree to release your changes under the above license, *not* under GPL 3 as with the rest of the project. + +float hashvec2(vec2 p) {return fract(sin(p.x * 1e2 + p.y) * 1e5 + sin(p.y * 1e3) * 1e3 + sin(p.x * 735. + p.y * 11.1) * 1.5e2); } + +float n12(vec2 p) { + vec2 i = floor(p); + vec2 f = fract(p); + f *= f * (3.-2.*f); + return mix( + mix(hashvec2(i+vec2(0.,0.)),hashvec2(i+vec2(1.,0.)),f.x), + mix(hashvec2(i+vec2(0.,1.)),hashvec2(i+vec2(1.,1.)),f.x), + f.y + ); +} + +float caustics(vec2 p, float t) { + vec3 k = vec3(p,t); + float l; + mat3 m = mat3(-2.,-1.,2.,3.,-2.,1.,1.,2.,2.); + float n = n12(p); + k = k*m*.5; + l = length(.5 - fract(k+n)); + k = k*m*.4; + l = min(l, length(.5-fract(k+n))); + k = k*m*.3; + l = min(l, length(.5-fract(k+n))); + return pow(l,3.)*5.5; +} + +#endif diff --git a/assets/voxygen/shaders/include/shadows.glsl b/assets/voxygen/shaders/include/shadows.glsl new file mode 100644 index 0000000..4460c78 --- /dev/null +++ b/assets/voxygen/shaders/include/shadows.glsl @@ -0,0 +1,272 @@ +#ifndef SHADOWS_GLSL +#define SHADOWS_GLSL + +#ifdef HAS_SHADOW_MAPS + +#if (SHADOW_MODE == SHADOW_MODE_MAP) +layout (std140, set = 0, binding = 9) +uniform u_light_shadows { + mat4 shadowMatrices; + mat4 texture_mat; +}; + +// Use with sampler2DShadow +layout(set = 1, binding = 2) +uniform texture2D t_directed_shadow_maps; +layout(set = 1, binding = 3) +uniform samplerShadow s_directed_shadow_maps; +// uniform sampler2DArrayShadow t_directed_shadow_maps; + +// uniform samplerCubeArrayShadow t_shadow_maps; +// uniform samplerCubeArray t_shadow_maps; +// Use with samplerCubeShadow +layout(set = 1, binding = 0) +uniform textureCube t_point_shadow_maps; +layout(set = 1, binding = 1) +uniform samplerShadow s_point_shadow_maps; +// uniform samplerCube t_shadow_maps; + +// uniform sampler2DArray t_directed_shadow_maps; + +float VectorToDepth (vec3 Vec) +{ + // return length(Vec) / screen_res.w; + vec3 AbsVec = abs(Vec); + float LocalZcomp = max(AbsVec.x, max(AbsVec.y, AbsVec.z)); + // float LocalZcomp = length(Vec); + + // Replace f and n with the far and near plane values you used when + // you drew your cube map. + // const float f = 2048.0; + // const float n = 1.0; + + // float NormZComp = (screen_res.w+screen_res.z) / (screen_res.w-screen_res.z) - (2*screen_res.w*screen_res.z)/(screen_res.w-screen_res.z)/LocalZcomp; + // float NormZComp = 1.0 - shadow_proj_factors.y / shadow_proj_factors.x / LocalZcomp; + // -(1 + 2n/(f-n)) - 2(1 + n/(f-n)) * n/z + // -(1 + n/(f-n)) - (1 + n/(f-n)) * n/z + // f/(f-n) - fn/(f-n)/z + float NormZComp = shadow_proj_factors.x - shadow_proj_factors.y / LocalZcomp; + // NormZComp = -1000.0 / (NormZComp + 10000.0); + // return (NormZComp + 1.0) * 0.5; + return NormZComp; + + // float NormZComp = length(LocalZcomp); + // NormZComp = -NormZComp / screen_res.w; + // // return (NormZComp + 1.0) * 0.5; + // return NormZComp; +} + +const vec3 sampleOffsetDirections[20] = vec3[] +( + vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1), + vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1), + vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0), + vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1), + vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1) + // vec3(0, 0, 0) +); + +float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos) +{ + if (lightIndex != 0u) { + return 1.0; + }; + + { + float currentDepth = VectorToDepth(fragToLight);// + bias; + + // currentDepth = -currentDepth * 0.5 + 0.5; + + float visibility = textureGrad(samplerCubeShadow(t_point_shadow_maps, s_point_shadow_maps), vec4(fragToLight, currentDepth), vec3(0), vec3(0));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/); + /* if (visibility == 1.0 || visibility == 0.0) { + return visibility; + } */ + /* if (visibility >= 0.75) { + return 1.0; + } + if (visibility <= 0.25) { + return 0.0; + } */ + /* if (visibility < 1.0) { + return 0.0; + } */ + // return visibility; + /* if (visibility == 1.0) { + return visibility; + } */ + return visibility; + // return visibility == 1.0 ? 1.0 : 0.0; + } + + // float shadow = 0.0; + // float bias = 0.0;//0.003;//-0.003;//-0.005;//0.001;//-1.0;//-0.001;//0.001;//0.003;//-0.05;//-0.1;//0.0;//0.1 + // float viewDistance = length(cam_pos.xyz - fragPos); + // vec3 firstDelta = vec3(0.0);///*min(viewDistance, 5.0) * *//**normalize(cam_pos - fragPos)*/fragNorm * 0.5; + // fragToLight += firstDelta; + // // viewDistance -= length(firstDelta); + // fragPos -= firstDelta; + + // int samples = 20; + // // float lightDistance = length(fragToLight); + // // float diskRadius = 0.00001; + // // float diskRadius = 1.0; + // // float diskRadius = 0.05; + // float diskRadius = 5.0 / screen_res.w;// (1.0 + (/*viewDistance*/viewDistance / screen_res.w)) / 25.0; + // // float diskRadius = lightDistance; + // for(int i = 0; i < samples; ++i) + // { + // float currentDepth = VectorToDepth(fragToLight + sampleOffsetDirections[i] * diskRadius) + bias; + // // float closestDepth = texture(depthMap, fragToLight).r; + // // closestDepth *= far_plane; // Undo mapping [0;1] + // /* if(currentDepth - bias > closestDepth) + // shadow += 1.0;*/ + // float visibility = texture(t_point_shadow_maps, vec4(fragToLight, currentDepth)/*, -2.5*/); + // shadow += visibility; + // // float closestDepth = texture(t_shadow_maps, vec3(fragToLight)/*, -2.5*/).r; + // // shadow += closestDepth > currentDepth ? 1.0 : 0.0; + // } + // shadow /= float(samples); + // // shadow = shadow * shadow * (3.0 - 2.0 * shadow); + + // // use the light to fragment vector to sample from the depth map + // // float bias = 0.0;///*0.05*/0.01;//0.05;// 0.05; + // // float closestDepth = texture(t_shadow_maps, /*vec4*/vec3(fragToLight/*, (lightIndex + 1)*//* * 6*/)/*, 0.0*//*, 0.0*//*, bias*/).r; + // // // // float closestDepth = texture(t_shadow_maps, vec4(fragToLight, lightIndex), bias); + // // // // it is currently in linear range between [0,1]. Re-transform back to original value + // // closestDepth = (closestDepth + 0.0) * screen_res.w; // far plane + // // // // now test for shadows + // // // // float shadow = /*currentDepth*/(screen_res.w - bias) > closestDepth ? 1.0 : 0.0; + // // float shadow = currentDepth - bias < closestDepth ? 1.0 : 0.0; + // // float visibility = textureProj(t_shadow_maps, vec4(fragToLight, lightIndex), bias); + // // float visibility = texture(t_shadow_maps, vec4(fragToLight, lightIndex + 1), -(currentDepth/* + screen_res.z*/) / screen_res.w);// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/); + // // currentDepth += bias; + // // currentDepth = -1000.0 / (currentDepth + 10000.0); + // // currentDepth /= screen_res.w; + // // float currentDepth = VectorToDepth(fragToLight) + bias; + + // // float visibility = texture(t_shadow_maps, vec4(fragToLight, currentDepth));// / (screen_res.w/* - screen_res.z*/)/*1.0 -bias*//*-(currentDepth - bias) / screen_res.w*//*-screen_res.w*/); + // // return visibility == 1.0 ? 1.0 : 0.0; + // return shadow; +} + +float ShadowCalculationDirected(in vec3 fragPos)//in vec4 /*light_pos[2]*/sun_pos, vec3 fragPos) +{ + // Don't try to calculate directed shadows if there are no directed light sources + // Applies, for example, in the char select menu + if (light_shadow_count.z < 1) { return 1.0; } + + float bias = 0.000;//0.0005;//-0.0001;// 0.05 / (2.0 * view_distance.x); + float diskRadius = 0.01; + const vec3 sampleOffsetDirections[20] = vec3[] + ( + vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1), + vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1), + vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0), + vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1), + vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1) + // vec3(0, 0, 0) + ); + /* if (lightIndex >= light_shadow_count.z) { + return 1.0; + } */ + // vec3 fragPos = sun_pos.xyz;// / sun_pos.w;//light_pos[lightIndex].xyz; + // sun_pos.z += sun_pos.w * bias; + vec4 sun_pos = texture_mat/*shadowMatrices*/ * vec4(fragPos, 1.0); + // sun_pos.xy = 0.5 * sun_pos.w + sun_pos.xy * 0.5; + // sun_pos.xy = sun_pos.ww - sun_pos.xy; + // sun_pos.xyz /= abs(sun_pos.w); + // sun_pos.w = sign(sun_pos.w); + // sun_pos.xy = (sun_pos.xy + 1.0) * 0.5; + // vec4 orig_pos = warpViewMat * lightViewMat * vec4(fragPos, 1.0); + // + // vec4 shadow_pos; + // shadow_pos.xyz = (warpProjMat * orig_pos).xyz: + // shadow_pos.w = orig_pos.y; + // + // sun_pos.xy = 0.5 * (shadow_pos.xy + shadow_pos.w) = 0.5 * (shadow_pos.xy + orig_pos.yy); + // sun_pos.z = shadow_pos.z; + // + // sun_pos.w = sign(shadow_pos.w) = sign(orig_pos.y); + // sun_pos.xyz = sun_pos.xyz / shadow_pos.w = vec3(0.5 * shadow_pos.xy / orig_pos.yy + 0.5, shadow_pos.z / orig_pos.y) + // = vec3(0.5 * (2.0 * warp_pos.xy / orig_pos.yy - (max_warp_pos + min_warp_pos).xy) / (max_warp_pos - min_warp_pos).xy + 0.5, + // -(warp_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z ) + // = vec3((warp_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x, + // (warp_pos.y / orig_pos.y - min_warp_pos.y) / (max_warp_pos - min_warp_pos).y, + // -(warp_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z ) + // = vec3((near * orig_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x, + // (((far+near) - 2.0 * near * far / orig_pos.y)/(far-near) - min_warp_pos.y) / (max_warp_pos - min_warp_pos).y, + // -(near * orig_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z ) + // = vec3((near * orig_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x, + // (2.0 * (1.0 - far / orig_pos.y)*near/(far-near) + 1.0 - min_warp_pos.y) / (max_warp_pos - min_warp_pos).y, + // -(near * orig_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z ) + // = vec3((near * orig_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x, + // (2.0 * (1.0 - far / orig_pos.y)*near/(far-near) + 1.0 - 0.0) / (1.0 - 0.0), + // -(near * orig_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z ) + // = vec3((near * orig_pos.x / orig_pos.y - min_warp_pos.x) / (max_warp_pos - min_warp_pos).x, + // 2.0 * (1.0 - far / orig_pos.y)*near/(far-near) + 1.0, + // -(near * orig_pos.z / orig_pos.y - min_warp_pos.z) / (max_warp_pos - min_warp_pos).z ) + // + // orig_pos.y = n: warp_pos.y = 2*(1-f/n)*n/(f-n) + 1 = 2*(n-f)/(f-n) + 1 = 2 * -1 + 1 = -1, sun_pos.y = (-1 - -1) / 2 = 0 + // orig_pos.y = f: warp_pos.y = 2*(1-f/f)*n/(f-n) + 1 = 2*(1-1)*n/(f-n) + 1 = 2 * 0 * n/(f-n) + 1 = 1, sun_pos.y = (1 - -1) / 2 = 1 + // + float visibility = textureProj(sampler2DShadow(t_directed_shadow_maps, s_directed_shadow_maps), sun_pos); + /* float visibilityLeft = textureProj(t_directed_shadow_maps, sun_shadow.texture_mat * vec4(fragPos + vec3(0.0, -diskRadius, 0.0), 1.0)); + float visibilityRight = textureProj(t_directed_shadow_maps, sun_shadow.texture_mat * vec4(fragPos + vec3(0.0, diskRadius, 0.0), 1.0)); */ + // float nearVisibility = textureProj(t_directed_shadow_maps + vec3(0.001, sun_pos)); + // float visibility = textureProj(t_directed_shadow_maps, vec4(fragPos.xy, /*lightIndex, */fragPos.z + bias, sun_pos.w)); + // return visibility; + // return min(visibility, min(visibilityLeft, visibilityRight)); + // return mix(visibility, 0.0, sun_pos.z < -1.0); + // return mix(mix(0.0, 1.0, visibility == 1.0), 1.0, sign(sun_pos.w) * sun_pos.z > /*1.0*/abs(sun_pos.w)); + // return (visibility - 0.5) * (visibility - 0.5) * 2.0 * sign(visibility - 0.5) + 0.5;// visibility > 0.75 ? visibility : 0.0;// visibility > 0.9 ? 1.0 : 0.0; + return visibility; + // return visibility == 1.0 ? 1.0 : 0.0; + // return abs(fragPos.y - round(fragPos.y)) <= 0.1 || abs(fragPos.x - round(fragPos.x)) <= 0.1 ? ( visibility == 1.0 ? 1.0 : 0.0) : visibility; + /* if (visibility == 1.0) { + return 1.0; + } */ + // return visibility; + /* if (fragPos.z > 1.0) { + return 1.0; + } */ + // vec3 snapToZ = abs(fragPos - vec3(ivec3(fragPos))); // fract(abs(fragPos)); + // // snapToZ = min(snapToZ, 1.0 - snapToZ); + // const float EDGE_DIST = 0.01; + // snapToZ = mix(vec3(0.0), vec3(1.0), lessThanEqual(snapToZ, vec3(EDGE_DIST))); + // // float snapToZDist = dot(snapToZ, snapToZ); + // if (visibility <= 0.75 && /*fract(abs(fragPos.xy)), vec2(0.1)))*/ /*snapToZDist <= 0.25*//*all(lessThan(snapToZ, vec3(0.1)))(*/ + // snapToZ.x + snapToZ.y + snapToZ.z >= 2.0) { + // return 0.0; + // } + // int samples = 20; + // float shadow = 0.0; + // // float bias = 0.0001; + // // float viewDistance = length(cam_pos.xyz - fragPos); + // // float diskRadius = 0.2 * (1.0 + (viewDistance / screen_res.w)) / 25.0; + // // float diskRadius = 0.0003;//0.005;// / (2.0 * view_distance.x);//(1.0 + (viewDistance / screen_res.w)) / 25.0; + // fragPos = sun_pos.xyz / sun_pos.w; + // for(int i = 0; i < samples; ++i) + // { + // vec3 currentDepth = fragPos + vec3(sampleOffsetDirections[i].xyz) * diskRadius + bias; + // visibility = texture(t_directed_shadow_maps, currentDepth);//vec4(currentDepth.xy, lightIndex, currentDepth.z)/*, -2.5*/); + // // visibility = texture(t_directed_shadow_maps, vec4(currentDepth.xy, lightIndex, currentDepth.z)/*, -2.5*/); + // shadow += visibility; + // // mix(visibility, 1.0, visibility >= 0.5); + // } + // shadow /= float(samples); + // return shadow; +} + #elif (SHADOW_MODE == SHADOW_MODE_NONE || SHADOW_MODE == SHADOW_MODE_CHEAP) +float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos) +{ + return 1.0; +} + #endif +#else +float ShadowCalculationPoint(uint lightIndex, vec3 fragToLight, vec3 fragNorm, /*float currentDepth*/vec3 fragPos) +{ + return 1.0; +} +#endif + +#endif diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl new file mode 100644 index 0000000..b3348c1 --- /dev/null +++ b/assets/voxygen/shaders/include/sky.glsl @@ -0,0 +1,827 @@ +#ifndef SKY_GLSL +#define SKY_GLSL + +#include +#include +#include +#include +#include + +// Information about an approximately directional light, like the sun or moon. +struct DirectionalLight { + // vec3 dir; + float shadow; + // Fully blocks all light, including ambience + float block; + // vec3 color; + // float brightness; +}; + +const float PI = 3.141592653; + +const vec3 SKY_DAWN_TOP = vec3(0.10, 0.1, 0.10); +const vec3 SKY_DAWN_MID = vec3(1.2, 0.3, 0.2); +const vec3 SKY_DAWN_BOT = vec3(0.0, 0.1, 0.23); +const vec3 DAWN_LIGHT = vec3(5.0, 2.0, 1.15); +const vec3 SUN_HALO_DAWN = vec3(8.2, 3.0, 2.1); + +const vec3 SKY_DAY_TOP = vec3(0.1, 0.5, 0.9); +const vec3 SKY_DAY_MID = vec3(0.18, 0.28, 0.6); +const vec3 SKY_DAY_BOT = vec3(0.1, 0.2, 0.3); +const vec3 DAY_LIGHT = vec3(3.8, 3.0, 1.8); +const vec3 SUN_HALO_DAY = vec3(0.25, 0.25, 0.001); + +const vec3 SKY_DUSK_TOP = vec3(1.06, 0.1, 0.20); +const vec3 SKY_DUSK_MID = vec3(2.5, 0.3, 0.1); +const vec3 SKY_DUSK_BOT = vec3(0.0, 0.1, 0.23); +const vec3 DUSK_LIGHT = vec3(8.0, 1.5, 0.15); +const vec3 SUN_HALO_DUSK = vec3(10.2, 3.0, 0.1); + +const vec3 SKY_NIGHT_TOP = vec3(0.001, 0.001, 0.0025); +const vec3 SKY_NIGHT_MID = vec3(0.001, 0.005, 0.02); +const vec3 SKY_NIGHT_BOT = vec3(0.002, 0.004, 0.004); +const vec3 NIGHT_LIGHT = vec3(5.0, 0.75, 0.2); +// const vec3 NIGHT_LIGHT = vec3(0.0, 0.0, 0.0); + +// Linear RGB, scattering coefficients for atmosphere at roughly R, G, B wavelengths. +// +// See https://en.wikipedia.org/wiki/Diffuse_sky_radiation +const vec3 MU_SCATTER = vec3(0.05, 0.10, 0.23); + +const float SUN_COLOR_FACTOR = 5.0;//6.0;// * 1.5;//1.8; +const float MOON_COLOR_FACTOR = 5.0;//6.0;// * 1.5;//1.8; + +const float UNDERWATER_MIST_DIST = 100.0; + +const float PERSISTENT_AMBIANCE = 1.0 / 32.0;// 1.0 / 80; // 1.0 / 512; // 0.00125 // 0.1;// 0.025; // 0.1; + +// Glow from static light sources +// Allowed to be > 1 due to HDR +const vec3 GLOW_COLOR = vec3(0.89, 0.95, 0.52); + +// Calculate glow from static light sources, + some noise for flickering. +// TODO: Optionally disable the flickering for performance? +vec3 glow_light(vec3 pos) { + #if (SHADOW_MODE <= SHADOW_MODE_NONE) + return GLOW_COLOR; + #else + return GLOW_COLOR * (1.0 + (noise_3d(vec3(pos.xy * 0.005, tick.x * 0.5)) - 0.5) * 0.5); + #endif +} + +//vec3 get_sun_dir(float time_of_day) { +// const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0); +// +// float sun_angle_rad = time_of_day * TIME_FACTOR; +// // return vec3(sin(sun_angle_rad), 0.0, cos(sun_angle_rad)); +// return vec3(sin(sun_angle_rad), 0.0, cos(sun_angle_rad)); +//} +// +//vec3 get_moon_dir(float time_of_day) { +// const float TIME_FACTOR = (PI * 2.0) / (3600.0 * 24.0); +// +// float moon_angle_rad = time_of_day * TIME_FACTOR; +// // -cos((60+60*4)/360*2*pi)-0.5 = 0 +// // -cos((60+60*5)/360*2*pi)-0.5 = -0.5 +// // -cos((60+60*6)/360*2*pi)-0.5 = 0 +// // +// // i.e. moon out from (60*5)/360*24 = 20:00 to (60*7/360*24) = 28:00 = 04:00. +// // +// // Then sun out from 04:00 to 20:00. +// return normalize(-vec3(sin(moon_angle_rad), 0.0, cos(moon_angle_rad) - 0.5)); +//} + +float CLOUD_AVG_ALT = view_distance.z + (view_distance.w - view_distance.z) * 1.25; + +const float wind_speed = 0.25; +vec2 wind_offset = vec2(time_of_day.y * wind_speed * (3600.0 * 24.0)); + +float cloud_scale = view_distance.z / 150.0; + +layout(set = 0, binding = 5) uniform texture2D t_alt; +layout(set = 0, binding = 6) uniform sampler s_alt; + +// Transforms coordinate in the range 0..WORLD_SIZE to 0..1 +vec2 wpos_to_uv(vec2 wpos) { + // Want: (pixel + 0.5) / W + vec2 texSize = textureSize(sampler2D(t_alt, s_alt), 0); + vec2 uv_pos = (wpos + 16) / (32.0 * texSize); + return vec2(uv_pos.x, /*1.0 - */uv_pos.y); +} + +// Weather texture +layout(set = 0, binding = 12) uniform texture2D t_weather; +layout(set = 0, binding = 13) uniform sampler s_weather; + +vec4 sample_weather(vec2 wpos) { + return textureLod(sampler2D(t_weather, s_weather), wpos_to_uv(wpos), 0); +} + +float cloud_tendency_at(vec2 wpos) { + return sample_weather(wpos).r; +} + +float rain_density_at(vec2 wpos) { + return sample_weather(wpos).g; +} + +float cloud_shadow(vec3 pos, vec3 light_dir) { + #if (CLOUD_MODE <= CLOUD_MODE_MINIMAL) + return 1.0; + #else + vec2 xy_offset = light_dir.xy * ((CLOUD_AVG_ALT - pos.z) / -light_dir.z); + + // Fade out shadow if the sun angle is too steep (simulates a widening penumbra with distance) + const vec2 FADE_RANGE = vec2(1500, 10000); + float fade = 1.0 - clamp((length(xy_offset) - FADE_RANGE.x) / (FADE_RANGE.y - FADE_RANGE.x), 0, 1); + float cloud = cloud_tendency_at(pos.xy + focus_off.xy - xy_offset); + + return clamp(1 - fade * cloud * 16.0, 0, 1); + #endif +} + +float magnetosphere = sin(time_of_day.y); +#if (CLOUD_MODE <= CLOUD_MODE_LOW) + const vec3 magnetosphere_tint = vec3(1); +#else + float _magnetosphere2 = pow(magnetosphere, 2) * 2 - 1; + float _magnetosphere3 = pow(_magnetosphere2, 2) * 2 - 1; + vec3 _magnetosphere_change = vec3(1.0) + vec3( + (magnetosphere + 1.0) * 2.0, + (-_magnetosphere2 + 1.0) * 2.0, + (-_magnetosphere3 + 1.0) * 1.0 + ) * 0.4; + vec3 magnetosphere_tint = _magnetosphere_change / length(_magnetosphere_change); +#endif +#if (CLOUD_MODE > CLOUD_MODE_NONE) + float emission_strength = clamp((magnetosphere - 0.3) * 1.3, 0, 1) * max(-moon_dir.z, 0); + #if (CLOUD_MODE >= CLOUD_MODE_MEDIUM) + float emission_br = abs(pow(fract(time_of_day.y * 0.5) * 2 - 1, 2)); + #else + float emission_br = 0.5; + #endif +#endif + +float get_sun_brightness(/*vec3 sun_dir*/) { + return max(-sun_dir.z + 0.5, 0.0); +} + +float get_moon_brightness(/*vec3 moon_dir*/) { + return max(-moon_dir.z + 0.6, 0.0) * 0.1; +} + +vec3 get_sun_color(/*vec3 sun_dir*/) { + vec3 light = (sun_dir.x > 0) ? DUSK_LIGHT : DAWN_LIGHT; + + return mix( + mix( + light * magnetosphere_tint, + NIGHT_LIGHT, + max(sun_dir.z, 0) + ), + DAY_LIGHT, + max(-sun_dir.z, 0) + ); +} + +// Average sky colour (i.e: perfectly scattered light from the sky) +vec3 get_sky_color(/*vec3 sun_dir*/) { + return mix( + mix( + (SKY_DUSK_TOP + SKY_DUSK_MID) / 2 * magnetosphere_tint, + (SKY_NIGHT_TOP + SKY_NIGHT_MID) / 2, + max(sun_dir.z, 0) + ), + (SKY_DAY_TOP + SKY_DAY_MID) / 2, + max(-sun_dir.z, 0) + ); +} + +vec3 get_moon_color(/*vec3 moon_dir*/) { + return vec3(0.5, 0.5, 1.6); +} + +DirectionalLight get_sun_info(vec4 _dir, float shade_frac/*, vec4 light_pos[2]*/, /*vec4 sun_pos*/vec3 f_pos) { + float shadow = shade_frac; + float block = 1.0; +#ifdef HAS_SHADOW_MAPS +#if (SHADOW_MODE == SHADOW_MODE_MAP) + if (sun_dir.z < /*0.6*/0.0) { + /* ShadowLocals sun_shadow = shadowMats[0]; + vec4 sun_pos = sun_shadow.texture_mat * vec4(f_pos, 1.0); */ +// #if (SHADOW_MODE == SHADOW_MODE_MAP) +// // for (uint i = 0u; i < light_shadow_count.z; ++i) { +// // light_pos[i] = /*vec3(*/shadowMats[i].texture_mat * vec4(f_pos, 1.0)/*)*/; +// // } +// #elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE) +// vec4 sun_pos = vec4(0.0); +// #endif + shadow = min(shadow, ShadowCalculationDirected(/*sun_pos, *//*0u*/f_pos)); + } +#endif +#endif + return DirectionalLight(/*dir, */shadow, block/*, get_sun_color(dir), get_sun_brightness(dir)*/); +} + +DirectionalLight get_moon_info(vec4 _dir, float shade_frac/*, vec4 light_pos[2]*/) { + float shadow = shade_frac; + float block = 1.0; +// #ifdef HAS_SHADOW_MAPS +// shadow = min(shade_frac, ShadowCalculationDirected(light_pos, 1u)); +// #endif + return DirectionalLight(/*dir, */shadow, block/*, get_moon_color(dir), get_moon_brightness(dir)*/); +} + +const float LIGHTNING_HEIGHT = 25.0; +const float MAX_LIGHTNING_PERIOD = 5.0; + +float lightning_intensity() { + float time_since_lightning = time_since(last_lightning.w); + return + // Strength + 1000000 + // Flash + * max(0.0, 1.0 - time_since_lightning * 1.0) + // Reverb + * max(sin(time_of_day.x * 0.4), 0.0); +} + +vec3 lightning_at(vec3 wpos) { + float time_since_lightning = time_since(last_lightning.w); + if (time_since_lightning < MAX_LIGHTNING_PERIOD) { + vec3 diff = wpos + focus_off.xyz - (last_lightning.xyz + vec3(0, 0, LIGHTNING_HEIGHT)); + float dist = length(diff); + return vec3(0.5, 0.8, 1.0) + * lightning_intensity() + // Attenuation + / pow(50.0 + dist, 2); + } else { + return vec3(0.0); + } +} + +// // Calculates extra emission and reflectance (due to sunlight / moonlight). +// // +// // reflectence = k_a * i_a + i_a,persistent +// // emittence = Σ { m ∈ lights } i_m * shadow_m * get_light_reflected(light_m) +// // +// // Note that any shadowing to be done that would block the sun and moon, aside from heightmap shadowing (that will be +// // implemented sooon), should be implicitly provided via k_a, k_d, and k_s. For instance, shadowing via ambient occlusion. +// // +// // Also note that the emitted light calculation is kind of lame... we probabbly need something a bit nicer if we ever want to do +// // anything interesting here. +// // void get_sun_diffuse(vec3 norm, float time_of_day, out vec3 light, out vec3 diffuse_light, out vec3 ambient_light, float diffusion +// void get_sun_diffuse(vec3 norm, float time_of_day, vec3 dir, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, out vec3 emitted_light, out vec3 reflected_light) { +// const float SUN_AMBIANCE = 0.1 / 2.0;// 0.1 / 3.0; +// +// vec3 sun_dir = get_sun_dir(time_of_day); +// vec3 moon_dir = get_moon_dir(time_of_day); +// +// float sun_light = get_sun_brightness(sun_dir); +// float moon_light = get_moon_brightness(moon_dir); +// +// vec3 sun_color = get_sun_color(sun_dir); +// vec3 moon_color = get_moon_color(moon_dir); +// +// vec3 sun_chroma = sun_color * sun_light; +// vec3 moon_chroma = moon_color * moon_light; +// +// /* float NLsun = max(dot(-norm, sun_dir), 0); +// float NLmoon = max(dot(-norm, moon_dir), 0); +// vec3 E = -dir; */ +// +// // Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence). +// // Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing). +// float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-norm, sun_dir)) * mix(0.0, 1.0, abs(sun_dir.z) * 10000.0) * 10000.0), 0.0, 0.5); +// // float ambient_sides = 0.5 - 0.5 * abs(dot(-norm, sun_dir)); +// +// emitted_light = k_a * (ambient_sides + vec3(SUN_AMBIANCE * sun_light + moon_light)) + PERSISTENT_AMBIANCE; +// // TODO: Add shadows. +// reflected_light = +// sun_chroma * light_reflection_factor(norm, dir, sun_dir, k_d, k_s, alpha) + +// moon_chroma * 1.0 * /*4.0 * */light_reflection_factor(norm, dir, moon_dir, k_d, k_s, alpha); +// +// /* light = sun_chroma + moon_chroma + PERSISTENT_AMBIANCE; +// diffuse_light = +// sun_chroma * mix(1.0, max(dot(-norm, sun_dir) * 0.5 + 0.5, 0.0), diffusion) + +// moon_chroma * mix(1.0, pow(dot(-norm, moon_dir) * 2.0, 2.0), diffusion) + +// PERSISTENT_AMBIANCE; +// ambient_light = vec3(SUN_AMBIANCE * sun_light + moon_light); */ +// } + +// Returns computed maximum intensity. +// +// wpos is the position of this fragment. +// mu is the attenuation coefficient for any substance on a horizontal plane. +// cam_attenuation is the total light attenuation due to the substance for beams between the point and the camera. +// surface_alt is the altitude of the attenuating surface. +float get_sun_diffuse2(DirectionalLight sun_info, DirectionalLight moon_info, vec3 norm, vec3 dir, vec3 wpos, vec3 mu, vec3 cam_attenuation, float surface_alt, vec3 k_a, vec3 k_d, vec3 k_s, float alpha, vec3 voxel_norm, float voxel_lighting, out vec3 emitted_light, out vec3 reflected_light) { + const vec3 SUN_AMBIANCE = MU_SCATTER; + #ifdef EXPERIMENTAL_PHOTOREALISTIC + const vec3 MOON_AMBIANCE = MU_SCATTER; + #else + // Boost ambiance, because we don't properly compensate for pupil dilation (which should occur *before* HDR, + // not in the end user's eye). Also, real nights are too dark to be fun. + const vec3 MOON_AMBIANCE = vec3(0.15, 0.25, 0.23) * 5; + #endif + + /* vec3 sun_dir = sun_info.dir; + vec3 moon_dir = moon_info.dir; */ + vec3 sun_dir = sun_dir.xyz; + vec3 moon_dir = moon_dir.xyz; + + float sun_light = get_sun_brightness(/*sun_dir*/) * sun_info.block;//sun_info.brightness;; + float moon_light = get_moon_brightness(/*moon_dir*/) * moon_info.block * ambiance;//moon_info.brightness; + + vec3 sun_color = get_sun_color(/*sun_dir*/) * SUN_COLOR_FACTOR;//sun_info.color * SUN_COLOR_FACTOR; + vec3 moon_color = get_moon_color(/*moon_dir*/) * MOON_COLOR_FACTOR;//moon_info.color; + + // If the sun is facing the wrong way, we currently just want zero light, hence default point is wpos. + vec3 sun_attenuation = compute_attenuation(wpos, -sun_dir, mu, surface_alt, wpos); + vec3 moon_attenuation = compute_attenuation(wpos, -moon_dir, mu, surface_alt, wpos); + + vec3 sun_chroma = sun_color * sun_light * cam_attenuation * sun_attenuation; + vec3 moon_chroma = moon_color * moon_light * cam_attenuation * moon_attenuation; + +// #ifdef HAS_SHADOW_MAPS +// float sun_shadow = ShadowCalculationDirected(light_pos, 0u); +// float moon_shadow = ShadowCalculationDirected(light_pos, 1u); +// #else +// float sun_shadow = 1.0; +// float moon_shadow = 1.0; +// #endif + float sun_shadow = sun_info.shadow * cloud_shadow(wpos, sun_dir); + float moon_shadow = moon_info.shadow * cloud_shadow(wpos, moon_dir); + + // https://en.m.wikipedia.org/wiki/Diffuse_sky_radiation + // + // HdRd radiation should come in at angle normal to us. + // const float H_d = 0.23; + // + // Let β be the angle from horizontal + // (for objects exposed to the sky, where positive when sloping towards south and negative when sloping towards north): + // + // sin β = (north ⋅ norm) / |north||norm| + // = dot(vec3(0, 1, 0), norm) + // + // cos β = sqrt(1.0 - dot(vec3(0, 1, 0), norm)) + // + // Let h be the hour angle (180/0.0 at midnight, 90/1.0 at dawn, 0/0.0 at noon, -90/-1.0 at dusk, -180 at midnight/0.0): + // cos h = (midnight ⋅ -light_dir) / |midnight||-light_dir| + // = (noon ⋅ light_dir) / |noon||light_dir| + // = dot(vec3(0, 0, 1), light_dir) + // + // Let φ be the latitude at this point. 0 at equator, -90 at south pole / 90 at north pole. + // + // Let δ be the solar declination (angular distance of the sun's rays north [or south[] + // of the equator), i.e. the angle made by the line joining the centers of the sun and Earth with its projection on the + // equatorial plane. Caused by axial tilt, and 0 at equinoxes. Normally varies between -23.45 and 23.45 degrees. + // + // Let α (the solar altitude / altitud3 angle) be the vertical angle between the projection of the sun's rays on the + // horizontal plane and the direction of the sun's rays (passing through a point). + // + // Let Θ_z be the vertical angle between sun's rays and a line perpendicular to the horizontal plane through a point, + // i.e. + // + // Θ_z = (π/2) - α + // + // i.e. cos Θ_z = sin α and + // cos α = sin Θ_z + // + // Let γ_s be the horizontal angle measured from north to the horizontal projection of the sun's rays (positive when + // measured westwise). + // + // cos Θ_z = cos φ cos h cos δ + sin φ sin δ + // cos γ_s = sec α (cos φ sin δ - cos δ sin φ cos h) + // = (1 / √(1 - cos² Θ_z)) (cos φ sin δ - cos δ sin φ cos h) + // sin γ_s = sec α cos δ sin h + // = (1 / cos α) cos δ sin h + // = (1 / sin Θ_z) cos δ sin h + // = (1 / √(1 - cos² Θ_z)) cos δ sin h + // + // R_b = (sin(δ)sin(φ - β) + cos(δ)cos(h)cos(φ - β))/(sin(δ)sin(φ) + cos(δ)cos(h)cos(φ)) + // + // Assuming we are on the equator (i.e. φ = 0), and there is no axial tilt or we are at an equinox (i.e. δ = 0): + // + // cos Θ_z = 1 * cos h * 1 + 0 * 0 = cos h + // cos γ_s = (1 / √(1 - cos² h)) (1 * 0 - 1 * 0 * cos h) + // = (1 / √(1 - cos² h)) * 0 + // = 0 + // sin γ_s = (1 / √(1 - cos² h)) * sin h + // = sin h / sin h + // = 1 + // + // R_b = (0 * sin(0 - β) + 1 * cos(h) * cos(0 - β))/(0 * 0 + 1 * cos(h) * 1) + // = (cos(h)cos(-β)) / cos(H) + // = cos(-β), the angle from horizontal. + // + // NOTE: cos(-β) = cos(β). + // float cos_sun = dot(norm, /*-sun_dir*/vec3(0, 0, 1)); + // float cos_moon = dot(norm, -moon_dir); + // + // Let ζ = diffuse reflectance of surrounding ground for solar radiation, then we have + // + // R_d = (1 + cos β) / 2 + // R_r = ζ (1 - cos β) / 2 + // + // H_t = H_b R_b + H_d R_d + (H_b + H_d) R_r + float sin_beta = dot(vec3(0, 1, 0), norm); + float R_b = sqrt(max(0.0, 1.0 - sin_beta * sin_beta)); + // Rough estimate of diffuse reflectance of rest of ground. + // NOTE: zeta should be close to 0.7 with snow cover, 0.2 normally? Maybe? + vec3 zeta = max(vec3(0.2), k_d * (1.0 - k_s));//vec3(0.2);// k_d * (1.0 - k_s); + float R_d = (1 + R_b) * 0.5; + vec3 R_r = zeta * (1.0 - R_b) * 0.5; + // + // We can break this down into: + // H_t_b = H_b * (R_b + R_r) = light_intensity * (R_b + R_r) + // H_t_r = H_d * (R_d + R_r) = light_intensity * (R_d + R_r) + vec3 R_t_b = R_b + R_r; + vec3 R_t_r = R_d + R_r; + + // vec3 half_vec = normalize(-norm + dir); + #ifdef EXPERIMENTAL_PHOTOREALISTIC + vec3 lrf = light_reflection_factor(norm, dir, -norm, k_d, vec3(0.0), alpha, voxel_norm, voxel_lighting); + #else + // In practice, for gameplay purposes, we often want extra light at earlier and later times, so we use a + // non-physical LRF to boost light during dawn and dusk. + float lrf = pow(dot(norm, vec3(0, 0, 1)) + 1, 2) * 0.25; + #endif + vec3 light_frac = R_t_b * (sun_chroma * SUN_AMBIANCE + moon_chroma * MOON_AMBIANCE) * lrf; + // vec3 light_frac = /*vec3(1.0)*//*H_d * */ + // SUN_AMBIANCE * /*sun_light*/sun_chroma * light_reflection_factor(norm, dir, /*vec3(0, 0, -1.0)*/-norm, vec3((1.0 + cos_sun) * 0.5), vec3(k_s * (1.0 - cos_sun) * 0.5), alpha) + + // MOON_AMBIANCE * /*sun_light*/moon_chroma * light_reflection_factor(norm, dir, /*vec3(0, 0, -1.0)*/-norm, vec3((1.0 + cos_moon) * 0.5), vec3(k_s * (1.0 - cos_moon) * 0.5), alpha); + /* float NLsun = max(dot(-norm, sun_dir), 0); + float NLmoon = max(dot(-norm, moon_dir), 0); + vec3 E = -dir; */ + + // Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence). + // Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing). + // float ambient_sides = 0.0; + // float ambient_sides = 0.5 - 0.5 * min(abs(dot(-norm, sun_dir)), abs(dot(-norm, moon_dir))); + // float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-norm, sun_dir)) * mix(0.0, 1.0, abs(sun_dir.z) * 10000.0) * 10000.0), 0.0, 0.5); + // float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-norm, sun_dir)) * mix(0.0, 1.0, abs(sun_dir.z) * 10000.0) * 10000.0), 0.0, 0.5); + emitted_light = light_frac;// + k_a * PERSISTENT_AMBIANCE * ambiance * 0.1 * MU_SCATTER; + // emitted_light = k_a * light_frac * (/*ambient_sides + */SUN_AMBIANCE * /*sun_light*/sun_chroma + /*vec3(moon_light)*/MOON_AMBIANCE * moon_chroma) + PERSISTENT_AMBIANCE; + + vec3 emission = vec3(0); + #if (CLOUD_MODE > CLOUD_MODE_NONE) + if (emission_strength > 0.0) { + emission = mix(vec3(0, 0.5, 1), vec3(1, 0, 0), emission_br) * emission_strength * 0.025; + } + #endif + + #ifdef FLASHING_LIGHTS_ENABLED + vec3 lightning = lightning_at(wpos); + #else + vec3 lightning = vec3(0); + #endif + + reflected_light = R_t_r * ( + (1.0 - SUN_AMBIANCE) * sun_chroma * sun_shadow * (light_reflection_factor(norm, dir, sun_dir, k_d, k_s, alpha, voxel_norm, voxel_lighting) /*+ + light_reflection_factor(norm, dir, normalize(sun_dir + vec3(0.0, 0.1, 0.0)), k_d, k_s, alpha) + + light_reflection_factor(norm, dir, normalize(sun_dir - vec3(0.0, 0.1, 0.0)), k_d, k_s, alpha)*/) + + (1.0 - MOON_AMBIANCE) * moon_chroma * moon_shadow * 1.0 * /*4.0 * */light_reflection_factor(norm, dir, moon_dir, k_d, k_s, alpha, voxel_norm, voxel_lighting) + + emission + ) + lightning; + + /* light = sun_chroma + moon_chroma + PERSISTENT_AMBIANCE; + diffuse_light = + sun_chroma * mix(1.0, max(dot(-norm, sun_dir) * 0.5 + 0.5, 0.0), diffusion) + + moon_chroma * mix(1.0, pow(dot(-norm, moon_dir) * 2.0, 2.0), diffusion) + + PERSISTENT_AMBIANCE; + ambient_light = vec3(SUN_AMBIANCE * sun_light + moon_light); */ + return rel_luminance(emitted_light + reflected_light);//rel_luminance(emitted_light + reflected_light);//sun_chroma + moon_chroma + PERSISTENT_AMBIANCE; +} + +// This has been extracted into a function to allow quick exit when detecting a star. +float is_star_at(vec3 dir) { + float star_scale = 80.0; + + // Star positions + vec3 pos = (floor(dir * star_scale) - 0.5) / star_scale; + + // Noisy offsets + pos += (3.0 / star_scale) * (1.0 + hash(pos.yxzz) * 0.85); + + // Find distance to fragment + float dist = length(pos - dir); + + // Star threshold + //if (dist < 0.0015) { + // return 2.5; + //} + + //return 0.0; + + #if (CLOUD_MODE == CLOUD_MODE_NONE) + const float power = 5.0; + #else + const float power = 50.0; + #endif + return power * max(sun_dir.z, 0.1) / (1.0 + pow(dist * 750, 8)); +} + +vec3 get_sky_light(vec3 dir, bool with_stars) { + // Add white dots for stars. Note these flicker and jump due to FXAA + float star = 0.0; + if (with_stars) { + vec3 star_dir = sun_dir.xyz * dir.z + cross(sun_dir.xyz, vec3(0, 1, 0)) * dir.x + vec3(0, 1, 0) * dir.y; + star = is_star_at(star_dir); + } + + vec3 sky_twilight_top = vec3(0.0, 0.0, 0.0); + vec3 sky_twilight_mid = vec3(0.0, 0.0, 0.0); + vec3 sky_twilight_bot = vec3(0.0, 0.0, 0.0); + if (sun_dir.x > 0) { + sky_twilight_top = SKY_DUSK_TOP; + sky_twilight_mid = SKY_DUSK_MID; + sky_twilight_bot = SKY_DUSK_BOT; + } else { + sky_twilight_top = SKY_DAWN_TOP; + sky_twilight_mid = SKY_DAWN_MID; + sky_twilight_bot = SKY_DAWN_BOT; + } + + vec3 sky_top = mix( + mix( + sky_twilight_top * magnetosphere_tint, + SKY_NIGHT_TOP, + pow(max(sun_dir.z, 0.0), 0.2) + ) + star, + SKY_DAY_TOP, + max(-sun_dir.z, 0) + ); + + vec3 sky_mid = mix( + mix( + sky_twilight_mid * magnetosphere_tint, + SKY_NIGHT_MID, + pow(max(sun_dir.z, 0.0), 0.1) + ), + SKY_DAY_MID, + max(-sun_dir.z, 0) + ); + + vec3 sky_bot = mix( + mix( + sky_twilight_bot * magnetosphere_tint, + SKY_NIGHT_BOT, + pow(max(sun_dir.z, 0.0), 0.2) + ), + SKY_DAY_BOT, + max(-sun_dir.z, 0) + ); + + vec3 sky_color = mix( + mix( + sky_mid, + sky_bot, + max(-dir.z, 0) + ), + sky_top, + max(dir.z, 0) + ); + + return sky_color * magnetosphere_tint; +} + +vec3 get_sky_color(vec3 dir, vec3 origin, vec3 f_pos, float quality, bool with_features, float refractionIndex, bool fake_clouds, float sun_shade_frac) { + // Sky color + vec3 sun_dir = sun_dir.xyz; + vec3 moon_dir = moon_dir.xyz; + + + // Sun + const vec3 SUN_SURF_COLOR = vec3(1.5, 0.9, 0.35) * 10.0; + + vec3 sun_halo_color = mix( + (sun_dir.x > 0 ? SUN_HALO_DUSK : SUN_HALO_DAWN)* magnetosphere_tint, + SUN_HALO_DAY, + pow(max(-sun_dir.z, 0.0), 0.5) + ); + + float sun_halo_power = 20.0; + #if (CLOUD_MODE == CLOUD_MODE_NONE) + if (true) { + #else + if (fake_clouds || medium.x == MEDIUM_WATER) { + #endif + sun_halo_power = 30.0; + sun_halo_color *= 0.01; + } + + vec3 sun_halo = sun_halo_color * 25 * pow(max(dot(dir, -sun_dir), 0), sun_halo_power); + vec3 sun_surf = vec3(0); + if (with_features) { + float angle = 0.00035; + sun_surf = clamp((dot(dir, -sun_dir) - (1.0 - angle)) * 4 / angle, 0, 1) + * SUN_SURF_COLOR + * SUN_COLOR_FACTOR + * sun_shade_frac; + } + #if (CLOUD_MODE == CLOUD_MODE_NONE) + if (true) { + #else + if (fake_clouds || medium.x == MEDIUM_WATER) { + #endif + sun_surf *= 0.1; + } + vec3 sun_light = sun_halo + sun_surf; + + // Moon + const vec3 MOON_SURF_COLOR = vec3(0.7, 1.0, 1.5) * 250.0; + const vec3 MOON_HALO_COLOR = vec3(0.015, 0.015, 0.05) * 250; + + vec3 moon_halo_color = MOON_HALO_COLOR; + + float moon_halo_power = 20.0; + + vec3 moon_surf = vec3(0); + if (with_features) { + float angle = 0.00035; + moon_surf = clamp((dot(dir, -moon_dir) - (1.0 - angle)) * 4 / angle, 0, 1) * MOON_SURF_COLOR; + } + #if (CLOUD_MODE == CLOUD_MODE_NONE) + if (true) { + #else + if (fake_clouds || medium.x == MEDIUM_WATER) { + #endif + moon_halo_power = 50.0; + moon_halo_color *= 0.2; + moon_surf *= 0.05; + } + vec3 moon_halo = moon_halo_color * pow(max(dot(dir, -moon_dir), 0), moon_halo_power); + vec3 moon_light = moon_halo + moon_surf; + + // Replaced all clamp(sun_dir, 0, 1) with max(sun_dir, 0) because sun_dir is calculated from sin and cos, which are never > 1 + + vec3 sky_color; + #if (CLOUD_MODE == CLOUD_MODE_NONE) + if (true) { + #else + if (fake_clouds || medium.x == MEDIUM_WATER) { + #endif + sky_color = get_sky_light(dir, !fake_clouds); + } else { + if (medium.x == MEDIUM_WATER) { + sky_color = get_sky_light(dir, true); + } else { + vec3 star_dir = normalize(sun_dir.xyz * dir.z + cross(sun_dir.xyz, vec3(0, 1, 0)) * dir.x + vec3(0, 1, 0) * dir.y); + float star = is_star_at(star_dir); + sky_color = vec3(0) + star; + } + } + + return sky_color + sun_light + moon_light; +} + +vec3 get_sky_color(vec3 dir, vec3 origin, vec3 f_pos, float quality, bool with_features, float refractionIndex) { + return get_sky_color(dir, origin, f_pos, quality, with_features, refractionIndex, false, 1.0); +} + +vec3 get_sky_color(vec3 dir, vec3 origin, vec3 f_pos, float quality, bool with_stars) { + return get_sky_color(dir, origin, f_pos, quality, with_stars, 1.0, false, 1.0); +} + +float fog(vec3 f_pos, vec3 focus_pos, uint medium) { + return max(1.0 - 5000.0 / (1.0 + distance(f_pos.xy, focus_pos.xy)), 0.0); + + // float fog_radius = view_distance.x; + // float mist_radius = 10000000.0; + + // float min_fog = 0.5; + // float max_fog = 1.0; + + // if (medium == MEDIUM_WATER) { + // mist_radius = UNDERWATER_MIST_DIST; + // min_fog = 0.0; + // } + + // float fog = distance(f_pos.xy, focus_pos.xy) / fog_radius; + // float mist = distance(f_pos, focus_pos) / mist_radius; + + // return pow(clamp((max(fog, mist) - min_fog) / (max_fog - min_fog), 0.0, 1.0), 1.7); +} + +/* vec3 illuminate(vec3 color, vec3 light, vec3 diffuse, vec3 ambience) { + float avg_col = (color.r + color.g + color.b) / 3.0; + return ((color - avg_col) * light + (diffuse + ambience) * avg_col) * (diffuse + ambience); +} */ +vec3 illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitted, vec3 reflected) { + return emitted + reflected; + // const float NIGHT_EXPOSURE = 10.0; + // const float DUSK_EXPOSURE = 2.0;//0.8; + // const float DAY_EXPOSURE = 1.0;//0.7; + +// #if (LIGHTING_ALGORITHM == LIGHTING_ALGORITHM_ASHIKHMIN) +// const float DAY_SATURATION = 1.1; +// #else +// const float DAY_SATURATION = 1.0; +// #endif + // const float DUSK_SATURATION = 0.6; + // const float NIGHT_SATURATION = 0.1; + + // const float gamma = /*0.5*//*1.*0*/1.0;//1.0; + /* float light = length(emitted + reflected); + float color = srgb_to_linear(emitted + reflected); + float avg_col = (color.r + color.g + color.b) / 3.0; + return ((color - avg_col) * light + reflected * avg_col) * (emitted + reflected); */ + // float max_intensity = vec3(1.0); + // vec3 color = emitted + reflected; + // float lum = rel_luminance(color); + // float lum_sky = lum - max_light; + + /* vec3 sun_dir = get_sun_dir(time_of_day.x); + vec3 moon_dir = get_moon_dir(time_of_day.x); */ + // float sky_light = rel_luminance( + // get_sun_color(/*sun_dir*/) * get_sun_brightness(/*sun_dir*/) * SUN_COLOR_FACTOR + + // get_moon_color(/*moon_dir*/) * get_moon_brightness(/*moon_dir*/)); + + // Tone mapped value. + // vec3 T = /*color*//*lum*/color;//normalize(color) * lum / (1.0 + lum); + // float alpha = 0.5;//2.0; + // float alpha = mix( + // mix( + // DUSK_EXPOSURE, + // NIGHT_EXPOSURE, + // max(sun_dir.z, 0) + // ), + // DAY_EXPOSURE, + // max(-sun_dir.z, 0) + // ); + // vec3 now_light = moon_dir.z < 0 ? moon_dir.xyz : sun_dir.xyz; + // float cos_view_light = dot(-now_light, view_dir); + // alpha *= exp(1.0 - cos_view_light); + // sky_light *= 1.0 - log(1.0 + view_dir.z); + // float alph = sky_light > 0.0 && max_light > 0.0 ? mix(1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light / (0.0 + sky_light)), 1.0, clamp(max_light - sky_light, 0.0, 1.0)) : 1.0; + // alpha = alpha * min(alph, 1.0);//((max_light > 0.0 && max_light > sky_light /* && sky_light > 0.0*/) ? /*1.0*/1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light - (0.0 + sky_light)) : 1.0); + // alpha = alpha * min(1.0, (max_light == 0.0 ? 1.0 : (1.0 + abs(lum_sky)) / /*(1.0 + max_light)*/max_light)); + + // vec3 col_adjusted = lum == 0.0 ? vec3(0.0) : color / lum; + + // float L = lum == 0.0 ? 0.0 : log(lum); + + + // // float B = T; + // // float B = L + log(alpha); + // float B = lum; + + // float D = L - B; + + // float o = 0.0;//log(PERSISTENT_AMBIANCE); + // float scale = /*-alpha*/-alpha;//1.0; + + // float B_ = (B - o) * scale; + + // // float T = lum; + // float O = exp(B_ + D); + + // float T = 1.0 - exp(-alpha * lum);//lum / (1.0 + lum); + // float T = lum; + + // Heuristic desaturation + // const float s = 0.8; + // float s = mix( + // mix( + // DUSK_SATURATION, + // NIGHT_SATURATION, + // max(sun_dir.z, 0) + // ), + // DAY_SATURATION, + // max(-sun_dir.z, 0) + // ); + // s = max(s, (max_light) / (1.0 + s)); + // s = max(s, max_light / (1.0 + max_light)); + + // vec3 c = pow(col_adjusted, vec3(s)) * T; + // vec3 c = col_adjusted * T; + // vec3 c = sqrt(col_adjusted) * T; + // vec3 c = /*col_adjusted * */col_adjusted * T; + + // return color; + // return c; + // float sum_col = color.r + color.g + color.b; + // return /*srgb_to_linear*/(/*0.5*//*0.125 * */vec3(pow(color.x, gamma), pow(color.y, gamma), pow(color.z, gamma))); +} + +vec3 simple_lighting(vec3 pos, vec3 col, float shade) { + // Bad fake lantern so we can see in caves + vec3 d = pos.xyz - focus_pos.xyz; + return col * clamp(2.5 / dot(d, d), shade * (get_sun_brightness() + 0.01), 1); +} + +float wind_wave(float off, float scaling, float speed, float strength) { + float aspeed = abs(speed); + + // TODO: Right now, the wind model is pretty simplistic. This means that there is frequently no wind at all, which + // looks bad. For now, we add a lower bound on the wind speed to keep things looking nice. + strength = max(strength, 6.0); + aspeed = max(aspeed, 5.0); + + return (sin(tick_loop(2.0 * PI, 0.35 * scaling * floor(aspeed), off)) * (1.0 - fract(aspeed)) + + sin(tick_loop(2.0 * PI, 0.35 * scaling * ceil(aspeed), off)) * fract(aspeed)) * abs(strength) * 0.25; + //return sin(tick.x * 1.5 * scaling + off) + sin(tick.x * 0.35 * scaling + off); +} + +#endif diff --git a/assets/voxygen/shaders/include/srgb.glsl b/assets/voxygen/shaders/include/srgb.glsl new file mode 100644 index 0000000..bd3dab9 --- /dev/null +++ b/assets/voxygen/shaders/include/srgb.glsl @@ -0,0 +1,673 @@ +#ifndef SRGB_GLSL +#define SRGB_GLSL + +#extension GL_EXT_samplerless_texture_functions : enable + +// Linear RGB, attenuation coefficients for water at roughly R, G, B wavelengths. +// See https://en.wikipedia.org/wiki/Electromagnetic_absorption_by_water +const vec3 MU_WATER = vec3(0.6, 0.04, 0.01); + +// // NOTE: Automatic in v4.0 +// float +// mip_map_level(in vec2 texture_coordinate) +// { +// // The OpenGL Graphics System: A Specification 4.2 +// // - chapter 3.9.11, equation 3.21 +// +// +// vec2 dx_vtc = dFdx(texture_coordinate); +// vec2 dy_vtc = dFdy(texture_coordinate); +// float delta_max_sqr = max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc)); +// +// +// //return max(0.0, 0.5 * log2(delta_max_sqr) - 1.0); // == log2(sqrt(delta_max_sqr)); +// return 0.5 * log2(delta_max_sqr); // == log2(sqrt(delta_max_sqr)); +// } + +//https://gamedev.stackexchange.com/questions/92015/optimized-linear-to-srgb-glsl +vec3 srgb_to_linear(vec3 srgb) { + bvec3 cutoff = lessThan(srgb, vec3(0.04045)); + vec3 higher = pow((srgb + vec3(0.055))/vec3(1.055), vec3(2.4)); + vec3 lower = srgb/vec3(12.92); + + return mix(higher, lower, cutoff); +} + +vec3 linear_to_srgb(vec3 col) { + // bvec3 cutoff = lessThan(col, vec3(0.0060)); + // return mix(11.500726 * col, , cutoff); + vec3 s1 = vec3(sqrt(col.r), sqrt(col.g), sqrt(col.b)); + vec3 s2 = vec3(sqrt(s1.r), sqrt(s1.g), sqrt(s1.b)); + vec3 s3 = vec3(sqrt(s2.r), sqrt(s2.g), sqrt(s2.b)); + return vec3( + mix(11.500726 * col.r, (0.585122381 * s1.r + 0.783140355 * s2.r - 0.368262736 * s3.r), clamp((col.r - 0.0060) * 10000.0, 0.0, 1.0)), + mix(11.500726 * col.g, (0.585122381 * s1.g + 0.783140355 * s2.g - 0.368262736 * s3.g), clamp((col.g - 0.0060) * 10000.0, 0.0, 1.0)), + mix(11.500726 * col.b, (0.585122381 * s1.b + 0.783140355 * s2.b - 0.368262736 * s3.b), clamp((col.b - 0.0060) * 10000.0, 0.0, 1.0)) + ); +} + +float pow5(float x) { + float x2 = x * x; + return x2 * x2 * x; +} + +vec4 pow5(vec4 x) { + vec4 x2 = x * x; + return x2 * x2 * x; +} + +// Fresnel angle for perfectly specular dialectric materials. + +// Schlick approximation +vec3 schlick_fresnel(vec3 Rs, float cosTheta) { + // auto pow5 = [](Float v) { return (v * v) * (v * v) * v; }; + // return Rs + pow5(1 - cosTheta) * (Spectrum(1.) - Rs); + return Rs + pow5(1.0 - cosTheta) * (1.0 - Rs); +} + +// Beckmann Distribution +float BeckmannDistribution_D(float NdotH, float alpha) { + const float PI = 3.1415926535897932384626433832795; + float NdotH2 = NdotH * NdotH; + float NdotH2m2 = NdotH2 * alpha * alpha; + float k_spec = exp((NdotH2 - 1) / NdotH2m2) / (PI * NdotH2m2 * NdotH2); + return mix(k_spec, 0.0, NdotH == 0.0); +} + +// Voxel Distribution +float BeckmannDistribution_D_Voxel(vec3 wh, vec3 voxel_norm, float alpha) { + vec3 sides = sign(voxel_norm); + // vec3 cos_sides_i = /*sides * */sides * norm; + // vec3 cos_sides_o = max(sides * view_dir, 0.0); + + vec3 NdotH = wh * sides;//max(wh * sides, 0.0);/*cos_sides_i*///max(sides * wh, 0.0); + + const float PI = 3.1415926535897932384626433832795; + vec3 NdotH2 = NdotH * NdotH; + vec3 NdotH2m2 = NdotH2 * alpha * alpha; + vec3 k_spec = exp((NdotH2 - 1) / NdotH2m2) / (PI * NdotH2m2 * NdotH2); + return dot(mix(k_spec, /*cos_sides_o*/vec3(0.0), equal(NdotH, vec3(0.0))), /*cos_sides_i*/abs(voxel_norm)); + // // const float PI = 3.1415926535897932384626433832795; + // const vec3 normals[6] = vec3[](vec3(1,0,0), vec3(0,1,0), vec3(0,0,1), vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1)); + + // float voxel_norm = 0.0; + // for (int i = 0; i < 6; i ++) { + // // Light reflecting off the half-angle can shine on up to three sides. + // // So, the idea here is to figure out the ratio of visibility of each of these + // // three sides such that their sum adds to 1, then computing a Beckmann Distribution for each side times + // // the this ratio. + // // + // // The ratio of these normals in each direction should be the sum of their cosines with the light over π, + // // I think. + // // + // // cos (wh, theta) + // // + // // - one normal + // // + // // The ratio of each of the three exposed sides should just be the slope. + // vec3 side = normals[i]; + // float side_share = max(dot(norm, side), 0.0); + // float NdotH = max(dot(wh, side), 0.0); + // voxel_norm += side_share * BeckmannDistribution_D(NdotH, alpha); + // // voxel_norm += normals[i] * side_visible * max(dot(-cam_dir, normals[i]), 0.0); + // // voxel_norm += normals[i] * side_visible * max(dot(-cam_dir, normals[i]), 0.0); + // } + + // /* float NdotH = dot(wh, norm); + // float NdotH2 = NdotH * NdotH; + // float NdotH2m2 = NdotH2 * alpha * alpha; + + // float k_spec = exp((NdotH2 - 1) / NdotH2m2) / (PI * NdotH2m2 * NdotH2); + // return mix(k_spec, 0.0, NdotH == 0.0); */ + // return voxel_norm; +} + +float TrowbridgeReitzDistribution_D_Voxel(vec3 wh, vec3 voxel_norm, float alpha) { + vec3 sides = sign(voxel_norm); + // vec3 cos_sides_i = /*sides * */sides * norm; + // vec3 cos_sides_o = max(sides * view_dir, 0.0); + + vec3 NdotH = wh * sides;//max(wh * sides, 0.0);/*cos_sides_i*///max(sides * wh, 0.0); + + const float PI = 3.1415926535897932384626433832795; + vec3 NdotH2 = NdotH * NdotH; + // vec3 m2 = alpha * alpha; + // vec3 NdotH2m2 = NdotH2 * m2; + vec3 NdotH2m2 = NdotH2 * alpha * alpha; + // vec3 Tan2Theta = (1 - NdotH2) / NdotH2; + // vec3 e = (NdotH2 / m2 + (1 - NdotH2) / m2) * Tan2Theta; + // vec3 e = 1 / m2 * (1 - NdotH2) / NdotH2; + vec3 e = (1 - NdotH2) / NdotH2m2; + vec3 k_spec = 1.0 / (PI * NdotH2m2 * NdotH2 * (1 + e) * (1 + e)); + // vec3 k_spec = exp((NdotH2 - 1) / NdotH2m2) / (PI * NdotH2m2 * NdotH2); + return dot(mix(k_spec, /*cos_sides_o*/vec3(0.0), equal(NdotH, vec3(0.0))), /*cos_sides_i*/abs(voxel_norm)); +} + +float BeckmannDistribution_Lambda(vec3 norm, vec3 dir, float alpha) { + float CosTheta = /*max(dot(norm, dir), 0.0);*/dot(norm, dir); + /* if (CosTheta == 0.0) { + return 0.0; + } + float SinTheta = sqrt(1.0 - CosTheta * CosTheta); + float TanTheta = SinTheta / CosTheta; + float absTanTheta = abs(TanTheta); */ + // vec3 w = normalize(dir - dot(dir, norm) * (norm)); + // float CosTheta = w.z; + float SinTheta = sqrt(1.0 - CosTheta * CosTheta); + float TanTheta = SinTheta / CosTheta; + float absTanTheta = abs(TanTheta); + /* if (isinf(absTanTheta)) { + return 0.0; + } */ + /* float CosPhi = mix(clamp(projDirNorm.x / sinTheta, -1.0, 1.0), 0.0, sinTheta == 0.0); + float SinPhi = mix(clamp(projDirNorm.y / sinTheta, -1.0, 1.0), 0.0, sinTheta == 0.0); + float alpha = sqrt(CosPhi * CosPhi * alphax * alphax + SinPhi * SinPhi * alphay * alphay); */ + // Float absTanTheta = std::abs(TanTheta(w)); + // if (std::isinf(absTanTheta)) return 0.; + // <> + // Float alpha = std::sqrt(Cos2Phi(w) * alphax * alphax + + // Sin2Phi(w) * alphay * alphay); + float a = 1.0 / (alpha * absTanTheta); + /* if (a >= 1.6) { + return 0.0; + } + + return (1.0 - 1.259 * a + 0.396 * a * a) / (3.535 * a + 2.181 * a * a); */ + + return mix(max(0.0, (1.0 - 1.259 * a + 0.396 * a * a) / (3.535 * a + 2.181 * a * a)), 0.0, isinf(absTanTheta) || a >= 1.6); + // Float a = 1 / (alpha * absTanTheta); + // if (a >= 1.6f) + // return 0; + // return (1 - 1.259f * a + 0.396f * a * a) / + // (3.535f * a + 2.181f * a * a); + // return 1 / (1 + Lambda(wo) + Lambda(wi)); +} + +float BeckmannDistribution_G(vec3 norm, vec3 dir, vec3 light_dir, float alpha) { + // return 1 / (1 + Lambda(wo) + Lambda(wi)); + return 1.0 / (1.0 + BeckmannDistribution_Lambda(norm, dir, alpha) + BeckmannDistribution_Lambda(norm, -light_dir, alpha)); +} + +// Fresnel blending +// +// http://www.pbr-book.org/3ed-2018/Reflection_Models/Microfacet_Models.html#fragment-MicrofacetDistributionPublicMethods-2 +// and +// http://www.pbr-book.org/3ed-2018/Reflection_Models/Fresnel_Incidence_Effects.html +vec3 FresnelBlend_f(vec3 norm, vec3 dir, vec3 light_dir, vec3 R_d, vec3 R_s, float alpha) { + const float PI = 3.1415926535897932384626433832795; + alpha = alpha * sqrt(2.0); + float cos_wi = /*max(*/dot(-light_dir, norm)/*, 0.0)*/; + float cos_wo = /*max(*/dot(dir, norm)/*, 0.0)*/; + + vec3 diffuse = (28.0 / (23.0 * PI)) * R_d * + (1.0 - R_s) * + (1.0 - pow5(1.0 - 0.5 * abs(cos_wi))) * + (1.0 - pow5(1.0 - 0.5 * abs(cos_wo))); + /* Spectrum diffuse = (28.f/(23.f*Pi)) * Rd * + (Spectrum(1.f) - Rs) * + (1 - pow5(1 - .5f * AbsCosTheta(wi))) * + (1 - pow5(1 - .5f * AbsCosTheta(wo))); */ + // Vector3f wh = wi + wo; + vec3 wh = -light_dir + dir; +#if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0 + bool is_blocked = cos_wi == 0.0 || cos_wo == 0.0; +#else + bool is_blocked = cos_wi <= 0.0 || cos_wo <= 0.0; +#endif + if (is_blocked) { + return vec3(/*diffuse*/0.0); + } + // if (cos_wo < 0.0) { + // return /*vec3(0.0)*/diffuse; + // } + /* if (cos_wi == 0.0 || cos_wo == 0.0) { + return vec3(0.0); + } */ + /* if (wh.x == 0 && wh.y == 0 && wh.z == 0) { + return vec3(0.0); + // return Spectrum(0); + } */ + wh = normalize(wh);//mix(normalize(wh), vec3(0.0), equal(light_dir, dir)); + float dot_wi_wh = dot(-light_dir, wh); + vec3 specular = dot(norm, dir) > 0.0 ? vec3(0.0) : (BeckmannDistribution_D(dot(wh, norm), alpha) / + (4 * abs(dot_wi_wh) * + max(abs(cos_wi), abs(cos_wo))) * + schlick_fresnel(R_s, dot_wi_wh)); + // Spectrum specular = distribution->D(wh) / + // (4 * AbsDot(wi, wh) * + // std::max(AbsCosTheta(wi), AbsCosTheta(wo))) * + // SchlickFresnel(Dot(wi, wh)); + return mix(/*diffuse*//* + specular*/diffuse + specular, vec3(0.0), bvec3(all(equal(light_dir, dir)))); +} + +// Fresnel blending +// +// http://www.pbr-book.org/3ed-2018/Reflection_Models/Microfacet_Models.html#fragment-MicrofacetDistributionPublicMethods-2 +// and +// http://www.pbr-book.org/3ed-2018/Reflection_Models/Fresnel_Incidence_Effects.html +vec3 FresnelBlend_Voxel_f(vec3 norm, vec3 dir, vec3 light_dir, vec3 R_d, vec3 R_s, float alpha, vec3 voxel_norm, float dist) { + const float PI = 3.1415926535897932384626433832795; + alpha = alpha * sqrt(2.0); + float cos_wi = /*max(*/dot(-light_dir, norm)/*, 0.0)*/; + float cos_wo = /*max(*/dot(dir, norm)/*, 0.0)*/; + +#if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0 + vec4 AbsNdotL = abs(vec4(light_dir, cos_wi)); + vec4 AbsNdotV = abs(vec4(dir, cos_wo)); +#else + vec3 sides = sign(voxel_norm); + vec4 AbsNdotL = vec4(max(-light_dir * sides, 0.0), abs(cos_wi)); + vec4 AbsNdotV = vec4(max(dir * sides, 0.0), abs(cos_wo)); +#endif + + // float R_r = 1.0 - R_s; + // float R_r = 1.0 - schlick_fresnel(R_s, cos_wi); + // // Rs + pow5(1.0 - cosTheta) * (1.0 - Rs) + // vec4 R_r = 1.0 - (R_s + (1.0 - R_s) * schlick_fresnel(R_s, cos_wi)); + // mat4 R_r = 1.0 - (vec4(R_s, 0.0) + vec4(1.0 - R_s, 0.0) * pow5(1.0 - AbsNdotL)); + // vec4 AbsNdotL5 = pow5(1.0 - AbsNdotL); + // vec4 R_s4 = vec4(R_s, 0.0); + // mat4 R_r = + // // mat4(1.0 - (R_s.r + (1.0 - R_s.r) * AbsNdotL5), + // // 1.0 - (R_s.g + (1.0 - R_s.g) * AbsNdotL5), + // // 1.0 - (R_s.b + (1.0 - R_s.b) * AbsNdotL5), + // // vec4(0.0) + // // ); + // mat4(1.0 - (R_s4 + (1.0 - R_s4) * AbsNdotL5.x), + // 1.0 - (R_s4 + (1.0 - R_s4) * AbsNdotL5.y), + // 1.0 - (R_s4 + (1.0 - R_s4) * AbsNdotL5.z), + // 1.0 - (R_s4 + (1.0 - R_s4) * AbsNdotL5.w) + // ); + // * ) (R1.0 - R_s.r) 1.0 - (vec4(R_s, 0.0) + vec4(1.0 - R_s, 0.0) * pow5(1.0 - AbsNdotL)); + + vec4 diffuse_factor = + // vec4(abs(vec4(-light_dir * sides, cos_wi))) + (1.0 - pow5(1.0 - 0.5 * AbsNdotL)) * + // (1.0 - pow5(1.0 - 0.5 * abs(vec4(-light_dir * sides, cos_wi)))) * + // (1.0 - pow5(1.0 - 0.5 * abs(vec4(dir * sides, cos_wo)))) + (1.0 - pow5(1.0 - 0.5 * AbsNdotV)) + // vec4(1.0) + ; + /* vec4 diffuse_factor = + (1.0 - pow5(1.0 - 0.5 * max(vec4(-light_dir * sides, abs(cos_wi)), 0.0))) * + (1.0 - pow5(1.0 - 0.5 * max(vec4(dir * sides, abs(cos_wo)), 0.0))); */ + + vec3 diffuse = (28.0 / (23.0 * PI))/*(1.0 / PI)*/ * R_d * + (1.0 - R_s) * + //vec3( + dot(diffuse_factor, /*R_r * */vec4(abs(norm) * (1.0 - dist), dist)) + //) + ; + + vec3 wh = -light_dir + dir; +#if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0 + bool is_blocked = cos_wi == 0.0 || cos_wo == 0.0; +#else + bool is_blocked = cos_wi <= 0.0 || cos_wo <= 0.0; +#endif + if (is_blocked) { + return vec3(/*diffuse*/0.0); + } + wh = normalize(wh);//mix(normalize(wh), vec3(0.0), equal(light_dir, dir)); + float dot_wi_wh = dot(-light_dir, wh); + // float distr = TrowbridgeReitzDistribution_D_Voxel(wh, voxel_norm, alpha); + float distr = BeckmannDistribution_D_Voxel(wh, voxel_norm, alpha); + // float distr = BeckmannDistribution_D(dot(wh, norm), alpha); + vec3 specular = distr / + (4 * abs(dot_wi_wh) * + max(abs(cos_wi), abs(cos_wo))) * + schlick_fresnel(R_s, dot_wi_wh); + return mix(/*diffuse*//* + specular*/diffuse + specular, vec3(0.0), bvec3(all(equal(light_dir, dir)))); +} + +// Phong reflection. +// +// Note: norm, dir, light_dir must all be normalizd. +vec3 light_reflection_factor2(vec3 norm, vec3 dir, vec3 light_dir, vec3 k_d, vec3 k_s, float alpha) { + // TODO: These are supposed to be the differential changes in the point location p, in tangent space. + // That is, assuming we can parameterize a 2D surface by some function p : R² → R³, mapping from + // points in a plane to 3D points on the surface, we can define + // ∂p(u,v)/∂u and ∂p(u,v)/∂v representing the changes in the pont location as we move along these + // coordinates. + // + // Then we can define the normal at a point, n(u,v) = ∂p(u,v)/∂u × ∂p(u,v)/∂v. + // + // Additionally, we can define the change in *normals* at each point using the + // Weingarten equations (see http://www.pbr-book.org/3ed-2018/Shapes/Spheres.html): + // + // ∂n/∂u = (fF - eG) / (EG - F²) ∂p/∂u + (eF - fE) / (EG - F²) ∂p/∂v + // ∂n/∂v = (gF - fG) / (EG - F²) ∂p/∂u + (fF - gE) / (EG - F²) ∂p/∂v + // + // where + // + // E = |∂p/∂u ⋅ ∂p/∂u| + // F = ∂p/∂u ⋅ ∂p/∂u + // G = |∂p/∂v ⋅ ∂p/∂v| + // + // and + // + // e = n ⋅ ∂²p/∂u² + // f = n ⋅ ∂²p/(∂u∂v) + // g = n ⋅ ∂²p/∂v² + // + // For planes (see http://www.pbr-book.org/3ed-2018/Shapes/Triangle_Meshes.html) we have + // e = f = g = 0 (since the plane has no curvature of any sort) so we get: + // + // ∂n/∂u = (0, 0, 0) + // ∂n/∂v = (0, 0, 0) + // + // To find ∂p/∂u and ∂p/∂v, we first write p and u parametrically: + // p(u, v) = p0 + u ∂p/∂u + v ∂p/∂v + // + // ( u₀ - u₂ v₀ - v₂ + // u₁ - u₂ v₁ - v₂ ) + // + // Basis: plane norm = norm = (0, 0, 1), x vector = any orthgonal vector on the plane. + // vec3 w_i = + // vec3 w_i = vec3(view_mat * vec4(-light_dir, 1.0)); + // vec3 w_o = vec3(view_mat * vec4(light_dir, 1.0)); + float g = 1.0;// BeckmannDistribution_G(norm, dir, light_dir, alpha); + return FresnelBlend_f(norm, dir, light_dir, k_d/* * max(dot(norm, -light_dir), 0.0)*/, k_s * g, alpha); + // const float PI = 3.141592; + // alpha = alpha * sqrt(2.0); + // float ndotL = /*max*/(dot(norm, -light_dir)/*, 0.0*/); + + // //if (ndotL > 0.0/* && dot(s_norm, -light_dir) > 0.0*/) { + // vec3 H = normalize(-light_dir + dir); + + // float NdotH = dot(norm, H); + // float NdotH2 = NdotH * NdotH; + // float NdotH2m2 = NdotH2 * alpha * alpha; + // float k_spec = exp((NdotH2 - 1) / NdotH2m2) / (PI * NdotH2m2 * NdotH2); + // return mix(k_s * k_spec, vec3(0.0), bvec3(ndotL <= 0.0 || NdotH == 0.0)); + // // + // // (k_d * (L ⋅ N) + k_s * (R ⋅ V)^α) + // // return k_d * ndotL + mix(k_s * pow(max(dot(norm, H), 0.0), alpha * 4.0), vec3(0.0), bvec3(ndotL == 0.0)); + // // } + // // return vec3(0.0); +} + +vec3 light_reflection_factor(vec3 norm, vec3 dir, vec3 light_dir, vec3 k_d, vec3 k_s, float alpha, vec3 voxel_norm, float voxel_lighting) { +#if (LIGHTING_ALGORITHM == LIGHTING_ALGORITHM_LAMBERTIAN) + const float PI = 3.141592; + #if (LIGHTING_DISTRIBUTION_SCHEME == LIGHTING_DISTRIBUTION_SCHEME_VOXEL) + #if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0 + vec4 AbsNdotL = abs(vec4(light_dir, dot(norm, light_dir))); + #else + vec3 sides = sign(voxel_norm); + vec4 AbsNdotL = max(vec4(-light_dir * sides, dot(norm, -light_dir)), 0.0); + #endif + float diffuse = dot(AbsNdotL, vec4(abs(voxel_norm) * (1.0 - voxel_lighting), voxel_lighting)); + #elif (LIGHTING_DISTRIBUTION_SCHEME == LIGHTING_DISTRIBUTION_SCHEME_MICROFACET) + #if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0 + float diffuse = abs(dot(norm, light_dir)); + #else + float diffuse = max(dot(norm, -light_dir), 0.0); + #endif + #endif + return k_d / PI * diffuse; +#elif (LIGHTING_ALGORITHM == LIGHTING_ALGORITHM_BLINN_PHONG) + const float PI = 3.141592; + alpha = alpha * sqrt(2.0); + #if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0 + float ndotL = abs(dot(norm, light_dir)); + #else + float ndotL = max(dot(norm, -light_dir), 0.0); + #endif + + if (ndotL > 0.0) { + #if (LIGHTING_DISTRIBUTION_SCHEME == LIGHTING_DISTRIBUTION_SCHEME_VOXEL) + #if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0 + vec4 AbsNdotL = abs(vec4(light_dir, ndotL)); + #else + vec3 sides = sign(voxel_norm); + vec4 AbsNdotL = max(vec4(-light_dir * sides, ndotL), 0.0); + #endif + float diffuse = dot(AbsNdotL, vec4(abs(voxel_norm) * (1.0 - voxel_lighting), voxel_lighting)); + #elif (LIGHTING_DISTRIBUTION_SCHEME == LIGHTING_DISTRIBUTION_SCHEME_MICROFACET) + float diffuse = ndotL; + #endif + vec3 H = normalize(-light_dir + dir); + + #if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0 + float NdotH = abs(dot(norm, H)); + #else + float NdotH = max(dot(norm, H), 0.0); + #endif + return (1.0 - k_s) / PI * k_d * diffuse + k_s * pow(NdotH, alpha/* * 4.0*/); + } + + return vec3(0.0); +#elif (LIGHTING_ALGORITHM == LIGHTING_ALGORITHM_ASHIKHMIN) + #if (LIGHTING_DISTRIBUTION_SCHEME == LIGHTING_DISTRIBUTION_SCHEME_VOXEL) + return FresnelBlend_Voxel_f(norm, dir, light_dir, k_d/* * max(dot(norm, -light_dir), 0.0)*/, k_s, alpha, voxel_norm, voxel_lighting); + #elif (LIGHTING_DISTRIBUTION_SCHEME == LIGHTING_DISTRIBUTION_SCHEME_MICROFACET) + //if (voxel_lighting < 1.0) { + return FresnelBlend_f(norm, dir, light_dir, k_d/* * max(dot(norm, -light_dir), 0.0)*/, k_s, alpha); + //} else { + // return FresnelBlend_f(norm, dir, light_dir, k_d/* * max(dot(norm, -light_dir), 0.0)*/, k_s, alpha); + //} + #endif +#endif +} + +float rel_luminance(vec3 rgb) +{ + // https://en.wikipedia.org/wiki/Relative_luminance + const vec3 W = vec3(0.2126, 0.7152, 0.0722); + return dot(rgb, W); +} + +// From https://discourse.vvvv.org/t/infinite-ray-intersects-with-infinite-plane/10537 +// out of laziness. +bool IntersectRayPlane(vec3 rayOrigin, vec3 rayDirection, vec3 posOnPlane, vec3 planeNormal, inout vec3 intersectionPoint) +{ + float rDotn = dot(rayDirection, planeNormal); + + //parallel to plane or pointing away from plane? + if (rDotn < 0.0000001 ) + return false; + + float s = dot(planeNormal, (posOnPlane - rayOrigin)) / rDotn; + + intersectionPoint = rayOrigin + s * rayDirection; + + return true; +} + +// Compute uniform attenuation due to beam passing through a substance that fills an area below a horizontal plane +// (e.g. in most cases, water below the water surface depth) using the simplest form of the Beer-Lambert law +// (https://en.wikipedia.org/wiki/Beer%E2%80%93Lambert_law): +// +// I(z) = I₀ e^(-μz) +// +// We compute this value, except for the initial intensity which may be multiplied out later. +// +// wpos is the position of the point being hit. +// ray_dir is the reversed direction of the ray (going "out" of the point being hit). +// mu is the attenuation coefficient for R, G, and B wavelenghts. +// surface_alt is the estimated altitude of the horizontal surface separating the substance from air. +// defaultpos is the position to use in computing the distance along material at this point if there was a failure. +// +// Ideally, defaultpos is set so we can avoid branching on error. +vec3 compute_attenuation(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_alt, vec3 defaultpos) { +#if (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_IMPORTANCE) + return vec3(1.0); +#elif (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_RADIANCE) + #if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0 + return vec3(1.0); + #else + // return vec3(1.0); + /*if (mu == vec3(0.0)) { + return vec3(1.0); + }*//* else { + return vec3(0.0); + }*/ + // return vec3(0.0); + // vec3 surface_dir = /*surface_alt < wpos.z ? vec3(0.0, 0.0, -1.0) : vec3(0.0, 0.0, 1.0)*/vec3(0.0, 0.0, sign(surface_alt - wpos.z)); + ray_dir = faceforward(ray_dir, vec3(0.0, 0.0, -1.0), ray_dir); + vec3 surface_dir = surface_alt < wpos.z ? vec3(0.0, 0.0, -1.0) : vec3(0.0, 0.0, 1.0); + // vec3 surface_dir = faceforward(vec3(0.0, 0.0, 1.0), ray_dir, vec3(0.0, 0.0, 1.0)); + bool _intersects_surface = IntersectRayPlane(wpos, ray_dir, vec3(0.0, 0.0, surface_alt), surface_dir, defaultpos); + float depth = length(defaultpos - wpos); + return exp(-mu * depth); + #endif +#endif +} + +// vec3 compute_attenuation2(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_alt, vec3 defaultpos) { +// #if (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_IMPORTANCE) +// return vec3(1.0); +// #elif (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_RADIANCE) +// // return vec3(1.0); +// /*if (mu == vec3(0.0)) { +// return vec3(1.0); +// }*//* else { +// return vec3(0.0); +// }*/ +// // return vec3(0.0); +// // vec3 surface_dir = /*surface_alt < wpos.z ? vec3(0.0, 0.0, -1.0) : vec3(0.0, 0.0, 1.0)*/vec3(0.0, 0.0, sign(surface_alt - wpos.z)); +// vec3 surface_dir = surface_alt < wpos.z ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0); +// // vec3 surface_dir = faceforward(vec3(0.0, 0.0, 1.0), ray_dir, vec3(0.0, 0.0, 1.0)); +// bool _intersects_surface = IntersectRayPlane(wpos, ray_dir, vec3(0.0, 0.0, surface_alt), surface_dir, defaultpos); +// float depth = length(defaultpos - wpos); +// return exp(-mu * depth); +// #endif +// } + +// Same as compute_attenuation but since both point are known, set a maximum to make sure we don't exceed the length +// from the default point. +vec3 compute_attenuation_point(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_alt, vec3 defaultpos) { +#if (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_IMPORTANCE) + return pow(1.0 - mu, vec3(3)); +#elif (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_RADIANCE) + // return vec3(1.0); + /*if (mu == vec3(0.0)) { + return vec3(1.0); + }*//* else { + return vec3(0.0); + }*/ + // return vec3(0.0); + vec3 surface_dir = /*surface_alt < wpos.z ? vec3(0.0, 0.0, -1.0) : vec3(0.0, 0.0, 1.0)*/vec3(0.0, 0.0, sign(wpos.z - surface_alt)); + // vec3 surface_dir = surface_alt < wpos.z ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0); + // vec3 surface_dir = faceforward(vec3(0.0, 0.0, 1.0), ray_dir, vec3(0.0, 0.0, 1.0)); + float max_length = dot(defaultpos - wpos, defaultpos - wpos); + bool _intersects_surface = IntersectRayPlane(wpos, ray_dir, vec3(0.0, 0.0, surface_alt), surface_dir, defaultpos); + float depth2 = min(max_length, dot(defaultpos - wpos, defaultpos - wpos)); + return exp(-mu * sqrt(depth2)); +#endif +} + +//#ifdef HAS_SHADOW_MAPS +// #if (SHADOW_MODE == SHADOW_MODE_MAP) +//uniform sampler2DShadow t_directed_shadow_maps; +//// uniform sampler2DArrayShadow t_directed_shadow_maps; +// +//float ShadowCalculationDirected(in vec4 /*light_pos[2]*/sun_pos, uint lightIndex) +//{ +// float bias = 0.0;//-0.0001;// 0.05 / (2.0 * view_distance.x); +// // const vec3 sampleOffsetDirections[20] = vec3[] +// // ( +// // vec3( 1, 1, 1), vec3( 1, -1, 1), vec3(-1, -1, 1), vec3(-1, 1, 1), +// // vec3( 1, 1, -1), vec3( 1, -1, -1), vec3(-1, -1, -1), vec3(-1, 1, -1), +// // vec3( 1, 1, 0), vec3( 1, -1, 0), vec3(-1, -1, 0), vec3(-1, 1, 0), +// // vec3( 1, 0, 1), vec3(-1, 0, 1), vec3( 1, 0, -1), vec3(-1, 0, -1), +// // vec3( 0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1) +// // // vec3(0, 0, 0) +// // ); +// /* if (lightIndex >= light_shadow_count.z) { +// return 1.0; +// } */ +// // vec3 fragPos = sun_pos.xyz;// / sun_pos.w;//light_pos[lightIndex].xyz; +// float visibility = textureProj(t_directed_shadow_maps, sun_pos); +// // float visibility = textureProj(t_directed_shadow_maps, vec4(fragPos.xy, /*lightIndex, */fragPos.z + bias, sun_pos.w)); +// return visibility; +// // return mix(visibility, 0.0, sun_pos.z < -1.0); +// // return mix(mix(0.0, 1.0, visibility == 1.0), 1.0, sign(sun_pos.w) * sun_pos.z > /*1.0*/abs(sun_pos.w)); +// // return visibility == 1.0 ? 1.0 : 0.0; +// /* if (visibility == 1.0) { +// return 1.0; +// } */ +// // return visibility; +// /* if (fragPos.z > 1.0) { +// return 1.0; +// } */ +// // if (visibility <= 0.75) { +// // return 0.0; +// // } +// // int samples = 20; +// // float shadow = 0.0; +// // // float bias = 0.0001; +// // float viewDistance = length(cam_pos.xyz - fragPos); +// // // float diskRadius = 0.2 * (1.0 + (viewDistance / screen_res.w)) / 25.0; +// // float diskRadius = 0.0008;//0.005;// / (2.0 * view_distance.x);//(1.0 + (viewDistance / screen_res.w)) / 25.0; +// // for(int i = 0; i < samples; ++i) +// // { +// // vec3 currentDepth = fragPos + vec3(sampleOffsetDirections[i].xyz) * diskRadius + bias; +// // visibility = texture(t_directed_shadow_maps, vec4(currentDepth.xy, lightIndex, currentDepth.z)/*, -2.5*/); +// // shadow += mix(visibility, 1.0, visibility >= 0.5); +// // } +// // shadow /= float(samples); +// // return shadow; +//} +// #elif (SHADOW_MODE == SHADOW_MODE_NONE || SHADOW_MODE == SHADOW_MODE_CHEAP) +//float ShadowCalculationDirected(in vec4 light_pos[2], uint lightIndex) +//{ +// return 1.0; +//} +// #endif +//#else +//float ShadowCalculationDirected(in vec4 light_pos[2], uint lightIndex) +//{ +// return 1.0; +//} +//#endif + +vec3 greedy_extract_col_light_attr(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out float f_glow, out float f_ao, out uint f_attr, out float f_sky_exposure) { + // TODO: Figure out how to use `texture` and modulation to avoid needing to do manual filtering + // TODO: Use `texture` instead + //vec2 light = texture(t_col_light, f_uv_pos).xy / 31; + + uvec4 tex_00 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(0, 0), 0) * 255); + uvec4 tex_10 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 0), 0) * 255); + uvec4 tex_01 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(0, 1), 0) * 255); + uvec4 tex_11 = uvec4(texelFetch(sampler2D(t_col_light, s_col_light), ivec2(f_uv_pos) + ivec2(1, 1), 0) * 255); + vec3 light_00 = vec3(tex_00.rg >> 3u, tex_00.a & 1u); + vec3 light_10 = vec3(tex_10.rg >> 3u, tex_10.a & 1u); + vec3 light_01 = vec3(tex_01.rg >> 3u, tex_01.a & 1u); + vec3 light_11 = vec3(tex_11.rg >> 3u, tex_11.a & 1u); + vec3 light_0 = mix(light_00, light_01, fract(f_uv_pos.y)); + vec3 light_1 = mix(light_10, light_11, fract(f_uv_pos.y)); + vec3 light = mix(light_0, light_1, fract(f_uv_pos.x)); + + vec3 f_col = vec3( + float(((tex_00.r & 0x7u) << 1u) | (tex_00.b & 0xF0u)), + float(tex_00.a & 0xFE), + float(((tex_00.g & 0x7u) << 1u) | ((tex_00.b & 0x0Fu) << 4u)) + ) / 255.0; + + f_ao = light.z; + f_light = light.x / 31.0; + f_sky_exposure = light.x / 31.0 + (1.0 - f_ao) * 0.5; + f_glow = light.y / 31.0; + f_attr = tex_00.g >> 3u; + return srgb_to_linear(f_col); +} + +vec3 greedy_extract_col_light_kind_terrain( + texture2D t_col_light, sampler s_col_light, + utexture2D t_kind, + vec2 f_uv_pos, + out float f_light, out float f_glow, out float f_ao, out float f_sky_exposure, out uint f_kind +) { + float _f_attr; + f_kind = uint(texelFetch(t_kind, ivec2(f_uv_pos), 0).r); + return greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_light, f_glow, f_ao, _f_attr, f_sky_exposure); +} + +vec3 greedy_extract_col_light_figure(texture2D t_col_light, sampler s_col_light, vec2 f_uv_pos, out float f_light, out uint f_attr) { + float _f_sky_exposure, _f_light, _f_glow, _f_ao; + return greedy_extract_col_light_attr(t_col_light, s_col_light, f_uv_pos, f_light, _f_glow, _f_ao, f_attr, _f_sky_exposure); +} + +#endif diff --git a/assets/voxygen/shaders/light-shadows-debug-vert.glsl b/assets/voxygen/shaders/light-shadows-debug-vert.glsl new file mode 100644 index 0000000..325c1df --- /dev/null +++ b/assets/voxygen/shaders/light-shadows-debug-vert.glsl @@ -0,0 +1,61 @@ +#version 440 core + +#include + +layout (location = 0) +in vec3 v_pos; +layout (location = 1) +in vec4 v_color; +layout (location = 2) +in vec3 v_norm; + +layout (std140, set = 1, binding = 0) +uniform u_locals { + vec4 w_pos; + vec4 w_color; + vec4 w_ori; +}; + +layout (std140, set = 0, binding = 9) +uniform u_light_shadows { + mat4 shadowMatrices; + mat4 texture_mat; +}; + +layout (location = 0) +out vec4 f_color; +layout (location = 1) +out vec3 f_pos; +layout (location = 2) +out vec3 f_norm; + +void main() { + f_color = w_color * v_color; + + // Build rotation matrix + // https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Rotation_matrices + mat3 rotation_matrix; + float q0 = w_ori[3]; + float q1 = w_ori[0]; + float q2 = w_ori[1]; + float q3 = w_ori[2]; + + float r00 = 1 - 2 * (pow(q2, 2) + pow(q3, 2)); + float r01 = 2 * (q1 * q2 - q0 * q3); + float r02 = 2 * (q0 * q2 + q1 * q3); + rotation_matrix[0] = vec3(r00, r01, r02); + + float r10 = 2 * (q1 * q2 + q0 * q3); + float r11 = 1 - 2 * (pow(q1, 2) + pow(q3, 2)); + float r12 = 2 * (q2 * q3 - q0 * q1); + rotation_matrix[1] = vec3(r10, r11, r12); + + float r20 = 2 * (q1 * q3 - q0 * q2); + float r21 = 2 * (q0 * q1 + q2 * q3); + float r22 = 1 - 2 * (pow(q1, 2) + pow(q2, 2)); + rotation_matrix[2] = vec3(r20, r21, r22); + + f_pos = (v_pos * rotation_matrix + w_pos.xyz) - focus_off.xyz; + f_norm = normalize(v_norm); + gl_Position = shadowMatrices * vec4(f_pos, 1); +} diff --git a/assets/voxygen/shaders/light-shadows-directed-vert.glsl b/assets/voxygen/shaders/light-shadows-directed-vert.glsl new file mode 100644 index 0000000..b68abe9 --- /dev/null +++ b/assets/voxygen/shaders/light-shadows-directed-vert.glsl @@ -0,0 +1,66 @@ +#version 440 core +// #extension ARB_texture_storage : enable + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +// Currently, we only need globals for focus_off. +#include +// For shadow locals. +// #include + +layout (std140, set = 0, binding = 9) +uniform u_light_shadows { + mat4 shadowMatrices; + mat4 texture_mat; +}; + +/* Accurate packed shadow maps for many lights at once! + * + * Ideally, we would just write to a bitmask... + * + * */ + +layout(location = 0) in uint v_pos_norm; +// in uint v_col_light; +// in vec4 v_pos; +// layout(location = 1) in uint v_atlas_pos; + +// Light projection matrices. +layout (std140, set = 1, binding = 0) +uniform u_locals { + mat4 model_mat; + ivec4 atlas_offs; + float load_time; +}; + +// out vec4 shadowMapCoord; + +const float EXTRA_NEG_Z = 32768.0; + +void main() { + vec3 f_chunk_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0xFFFFu) - EXTRA_NEG_Z); + vec3 f_pos = (model_mat * vec4(f_chunk_pos, 1.0)).xyz - focus_off.xyz; + // f_pos = v_pos; + + gl_Position = /*all_mat * */shadowMatrices * vec4(f_pos/*, 1.0*/, /*float(((f_pos_norm >> 29) & 0x7u) ^ 0x1)*//*uintBitsToFloat(v_pos_norm)*/1.0); + // gl_Position.z = -gl_Position.z; + // gl_Position.z = clamp(gl_Position.z, -abs(gl_Position.w), abs(gl_Position.w)); + // shadowMapCoord = lights[gl_InstanceID].light_pos * gl_Vertex; + // vec4(v_pos, 0.0, 1.0); +} diff --git a/assets/voxygen/shaders/light-shadows-figure-vert.glsl b/assets/voxygen/shaders/light-shadows-figure-vert.glsl new file mode 100644 index 0000000..823cbf8 --- /dev/null +++ b/assets/voxygen/shaders/light-shadows-figure-vert.glsl @@ -0,0 +1,82 @@ +#version 440 core +// #extension ARB_texture_storage : enable + +#define FIGURE_SHADER + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +// Currently, we only need globals for focus_off. +#include +// For shadow locals. +// #include + +layout (std140, set = 0, binding = 9) +uniform u_light_shadows { + mat4 shadowMatrices; + mat4 texture_mat; +}; + +/* Accurate packed shadow maps for many lights at once! + * + * Ideally, we would just write to a bitmask... + * + * */ + +layout(location = 0) in uint v_pos_norm; +layout(location = 1) in uint v_atlas_pos; +// in uint v_col_light; +// in vec4 v_pos; + +layout (std140, set = 1, binding = 0) +uniform u_locals { + mat4 model_mat; + vec4 highlight_col; + vec4 model_light; + vec4 model_glow; + ivec4 atlas_offs; + vec3 model_pos; + // bit 0 - is player + // bit 1-31 - unused + int flags; +}; + +struct BoneData { + mat4 bone_mat; + mat4 normals_mat; +}; + +layout (std140, set = 1, binding = 1) +uniform u_bones { + // Warning: might not actually be 16 elements long. Don't index out of bounds! + BoneData bones[16]; +}; + +// out vec4 shadowMapCoord; + +void main() { + uint bone_idx = (v_pos_norm >> 27) & 0xFu; + vec3 pos = (vec3((uvec3(v_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0; + + vec3 f_pos = ( + bones[bone_idx].bone_mat * + vec4(pos, 1.0) + ).xyz + (model_pos - focus_off.xyz/* + vec3(0.0, 0.0, 0.0001)*/); + + gl_Position = shadowMatrices * vec4(f_pos, 1.0); +} diff --git a/assets/voxygen/shaders/light-shadows-frag.glsl b/assets/voxygen/shaders/light-shadows-frag.glsl new file mode 100644 index 0000000..0aa94dd --- /dev/null +++ b/assets/voxygen/shaders/light-shadows-frag.glsl @@ -0,0 +1,49 @@ +// NOTE: We currently do nothing, and just rely on the default shader behavior. +// +// However, in the future we might apply some depth transforms here. + +#version 440 core +// #extension ARB_texture_storage : enable + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +// Currently, we only need globals for the far plane. +#include +// // Currently, we only need lights for the light position +// #include + +// in vec3 FragPos; // FragPos from GS (output per emitvertex) +// flat in int FragLayer; + +void main() +{ + // Only need to do anything with point lights, since sun and moon should already have nonlinear + // distance. + ///*if (FragLayer > 0) */{ + // // get distance between fragment and light source + // float lightDistance = length(FragPos); + // // float lightDistance = length(FragPos - lights[((/*FragLayer*/1 - 1) & 31)].light_pos.xyz); + + // // // map to [0;1] range by dividing by far_plane + // lightDistance = lightDistance / screen_res.w;//FragPos.w;//screen_res.w; + + // // // write this as modified depth + // // // lightDistance = -1000.0 / (lightDistance + 10000.0); + // // // lightDistance /= screen_res.w; + // gl_FragDepth = lightDistance;// / /*FragPos.w;*/screen_res.w;//-1000.0 / (lightDistance + 1000.0);//lightDistance + //} +} diff --git a/assets/voxygen/shaders/light-shadows-geom.glsl b/assets/voxygen/shaders/light-shadows-geom.glsl new file mode 100644 index 0000000..dbc2529 --- /dev/null +++ b/assets/voxygen/shaders/light-shadows-geom.glsl @@ -0,0 +1,277 @@ +// Adapted from https://learnopengl.com/Advanced-Lighting/Shadows/Point-Shadows + +// NOTE: We only technically need this for cube map arrays and geometry shader +// instancing. +#version 330 core +// #extension ARB_texture_storage : enable + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +// Currently, we only need globals for the max light count (light_shadow_count.x) +// and the far plane (scene_res.z). +#include +#include +// // Currently, we only need lights for the light position +// #include + +/* struct Light { + vec4 light_pos; + vec4 light_col; + // mat4 light_proj; +}; + +layout (std140) +uniform u_lights { + Light lights[31]; +}; */ + +// Since our output primitive is a triangle strip, we have to render three vertices +// each. +#define VERTICES_PER_FACE 3 + +// Since we render our depth texture to a cube map, we need to render each face +// six times. If we used other shadow mapping methods with fewer outputs, this would +// shrink considerably. +#define FACES_PER_POINT_LIGHT 6 + +// If MAX_VERTEX_UNIFORM_COMPONENTS_ARB = 512 on many platforms, and we want a mat4 +// for each of 6 directions for each light, 20 is close to the maximum allowable +// size. We could add a final matrix for the directional light of the sun or moon +// to bring us to 126 matrices, which is just 2 off. +// +// To improve this limit, we could do many things, such as: +// - choose an implementation that isn't cube maps (e.g. tetrahedrons or curves; +// if there were an easy way to sample from tetrahedrons, we'd be at 32 * 4 = 128 +// exactly, leaving no room for a solar body, though). +// - Do more work in the geometry shader (e.g. just have a single projection +// matrix per light, and derive the different-facing components; or there may be +// other ways of greatly simplifying this). The tradeoff would be losing performance +// here. +// - Use ARB_instanced_arrays and switch lights with indexing, instead of a uniform +// buffer. This would probably work fine (and ARB_instanced_arrays is supported on +// pretty much every platform), but AFAIK it's possible that instanced arrays are +// slower than uniform arraay access on many platforms. +// - Don't try to do everything in one call (break this out into multiple passes). +// +// Actually, according to what I'm reading, MAX_GEOM_UNIFORM_COMPONENTS = 1024, and +// gl_MaxGeometryUniformComponents = 1024. +// +// Also, this only applies to uniforms defined *outside* of uniform blocks, of which +// there can be up to 12 (14 in OpenGL 4.3, which we definitely can't support). +// GL_MAX_UNIFORM_BLOCK_SIZE has a minimum of 16384, which *easily* exceeds our usage +// constraints. So this part might not matter. +// +// Other restrictions are easy to satisfy: +// +// gl_MaxGeometryVaryingComponents has a minimum of 64 and is the maximum number of +// varying components; I think this is the number of out components per vertex, which +// is technically 0, but would be 4 if we wrote FragPos. But it might also +// be the *total* number of varying components, in which case if we wrote FragPos +// it would be 4 * 20 * 6 * 3 = 1440, which would blow it out of the water. However, +// I kind of doubt this interpretation because writing FragPos for each of 18 vertices, +// as the original shader did, already yields 4 * 18 = 72, and it seems unlikely that +// the original example exceeds OpenGL limits. +// +// gl_MaxGeometryOutputComponents has a minimum of 128 and is the maximum number of +// components allowed in out variables; we easily fall under this since we actually +// have 0 of these. However, if we were to write FragPos for each vertex, it *might* +// cause us to exceed this limit, depending on whether it refers to the total output +// component count *including* varying components, or not. See the previous +// discussion; since 72 < 128 it's more plausible that this interpretation might be +// correct, but hopefully it's not. +// +// gl_MaxGeometryInputComponents has a minimum of 64 and we easily fall under that +// limit (I'm actually not sure we even have any user-defined input components?). +// +// gl_MaxGeometryTextureImageUnits = 16 and we have no texture image units (or maybe +// 1, the one we bound?). This might come into play if we were to have attached +// cubemaps instead of a single cubemap array, in which case it would limit us to +// 16 lights *regardless* of any of the fixes mentioned above (i.e., we'd just have +// to split up draw calls, I think). +// +// --- +// +// However, there is another limit to consider: GL_MAX_GEOMETRY_OUTPUT_VERTICES. Its +// minimum is 256, and 20 * 6 * 3 = 360, which exceeds that. This introduces a new +// limit of at most 14 point lights. +// +// Another, related limit is GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS. This counts +// every component output ("component" is usually a 4-byte field of a vector, but maybe +// this would improve with something like half-floats?), and has a minimum (as of +// OpenGL 3.3) of 1024. Since even builtin outputs gl_Layer count against this total, +// this means we issue 5 components per vertex, and 14 * 6 * 3 * 5 = 1260 > 1024. +// +// Ultimately, we find our maximum output limit of 11, ≤ 1024/5/3/6. +// +// If we choose to reserve a slot for a non-point light (and/or other uniforms), it +// is just 10, or half what we got from VERTICES_PER_FACE (we could also round down to +// 8 as a power of 2, if we had to). +// +// Unlike the input limits, whwich we can get around with "clever" solutions, it seems +// likely that the only real way to defeat the vertex limits is to use instancing of +// some sort (be it geometry shader or otherwise). This would restrict us to OpenGL +// 4.0 or above. +// +// A further consideration (were we to switch to OpenGL 4.1-supported features, but +// actually it is often supported on 3.3 hardware with ARB_viewport_array--whereas +// geometry shader instancing is *not* supported on any 3.3 hardware, so would actually +// require us to upgrade) would be setting gl_ViewportIndex. The main reason to consider +// this is that it allows specifying a separate scissor rectangle per viewport. This +// introduces two new constraints. Firstly, it adds an extra component to each vertex +// (lowering our maximum to 9 faces per light ≤ 1024/6/3/6, or 8 if we want to support a +// directional light). +// +// Secondly, a new constant (MAX_VIEWPORTS) is introduced, which would restrict the +// total number of active viewports; the minimum value for this is 16. While this may +// not seem all that relevant since our current hard limit is 11, the difference is that +// this limit would apply *across* instanced calls (since it may be a "global" +// restriction, tied to the OpenGL context; this means it couldn't even be a multiple +// frame buffer thing, as there is usually one per window). This would also tie in +// with gl_MaxGeometryTextureImageUnits, I guess. +// +// -- +// +// I just realized tht using cube map arrays at all bumps our required OpenGL +// version to 4.0, so let's just do instancing... +// +// The instancing limit on MAX_GEOMETRY_SHADER_INVOCATIONS has a minimum of 32, which +// would be sufficient to run through all 32 lights with a different cube map and +// completely removes any imits on ight count. +// +// This should instantly bring us below all relevant limits in all cases considered +// except for the two that would require 16. Unfortunately, 32 is also the *maximum* +// number of point lights, which is much higher than the usual value, and the instance +// count has to be a constant. If we were to instead geometry-shader-instance each +// *face*, we'd get a maximum light count of 56 ≤ 1024/6/3, which is not as elegant +// but is easily higher than 32. So, let's try using that instead. +// +// It is *possible* that using instancing on the *vertex* shader with the (dynamically +// uniform) total number of instances set to the actual number of point lights, would +// improve performance, since it would give us a 1:1 vertex input:output ratio, which +// might be optimized in hardware. +// +// It also seems plausible that constructing a separate geometry shader with values +// from 1 to 32 would be worthwhile, but that seems a little extreme. +// +// --- +// +// Since wgpu doesn't support geometry shaders anyway, it seems likely that we'll have +// to do the multiple draw calls, anyway... I don't think gl_Layer can be set from +// outside a geometry shader. But in wgpu, such a thing is much cheaper, anyway. +#define MAX_POINT_LIGHTS 31 + +// We use geometry shader instancing to construct each face separately. +#define MAX_LAYER_VERTICES_PER_FACE (MAX_POINT_LIGHTS * VERTICES_PER_FACE) + +#define MAX_LAYER_FACES (MAX_POINT_LIGHTS * FACES_PER_POINT_LIGHT) + +layout (triangles/*, invocations = 6*/) in; + +layout (triangle_strip, max_vertices = /*MAX_LAYER_VERTICES_PER_FACE*//*96*/18) out; + +//struct ShadowLocals { +// mat4 shadowMatrices; +// mat4 texture_mat; +//}; +// +//layout (std140) +//uniform u_light_shadows { +// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192]; +//}; + +// NOTE: We choose not to output FragPos currently to save on space limitations +// (see extensive documentation above). However, as these limitations have been +// relaxed (unless the total of all our varying output components can't exceed +// 128, which would mean FragPos would sum to 4 * 3 * 32 = 384; this could be +// remedied only by setting MAX_POINT_LIGHTS to ), we might enable it again soon. +// +// out vec3 FragPos; // FragPos from GS (output per emitvertex) +// flat out int FragLayer; // Current layer + +// const vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1)); + +void main() { + // return; + // NOTE: Assuming that light_shadow_count.x < MAX_POINT_LIGHTS. We could min + // it, but that might make this less optimized, and I'd like to keep this loop as + // optimized as is reasonably possible. + // int face = gl_InvocationID; + + // Part 1: emit directed lights. + /* if (face <= light_shadow_count.z) { + // Directed light. + for(int i = 0; i < VERTICES_PER_FACE; ++i) // for each triangle vertex + { + // NOTE: See above, we don't make FragPos a uniform. + FragPos = gl_in[i].gl_Position; + FragLayer = 0; // 0 is the directed light layer. + // vec4 FragPos = gl_in[i].gl_Position; + gl_Layer = i; // built-in variable that specifies to which face we render. + gl_Position = shadowMats[i].shadowMatrices * FragPos; + EmitVertex(); + } + EndPrimitive(); + } */ + + // Part 2: emit point lights. + /* if (light_shadow_count.x == 1) { + return; + } */ +#if (SHADOW_MODE == SHADOW_MODE_MAP) + for (uint layer = 1u; layer <= min(light_shadow_count.x, 1u); ++layer) + { + int layer_base = int(layer) * FACES_PER_POINT_LIGHT; + // We use instancing here in order to increase the number of emitted vertices. + // int face = gl_InvocationID; + for(int face = 0; face < FACES_PER_POINT_LIGHT; ++face) + { + // int layer_face = layer * FACES_PER_POINT_LIGHT + face; + // int layer_face = layer * FACES_PER_POINT_LIGHT + face; + // for(int i = VERTICES_PER_FACE - 1; i >= 0; --i) // for each triangle vertex + for(int i = 0; i < VERTICES_PER_FACE; ++i) // for each triangle vertex + { + // NOTE: See above, we don't make FragPos a uniform. + vec3 fragPos = gl_in[i].gl_Position.xyz; + // FragPos = fragPos - (lights[((/*FragLayer*/layer - 1u) & 31u)].light_pos.xyz - focus_off.xyz); + // FragLayer = layer; + // float lightDistance = length(FragPos - lights[((layer - 1) & 31)].light_pos.xyz); + // lightDistance /= screen_res.w; + + // vec4 FragPos = gl_in[i].gl_Position; + // NOTE: Our normals map to the same thing as cube map normals, *except* that their normal direction is + // swapped; we can fix this by doing normal ^ 0x1u. However, we also want to cull back faces, not front + // faces, so we only care about the shadow cast by the *back* of the triangle, which means we ^ 0x1u + // again and cancel it out. + // int face = int(((floatBitsToUint(gl_Position.w) >> 29) & 0x7u) ^ 0x1u); + int layer_face = layer_base + face; + gl_Layer = face;//layer_face; // built-in variable that specifies to which face we render. + gl_Position = shadowMats[layer_face].shadowMatrices * vec4(fragPos, 1.0); + // gl_Position.z = -((gl_Position.z + screen_res.z) / (screen_res.w - screen_res.z)) * lightDistance; + // gl_Position.z = gl_Position.z / screen_res.w; + // gl_Position.z = gl_Position.z / gl_Position.w; + // gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); + // lightDistance = -(lightDistance + screen_res.z) / (screen_res.w - screen_res.z); + // gl_Position.z = lightDistance; + EmitVertex(); + } + EndPrimitive(); + } + } +#endif +} diff --git a/assets/voxygen/shaders/light-shadows-vert.glsl b/assets/voxygen/shaders/light-shadows-vert.glsl new file mode 100644 index 0000000..28b349b --- /dev/null +++ b/assets/voxygen/shaders/light-shadows-vert.glsl @@ -0,0 +1,53 @@ +#version 330 core +// #extension ARB_texture_storage : enable + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +// Currently, we only need globals for focus_off. +#include + +/* Accurate packed shadow maps for many lights at once! + * + * Ideally, we would just write to a bitmask... + * + * */ + +layout(location = 1) in uint v_pos_norm; +// in uint v_col_light; +// in vec4 v_pos; + +// Light projection matrices. +layout (std140, set = 1, binding = 0) +uniform u_locals { + mat4 model_mat; + ivec4 atlas_offs; + float load_time; +}; + +// out vec4 shadowMapCoord; + +const int EXTRA_NEG_Z = 32768; + +void main() { + vec3 f_chunk_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z)); + vec3 f_pos = (model_mat * vec4(f_chunk_pos, 1.0)).xyz - focus_off.xyz; + // f_pos = v_pos; + + gl_Position = /*all_mat * */vec4(f_pos/*, 1.0*/, /*float(((f_pos_norm >> 29) & 0x7u) ^ 0x1)*//*uintBitsToFloat(v_pos_norm)*/1.0); + // shadowMapCoord = lights[gl_InstanceID].light_pos * gl_Vertex; + // vec4(v_pos, 0.0, 1.0); +} diff --git a/assets/voxygen/shaders/lod-object-frag.glsl b/assets/voxygen/shaders/lod-object-frag.glsl new file mode 100644 index 0000000..3e8bf9c --- /dev/null +++ b/assets/voxygen/shaders/lod-object-frag.glsl @@ -0,0 +1,149 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include + +layout(location = 0) in vec3 f_pos; +layout(location = 1) in vec3 f_norm; +layout(location = 2) in vec4 f_col; +layout(location = 3) in vec3 model_pos; +layout(location = 4) flat in uint f_flags; + +const uint FLAG_SNOW_COVERED = 1; +const uint FLAG_GLOW = 2; + +layout(location = 0) out vec4 tgt_color; +layout(location = 1) out uvec4 tgt_mat; + +#include +#include +#include + +float lod_voxel_noise(vec3 f_pos) { + #ifdef EXPERIMENTAL_PROCEDURALLODDETAIL + vec3 block_pos = floor(f_pos) + 0.5; + //return (hash_three(uvec3((block_pos + focus_off.xyz) * 0.35)) - 0.5) * 5.0; + return floor((noise_3d((block_pos + focus_off.xyz) * 0.015) - 0.5) * 5.0); + #else + return 0.0; + #endif +} + +void main() { + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(simple_lighting(f_pos.xyz, f_col.rgb, 1.0), 1); + return; + #endif + + vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); + vec3 view_dir = -cam_to_frag; + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE >= FLUID_MODE_MEDIUM) + float f_alt = alt_at(f_pos.xy); +#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_LOW) + float f_alt = f_pos.z; +#endif + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) + vec4 f_shadow = textureMaybeBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy)); + float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#elif (SHADOW_MODE == SHADOW_MODE_NONE) + float sun_shade_frac = 1.0; +#endif + float moon_shade_frac = 1.0; + + DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, f_pos); + DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac); + + vec3 surf_color = f_col.rgb; + float alpha = 1.0; + const float n2 = 1.5; + const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2); + const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2); + const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2); + const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2); + float R_s = (f_pos.z < f_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x); + + vec3 k_a = vec3(1.0); + vec3 k_d = vec3(1.0); + vec3 k_s = vec3(R_s); + + vec3 voxel_norm = f_norm; + float my_alt = f_pos.z + focus_off.z; + float f_ao = 1.0; + const float VOXELIZE_DIST = 2000; + float voxelize_factor = clamp(1.0 - (distance(cam_pos.xy, f_pos.xy) - view_distance.x) * (1.0 / VOXELIZE_DIST), 0, 1.0); + vec3 cam_dir = cam_to_frag; + #ifdef EXPERIMENTAL_NOLODVOXELS + //vec3 side_norm = normalize(vec3(f_norm.xy, 0)); + //vec3 top_norm = vec3(0, 0, 1); + voxel_norm = f_norm;//normalize(mix(side_norm, top_norm, cam_dir.z)); + #else + float base_surf_depth = lod_voxel_noise(f_pos); + float t = -1.5 + base_surf_depth; + while (t < 1.5 + base_surf_depth) { + vec3 deltas = (step(vec3(0), -cam_dir) - fract(f_pos - cam_dir * t)) / -cam_dir; + float m = min(min(deltas.x, deltas.y), deltas.z); + + t += max(m, 0.01); + + vec3 block_pos = floor(f_pos - cam_dir * t) + 0.5; + float surf_depth = lod_voxel_noise(f_pos); + if (dot(block_pos - f_pos - f_norm * surf_depth, -f_norm) < 0.0) { + vec3 to_center = abs(block_pos - (f_pos - cam_dir * t)); + voxel_norm = step(max(max(to_center.x, to_center.y), to_center.z), to_center) * sign(-cam_dir); + voxel_norm = mix(f_norm, voxel_norm, voxelize_factor); + surf_color *= mix(0.65, 1.0, hash_three(uvec3(block_pos + focus_off.xyz))); + f_ao = mix(1.0, clamp(1.0 + t - surf_depth, 0.1, 1.0), voxelize_factor * max(0.0, -dot(cam_dir, f_norm))); + break; + } + } + #endif + + vec3 emitted_light, reflected_light; + + // To account for prior saturation. + float max_light = 0.0; + + vec3 cam_attenuation = vec3(1); + float fluid_alt = max(f_pos.z + 1, floor(f_alt + 1)); + vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0); + + max_light += get_sun_diffuse2(sun_info, moon_info, voxel_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, voxel_norm, 1.0, emitted_light, reflected_light); + + emitted_light *= f_ao; + reflected_light *= f_ao; + + vec3 glow = vec3(0); + if ((f_flags & FLAG_GLOW) > 0u) { + glow += vec3(1, 0.7, 0.3) * 2; + } + + vec3 side_color = surf_color; + vec3 top_color = surf_color; + if ((f_flags & FLAG_SNOW_COVERED) > 0u && f_norm.z > 0.0) { + side_color = mix(side_color, vec3(0.5, 0.6, 1.0), f_norm.z); + top_color = mix(top_color, surf_color * 0.3, 0.5 + f_norm.z * 0.5); + } + surf_color = mix(side_color, top_color, pow(fract(model_pos.z * 0.1), 2.0)); + + surf_color = illuminate(max_light, view_dir, surf_color * emitted_light + glow, surf_color * reflected_light); + + tgt_color = vec4(surf_color, 1.0); + tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_LOD); +} diff --git a/assets/voxygen/shaders/lod-object-vert.glsl b/assets/voxygen/shaders/lod-object-vert.glsl new file mode 100644 index 0000000..586cc9c --- /dev/null +++ b/assets/voxygen/shaders/lod-object-vert.glsl @@ -0,0 +1,65 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include +#include +#include +#include + +layout(location = 0) in vec3 v_pos; +layout(location = 1) in vec3 v_norm; +layout(location = 2) in vec3 v_col; +layout(location = 3) in uint v_flags; +layout(location = 4) in vec3 inst_pos; +layout(location = 5) in vec3 inst_col; +layout(location = 6) in uint inst_flags; + +const uint FLAG_INST_COLOR = 1; +const uint FLAG_INST_GLOW = 2; + +layout(location = 0) out vec3 f_pos; +layout(location = 1) out vec3 f_norm; +layout(location = 2) out vec4 f_col; +layout(location = 3) out vec3 model_pos; +layout(location = 4) flat out uint f_flags; + +void main() { + vec3 obj_pos = inst_pos - focus_off.xyz; + f_pos = obj_pos + v_pos; + model_pos = v_pos; + + float pull_down = 1.0 / pow(distance(focus_pos.xy, obj_pos.xy) / (view_distance.x * 0.95), 150.0); + #ifdef EXPERIMENTAL_TERRAINPOP + f_pos.z -= pull_down; + #else + f_pos.z -= step(0.1, pull_down) * 10000.0; + #endif + + #ifdef EXPERIMENTAL_CURVEDWORLD + f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); + #endif + + f_norm = v_norm; + + if ((v_flags & FLAG_INST_COLOR) > 0u) { + f_col = vec4(inst_col, 1.0); + } else { + f_col = vec4(v_col, 1.0); + } + f_flags = inst_flags | (v_flags & FLAG_INST_GLOW); + + gl_Position = + all_mat * + vec4(f_pos, 1); +} diff --git a/assets/voxygen/shaders/lod-terrain-frag.glsl b/assets/voxygen/shaders/lod-terrain-frag.glsl new file mode 100644 index 0000000..05759c7 --- /dev/null +++ b/assets/voxygen/shaders/lod-terrain-frag.glsl @@ -0,0 +1,401 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +// #define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_VOXEL +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_LOD_FULL_INFO + +#include +#include +#include + +layout(location = 0) in vec3 f_pos; +layout(location = 1) in vec3 f_norm; +layout(location = 2) in float pull_down; +// in vec2 v_pos_orig; +// in vec4 f_shadow; +// in vec4 f_square; + +layout(location = 0) out vec4 tgt_color; +layout(location = 1) out uvec4 tgt_mat; + +/// const vec4 sun_pos = vec4(0); +// const vec4 light_pos[2] = vec4[](vec4(0), vec4(0)/*, vec3(00), vec3(0), vec3(0), vec3(0)*/); + +#include + +void main() { + // tgt_color = vec4(vec3(1.0), 1.0); + // return; + // vec3 f_pos = lod_pos(f_pos.xy); + // vec3 f_col = lod_col(f_pos.xy); + + // vec4 vert_pos4 = view_mat * vec4(f_pos, 1.0); + // vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/); + + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(simple_lighting(f_pos.xyz, lod_col(f_pos.xy), 1.0), 1); + return; + #endif + + float my_alt = /*f_pos.z;*/alt_at_real(f_pos.xy); + // vec3 f_pos = vec3(f_pos.xy, max(my_alt, f_pos.z)); + /* gl_Position = + proj_mat * + view_mat * + vec4(f_pos, 1); + gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); */ + vec3 my_pos = vec3(f_pos.xy, my_alt); + //vec3 my_norm = lod_norm(f_pos.xy/*, f_square*/); + + //float which_norm = dot(my_norm, normalize(cam_pos.xyz - my_pos)); + // which_norm = 0.5 + which_norm * 0.5; + + // which_norm = pow(max(0.0, which_norm), /*0.03125*/1 / 8.0);// * 0.5; + // smoothstep + //which_norm = which_norm * which_norm * (3 - 2 * abs(which_norm)); + + // which_norm = mix(0.0, 1.0, which_norm > 0.0); + // vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1)); + vec3 f_norm = lod_norm(f_pos.xy);//mix(faceforward(f_norm, cam_pos.xyz - f_pos, -f_norm), my_norm, which_norm); + vec3 f_pos = mix(f_pos, my_pos, f_norm); + // vec3 fract_pos = fract(f_pos); + /* if (length(f_pos - cam_pos.xyz) <= view_distance.x + 32.0) { + vec4 new_f_pos; + float depth = 10000000.0; + vec4 old_coord = all_mat * vec4(f_pos.xyz, 1.0); + for (int i = 0; i < 6; i ++) { + // vec4 square = focus_pos.xy + vec4(splay(pos - vec2(1.0, 1.0), splay(pos + vec2(1.0, 1.0)))); + vec3 my_f_norm = normals[i]; + vec3 my_f_tan = normals[(i + 2) % 6]; + vec3 my_f_bitan = normals[(i + 4) % 6]; + mat4 foo = mat4(vec4(my_f_tan, 0), vec4(my_f_bitan, 0), vec4(my_f_norm, 0), vec4(0, 0, 0, 1)); + mat4 invfoo = foo * inverse(foo * all_mat); + vec4 my_f_pos = invfoo * (old_coord);//vec4(f_pos, 1.0); + vec4 my_f_proj = all_mat * my_f_pos; + if (my_f_proj.z <= depth) { + new_f_pos = my_f_pos; + f_norm = my_f_norm; + depth = my_f_proj.z; + } + } + // f_pos = new_f_pos.xyz; + } */ + + // Test for distance to all 6 sides of the enclosing cube. + // if (/*any(lessThan(fract(f_pos.xy), 0.01))*/fract_pos.x <= 0.1) { + // f_norm = faceforward(vec3(-1, 0, 0), f_norm, vec3(1, 0, 0)); + // f_tan = vec3(0, 1, 0); + // } else if (fract_pos.y <= 0.1) { + // f_norm = faceforward(vec3(0, -1, 0), f_norm, vec3(0, 1, 0)); + // f_tan = vec3(0, 0, 1); + // } else { + // f_norm = faceforward(vec3(0, 0, -1), f_norm, vec3(0, 0, 1)); + // f_tan = vec3(1, 0, 0); + // } + // vec3 f_bitan = cross(f_norm, f_tan); + + // mat4 foo = mat4(vec4(f_tan, 0), vec4(f_bitan, 0), vec4(f_norm, 0), vec4(0, 0, 0, 1)); + // mat4 invfoo = foo * inverse(foo * all_mat); + // vec3 old_coord = all_mat * vec4(f_pos.xyz, 1.0); + // vec4 new_f_pos = invfoo * (old_coord);//vec4(f_pos, 1.0); + vec3 f_col_raw = mix(lod_col(f_pos.xy), vec3(0), clamp(pull_down / 30, 0, 1)); + // tgt_color = vec4(f_col, 1.0); + + vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); + vec3 view_dir = -cam_to_frag; + + float f_ao = 1.0; + vec3 voxel_norm = f_norm; + const float VOXELIZE_DIST = 2000; + float voxelize_factor = clamp(1.0 - (distance(cam_pos.xy, f_pos.xy) - view_distance.x) * (1.0 / VOXELIZE_DIST), 0, 1); + vec3 cam_dir = cam_to_frag; + #ifdef EXPERIMENTAL_NOLODVOXELS + //vec3 side_norm = normalize(vec3(my_norm.xy, 0.01)); + //vec3 top_norm = vec3(0, 0, 1); + voxel_norm = f_norm;//normalize(mix(side_norm, top_norm, max(cam_dir.z, 0.0))); + #else + #ifdef EXPERIMENTAL_PROCEDURALLODDETAIL + float nz_offset = floor((noise_2d((floor(f_pos.xy) + focus_off.xy) * 0.01) - 0.5) * 3.0 / max(f_norm.z, 0.01)); + #else + const float nz_offset = 0.0; + #endif + + float t = -2.0 + nz_offset; + while (t < 2.0 + nz_offset) { + vec3 deltas = (step(vec3(0), -cam_dir) - fract(f_pos - cam_dir * t)) / -cam_dir; + float m = min(min(deltas.x, deltas.y), deltas.z); + + t += max(m, 0.01); + + vec3 block_pos = floor(f_pos - cam_dir * t) + 0.5; + if (dot(block_pos - f_pos - nz_offset * f_norm, -f_norm) < 0.0) { + vec3 to_center = abs(block_pos - (f_pos - cam_dir * t)); + voxel_norm = step(max(max(to_center.x, to_center.y), to_center.z), to_center) * sign(-cam_dir); + voxel_norm = mix(f_norm, voxel_norm, voxelize_factor); + f_ao = mix(1.0, clamp(1.0 + (t - nz_offset) * 0.5, 0.1, 1.0), voxelize_factor * max(0.0, -dot(cam_dir, f_norm))); + break; + } + } + #endif + + /* vec3 sun_dir = get_sun_dir(time_of_day.x); + vec3 moon_dir = get_moon_dir(time_of_day.x); */ + // voxel_norm = vec3(0.0); + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE >= FLUID_MODE_MEDIUM) + float shadow_alt = /*f_pos.z;*/alt_at(f_pos.xy);//max(alt_at(f_pos.xy), f_pos.z); + // float shadow_alt = f_pos.z; +#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_LOW) + float shadow_alt = f_pos.z; +#endif + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) + vec4 f_shadow = textureMaybeBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy)); + float sun_shade_frac = horizon_at2(f_shadow, shadow_alt, f_pos, sun_dir); + // float sun_shade_frac = 1.0; +#elif (SHADOW_MODE == SHADOW_MODE_NONE) + float sun_shade_frac = 1.0;//horizon_at2(f_shadow, shadow_alt, f_pos, sun_dir); +#endif + float moon_shade_frac = 1.0;//horizon_at2(f_shadow, shadow_alt, f_pos, moon_dir); + + // Magic stop-gap code without any physical justification. + //vec3 lerpy_norm; + //if (my_norm.z/*f_norm.z*/ > 0.99999) { + // lerpy_norm = vec3(0, 0, 1); + //} else { + // vec3 side_norm = normalize(vec3(my_norm.xy, 0)); + // // lerpy_norm = f_norm; + // float mix_factor = clamp(abs(dot(f_orig_view_dir, side_norm)), 0, 1); + // lerpy_norm = mix( + // mix(my_norm, side_norm, clamp(dot(side_norm, my_norm) + 0.5, 0, 1)), + // my_norm, + // mix_factor + // ); + //} + //const float DIST = 0.07; + /* voxel_norm = normalize(mix(voxel_norm, lerpy_norm, clamp(my_norm.z * my_norm.z - (1.0 - DIST), 0, 1) / DIST)); */ + + //f_pos.xyz += abs(voxel_norm) * delta_sides; + /* voxel_norm = mix(my_norm, voxel_norm == vec3(0.0) ? f_norm : voxel_norm, voxelize_factor); */ + + //vec3 hash_pos = f_pos + focus_off.xyz; + //const float A = 0.055; + //const float W_INV = 1 / (1 + A); + //const float W_2 = W_INV * W_INV;//pow(W_INV, 2.4); + //const float NOISE_FACTOR = 0.02;//pow(0.02, 1.2); + //float noise = hash(vec4(floor(hash_pos * 3.0 - voxel_norm * 0.5), 0));//0.005/* - 0.01*/; + //vec3 noise_delta = (sqrt(f_col_raw) * W_INV + noise * NOISE_FACTOR); + // noise_delta = noise_delta * noise_delta * W_2 - f_col; + // lum = W ⋅ col + // lum + noise = W ⋅ (col + delta) + // W ⋅ col + noise = W ⋅ col + W ⋅ delta + // noise = W ⋅ delta + // delta = noise / W + // vec3 col = (f_col + noise_delta); + // vec3 col = noise_delta * noise_delta * W_2; + + vec3 f_col = f_col_raw;//noise_delta * noise_delta * W_2; + // f_col = /*srgb_to_linear*/(f_col + hash(vec4(floor(hash_pos * 3.0 - voxel_norm * 0.5), 0)) * 0.01/* - 0.01*/); // Small-scale noise + + // f_ao = 1.0; + // f_ao = dot(f_ao_vec, sqrt(1.0 - delta_sides * delta_sides)); + + //f_ao *= dot(f_ao_vec, abs(voxel_norm)); + // f_ao = sqrt(dot(f_ao_vec * abs(voxel_norm), sqrt(1.0 - delta_sides * delta_sides)) / 3.0); + + // vec3 ao_pos2 = min(fract(f_pos), 1.0 - fract(f_pos)); + // f_ao = sqrt(dot(ao_pos2, ao_pos2)); + // // f_ao = dot(abs(voxel_norm), f_ao_vec); + // // voxel_norm = f_norm; + + // Note: because voxels, we reduce the normal for reflections to just its z component, dpendng on distance to camera. + // Idea: the closer we are to facing top-down, the more the norm should tend towards up-z. + // vec3 l_norm; // = vec3(0.0, 0.0, 1.0); + // vec3 l_norm = normalize(vec3(f_norm.x / max(abs(f_norm.x), 0.001), f_norm.y / max(abs(f_norm.y), 0.001), f_norm.z / max(abs(f_norm.z), 0.001))); + // vec3 l_factor = 1.0 / (1.0 + max(abs(/*f_pos - cam_pos.xyz*//*-vec3(vert_pos4) / vert_pos4.w*/vec3(f_pos.xy, 0.0) - vec3(/*cam_pos*/focus_pos.xy, cam_to_frag)) - vec3(view_distance.x, view_distance.x, 0.0), 0.0) / vec3(32.0 * 2.0, 32.0 * 2.0, 1.0)); + // l_factor.z = + // vec4 focus_pos4 = view_mat * vec4(focus_pos.xyz, 1.0); + // vec3 focus_dir = normalize(-vec3(focus_pos4) / focus_pos4.w); + + // float l_factor = 1.0 - pow(clamp(0.5 + 0.5 * dot(/*-view_dir*/-cam_to_frag, l_norm), 0.0, 1.0), 2.0);//1.0 / (1.0 + 0.5 * pow(max(distance(/*focus_pos.xy*/vec3(focus_pos.xy, /*vert_pos4.z / vert_pos4.w*/f_pos.z), vec3(f_pos.xy, f_pos.z))/* - view_distance.x*/ - 32.0, 0.0) / (32.0 * 1.0), /*0.5*/1.0)); + // l_factor = 1.0; + // l_norm = normalize(mix(l_norm, f_norm, l_factor)); + // l_norm = f_norm; + + /* l_norm = normalize(vec3( + mix(l_norm.x, f_norm.x, clamp(pow(f_norm.x * 0.5, 64), 0, 1)), + mix(-1.0, 1.0, clamp(pow(f_norm.y * 0.5, 64), 0, 1)), + mix(-1.0, 1.0, clamp(pow(f_norm.z * 0.5, 64), 0, 1)) + )); */ + // f_norm = mix(l_norm, f_norm, min(1.0 / max(cam_to_frag, 0.001), 1.0)); + /* vec3 l_norm = normalize(vec3( + mix(-1.0, 1.0, clamp(pow(f_norm.x * 0.5, 64), 0, 1)), + mix(-1.0, 1.0, clamp(pow(f_norm.y * 0.5, 64), 0, 1)), + mix(-1.0, 1.0, clamp(pow(f_norm.z * 0.5, 64), 0, 1)) + )); */ + // vec3 view_dir = normalize(f_pos - cam_pos.xyz); + + + // vec3 sun_dir = get_sun_dir(time_of_day.x); + // vec3 moon_dir = get_moon_dir(time_of_day.x); + // // float sun_light = get_sun_brightness(sun_dir); + // // float moon_light = get_moon_brightness(moon_dir); + // // float my_alt = f_pos.z;//alt_at_real(f_pos.xy); + // // vec3 f_norm = my_norm; + // // vec4 f_shadow = textureMaybeBicubic(t_horizon, pos_to_tex(f_pos.xy)); + // // float shadow_alt = /*f_pos.z;*/alt_at(f_pos.xy);//max(alt_at(f_pos.xy), f_pos.z); + // // float my_alt = alt_at(f_pos.xy); + // float sun_shade_frac = horizon_at2(f_shadow, shadow_alt, f_pos, sun_dir); + // float moon_shade_frac = horizon_at2(f_shadow, shadow_alt, f_pos, moon_dir); + // // float sun_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, sun_dir); + // // float moon_shade_frac = horizon_at(/*f_shadow, f_pos.z, */f_pos, moon_dir); + // // Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence). + // // Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing). + // // float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-f_norm, sun_dir)) * 10000.0), 0.0, 0.5); + // // NOTE: current assumption is that moon and sun shouldn't be out at the sae time. + // // This assumption is (or can at least easily be) wrong, but if we pretend it's true we avoids having to explicitly pass in a separate shadow + // // for the sun and moon (since they have different brightnesses / colors so the shadows shouldn't attenuate equally). + // // float shade_frac = sun_shade_frac + moon_shade_frac; + // // float brightness_denominator = (ambient_sides + vec3(SUN_AMBIANCE * sun_light + moon_light); + + // DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, light_pos); + DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, /*sun_pos*/f_pos); + DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac/*, light_pos*/); + + float alpha = 1.0;//0.1;//0.2;///1.0;//sqrt(2.0); + const float n2 = 1.5; + const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2); + const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2); + const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2); + const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2); + float cam_alt = alt_at(cam_pos.xy); + float fluid_alt = medium.x == MEDIUM_WATER ? max(cam_alt + 1, floor(shadow_alt)) : view_distance.w; + float R_s = (f_pos.z < my_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x); + + vec3 emitted_light, reflected_light; + + vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0); + // NOTE: Default intersection point is camera position, meaning if we fail to intersect we assume the whole camera is in water. + vec3 cam_attenuation = compute_attenuation_point(f_pos, view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz); + // Use f_norm here for better shadows. + // vec3 light_frac = light_reflection_factor(f_norm/*l_norm*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(/*1.0*/R_s), alpha); + + // vec3 light, diffuse_light, ambient_light; + // get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, (0.25 * shade_frac + 0.25 * light_frac) * f_col, 0.5 * shade_frac * f_col, 0.5 * shade_frac * /*vec3(1.0)*/f_col, 2.0, emitted_light, reflected_light); + float max_light = 0.0; + vec3 k_a = vec3(1.0); + vec3 k_d = vec3(1.0); + max_light += get_sun_diffuse2(sun_info, moon_info, voxel_norm/*l_norm*/, view_dir, f_pos, vec3(0.0), cam_attenuation, fluid_alt, k_a/* * (0.5 * light_frac + vec3(0.5 * shade_frac))*/, k_d, /*0.5 * shade_frac * *//*vec3(1.0)*//*f_col*/vec3(R_s), alpha, voxel_norm, 0.0/*max(distance(focus_pos.xy, f_pos.xyz) - view_distance.x, 0.0) / 1000 < 1.0*/, emitted_light, reflected_light); + // emitted_light = vec3(1.0); + // emitted_light *= max(shade_frac, MIN_SHADOW); + // reflected_light *= shade_frac; + // max_light *= shade_frac; + // reflected_light = vec3(0.0); + + // dot(diffuse_factor, /*R_r * */vec4(abs(norm) * (1.0 - dist), dist)) + + // corner_xy = mix(all(lessThan(corner_xy, 1.0)) ? vec2(0.0) : 0.4 * (), 1.0 + // + // TODO: Handle similar logic for z. + + // So we repeat this for all three sides to find the "next" position on each side. + // vec3 delta_sides = 1.0 + sides * fract(-sides * f_pos); + // Now, we + // Now, all we have to do is find out whether (again, assuming f_pos is positive) next_sides represents a new integer. + // We currently just treat this as "new floor != old floor". + + // So to find the position at the nearest voxel, we just subtract voxel_norm * fract(sides * ) from f_pos.z. + // Then to find out whether we meet a new "block" in 1 voxel, we just + // on the "other" side can be found (according to my temporary theory) as the cross product + // vec3 norm = normalize(cross( + // vec3(/*2.0 * SAMPLE_W*/square.z - square.x, 0.0, altx1 - altx0), + // vec3(0.0, /*2.0 * SAMPLE_W*/square.w - square.y, alty1 - alty0) + // )); + // vec3 norm = normalize(vec3( + // (altx0 - altx1) / (square.z - square.x), + // (alty0 - alty1) / (square.w - square.y), + // 1.0 + // //(abs(square.w - square.y) + abs(square.z - square.x)) / (slope + 0.00001) // Avoid NaN + // )); + // + // If a side coordinate is 0, then it counts as no AO; + // otherwise, it counts as fractional AO. So what we need is to know whether the fractional AO to the next block in that direction pushes us to a new integer. + // + // vec3 ao_pos_z = floor(f_pos + f_norm); + // vec3 ao_pos_z = corner_distance; + // vec3 ao_pos = 0.5 - clamp(min(fract(abs(f_pos)), 1.0 - fract(abs(f_pos))), 0.0, 0.5); + // + // f_ao = /*sqrt*/1.0 - 2.0 * sqrt(dot(ao_pos, ao_pos) / 2.0); + // f_ao = /*sqrt*/1.0 - (dot(ao_pos, ao_pos)/* / 2.0*/); + // f_ao = /*sqrt*/1.0 - 2.0 * (dot(ao_pos, ao_pos)/* / 2.0*/); + // f_ao = /*sqrt*/1.0 - 2.0 * sqrt(dot(ao_pos, ao_pos) / 2.0); + float ao = f_ao;// /*pow(f_ao, 0.5)*/f_ao * 0.9 + 0.1; + emitted_light *= ao; + reflected_light *= ao; + + // emitted_light += 0.5 * vec3(SUN_AMBIANCE * sun_shade_frac * sun_light + moon_shade_frac * moon_light) * f_col * (ambient_sides + 1.0); + + // Ambient lighting attempt: vertical light. + // reflected_light += /*0.0125*/0.15 * 0.25 * _col * light_reflection_factor(f_norm, cam_to_frag, vec3(0, 0, -1.0), 0.5 * f_col, 0.5 * f_col, 2.0); + // emitted_light += /*0.0125*/0.25 * f_col * ; + // vec3 light, diffuse_light, ambient_light; + // get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0); + // vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light); + // f_col = f_col + (hash(vec4(floor(vec3(focus_pos.xy + splay(v_pos_orig), f_pos.z)) * 3.0 - round(f_norm) * 0.5, 0)) - 0.5) * 0.05; // Small-scale noise + vec3 surf_color; + float surf_alpha = 1.0; + uint mat; + // NOTE: On nvidea vulkan drivers a `pow` with negative base results in NaN even if the + // exponent is an integer. + vec3 water_col_diff = f_col_raw - vec3(0.02, 0.06, 0.22); + if (dot(water_col_diff * water_col_diff, vec3(1)) < 0.01 && dot(vec3(0, 0, 1), f_norm) > 0.9) { + mat = MAT_FLUID; + vec3 reflect_ray = cam_to_frag * vec3(1, 1, -1); + #if (FLUID_MODE >= FLUID_MODE_MEDIUM) + vec3 water_color = (1.0 - MU_WATER) * MU_SCATTER; + + float passthrough = dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag); + + vec3 reflect_color; + #if (FLUID_MODE == FLUID_MODE_HIGH) + reflect_color = get_sky_color(reflect_ray, f_pos, vec3(-100000), 0.125, false, 1.0, true, sun_shade_frac); + reflect_color = get_cloud_color(reflect_color, reflect_ray, cam_pos.xyz, 100000.0, 0.1); + #else + reflect_color = get_sky_color(reflect_ray, f_pos, vec3(-100000), 0.125, false, 1.0, true, sun_shade_frac); + #endif + reflect_color *= sun_shade_frac * 0.75 + 0.25; + + const float REFLECTANCE = 1.0; + surf_color = illuminate(max_light, view_dir, f_col * emitted_light, reflect_color * REFLECTANCE + water_color * reflected_light); + + const vec3 underwater_col = vec3(0.0); + float min_refl = min(emitted_light.r, min(emitted_light.g, emitted_light.b)); + surf_color = mix(underwater_col, surf_color, (1.0 - passthrough) * 1.0 / (1.0 + min_refl)); + surf_alpha = 1.0 - passthrough; + #else + surf_alpha = 0.9; + surf_color = get_sky_color(reflect_ray, f_pos, vec3(-100000), 0.125, true, 1.0, true, sun_shade_frac); + #endif + } else { + mat = MAT_LOD; + surf_color = illuminate(max_light, view_dir, f_col * emitted_light, f_col * reflected_light); + } + + tgt_color = vec4(surf_color, surf_alpha); + tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), mat); +} diff --git a/assets/voxygen/shaders/lod-terrain-vert.glsl b/assets/voxygen/shaders/lod-terrain-vert.glsl new file mode 100644 index 0000000..ae2810d --- /dev/null +++ b/assets/voxygen/shaders/lod-terrain-vert.glsl @@ -0,0 +1,115 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_VOXEL + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include +#include +#include + +layout(location = 0) in vec2 v_pos; + +layout(location = 0) out vec3 f_pos; +layout(location = 1) out vec3 f_norm; +layout(location = 2) out float pull_down; +// out vec2 v_pos_orig; +// out vec4 f_square; +// out vec4 f_shadow; +// out float f_light; + +void main() { + // Find distances between vertices. Pull down a tiny bit more to reduce z fighting near the ocean. + f_pos = lod_pos(v_pos, focus_pos.xy) - vec3(0, 0, 0.1); + #ifndef EXPERIMENTAL_BAREMINIMUM + vec2 dims = vec2(1.0 / view_distance.y); + vec4 f_square = focus_pos.xyxy + vec4(splay(v_pos - dims), splay(v_pos + dims)); + f_norm = lod_norm(f_pos.xy, f_square); + #endif + // v_pos_orig = v_pos; + + // f_pos = lod_pos(focus_pos.xy + splay(v_pos) * /*1000000.0*/(1 << 20), square); + + // f_norm = lod_norm(f_pos.xy); + + // f_shadow = textureMaybeBicubic(t_horizon, pos_to_tex(f_pos.xy)); + + // TODO: disabled because it isn't designed to work with reverse depth + //float dist = distance(focus_pos.xy, f_pos.xy); + //pull_down = 0.2 / pow(dist / (view_distance.x * 0.9), 20.0); + + pull_down = 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0); + f_pos.z -= pull_down; + + #ifdef EXPERIMENTAL_CURVEDWORLD + f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); + #endif + + // f_pos.z -= 100.0 * pow(1.0 + 0.01 / view_distance.x, -pow(distance(focus_pos.xy, f_pos.xy), 2.0)); + // f_pos.z = mix(-f_pos.z, f_pos.z, view_distance.x <= distance(focus_pos.xy, f_pos.xy) + 32.0); + + // bool faces_fluid = false;// bool((f_pos_norm >> 28) & 0x1u); + // // TODO: Measure real water surface altitude here. + // float surfaceAlt = mix(view_distance.z, /*floor*/(min(f_pos.z, floor(alt_at_real(cam_pos.xy)))), medium.x); + // // float surfaceAlt = mix(view_distance.z, floor(max(cam_pos.z, alt_at_real(cam_pos.xy))), medium.x); + // // float surfaceAlt = min(floor(f_pos.z), floor(alt_at_real(cam_pos.xy))); // faces_fluid ? max(ceil(f_pos.z), floor(f_alt)) : floor(f_alt); + + // f_pos.z -= max(sign(view_distance.x - distance(focus_pos.xy, f_pos.xy)), 0.0) * (32.0 * view_distance.z / 255 + 32.0 * max(0.0, f_pos.z - cam_pos.z)); + // f_pos.z -= 0.1 + max(view_distance.x - distance(focus_pos.xy, f_pos.xy), 0.0) * (1.0 + max(1.0, ceil(f_pos.z - focus_pos.z))); + + // vec3 wRayinitial = f_pos; // cam_pos.z < f_pos.z ? f_pos : cam_pos.xyz; + // vec3 wRayfinal = cam_pos.xyz; // cam_pos.z < f_pos.z ? cam_pos.xyz : f_pos; + // wRayfinal = dot(wRayfinal - wRayinitial, focus_pos.xyz - cam_pos.xyz) < 0.0 ? wRayfinal : wRayinitial; + // vec3 wRayNormal = /*surfaceAlt < wRayinitial.z ? vec3(0.0, 0.0, -1.0) : */vec3(0.0, 0.0, 1.0); + // float n_camera = mix(1.0, 1.3325, medium.x); + // float n_vertex = faces_fluid ? 1.3325 : 1.0; + // float n1 = n_vertex; // cam_pos.z < f_pos.z ? n_vertex : n_camera; + // float n2 = n_camera; // cam_pos.z < f_pos.z ? n_camera : n_vertex; + + // float wRayLength0 = length(wRayfinal - wRayinitial); + // vec3 wRayDir = (wRayfinal - wRayinitial) / wRayLength0; + // vec3 wPoint = wRayfinal; + // bool wIntersectsSurface = IntersectRayPlane(wRayinitial, wRayDir, vec3(0.0, 0.0, surfaceAlt), -wRayNormal, wPoint); + // float wRayLength = length(wPoint - wRayinitial); + // wPoint = wRayLength < wRayLength0 ? wPoint : wRayfinal; + // wRayLength = min(wRayLength, wRayLength0); // min(max_length, dot(wRayfinal - wpos, defaultpos - wpos)); + + // // vec3 wRayDir2 = (wRayfinal - wRayinitial) / wRayLength; + + // vec3 wRayDir3 = (dot(wRayDir, wRayNormal) < 0.0 && surfaceAlt < wRayinitial.z && wIntersectsSurface/* && medium.x == 1u*/) ? refract(wRayDir, wRayNormal, n2 / n1) : wRayDir; + // // wPoint -= wRayDir3 * wRayLength * n2 / n1; + + // vec3 newRay = (dot(wRayDir3, focus_pos.xyz - cam_pos.xyz) < 0.0 && /*dot(wRayDir, wRayNormal) > 0.0 && *//*surfaceAlt < wRayinitial.z && */wIntersectsSurface && medium.x == 1u) ? wPoint - wRayDir3 * wRayLength * n2 / n1/*wPoint - wRayDir3 * wRayLength * n2 / n1*/ : f_pos;// - (wRayfinal - wPoint) * n2 / n1; // wPoint + n2 * (wRayfinal - wPoint) - n2 / n1 * wRayLength * wRayDir3; + + // newRay.z -= max(view_distance.x - distance(focus_pos.xy, f_pos.xy), 0.0) * (1.0 + max(0.0, f_pos.z - focus_pos.z)); + + + // f_light = 1.0; + + gl_Position = + /* proj_mat * + view_mat * */ + all_mat * + vec4(f_pos/*newRay*/, 1); + // Pull up the depth to avoid drawing over voxels (biased according to VD) + // TODO: disabled because it isn't designed to work with reverse depth + //gl_Position.z += 0.1 * clamp((view_distance.x * 1.0 - dist) * 0.01, 0, 1); + + // gl_Position.z = -gl_Position.z / gl_Position.w; + // gl_Position.z = -gl_Position.z / gl_Position.w; + // gl_Position.z = -gl_Position.z * gl_Position.w; + // gl_Position.z = -gl_Position.z / 100.0; + // gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); +} diff --git a/assets/voxygen/shaders/particle-frag.glsl b/assets/voxygen/shaders/particle-frag.glsl new file mode 100644 index 0000000..c659120 --- /dev/null +++ b/assets/voxygen/shaders/particle-frag.glsl @@ -0,0 +1,114 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +#include + +layout(location = 0) in vec3 f_pos; +layout(location = 1) flat in vec3 f_norm; +layout(location = 2) in vec4 f_col; +layout(location = 3) in float f_reflect; + +layout(location = 0) out vec4 tgt_color; +layout(location = 1) out uvec4 tgt_mat; + +#include +#include +#include + +const float FADE_DIST = 32.0; + +void main() { + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(simple_lighting(f_pos.xyz, f_col.rgb, 1.0), 1); + return; + #endif + + vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); + vec3 view_dir = -cam_to_frag; + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE >= FLUID_MODE_MEDIUM) + float f_alt = alt_at(f_pos.xy); +#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_LOW) + float f_alt = f_pos.z; +#endif + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) + vec4 f_shadow = textureMaybeBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy)); + float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#elif (SHADOW_MODE == SHADOW_MODE_NONE) + float sun_shade_frac = 1.0; +#endif + float moon_shade_frac = 1.0; + + DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, f_pos); + DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac); + + vec3 surf_color = f_col.rgb; + float alpha = 1.0; + const float n2 = 1.5; + const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2); + const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2); + const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2); + const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2); + float R_s = (f_pos.z < f_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x); + + vec3 k_a = vec3(1.0) * f_reflect; + vec3 k_d = vec3(1.0) * f_reflect; + vec3 k_s = vec3(R_s) * f_reflect; + + vec3 emitted_light, reflected_light; + + // This is a bit of a hack. Because we can't find the volumetric lighting of each particle (they don't talk to the + // CPU) we need to some how find an approximation of how much the sun is blocked. We do this by fading out the sun + // as the particle moves underground. This isn't perfect, but it does at least mean that particles don't look like + // they're exposed to the sun when in dungeons + const float SUN_FADEOUT_DIST = 20.0; + sun_info.block *= clamp((f_pos.z - f_alt) / SUN_FADEOUT_DIST + 1, 0, 1); + + // To account for prior saturation. + float max_light = 0.0; + + vec3 cam_attenuation = vec3(1); + float fluid_alt = max(f_pos.z + 1, floor(f_alt + 1)); + vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0); + #if (FLUID_MODE >= FLUID_MODE_MEDIUM) + cam_attenuation = + medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz, view_dir, MU_WATER, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos) + : compute_attenuation_point(f_pos, -view_dir, vec3(0), fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz); + #endif + + max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + max_light += lights_at(f_pos, f_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + float point_shadow = shadow_at(f_pos, f_norm); + reflected_light *= point_shadow; + emitted_light *= point_shadow; + + // Allow particles to glow at night + // TODO: Not this + emitted_light += max(f_col.rgb - 1.0, vec3(0)); + + surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light * f_reflect); + + // Temporarily disable particle transparency to avoid artifacts + tgt_color = vec4(surf_color, 1.0 /*f_col.a*/); + tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_BLOCK); +} diff --git a/assets/voxygen/shaders/particle-vert.glsl b/assets/voxygen/shaders/particle-vert.glsl new file mode 100644 index 0000000..a79bb0b --- /dev/null +++ b/assets/voxygen/shaders/particle-vert.glsl @@ -0,0 +1,1098 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include +#include +#include +#include + +layout(location = 0) in vec3 v_pos; +// in uint v_col; +layout(location = 1) in uint v_norm_ao; +layout(location = 2) in float inst_time; +layout(location = 3) in float inst_lifespan; +layout(location = 4) in float inst_entropy; +layout(location = 5) in int inst_mode; +layout(location = 6) in vec3 inst_dir; +layout(location = 7) in vec3 inst_pos; + +layout(location = 0) out vec3 f_pos; +layout(location = 1) flat out vec3 f_norm; +layout(location = 2) out vec4 f_col; +//layout(location = x) out float f_ao; +//layout(location = x) out float f_light; +layout(location = 3) out float f_reflect; + +const float SCALE = 1.0 / 11.0; + +// Modes +const int SMOKE = 0; +const int FIRE = 1; +const int GUN_POWDER_SPARK = 2; +const int SHRAPNEL = 3; +const int FIREWORK_BLUE = 4; +const int FIREWORK_GREEN = 5; +const int FIREWORK_PURPLE = 6; +const int FIREWORK_RED = 7; +const int FIREWORK_WHITE = 8; +const int FIREWORK_YELLOW = 9; +const int LEAF = 10; +const int FIREFLY = 11; +const int BEE = 12; +const int GROUND_SHOCKWAVE = 13; +const int ENERGY_HEALING = 14; +const int ENERGY_NATURE = 15; +const int FLAMETHROWER = 16; +const int FIRE_SHOCKWAVE = 17; +const int FIRE_BOWL = 18; +const int SNOW = 19; +const int EXPLOSION = 20; +const int ICE = 21; +const int LIFESTEAL_BEAM = 22; +const int CULTIST_FLAME = 23; +const int STATIC_SMOKE = 24; +const int BLOOD = 25; +const int ENRAGED = 26; +const int BIG_SHRAPNEL = 27; +const int LASER = 28; +const int BUBBLES = 29; +const int WATER = 30; +const int ICE_SPIKES = 31; +const int DRIP = 32; +const int TORNADO = 33; +const int DEATH = 34; +const int ENERGY_BUFFING = 35; +const int WEB_STRAND = 36; +const int BLACK_SMOKE = 37; +const int LIGHTNING = 38; +const int STEAM = 39; +const int BARRELORGAN = 40; +const int POTION_SICKNESS = 41; +const int GIGA_SNOW = 42; +const int CYCLOPS_CHARGE = 43; +const int PORTAL_FIZZ = 45; +const int INK = 46; +const int WHIRLWIND = 47; +const int FIERY_BURST = 48; +const int FIERY_BURST_VORTEX = 49; +const int FIERY_BURST_SPARKS = 50; +const int FIERY_BURST_ASH = 51; +const int FIERY_TORNADO = 52; +const int PHOENIX_CLOUD = 53; +const int FIERY_DROPLET_TRACE = 54; +const int ENERGY_PHOENIX = 55; +const int PHOENIX_BEAM = 56; +const int PHOENIX_BUILD_UP_AIM = 57; +const int CLAY_SHRAPNEL = 58; +const int AIRFLOW = 59; +const int SPORE = 60; +const int SURPRISE_EGG = 61; +const int FLAME_TORNADO = 62; + +// meters per second squared (acceleration) +const float earth_gravity = 9.807; + +struct Attr { + vec3 offs; + vec3 scale; + vec4 col; + mat4 rot; +}; + +float lifetime = time_since(inst_time); + +// Retrieves inst_time, repeating over a period. This will be consistent +// over a time overflow. +float loop_inst_time(float period, float scale) { + if (tick.x < inst_time) { + return mod(mod(tick_overflow * scale, period) + inst_time * scale, period); + } else { + return mod(inst_time * scale, period); + } +} + +vec3 linear_motion(vec3 init_offs, vec3 vel) { + return init_offs + vel * lifetime; +} + +vec3 quadratic_bezier_motion(vec3 start, vec3 ctrl0, vec3 end) { + float t = lifetime; + float u = 1 - lifetime; + return u*u*start + t*u*ctrl0 + t*t*end; +} + +vec3 grav_vel(float grav) { + return vec3(0, 0, -grav * lifetime); +} + +float exp_scale(float factor) { + return 1 / (1 - lifetime * factor); +} + +float linear_scale(float factor) { + return lifetime * factor; +} + +float percent() { + return lifetime / inst_lifespan; +} + +float slow_end(float factor) { + return (1 + factor) * percent() / (percent() + factor); +} + +float slow_start(float factor) { + return 1-(1 + factor) * (1-percent()) / ((1-percent()) + factor); +} + +float start_end(float from, float to) { + return mix(from, to, lifetime / inst_lifespan); +} + +mat4 spin_in_axis(vec3 axis, float angle) +{ + axis = normalize(axis); + float s = sin(angle); + float c = cos(angle); + float oc = 1.0 - c; + + return mat4( + oc * axis.x * axis.x + c, + oc * axis.x * axis.y - axis.z * s, + oc * axis.z * axis.x + axis.y * s, + 0, + + oc * axis.x * axis.y + axis.z * s, + oc * axis.y * axis.y + c, + oc * axis.y * axis.z - axis.x * s, + 0, + + oc * axis.z * axis.x - axis.y * s, + oc * axis.y * axis.z + axis.x * s, + oc * axis.z * axis.z + c, + 0, + + 0, 0, 0, 1 + ); +} + +mat4 identity() { + return mat4( + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + ); +} + +vec3 perp_axis1(vec3 axis) { + return normalize(vec3(axis.y + axis.z, -axis.x + axis.z, -axis.x - axis.y)); +} + +vec3 perp_axis2(vec3 axis1, vec3 axis2) { + return normalize(vec3(axis1.y * axis2.z - axis1.z * axis2.y, axis1.z * axis2.x - axis1.x * axis2.z, axis1.x * axis2.y - axis1.y * axis2.x)); +} + +// Line is the axis of the spiral, it goes from the start position to the end position +// Radius is the distance from the axis the particle is +// Time function is some value that ideally goes from 0 to 1. When it is 0, it is as +// the point (0, 0, 0), when it is 1, it is at the point provided by the coordinates of line +// Frequency increases the frequency of rotation +// Offset is an offset to the angle of the rotation +vec3 spiral_motion(vec3 line, float radius, float time_function, float frequency, float offset) { + vec3 axis2 = perp_axis1(line); + vec3 axis3 = perp_axis2(line, axis2); + + return line * time_function + vec3( + radius * cos(frequency * time_function - offset) * axis2.x + radius * sin(frequency * time_function - offset) * axis3.x, + radius * cos(frequency * time_function - offset) * axis2.y + radius * sin(frequency * time_function - offset) * axis3.y, + radius * cos(frequency * time_function - offset) * axis2.z + radius * sin(frequency * time_function - offset) * axis3.z); +} + +void main() { + float rand0 = hash(vec4(inst_entropy + 0)); + float rand1 = hash(vec4(inst_entropy + 1)); + float rand2 = hash(vec4(inst_entropy + 2)); + float rand3 = hash(vec4(inst_entropy + 3)); + float rand4 = hash(vec4(inst_entropy + 4)); + float rand5 = hash(vec4(inst_entropy + 5)); + float rand6 = hash(vec4(inst_entropy + 6)); + float rand7 = hash(vec4(inst_entropy + 7)); + float rand8 = hash(vec4(inst_entropy + 8)); + float rand9 = hash(vec4(inst_entropy + 9)); + + vec3 start_pos = inst_pos - focus_off.xyz; + + Attr attr; + f_reflect = 1.0; + + switch(inst_mode) { + case SMOKE: + attr = Attr( + linear_motion( + vec3(0), + vec3(rand2 * 0.02, rand3 * 0.02, 1.0 + rand4 * 0.1) + ), + vec3(linear_scale(0.5)), + vec4(vec3(0.8, 0.8, 1) * 0.125 * (3.8 + rand0), start_end(1.0, 0.0)), + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 0.5) + ); + break; + case BLACK_SMOKE: + attr = Attr( + linear_motion( + vec3(0), + vec3(rand2 * 0.02, rand3 * 0.02, 1.0 + rand4 * 0.1) + ), + vec3(linear_scale(0.5)), + vec4(vec3(0.8, 0.8, 1) * 0.125 * (1.8 + rand0), start_end(1.0, 0.0)), + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 0.5) + ); + break; + case FIRE: + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + attr = Attr( + linear_motion( + vec3(0.0), + vec3(rand2 * 0.1, rand3 * 0.1, 2.0 + rand4 * 1.0) + ), + vec3(1.0), + vec4(6, 3 + rand5 * 0.3 - 0.8 * percent(), 0.4, 1), + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3) + ); + break; + case FIRE_BOWL: + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + attr = Attr( + linear_motion( + vec3(normalize(vec2(rand0, rand1)) * 0.1, 0.6), + vec3(rand2 * 0.2, rand3 * 0.5, 0.8 + rand4 * 0.5) + ), + vec3(0.2), // Size + vec4(2, 1.5 + rand5 * 0.5, 0, start_end(1.0, 0.0)), // Colour + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3) + ); + break; + case GUN_POWDER_SPARK: + attr = Attr( + linear_motion( + normalize(vec3(rand0, rand1, rand3)) * 0.3, + normalize(vec3(rand4, rand5, rand6)) * 4.0 + grav_vel(earth_gravity) + ), + vec3(1.0), + vec4(3.5, 3 + rand7, 0, 1), + spin_in_axis(vec3(1,0,0),0) + ); + break; + case SHRAPNEL: + attr = Attr( + linear_motion( + vec3(0), + normalize(vec3(rand4, rand5, rand6)) * 20.0 + grav_vel(earth_gravity) + ), + vec3(1), + vec4(vec3(0.25), 1), + spin_in_axis(vec3(1,0,0),0) + ); + break; + case BIG_SHRAPNEL: + float brown_color = 0.05 + 0.1 * rand1; + attr = Attr( + linear_motion( + vec3(0), + normalize(vec3(rand4, rand5, rand6)) * 15.0 + grav_vel(earth_gravity) + ), + vec3(5 * (1 - percent())), + vec4(vec3(brown_color, brown_color / 2, 0), 1), + spin_in_axis(vec3(1,0,0),0) + ); + break; + case FIREWORK_BLUE: + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + attr = Attr( + linear_motion( + vec3(0), + normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity) + ), + vec3(3.0 + rand0), + vec4(vec3(0, 0, 2), 1), + identity() + ); + break; + case FIREWORK_GREEN: + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + attr = Attr( + linear_motion( + vec3(0), + normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity) + ), + vec3(3.0 + rand0), + vec4(vec3(0, 2, 0), 1), + identity() + ); + break; + case FIREWORK_PURPLE: + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + attr = Attr( + linear_motion( + vec3(0), + normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity) + ), + vec3(3.0 + rand0), + vec4(vec3(2, 0, 2), 1), + identity() + ); + break; + case FIREWORK_RED: + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + attr = Attr( + linear_motion( + vec3(0), + normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity) + ), + vec3(3.0 + rand0), + vec4(vec3(2, 0, 0), 1), + identity() + ); + break; + case FIREWORK_WHITE: + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + attr = Attr( + linear_motion( + vec3(0), + normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity) + ), + vec3(3.0 + rand0), + vec4(vec3(2, 2, 2), 1), + identity() + ); + break; + case FIREWORK_YELLOW: + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + attr = Attr( + linear_motion( + vec3(0), + normalize(vec3(rand1, rand2, rand3)) * 40.0 + grav_vel(earth_gravity) + ), + vec3(3.0 + rand0), + vec4(vec3(2, 2, 0), 1), + identity() + ); + break; + case LEAF: + attr = Attr( + linear_motion( + vec3(0), + vec3(0, 0, -2) + ) + vec3(sin(lifetime), sin(lifetime + 0.7), sin(lifetime * 0.5)) * 2.0, + vec3(4), + vec4(vec3(0.2 + rand7 * 0.2, 0.2 + (0.25 + rand6 * 0.5) * 0.3, 0) * (0.75 + rand1 * 0.5), 1), + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5) + ); + break; + case SNOW: + float height = mix(-4, 60, pow(start_end(1, 0), 3)); + float wind_speed = (inst_pos.z - 2000) * 0.025; + vec3 offset = linear_motion(vec3(0), vec3(1, 1, 0) * wind_speed); + float end_alt = alt_at(start_pos.xy + offset.xy); + attr = Attr( + offset + vec3(0, 0, end_alt - start_pos.z + height) + vec3(sin(lifetime), sin(lifetime + 0.7), sin(lifetime * 0.5)) * 3, + vec3(mix(4, 0, pow(start_end(1, 0), 4))), + vec4(1), + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5) + ); + break; + case FIREFLY: + float raise = pow(sin(3.1416 * lifetime / inst_lifespan), 0.2); + attr = Attr( + vec3(0, 0, raise * 5.0) + vec3( + sin(lifetime * 1.0 + rand0) + sin(lifetime * 7.0 + rand3) * 0.3, + sin(lifetime * 3.0 + rand1) + sin(lifetime * 8.0 + rand4) * 0.3, + sin(lifetime * 2.0 + rand2) + sin(lifetime * 9.0 + rand5) * 0.3 + ), + vec3(raise), + vec4(vec3(10.3, 9, 1.5), 1), + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5) + ); + break; + case BEE: + float lower = pow(sin(3.1416 * lifetime / inst_lifespan), 0.2); + attr = Attr( + vec3(0, 0, lower * -0.5) + vec3( + sin(lifetime * 2.0 + rand0) + sin(lifetime * 9.0 + rand3) * 0.3, + sin(lifetime * 3.0 + rand1) + sin(lifetime * 10.0 + rand4) * 0.3, + sin(lifetime * 4.0 + rand2) + sin(lifetime * 11.0 + rand5) * 0.3 + ) * 0.5, + vec3(lower), + vec4(vec3(1, 0.7, 0), 1), + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5) + ); + break; + case GROUND_SHOCKWAVE: + attr = Attr( + vec3(0.0), + vec3(11.0, 11.0, (33.0 * rand0 * sin(2.0 * lifetime * 3.14 * 2.0))) / 3, + vec4(vec3(0.32 + (rand0 * 0.04), 0.22 + (rand1 * 0.03), 0.05 + (rand2 * 0.01)), 1), + spin_in_axis(vec3(1,0,0),0) + ); + break; + case ENERGY_HEALING: + f_reflect = 0.0; + float spiral_radius = start_end(1 - pow(abs(rand5), 5), 1) * length(inst_dir); + attr = Attr( + spiral_motion(vec3(0, 0, rand3 + 1), spiral_radius, lifetime, abs(rand0), rand1 * 2 * PI) + vec3(0, 0, rand2), + vec3(6 * abs(rand4) * (1 - slow_start(2)) * pow(spiral_radius / length(inst_dir), 0.5)), + vec4(vec3(0, 1.7, 0.7) * 3, 1), + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3) + ); + break; + case LIFESTEAL_BEAM: + f_reflect = 0.0; + float green_col = 0.8 + 0.8 * sin(tick_loop(2 * PI, 5, lifetime * 5)); + float purple_col = 0.6 + 0.5 * sin(loop_inst_time(2 * PI, 4)) - min(max(green_col - 1, 0), 0.3); + float red_col = 1.15 + 0.1 * sin(loop_inst_time(2 * PI, 3)) - min(max(green_col - 1, 0), 0.3) - max(purple_col - 0.5, 0); + attr = Attr( + spiral_motion(inst_dir, 0.3 * (floor(2 * rand0 + 0.5) - 0.5) * min(linear_scale(10), 1), lifetime / inst_lifespan, 10.0, loop_inst_time(2.0 * PI, 1.0)), + vec3((1.7 - 0.7 * abs(floor(2 * rand0 - 0.5) + 0.5)) * (1.5 + 0.5 * sin(tick_loop(2 * PI, 10, -lifetime * 4)))), + vec4(vec3(red_col + purple_col * 0.6, green_col + purple_col * 0.35, purple_col), 1), + spin_in_axis(inst_dir, tick_loop(2 * PI)) + ); + break; + case ENERGY_NATURE: + f_reflect = 0.0; + spiral_radius = start_end(1 - pow(abs(rand5), 5), 1) * length(inst_dir); + attr = Attr( + spiral_motion(vec3(0, 0, rand3 + 1), spiral_radius, lifetime, abs(rand0), rand1 * 2 * PI) + vec3(0, 0, rand2), + vec3(6 * abs(rand4) * (1 - slow_start(2)) * pow(spiral_radius / length(inst_dir), 0.5)), + vec4(vec3(0, 1.7, 1.3), 1), + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3) + ); + break; + case FLAMETHROWER: + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + attr = Attr( + (inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1, + vec3((2.5 * (1 - slow_start(0.2)))), + vec4(6, 3 + rand5 * 0.6 - 0.8 * percent(), 0.4, 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case EXPLOSION: + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + attr = Attr( + inst_dir * ((rand0+1.0)/2 + 0.4) * slow_end(0.25) + 0.3 * grav_vel(earth_gravity), + vec3((3 * (1 - slow_start(0.1)))), + vec4(6, 3 + rand5 * 0.3 - 0.8 * percent(), 0.4, 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case ICE: + f_reflect = 0.0; // Ice doesn't reflect to look like magic + float ice_color = 1.9 + rand5 * 0.3; + attr = Attr( + inst_dir * ((rand0+1.0)/2 + 0.4) * slow_end(2.0) + 0.3 * grav_vel(earth_gravity), + vec3((5 * (1 - slow_start(.1)))), + vec4(0.8 * ice_color, 0.9 * ice_color, ice_color, 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case FIRE_SHOCKWAVE: + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + attr = Attr( + vec3(rand0, rand1, lifetime * 10 + rand2), + vec3((5 * (1 - slow_start(0.5)))), + vec4(6, 3 + rand5 * 0.6 - 0.8 * percent(), 0.4, 1), + spin_in_axis(vec3(rand3, rand4, rand5), rand6) + ); + break; + case CULTIST_FLAME: + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + float purp_color = 0.9 + 0.3 * rand3; + attr = Attr( + (inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1, + vec3((3.5 * (1 - slow_start(0.2)))), + vec4(purp_color, 0.0, purp_color, 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case STATIC_SMOKE: + attr = Attr( + vec3(0), + vec3((0.5 * (1 - slow_start(0.8)))), + vec4(1.0), + spin_in_axis(vec3(rand6, rand7, rand8), rand9) + ); + break; + case BLOOD: + attr = Attr( + linear_motion( + vec3(0), + normalize(vec3(rand4, rand5, rand6)) * 5.0 + grav_vel(earth_gravity) + ), + vec3((2.0 * (1 - slow_start(0.8)))), + vec4(1, 0, 0, 1), + spin_in_axis(vec3(1,0,0),0) + ); + break; + case ENRAGED: + f_reflect = 0.0; + float red_color = 1.2 + 0.3 * rand3; + attr = Attr( + (inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1, + vec3((3.5 * (1 - slow_start(0.2)))), + vec4(red_color, 0.0, 0.0, 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case LASER: + f_reflect = 0.0; + vec3 perp_axis = normalize(cross(inst_dir, vec3(0.0, 0.0, 1.0))); + offset = vec3(0.0); + if (rand0 > 0.0) { + offset = perp_axis * 0.5; + } else { + offset = perp_axis * -0.5; + } + attr = Attr( + inst_dir * percent() + offset, + vec3(1.0, 1.0, 50.0), + vec4(vec3(2.0, 0.0, 0.0), 1), + spin_in_axis(perp_axis, asin(inst_dir.z / length(inst_dir)) + PI / 2.0) + ); + break; + case BUBBLES: + f_reflect = 0.0; // Magic water doesn't reflect light, it emits it + float blue_color = 1.5 + 0.2 * rand3 + 1.5 * max(floor(rand4 + 0.3), 0.0); + float size = 8.0 * (1 - slow_start(0.1)) * slow_end(0.15); + attr = Attr( + (inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1, + vec3(size), + vec4(0.5 * blue_color, 0.75 * blue_color, blue_color, 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case WATER: + f_reflect = 0.0; // Magic water doesn't reflect light, it emits it + blue_color = 1.25 + 0.2 * rand3 + 1.75 * max(floor(rand4 + 0.15), 0.0); + size = 8.0 * (1 - slow_start(0.1)) * slow_end(0.15); + attr = Attr( + (inst_dir * slow_end(0.2)) + vec3(rand0, rand1, rand2) * 0.5, + vec3(size), + vec4(0.5 * blue_color, 0.9 * blue_color, blue_color, 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 5 + 3 * rand9) + ); + break; + case ICE_SPIKES: + f_reflect = 0.0; // Ice doesn't reflect to look like magic + ice_color = 1.7 + rand5 * 0.2; + attr = Attr( + vec3(0.0), + vec3(11.0, 11.0, 11.0 * length(inst_dir) * 2.0 * (0.5 - abs(0.5 - slow_end(0.5)))) / 3, + vec4(0.8 * ice_color, 0.9 * ice_color, ice_color, 1), + spin_in_axis(vec3(1,0,0),0) + ); + break; + case DRIP: + attr = Attr( + linear_motion( + vec3(0), + normalize(vec3(rand4, rand5, rand6)) + grav_vel(earth_gravity) + ), + vec3((2.0 * (1 - slow_start(0.2)))), + vec4(1, 1, 0, 1), + spin_in_axis(vec3(1,0,0),0) + ); + break; + case TORNADO: + f_reflect = 0.0; + attr = Attr( + spiral_motion(vec3(0, 0, 5), abs(rand0) + abs(rand1) * percent() * 3.0, percent(), 15.0 * abs(rand2), rand3), + vec3((2.5 * (1 - slow_start(0.05)))), + vec4(vec3(1.2 + 0.5 * percent()), 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case DEATH: + f_reflect = 0.0; + attr = Attr( + linear_motion( + vec3(0), + vec3(rand2 * 0.02, rand3 * 0.02, 2.0 + rand4 * 0.6) + ), + vec3((1.2 * (1 - slow_start(.1)))), + vec4(vec3(1.2 + 0.5 * percent()), 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case ENERGY_BUFFING: + f_reflect = 0.0; + spiral_radius = start_end(1 - pow(abs(rand5), 5), 1) * length(inst_dir); + attr = Attr( + spiral_motion(vec3(0, 0, rand3 + 1), spiral_radius, lifetime, abs(rand0), rand1 * 2 * PI) + vec3(0, 0, rand2), + vec3(6 * abs(rand4) * (1 - slow_start(2)) * pow(spiral_radius / length(inst_dir), 0.5)), + vec4(vec3(1.4), 1), + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3) + ); + break; + case WEB_STRAND: + f_reflect = 0.0; + perp_axis = normalize(cross(inst_dir, vec3(0.0, 0.0, 1.0))); + attr = Attr( + inst_dir * percent(), + vec3(1.0, 1.0, 50.0), + vec4(vec3(2.0), 1), + spin_in_axis(perp_axis, asin(inst_dir.z / length(inst_dir)) + PI / 2.0) + ); + break; + case LIGHTNING: + f_reflect = 0.0; + perp_axis = normalize(cross(inst_dir, vec3(0.0, 0.0, 1.0))); + float z = inst_dir.z * (percent() - 1.0); + vec3 start_off = vec3(abs(fract(vec3(vec2(z) * vec2(0.015, 0.01), 0)) - 0.5) * z * 0.4); + attr = Attr( + inst_dir * percent() + start_off, + vec3(max(3.0, 0.05 * length(start_pos + inst_dir * percent()))), + vec4(10.0, 20.0, 50.0, 1.0),// * (1.0 - length(inst_dir) * 0.1), + identity()//spin_in_axis(perp_axis, asin(inst_dir.z / length(inst_dir)) + PI / 2.0) + ); + break; + case STEAM: + f_reflect = 0.0; // Magic steam doesn't reflect light, it emits it + float steam_size = 8.0 * (1 - slow_start(0.1)) * slow_end(0.15); + attr = Attr( + (inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1, + vec3(steam_size), + vec4(vec3(0.7, 2.7, 1.3), 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case BARRELORGAN: + attr = Attr( + linear_motion( + vec3(rand0 * 0.25, rand1 * 0.25, 1.7 + rand5), + vec3(rand2 * 0.1, rand3 * 0.1, 1.0 + rand4 * 0.5) + ), + vec3(exp_scale(-0.2)) * rand0, + vec4(vec3(0.7, 2.7, 1.3), 1), + spin_in_axis(vec3(1,0,0),0) + ); + break; + case POTION_SICKNESS: + attr = Attr( + quadratic_bezier_motion( + vec3(0.0), + vec3(inst_dir.xy, 0.0), + inst_dir + ), + vec3((2.0 * (1 - slow_start(0.8)))), + vec4(0.075, 0.625, 0, 1), + spin_in_axis(vec3(1,0,0),0) + ); + break; + case GIGA_SNOW: + f_reflect = 0.0; + attr = Attr( + (inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1, + vec3((3.5 * (1 - slow_start(0.2)))), + vec4(vec3(2, 2, 2), 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case CYCLOPS_CHARGE: + f_reflect = 0.0; + float burn_size = 8.0 * (1 - slow_start(0.1)) * slow_end(0.15); + attr = Attr( + (inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1, + vec3(burn_size), + vec4(vec3(6.9, 0.0, 0.0), 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case PORTAL_FIZZ: + attr = Attr( + inst_dir * (0.7 + pow(percent(), 5)) + vec3( + sin(lifetime * 1.25 + rand0 * 10) + sin(lifetime * 1.3 + rand3 * 10), + sin(lifetime * 1.2 + rand1 * 10) + sin(lifetime * 1.4 + rand4 * 10), + sin(lifetime * 5 + rand2) + ) * 0.03, + vec3(pow(1.0 - abs(percent() - 0.5) * 2.0, 0.2)), + mix( + vec4(mix(vec3(0.4, 0.8, 0.2), vec3(5, 10, 2), pow(percent(), 2)), 1), + vec4(mix(vec3(0.6, 0.2, 0.8), vec3(9, 2, 10), pow(percent(), 2)), 1), + clamp((dot(normalize(focus_pos.xyz - start_pos), inst_dir) - 0.25) * 3.0, 0.0, 1.0) + ), + /* vec4(vec3(1.8 - percent() * 2, 0.4 + percent() * 2, 5.0 + rand6), 1), */ + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5) + ); + break; + case INK: + f_reflect = 0.0; // Magic water doesn't reflect light, it emits it + float black_color = 0.3 + 0.2 * rand3 + 0.3 * max(floor(rand4 + 0.3), 0.0); + float ink_size = 8.0 * (1 - slow_start(0.1)) * slow_end(0.15); + attr = Attr( + (inst_dir * slow_end(1.5)) + vec3(rand0, rand1, rand2) * (percent() + 2) * 0.1, + vec3(ink_size), + vec4(0.5 * black_color, 0.75 * black_color, black_color, 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case WHIRLWIND: + f_reflect = 0.0; + attr = Attr( + spiral_motion(vec3(0, 0, 3), abs(rand0) * 3 + percent() * 20.5, percent(), -8.0 + (rand0 * 3), rand1 * 360.), + vec3((-2.5 * (1 - slow_start(0.05)))), + vec4(vec3(1.3, 1.8, 2), 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case FIERY_BURST: + f_reflect = 0.0; + float fiery_radius = start_end(1.0 - pow(abs(rand5), 5.0), 1.0) * length(inst_dir); + float fiery_color1 = (7.0 + 1.0 * percent()) * min(1.0, percent() * 4.0) * 1.5; + float fiery_color2 = (4.0 - 2.0 * percent() + 1.3 * rand5 * slow_end(0.0)) * min(1.0, percent() * 4.0) * 1.3; + float fiery_color3 = 1.0 + 0.3 * percent(); + attr = Attr( + spiral_motion( + vec3( + 0.0, + 0.0, + (rand3 + 1.0) + * max( + ((percent() * 8.0) * (1.0 - step(0.2, percent()))), + ((2.0 * (1.0 - percent())) * (step(0.2, percent()))) + ) + ), + fiery_radius, + lifetime, + max(0.1, step(0.6, percent())) * 3.0 * abs(rand0), + rand1 * 2.0 * PI) + vec3(0.0, 0.0, rand2), + vec3(6.0 * abs(rand4) * (1.0 - slow_start(2.0)) * pow(fiery_radius / length(inst_dir), 0.5)), + vec4(fiery_color1, fiery_color2, fiery_color3, slow_end(0.4)), + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3.0) + ); + break; + case FIERY_BURST_VORTEX: + f_reflect = 0.0; + float fiery_vortex_color1 = (min(1, percent() * 2) * (5 + 1 * percent() + 1 * slow_end(0)) * 1.5); + float fiery_vortex_color2 = (min(1, percent() * 2) * (4 - 2.4 * percent() + 1.3 * rand5 * slow_end(0)) * 1.3); + float fiery_vortex_color3 = 0; + attr = Attr( + spiral_motion( + vec3( + 0, + 0, + (0 + 0.5 * rand4 ) + 4.0 + * max( + ((percent() * 8) * (1 - step(0.2, percent()))), // first 20% of lifetime particle moves up, then goes down + ((2 * (1 - percent())) * (step(0.2, percent())))// to avoid tearing multi should have same proportion as edge(here: 8 before, 2 after) + ) + ), + abs(rand0) + 0.5 * 10 * percent(), + percent(), + 10.0 * abs(rand2), + rand3), + vec3((2.5 * (1 - slow_start(0.05)))), + vec4(fiery_vortex_color1, fiery_vortex_color2, fiery_vortex_color3, start_end(0.5, 1.5) * abs(rand2)), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case FIERY_BURST_SPARKS: + f_reflect = 0.0; + // sparks should flicker, so it stops glowing for 18% of time 4 times per second, same thing used in 4th float of RGBA vector + float fiery_sparks_color1 = 2 + 1 * rand2 + 2 * step(0.18, fract(tick.x*4)); + float fiery_sparks_color2 = 4 + 1 * rand2 + 4 * step(0.18, fract(tick.x*4)); + float fiery_sparks_color3 = 4 + 6 * step(0.18, fract(tick.x*4)); + attr = Attr( + spiral_motion(vec3(0, 0, 5), abs(rand0) + abs(rand1) * percent() * 4.0, percent(), 8.0 * abs(rand2), rand3), + vec3((2.5 * (1 - slow_start(0.05)))), + vec4(fiery_sparks_color1, fiery_sparks_color2, fiery_sparks_color3, 0.5 + 0.5 * step(0.18, fract(tick.x*4))), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case FIERY_BURST_ASH: + f_reflect = 0.0; + /// inst_dir holds info about: + /// .x: radius of random spawn + float fiery_ash_rand_rad = inst_dir.x; + /// .y: + /// in fract: relative time of "setting on fire" + /// in int: radius of curve + float fiery_ash_radius = floor(inst_dir.y); + float fiery_ash_edge = inst_dir.y - fiery_ash_radius; + /// .z: height of the flight + float fiery_ash_height = inst_dir.z; + // {FOR PHOENIX "from the ashes"}sets ash on fire at 0.4 of lifetime, then makes it lose glow, representing losing heat + float fiery_ash_color1 = (2 + 1 * percent() * slow_end(0)) + * (max( + 1, + 8 * step(fiery_ash_edge, percent()) * (1.4 - percent())) + ); + float fiery_ash_color2 = (2 - 1 * percent() + 0.3 * abs(rand5) * slow_end(0.5)) + * (max( + 1, + 6.5 * step(fiery_ash_edge, percent()) * (1.4 - percent())) + ); + float fiery_ash_color3 = 1.5; + attr = Attr( + spiral_motion( + vec3( + 0.0, + 0.0, + fiery_ash_height// {FOR PHOENIX "from the ashes"} 8.58 + ), + abs(rand0 / 2.0 + 1.0) + * max(1.0, ((percent() * fiery_ash_radius * 0.8) * (1.0 - step(0.2, percent())))) // part of lifetime particle moves to periphery + * max(1.0, (fiery_ash_radius * 0.2 * (1.0 - percent()) * (step(0.2, percent())))),// then back to center + percent(), + 6.0 * abs(rand2), + rand3 * 5.0 + ) + + vec3((rand6 + rand5) * fiery_ash_rand_rad, (rand8 + rand3) * fiery_ash_rand_rad, abs(rand0)),//makes it apear randomly above base animation (Fiery Burst) + vec3((2.5 * (1 - slow_start(0.0)))), + vec4(fiery_ash_color1, fiery_ash_color2, fiery_ash_color3, abs(rand2) * slow_end(0.3)), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case FIERY_TORNADO: + f_reflect = 0.0; + float fiery_tornado_color1 = (2.6 + 0.5 * percent()) + * 4.0 * max(0.5, percent() * 1.2); + float fiery_tornado_color2 = (1.7 - 0.6 * pow(1.0 - percent(), 2.0) + 0.3 * abs(rand5)) + * 2.0 * max(0.45, percent() * 1.2); + float fiery_tornado_color3 = 1.5 * max(0.6, percent()); + attr = Attr( + spiral_motion(vec3(0, 0, 6.0 + rand3 * 1.5), abs(rand0) + abs(rand1) * percent() * 3.0, percent(), 15.0 * abs(rand2), -inst_time), + vec3((2.5 * (1 - slow_start(0.05)))), + vec4(fiery_tornado_color1, fiery_tornado_color2, fiery_tornado_color3, 0.5), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case PHOENIX_CLOUD: + float PC_spin = floor(inst_dir.x); + float refl = floor(inst_dir.y); + float PC_size = floor(inst_dir.z); + //best is 0.4 - reflects some light but only part as + f_reflect = refl * 0.1; + // modifies by + 5% to -15%, if color is less than 0.5 it will get from +10% to +25% to it's value + float PC_rand_color_factor = rand0 * 0.05; + float PC_R = inst_dir.x - PC_spin; + PC_R += PC_R * PC_rand_color_factor * step(0.05, PC_R) * -abs(PC_rand_color_factor * 2.0) + + PC_R * (1.0 - step(0.05, PC_R)) * max(abs(PC_rand_color_factor), 0.02) * 5.0; + float PC_G = inst_dir.y - refl; + PC_G += PC_G * PC_rand_color_factor * step(0.05, PC_G) * -abs(PC_rand_color_factor * 2.0) + + PC_G * (1.0 - step(0.05, PC_G)) * max(abs(PC_rand_color_factor), 0.02) * 5.0; + float PC_B = inst_dir.z - PC_size; + PC_B += PC_B * PC_rand_color_factor * step(0.05, PC_B) * -abs(PC_rand_color_factor * 2.0) + + PC_B * (1.0 - step(0.05, PC_B)) * max(abs(PC_rand_color_factor), 0.02) * 5.0; + attr = Attr( + linear_motion( + vec3(0.0, 0.0, 0.0), + vec3(rand4, rand5, rand6 * 2.5) + ), + vec3(8.0 * min(percent() * 3.0, 1.0) * min((1.0 - percent()) * 2.0, 1.0)), + vec4( + PC_R, + PC_G, + PC_B, + PC_size * 1.2) * 10.0, + spin_in_axis(vec3(rand6 + rand5, rand7 + rand9, rand8 + rand2), percent() * PC_spin) + ); + break; + case FIERY_DROPLET_TRACE: + float m_r = 4.0; + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + float prcnt = percent(); //idk if compiler would optimize it or not but as we have a lot of those particles... i'll just try + float droplet_color1 = 1 * (5 + 1 * prcnt + 1 * slow_end(0)) * 1.5; + float droplet_color2 = 1 * (4 - 2.4 * prcnt + 1.3 * rand5 * slow_end(0)) * 1.3; + float droplet_color3 = 0; + attr = Attr( + quadratic_bezier_motion( + vec3(0.0), + vec3(m_r * rand0, m_r * rand1, 0.0), + vec3(m_r * rand0, m_r * rand1, 4.0) + ), + vec3(1), + vec4(droplet_color1, + droplet_color2, + droplet_color3, + 1 * prcnt * (1 - step(0.5, prcnt)) + (1 - prcnt) * (step(0.5, prcnt))), + spin_in_axis(vec3(1,0,0),0) + ); + break; + case ENERGY_PHOENIX: + f_reflect = 0.0; + float fiery_r = (2 + 1 * percent() * slow_end(0)) + * 6 * (1.4 - percent()); + float fiery_g = (2 - 1 * percent() + 0.3 * abs(rand5) * slow_end(0.5)) + * 4.5 * (1.4 - percent()); + float fiery_b = 1.5; + spiral_radius = length(inst_dir); + attr = Attr( + spiral_motion(vec3(0.0, 0.0, 0.01), spiral_radius + abs(rand1), lifetime / 0.5, abs(rand0), rand1 * 2.0 * PI) + vec3(0.0, 0.0, rand2), + vec3(6.0 * abs(rand4) * (1 - slow_start(2.0))), + vec4(vec3(fiery_r, fiery_g, fiery_b), 1.0), + spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3.0) + ); + break; + case PHOENIX_BEAM: + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + float beam_r = 6.0 - (4.0 * percent()) + 15.0 * fract(percent() * 4 + rand0 * rand0) * (1 - percent()); + float beam_g = 2.0 + 6.6 * fract(percent() * 4 + rand0 * rand0) * (1 - percent()); + float beam_b = 1.4; + + vec3 factor_rand = vec3((rand0 * 0.2) * (rand5 * 0.1) + rand6 * 0.9, (rand1 * 0.2) * (rand4 * 0.1) + rand7 * 0.9, (rand2 * 0.2) * (rand3 * 0.1) + rand8 * 0.9); + start_pos += factor_rand + normalize(inst_dir) * 0.6; + attr = Attr( + spiral_motion(inst_dir - factor_rand * 0.4, 0.3 * ((rand2 + 0.5) * 5.5) * (1.0 - min(linear_scale(1.5), 1.0)), lifetime / inst_lifespan, 24.0, -inst_time * 8.0), + vec3((2.5 * (1 - slow_start(0.2)))), + vec4(beam_r, beam_g, beam_b, 1.0), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10.0 + 3.0 * rand9) + ); + break; + case PHOENIX_BUILD_UP_AIM: + + f_reflect = 0.0; // Fire doesn't reflect light, it emits it + + float perc_t = percent(); // in case compiler wont optimize, idk + + float aim_r = rand0 * 0.25 + 3.0 + 4.5 * perc_t * (1 - step(0.79, perc_t)) + 8.0 * step(0.81, perc_t) * perc_t; + float aim_g = rand0 * 0.25 + 2.0 - 1.0 * perc_t * (1 - step(0.79, perc_t)) + 2.0 * step(0.81, perc_t) * perc_t; + float aim_b = 1.4 * ((1 - perc_t) + step(0.74, perc_t)); + + + vec3 dir_aim = inst_dir * 1.0; + vec3 rand_pos_aim = (cross( + (1.0 - 2.0 * step(0.0, rand2)) * normalize(inst_dir), + vec3(0.0, 0.0, 1.0))); + + vec3 rand_fact = vec3(rand1 * 1, rand0 * 1, rand2 * 1); + start_pos += vec3(0.0, 0.0, 5.0) + rand_fact; + attr = Attr( + spiral_motion( + inst_dir + vec3(0.0, 0.0, -(6.0 - 3.0 * pow(perc_t, 2.5))) - rand_fact, + 1.2 * rand9 * max(1.0 - perc_t, 0.0), + perc_t, + 6.0, + inst_time * 8.0), + vec3((1.9 * (1 - slow_start(0.2)))), + vec4(aim_r, aim_g, aim_b, 1.0), + spin_in_axis(vec3(rand6, rand7, rand8), perc_t * 10.0 + 3.0 * rand9) + ); + break; + case CLAY_SHRAPNEL: + float clay_color = 0.025 + 0.02 * rand1; + attr = Attr( + linear_motion( + vec3(0), + normalize(vec3(rand4, rand5, rand6)) * 15.0 + grav_vel(earth_gravity) + ), + vec3(5 * (1 - percent())), + vec4(vec3(clay_color * 3, clay_color * 2, clay_color), 1), + spin_in_axis(vec3(1,0,0),0) + ); + break; + case AIRFLOW: + perp_axis = normalize(cross(inst_dir, vec3(1.0, 0.0, 0.0))); + attr = Attr( + // offsets + inst_dir * 0.2 * length(inst_dir) * percent() + inst_dir * percent() * 0.08, + // scale + vec3( + 0.3 * length(inst_dir), + 0.3 * length(inst_dir), + 3.0 * length(inst_dir) * percent() * (1 - percent()) + ), + // color + vec4(1.1, 1.1, 1.1, 0.3), + // rotation + spin_in_axis(perp_axis, asin(inst_dir.z / length(inst_dir)) + PI / 2.0) + ); + break; + case SPORE: + f_reflect = 0.0; + attr = Attr( + linear_motion( + vec3(0), + vec3(0, 0, -1.1) + ) + vec3(sin((lifetime + rand9 * 0.1) * 0.5) * 3.0, sin((lifetime+ rand8 * 0.1) * 0.5) * 3.0, sin(lifetime * 0.5) * 1.5), + vec3(0.4 + 0.4 * abs(sin(lifetime))), + vec4(vec3(0.8, 6.0 + rand6 * 1.75, 7.5 + (1.75 + rand5 * 0.5)), 1), + spin_in_axis(vec3(rand1, rand2, rand3), rand4 * 1.5 + lifetime) + ); + break; + case SURPRISE_EGG: + f_reflect = 0.0; + // sparks should flicker, so it stops glowing for 18% of time 4 times per second, same thing used in 4th float of RGBA vector + float egg_color1 = 2 + 1 * rand2 + 2 * step(0.18, fract(tick.x*4)); + float egg_color2 = 0 + 1 * rand2 + 4 * step(0.18, fract(tick.x*4)); + float egg_color3 = 2 + 6 * step(0.18, fract(tick.x*4)); + attr = Attr( + spiral_motion(vec3(0, 0, 5), abs(rand0) + abs(rand1) * percent() * 4.0, percent(), 8.0 * abs(rand2), rand3), + vec3((2.5 * (1 - slow_start(0.05)))), + vec4(egg_color1, egg_color2, egg_color3, 0.5 + 0.5 * step(0.18, fract(tick.x*4))), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + case FLAME_TORNADO: + f_reflect = 0.0; + attr = Attr( + spiral_motion(vec3(0, 0, 3), abs(rand0) * 3 + percent() * 70.0, percent(), -8.0 + (rand0 * 3), rand1 * 360.), + vec3((-2.5 * (1 - slow_start(0.05)))), + vec4(6, 3 + rand5 * 0.3 - 0.8 * percent(), 0.4, 1), + spin_in_axis(vec3(rand6, rand7, rand8), percent() * 10 + 3 * rand9) + ); + break; + default: + attr = Attr( + linear_motion( + vec3(rand0 * 0.25, rand1 * 0.25, 1.7 + rand5), + vec3(rand2 * 0.1, rand3 * 0.1, 1.0 + rand4 * 0.5) + ), + vec3(exp_scale(-0.2)) * rand0, + vec4(1), + spin_in_axis(vec3(1,0,0),0) + ); + break; + } + + // Temporary: use shrinking particles as a substitute for fading ones + attr.scale *= pow(attr.col.a, 0.25); + + f_pos = start_pos + (v_pos * attr.scale * SCALE * mat3(attr.rot) + attr.offs); + + #ifdef EXPERIMENTAL_CURVEDWORLD + f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); + #endif + + // First 3 normals are negative, next 3 are positive + // TODO: Make particle normals match orientation + vec4 normals[6] = vec4[]( + vec4(-1,0,0,0), + vec4(1,0,0,0), + vec4(0,-1,0,0), + vec4(0,1,0,0), + vec4(0,0,-1,0), + vec4(0,0,1,0) + ); + f_norm = + // inst_pos * + normalize(((normals[(v_norm_ao >> 0) & 0x7u]) * attr.rot).xyz); + + //vec3 col = vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0; + f_col = vec4(attr.col.rgb, attr.col.a); + + gl_Position = + all_mat * + vec4(f_pos, 1); +} diff --git a/assets/voxygen/shaders/player-shadow-frag.glsl b/assets/voxygen/shaders/player-shadow-frag.glsl new file mode 100644 index 0000000..d64be8f --- /dev/null +++ b/assets/voxygen/shaders/player-shadow-frag.glsl @@ -0,0 +1,67 @@ +#version 330 core + +#define FIGURE_SHADER + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include + +in vec3 f_pos; +in vec3 f_col; +flat in vec3 f_norm; +in float f_ao; +// in float f_alt; +// in vec4 f_shadow; + +layout (std140) +uniform u_locals { + mat4 model_mat; + vec4 highlight_col; + vec4 model_light; + vec4 model_glow; + ivec4 atlas_offs; + vec3 model_pos; + int flags; +}; + +struct BoneData { + mat4 bone_mat; + mat4 normals_mat; +}; + +layout (std140) +uniform u_bones { + BoneData bones[16]; +}; + +#include +#include +#include + +out vec4 tgt_color; + +void main() { + // float distance = distance(vec3(cam_pos), focus_pos.xyz) - 2; + + // float opacity = clamp(distance / distance_divider, 0, 1); + + // if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > opacity) { + // discard; + // } + + // if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > shadow_dithering) { + // discard; + // } + + tgt_color = vec4(0.0,0.0,0.0, 1.0); +} diff --git a/assets/voxygen/shaders/point-light-shadows-vert.glsl b/assets/voxygen/shaders/point-light-shadows-vert.glsl new file mode 100644 index 0000000..92bd3db --- /dev/null +++ b/assets/voxygen/shaders/point-light-shadows-vert.glsl @@ -0,0 +1,59 @@ +#version 440 core +// #extension ARB_texture_storage : enable + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +// Currently, we only need globals for focus_off. +#include + +/* Accurate packed shadow maps for many lights at once! + * + * Ideally, we would just write to a bitmask... + * + * */ + +layout(location = 0) in uint v_pos_norm; +// layout(location = 1) in uint v_atlas_pos; +// in uint v_col_light; +// in vec4 v_pos; + +// Light projection matrices. +layout (std140, set = 1, binding = 0) +uniform u_locals { + mat4 model_mat; + ivec4 atlas_offs; + float load_time; +}; + +// out vec4 shadowMapCoord; + +const float EXTRA_NEG_Z = 32768.0; + +layout( push_constant ) uniform PointLightMatrix { + mat4 lightShadowMatrix; +}; + +void main() { + vec3 f_chunk_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0xFFFFu) - EXTRA_NEG_Z); + vec3 f_pos = (model_mat * vec4(f_chunk_pos, 1.0)).xyz - focus_off.xyz; + // f_pos = v_pos; + + // gl_Position = /*all_mat * */vec4(f_pos/*, 1.0*/, /*float(((f_pos_norm >> 29) & 0x7u) ^ 0x1)*//*uintBitsToFloat(v_pos_norm)*/1.0); + // shadowMapCoord = lights[gl_InstanceID].light_pos * gl_Vertex; + // vec4(v_pos, 0.0, 1.0); + gl_Position = lightShadowMatrix * vec4(f_pos, 1.0); +} diff --git a/assets/voxygen/shaders/postprocess-frag.glsl b/assets/voxygen/shaders/postprocess-frag.glsl new file mode 100644 index 0000000..8ce1548 --- /dev/null +++ b/assets/voxygen/shaders/postprocess-frag.glsl @@ -0,0 +1,387 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION) + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include +// Note: The sampler uniform is declared here because it differs for MSAA +#include +#include +#include +#include +#include + +layout(set = 1, binding = 0) +uniform texture2D t_src_color; +layout(set = 1, binding = 1) +uniform sampler s_src_color; + +layout(set = 1, binding = 2) +uniform texture2D t_src_depth; +layout(set = 1, binding = 3) +uniform sampler s_src_depth; + +layout(location = 0) in vec2 uv; + +layout (std140, set = 1, binding = 4) +uniform u_locals { + mat4 proj_mat_inv; + mat4 view_mat_inv; +}; + +#ifdef BLOOM_FACTOR +layout(set = 1, binding = 5) +uniform texture2D t_src_bloom; +#ifdef EXPERIMENTAL_GRADIENTSOBEL +layout(set = 1, binding = 6) +uniform utexture2D t_src_mat; +#endif +#else +#ifdef EXPERIMENTAL_GRADIENTSOBEL +layout(set = 1, binding = 5) +uniform utexture2D t_src_mat; +#endif +#endif + +layout(location = 0) out vec4 tgt_color; + +vec3 rgb2hsv(vec3 c) { + vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); + vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); + + float d = q.x - min(q.w, q.y); + float e = 1.0e-10; + return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); +} + +vec3 hsv2rgb(vec3 c) { + vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); +} + +vec3 _illuminate(float max_light, vec3 view_dir, /*vec3 max_light, */vec3 emitted, vec3 reflected) { + const float NIGHT_EXPOSURE = 10.0; + const float DUSK_EXPOSURE = 2.0;//0.8; + const float DAY_EXPOSURE = 1.0;//0.7; + + const float DAY_SATURATION = 1.0; + const float DUSK_SATURATION = 0.6; + const float NIGHT_SATURATION = 0.1; + + const float gamma = /*0.5*//*1.*0*/1.0;//1.0; + /* float light = length(emitted + reflected); + float color = srgb_to_linear(emitted + reflected); + float avg_col = (color.r + color.g + color.b) / 3.0; + return ((color - avg_col) * light + reflected * avg_col) * (emitted + reflected); */ + // float max_intensity = vec3(1.0); + vec3 color = emitted + reflected; + float lum = rel_luminance(color); + // float lum_sky = lum - max_light; + + // vec3 sun_dir = get_sun_dir(time_of_day.x); + // vec3 moon_dir = get_moon_dir(time_of_day.x); + // float sky_light = rel_luminance( + // get_sun_color(sun_dir) * get_sun_brightness(sun_dir) * SUN_COLOR_FACTOR + + // get_moon_color(moon_dir) * get_moon_brightness(moon_dir)); + float sky_light = lum; + + // Tone mapped value. + // vec3 T = /*color*//*lum*/color;//normalize(color) * lum / (1.0 + lum); + // float alpha = 0.5;//2.0; + // float alpha = mix( + // mix( + // DUSK_EXPOSURE, + // NIGHT_EXPOSURE, + // max(sun_dir.z, 0) + // ), + // DAY_EXPOSURE, + // max(-sun_dir.z, 0) + // ); + float alpha = 1.0;//log(1.0 - lum) / lum; + // vec3 now_light = moon_dir.z < 0 ? moon_dir : sun_dir; + // float cos_view_light = dot(-now_light, view_dir); + // alpha *= exp(1.0 - cos_view_light); + // sky_light *= 1.0 - log(1.0 + view_dir.z); + float alph = sky_light > 0.0 && max_light > 0.0 ? mix(1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light / (0.0 + sky_light)), 1.0, clamp(max_light - sky_light, 0.0, 1.0)) : 1.0; + alpha = alpha * alph;// min(alph, 1.0);//((max_light > 0.0 && max_light > sky_light /* && sky_light > 0.0*/) ? /*1.0*/1.0 / log(/*1.0*//*1.0 + *//*lum_sky + */1.0 + max_light - (0.0 + sky_light)) : 1.0); + // alpha = alpha * min(1.0, (max_light == 0.0 ? 1.0 : (1.0 + abs(lum_sky)) / /*(1.0 + max_light)*/max_light)); + + vec3 col_adjusted = lum == 0.0 ? vec3(0.0) : color / lum; + + // float L = lum == 0.0 ? 0.0 : log(lum); + + + // // float B = T; + // // float B = L + log(alpha); + // float B = lum; + + // float D = L - B; + + // float o = 0.0;//log(PERSISTENT_AMBIANCE); + // float scale = /*-alpha*/-alpha;//1.0; + + // float B_ = (B - o) * scale; + + // // float T = lum; + // float O = exp(B_ + D); + + float T = 1.0 - exp(-alpha * lum);//lum / (1.0 + lum); + // float T = lum; + + // Heuristic desaturation + // const float s = 0.8; + float s = 1.0; + // float s = mix( + // mix( + // DUSK_SATURATION, + // NIGHT_SATURATION, + // max(sun_dir.z, 0) + // ), + // DAY_SATURATION, + // max(-sun_dir.z, 0) + // ); + // s = max(s, (max_light) / (1.0 + s)); + // s = max(s, max_light / (1.0 + max_light)); + // s = max_light / (1.0 + max_light); + + vec3 c = pow(col_adjusted, vec3(s)) * T; + // vec3 c = col_adjusted * T; + // vec3 c = sqrt(col_adjusted) * T; + // vec3 c = /*col_adjusted * */col_adjusted * T; + + return c; + // float sum_col = color.r + color.g + color.b; + // return /*srgb_to_linear*/(/*0.5*//*0.125 * */vec3(pow(color.x, gamma), pow(color.y, gamma), pow(color.z, gamma))); +} + +#ifdef EXPERIMENTAL_SOBEL +vec3 aa_sample(vec2 uv, vec2 off) { + return aa_apply(t_src_color, s_src_color, t_src_depth, s_src_depth, uv * screen_res.xy + off, screen_res.xy).rgb; +} +#endif +#ifdef EXPERIMENTAL_GRADIENTSOBEL +vec3 aa_sample_grad(vec2 uv, vec2 off) { + uvec2 mat_sz = textureSize(usampler2D(t_src_mat, s_src_depth), 0); + uvec4 mat = texelFetch(usampler2D(t_src_mat, s_src_depth), clamp(ivec2(uv * mat_sz + off), ivec2(0), ivec2(mat_sz) - 1), 0); + return vec3(mat.xyz) / 255.0; +} +#endif + +#ifdef EXPERIMENTAL_COLORDITHERING + float dither(ivec2 p, float level) { + // Bayer dithering + int dither[8][8] = { + { 0, 32, 8, 40, 2, 34, 10, 42}, /* 8x8 Bayer ordered dithering */ + {48, 16, 56, 24, 50, 18, 58, 26}, /* pattern. Each input pixel */ + {12, 44, 4, 36, 14, 46, 6, 38}, /* is scaled to the 0..63 range */ + {60, 28, 52, 20, 62, 30, 54, 22}, /* before looking in this table */ + { 3, 35, 11, 43, 1, 33, 9, 41}, /* to determine the action. */ + {51, 19, 59, 27, 49, 17, 57, 25}, + {15, 47, 7, 39, 13, 45, 5, 37}, + {63, 31, 55, 23, 61, 29, 53, 21} + }; + return step((dither[p.x % 8][p.y % 8]+1) * 0.016, level); + } +#endif + +void main() { + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(texture(sampler2D(t_src_color, s_src_color), uv).rgb, 1); + return; + #endif + + /* if (medium.x == 1u) { + uv = clamp(uv + vec2(sin(uv.y * 16.0 + tick.x), sin(uv.x * 24.0 + tick.x)) * 0.005, 0, 1); + } */ + + vec2 c_uv = vec2(0.5);//uv;//vec2(0.5);//uv; + vec2 delta = /*sqrt*//*sqrt(2.0) / 2.0*//*sqrt(2.0) / 2.0*//*0.5 - */min(uv, 1.0 - uv);//min(uv * (1.0 - uv), 0.25) * 2.0; + // delta = /*sqrt(2.0) / 2.0 - */sqrt(vec2(dot(delta, delta))); + // delta = 0.5 - vec2(min(delta.x, delta.y)); + delta = vec2(0.25);//vec2(dot(/*0.5 - */delta, /*0.5 - */delta));//vec2(min(delta.x, delta.y));//sqrt(2.0) * (0.5 - vec2(min(delta.x, delta.y))); + // delta = vec2(sqrt(dot(delta, delta))); + // vec2 delta = /*sqrt*//*sqrt(2.0) / 2.0*//*sqrt(2.0) / 2.0*/1.0 - vec2(sqrt(dot(uv, 1.0 - uv)));//min(uv * (1.0 - uv), 0.25) * 2.0; + // float delta = /*sqrt*//*sqrt(2.0) / 2.0*//*sqrt(2.0) / 2.0*/1.0 - (dot(uv - 0.5, uv - 0.5));//0.01;//25; + // vec2 delta = /*sqrt*//*sqrt(2.0) / 2.0*//*sqrt(2.0) / 2.0*/sqrt(uv * (1.0 - uv));//min(uv * (1.0 - uv), 0.25) * 2.0; + + // float bright_color0 = rel_luminance(texelFetch/*texture*/(src_color, ivec2(clamp(c_uv + vec2(0.0, 0.0), 0.0, 1.0) * screen_res.xy/* / 50*/)/* * 50*/, 0).rgb); + // float bright_color1 = rel_luminance(texelFetch/*texture*/(src_color, ivec2(clamp(c_uv + vec2(delta.x, delta.y), 0.0, 1.0) * screen_res.xy/* / 50*/)/* * 50*/, 0).rgb); + // float bright_color2 = rel_luminance(texelFetch/*texture*/(src_color, ivec2(clamp(c_uv + vec2(delta.x, -delta.y), 0.0, 1.0) * screen_res.xy/* / 50*/)/* * 50*/, 0).rgb); + // float bright_color3 = rel_luminance(texelFetch/*texture*/(src_color, ivec2(clamp(c_uv + vec2(-delta.x, delta.y), 0.0, 1.0) * screen_res.xy/* / 50*/)/* * 50*/, 0).rgb); + // float bright_color4 = rel_luminance(texelFetch/*texture*/(src_color, ivec2(clamp(c_uv + vec2(-delta.x, -delta.y), 0.0, 1.0) * screen_res.xy/* / 50*/)/* * 50*/, 0).rgb); + + // float bright_color0 = rel_luminance(texture(src_color, /*ivec2*/(clamp(c_uv + vec2(0.0, 0.0), 0.0, 1.0)/* * screen_res.xy*//* / 50*/)/* * 50*/, 0).rgb); + // float bright_color1 = rel_luminance(texture(src_color, /*ivec2*/(clamp(c_uv + vec2(delta, delta), 0.0, 1.0)/* * screen_res.xy*//* / 50*/)/* * 50*/, 0).rgb); + // float bright_color2 = rel_luminance(texture(src_color, /*ivec2*/(clamp(c_uv + vec2(delta, -delta), 0.0, 1.0)/* * screen_res.xy*//* / 50*/)/* * 50*/, 0).rgb); + // float bright_color3 = rel_luminance(texture(src_color, /*ivec2*/(clamp(c_uv + vec2(-delta, delta), 0.0, 1.0)/* * screen_res.xy*//* / 50*/)/* * 50*/, 0).rgb); + // float bright_color4 = rel_luminance(texture(src_color, /*ivec2*/(clamp(c_uv + vec2(-delta, -delta), 0.0, 1.0)/* * screen_res.xy*//* / 50*/)/* * 50*/, 0).rgb); + + // float bright_color = max(bright_color0, max(bright_color1, max(bright_color2, max(bright_color3, bright_color4))));// / 2.0;// / 5.0; + + // float bright_color = (bright_color0 + bright_color1 + bright_color2 + bright_color3 + bright_color4) / 5.0; + + // TODO: this causes flickering when the camera is moving into and out of solid blocks, resolve before uncommenting + // if (medium.x == 2u) { + // tgt_color = vec4(0, 0.005, 0.01, 1) * (1 + hash_fast(uvec3(vec3(uv * screen_res.xy / 32.0, 0)))); + // return; + // } + + vec2 sample_uv = uv; + #ifdef EXPERIMENTAL_UNDERWARPER + if (medium.x == MEDIUM_WATER) { + float x = tick_loop(2.0 * PI, 3.0, uv.y * 60); + float y = tick_loop(2.0 * PI, 3.0, uv.x * 60); + sample_uv += sin(vec2(x, y)) * 0.003; + } + #endif + + vec4 aa_color = aa_apply(t_src_color, s_src_color, t_src_depth, s_src_depth, sample_uv * screen_res.xy, screen_res.xy); + + #ifdef EXPERIMENTAL_SOBEL + vec3 s[8]; + s[0] = aa_sample(uv, vec2(-1, 1)); + s[1] = aa_sample(uv, vec2( 0, 1)); + s[2] = aa_sample(uv, vec2( 1, 1)); + s[3] = aa_sample(uv, vec2(-1, 0)); + s[4] = aa_sample(uv, vec2( 1, 0)); + s[5] = aa_sample(uv, vec2(-1, -1)); + s[6] = aa_sample(uv, vec2( 0, -1)); + s[7] = aa_sample(uv, vec2( 1, -1)); + vec3 gx = s[0] + s[3] * 2.0 + s[5] - s[2] - s[4] * 2 - s[7]; + vec3 gy = s[0] + s[1] * 2.0 + s[2] - s[5] - s[6] * 2 - s[7]; + float mag = length(gx) + length(gy); + aa_color.rgb = mix(vec3(0.9), aa_color.rgb * 0.8, clamp(1.0 - mag * 0.3, 0.0, 1.0)); + #endif + #ifdef EXPERIMENTAL_GRADIENTSOBEL + vec3 s2[8]; + s2[0] = aa_sample_grad(uv, vec2(-1, 1)); + s2[1] = aa_sample_grad(uv, vec2( 0, 1)); + s2[2] = aa_sample_grad(uv, vec2( 1, 1)); + s2[3] = aa_sample_grad(uv, vec2(-1, 0)); + s2[4] = aa_sample_grad(uv, vec2( 1, 0)); + s2[5] = aa_sample_grad(uv, vec2(-1, -1)); + s2[6] = aa_sample_grad(uv, vec2( 0, -1)); + s2[7] = aa_sample_grad(uv, vec2( 1, -1)); + vec3 gx2 = s2[0] + s2[3] * 2.0 + s2[5] - s2[2] - s2[4] * 2 - s2[7]; + vec3 gy2 = s2[0] + s2[1] * 2.0 + s2[2] - s2[5] - s2[6] * 2 - s2[7]; + float mag2 = length(gx2) + length(gy2); + aa_color.rgb = mix(vec3(0.0), aa_color.rgb * 0.8, clamp(1.0 - mag2 * 0.3, 0.0, 1.0)); + #endif + + // Bloom + #ifdef BLOOM_FACTOR + vec4 bloom = textureLod(sampler2D(t_src_bloom, s_src_color), sample_uv, 0); + #if (BLOOM_UNIFORM_BLUR == false) + // divide by 4.0 to account for adding blurred layers together + bloom /= 4.0; + #endif + aa_color = mix(aa_color, bloom, BLOOM_FACTOR); + #endif + + // Tonemapping + float exposure_offset = 1.0; + // Adding an in-code offset to gamma and exposure let us have more precise control over the game's look + #ifdef EXPERIMENTAL_CINEMATIC + float gamma_offset = 0.5; + #else + float gamma_offset = 0.3; + #endif + aa_color.rgb = vec3(1.0) - exp(-aa_color.rgb * (gamma_exposure.y + exposure_offset)); + // gamma correction + aa_color.rgb = pow(aa_color.rgb, vec3(gamma_exposure.x + gamma_offset)); + + /* + // Apply clouds to `aa_color` + #if (CLOUD_MODE != CLOUD_MODE_NONE) + vec3 wpos = wpos_at(uv); + float dist = distance(wpos, cam_pos.xyz); + vec3 dir = (wpos - cam_pos.xyz) / dist; + + aa_color.rgb = get_cloud_color(aa_color.rgb, dir, cam_pos.xyz, dist, 1.0); + #endif + */ + + // aa_color.rgb = (wpos + focus_off.xyz) / vec3(32768, 32768, /*view_distance.w*/2048); + // aa_color.rgb = mod((wpos + focus_off.xyz), vec3(32768, 32768, view_distance.w)) / vec3(32768, 32768, view_distance.w);// / vec3(32768, 32768, view_distance.w); + // aa_color.rgb = mod((wpos + focus_off.xyz), vec3(32, 32, 16)) / vec3(32, 32, 16);// / vec3(32768, 32768, view_distance.w); + // aa_color.rgb = focus_off.xyz / vec3(32768, 32768, view_distance.w); + + /* aa_color.rgb = wpos / 10000.0; */ + + /* aa_color.rgb = vec3((texture(src_depth, uv).x - 0.99) * 100.0); */ + + /* aa_color.rgb = vec3((dist - 100000) / 300000.0, 1, 1); */ + + /* vec3 scatter_color = get_sun_color() * get_sun_brightness() + get_moon_color() * get_moon_brightness(); */ + + /* aa_color.rgb += cloud_color.rgb * scatter_color;//mix(aa_color, vec4(cloud_color.rgb * scatter_color, 1), cloud_color.a); */ + + // aa_color.rgb = illuminate(1.0 - 1.0 / (1.0 + bright_color), normalize(cam_pos.xyz - focus_pos.xyz), /*vec3 max_light, */vec3(0.0), aa_color.rgb); + + //vec4 hsva_color = vec4(rgb2hsv(fxaa_color.rgb), fxaa_color.a); + //hsva_color.y *= 1.45; + //hsva_color.z *= 0.85; + //hsva_color.z = 1.0 - 1.0 / (1.0 * hsva_color.z + 1.0); + //vec4 final_color = vec4(hsv2rgb(hsva_color.rgb), hsva_color.a); + + vec4 final_color = aa_color; + +#if (FLUID_MODE == FLUID_MODE_LOW) + if (medium.x == MEDIUM_WATER) { + final_color *= vec4(0.2, 0.2, 0.8, 1.0); + } +#endif + +#ifndef EXPERIMENTAL_NODITHER + // Add a small amount of very cheap dithering noise to remove banding from gradients + // TODO: Consider dithering each color channel independently. + // TODO: Consider varying dither over time. + // TODO: Instead of 255, detect the colour resolution of the color attachment + float noise = hash_two(uvec2(uv * screen_res.xy)); + #ifndef EXPERIMENTAL_NONSRGBDITHER + #ifndef EXPERIMENTAL_TRIANGLENOISEDITHER + noise = noise - 0.5; + #else + // TODO: there is something special we have to do to remove bias + // on the bounds when using triangle distribution + noise = 2.0 * norm2tri(noise) - 1.0; + #endif + final_color.rgb = srgb_to_linear(linear_to_srgb(final_color.rgb) + noise / 255.0); + #else + // NOTE: GPU will clamp value + final_color.rgb = final_color.rgb - noise / 255.0; + #endif +#endif + + #ifdef EXPERIMENTAL_NEWSPAPER + float nz = hash_three(uvec3(uvec2(uv * screen_res.xy), tick.x * dot(fract(uv * 10) + 5, vec2(1)) * 0.2)); + nz = (nz > 0.5) ? (pow(nz * 2 - 1, 1.5) * 0.5 + 0.5) : (pow(nz * 2, 1/1.5) * 0.5); + final_color.rgb = vec3(step(nz, length(final_color.rgb))) * vec3(1, 0.5, 0.3); + #else + #ifdef EXPERIMENTAL_COLORDITHERING + float d = dither(ivec2(uv * screen_res.xy), sqrt(length(final_color.rgb) * 0.25)); + final_color.rgb = vec3(d) * sqrt(normalize(final_color.rgb)); + #endif + #endif + + #ifdef EXPERIMENTAL_CINEMATIC + final_color.rgb = hsv2rgb(rgb2hsv(final_color.rgb) * vec3(1, 1, 1.3) + vec3(-0.01, 0.05, 0)); + #endif + + tgt_color = vec4(final_color.rgb, 1); +} diff --git a/assets/voxygen/shaders/postprocess-vert.glsl b/assets/voxygen/shaders/postprocess-vert.glsl new file mode 100644 index 0000000..a3004c8 --- /dev/null +++ b/assets/voxygen/shaders/postprocess-vert.glsl @@ -0,0 +1,33 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION) + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include + +layout(location = 0) out vec2 uv; + +void main() { + // Generate fullscreen triangle + vec2 v_pos = vec2( + float(gl_VertexIndex / 2) * 4.0 - 1.0, + float(gl_VertexIndex % 2) * 4.0 - 1.0 + ); + + uv = (v_pos * vec2(1.0, -1.0) + 1.0) * 0.5; + + gl_Position = vec4(v_pos, 0.0, 1.0); +} diff --git a/assets/voxygen/shaders/premultiply-alpha-frag.glsl b/assets/voxygen/shaders/premultiply-alpha-frag.glsl new file mode 100644 index 0000000..f2997c3 --- /dev/null +++ b/assets/voxygen/shaders/premultiply-alpha-frag.glsl @@ -0,0 +1,17 @@ +#version 440 core +#extension GL_EXT_samplerless_texture_functions : enable + +layout(set = 0, binding = 0) +uniform texture2D source_texture; + +layout(location = 0) in vec2 source_coords; + +layout(location = 0) out vec4 target_color; + +void main() { + // We get free nonlinear -> linear conversion when sampling from srgb texture; + vec4 linear = texelFetch(source_texture, ivec2(source_coords), 0); + vec4 premultiplied_linear = vec4(linear.rgb * linear.a, linear.a); + // We get free linear -> nonlinear conversion rendering to srgb texture. + target_color = premultiplied_linear; +} diff --git a/assets/voxygen/shaders/premultiply-alpha-vert.glsl b/assets/voxygen/shaders/premultiply-alpha-vert.glsl new file mode 100644 index 0000000..18f8f57 --- /dev/null +++ b/assets/voxygen/shaders/premultiply-alpha-vert.glsl @@ -0,0 +1,45 @@ +#version 440 core + +layout(push_constant) uniform Params { + // Size of the source image. + uint source_size_xy; + // Offset to place the image at in the target texture. + // + // Origin is the top-left. + uint target_offset_xy; + // Size of the target texture. + uint target_size_xy; +}; + +layout(location = 0) out vec2 source_coords; + +vec2 unpack(uint xy) { + return vec2(xy & 0xFFFF, (xy >> 16) & 0xFFFF); +} + +void main() { + vec2 source_size = unpack(source_size_xy); + vec2 target_offset = unpack(target_offset_xy); + vec2 target_size = unpack(target_size_xy); + + // Generate rectangle (counter clockwise triangles) + // + // 0 0 1 1 1 0 + float x_select = float(((uint(gl_VertexIndex) + 1u) / 3u) % 2u); + // 1 0 0 0 1 1 + float y_select = float(((uint(gl_VertexIndex) + 5u) / 3u) % 2u); + + source_coords = vec2( + // left -> right (on screen) + mix(0.0, 1.0, x_select), + // bottom -> top (on screen) + mix(1.0, 0.0, y_select) + ) * source_size; + + vec2 target_coords_normalized = (target_offset + source_coords) / target_size; + + // Flip y and transform [0.0, 1.0] -> [-1.0, 1.0] to get NDC coordinates. + vec2 v_pos = ((target_coords_normalized * 2.0) - vec2(1.0)) * vec2(1.0, -1.0); + + gl_Position = vec4(v_pos, 0.0, 1.0); +} diff --git a/assets/voxygen/shaders/rain-occlusion-directed-vert.glsl b/assets/voxygen/shaders/rain-occlusion-directed-vert.glsl new file mode 100644 index 0000000..1f6098c --- /dev/null +++ b/assets/voxygen/shaders/rain-occlusion-directed-vert.glsl @@ -0,0 +1,65 @@ +#version 440 core +// #extension ARB_texture_storage : enable + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +// Currently, we only need globals for focus_off. +#include +// For shadow locals. +// #include + +layout (std140, set = 0, binding = 14) +uniform u_rain_occlusion { + mat4 rain_occlusion_matrices; + mat4 rain_occlusion_texture_mat; + mat4 rain_dir_mat; + float integrated_rain_vel; + float rain_density; + vec2 occlusion_dummy; // Fix alignment. +}; + +/* Accurate packed shadow maps for many lights at once! + * + * Ideally, we would just write to a bitmask... + * + * */ + +layout(location = 0) in uint v_pos_norm; +// in uint v_col_light; +// in vec4 v_pos; +// layout(location = 1) in uint v_atlas_pos; + +// Light projection matrices. +layout (std140, set = 1, binding = 0) +uniform u_locals { + mat4 model_mat; + ivec4 atlas_offs; + float load_time; +}; + +// out vec4 shadowMapCoord; + +const float EXTRA_NEG_Z = 32768.0; + +void main() { + vec3 f_chunk_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0xFFFFu) - EXTRA_NEG_Z); + vec3 f_pos = (model_mat * vec4(f_chunk_pos, 1.0)).xyz - focus_off.xyz; + + gl_Position = rain_occlusion_matrices * vec4(f_pos, 1.0); +} diff --git a/assets/voxygen/shaders/rain-occlusion-figure-vert.glsl b/assets/voxygen/shaders/rain-occlusion-figure-vert.glsl new file mode 100644 index 0000000..7deec6a --- /dev/null +++ b/assets/voxygen/shaders/rain-occlusion-figure-vert.glsl @@ -0,0 +1,86 @@ +#version 440 core +// #extension ARB_texture_storage : enable + +#define FIGURE_SHADER + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +// Currently, we only need globals for focus_off. +#include +// For shadow locals. +// #include + +layout (std140, set = 0, binding = 14) +uniform u_rain_occlusion { + mat4 rainOcclusionMatrices; + mat4 texture_mat; + mat4 rain_dir_mat; + float integrated_rain_vel; + float rain_density; + vec2 occlusion_dummy; // Fix alignment. +}; + +/* Accurate packed shadow maps for many lights at once! + * + * Ideally, we would just write to a bitmask... + * + * */ + +layout(location = 0) in uint v_pos_norm; +layout(location = 1) in uint v_atlas_pos; +// in uint v_col_light; +// in vec4 v_pos; + +layout (std140, set = 1, binding = 0) +uniform u_locals { + mat4 model_mat; + vec4 highlight_col; + vec4 model_light; + vec4 model_glow; + ivec4 atlas_offs; + vec3 model_pos; + // bit 0 - is player + // bit 1-31 - unused + int flags; +}; + +struct BoneData { + mat4 bone_mat; + mat4 normals_mat; +}; + +layout (std140, set = 1, binding = 1) +uniform u_bones { + // Warning: might not actually be 16 elements long. Don't index out of bounds! + BoneData bones[16]; +}; + +// out vec4 shadowMapCoord; + +void main() { + uint bone_idx = (v_pos_norm >> 27) & 0xFu; + vec3 pos = (vec3((uvec3(v_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0; + + vec3 f_pos = ( + bones[bone_idx].bone_mat * + vec4(pos, 1.0) + ).xyz + (model_pos - focus_off.xyz/* + vec3(0.0, 0.0, 0.0001)*/); + + gl_Position = rainOcclusionMatrices * vec4(f_pos, 1.0); +} diff --git a/assets/voxygen/shaders/rope-frag.glsl b/assets/voxygen/shaders/rope-frag.glsl new file mode 100644 index 0000000..70acd99 --- /dev/null +++ b/assets/voxygen/shaders/rope-frag.glsl @@ -0,0 +1,238 @@ +#version 440 core + +#define FIGURE_SHADER + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +#include +#include +#include +#include + +layout(location = 0) in vec3 f_pos; +// in float dummy; +// in vec3 f_col; +// in float f_ao; +// flat in uint f_pos_norm; +layout(location = 1) in vec3 f_norm; +layout(location = 2) in vec3 m_pos; +// in float f_alt; +// in vec4 f_shadow; +// in vec3 light_pos[2]; + +// #if (SHADOW_MODE == SHADOW_MODE_MAP) +// in vec4 sun_pos; +// #elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE) +// const vec4 sun_pos = vec4(0.0); +// #endif + +//struct ShadowLocals { +// mat4 shadowMatrices; +// mat4 texture_mat; +//}; +// +//layout (std140) +//uniform u_light_shadows { +// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192]; +//}; + +layout (std140, set = 2, binding = 0) +uniform u_locals { + vec4 pos_a; + vec4 pos_b; + float rope_length; +}; + +layout(location = 0) out vec4 tgt_color; +layout(location = 1) out uvec4 tgt_mat; + +void main() { + // vec2 texSize = textureSize(t_col_light, 0); + // vec4 col_light = texture(t_col_light, (f_uv_pos + 0.5) / texSize); + // vec3 f_col = col_light.rgb; + // float f_ao = col_light.a; + + // vec4 f_col_light = texture(t_col_light, (f_uv_pos + 0.5) / textureSize(t_col_light, 0)); + // vec3 f_col = f_col_light.rgb; + // float f_ao = f_col_light.a; + + float f_ao = 1.0; + vec3 f_col = mix( + vec3(0.05, 0.03, 0.01), + vec3(0.1, 0.07, 0.05), + floor(abs(fract(m_pos.z * 10.0 + atan(m_pos.x, m_pos.y) * 0.159) - 0.5) * 6.0) / 3.0 + ); + + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_ao), 1); + return; + #endif + + // float /*f_light*/f_ao = textureProj(t_col_light, vec3(f_uv_pos, texSize)).a;//1.0;//f_col_light.a * 4.0;// f_light = float(v_col_light & 0x3Fu) / 64.0; + + // vec3 my_chunk_pos = (vec3((uvec3(f_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0; + // tgt_color = vec4(hash(floor(vec4(my_chunk_pos.x, 0, 0, 0))), hash(floor(vec4(0, my_chunk_pos.y, 0, 1))), hash(floor(vec4(0, 0, my_chunk_pos.z, 2))), 1.0); + // float f_ao = 0; + // tgt_color = vec4(vec3(f_ao), 1.0); + // tgt_color = vec4(f_col, 1.0); + // return; + + // vec3 du = dFdx(f_pos); + // vec3 dv = dFdy(f_pos); + // vec3 f_norm = normalize(cross(du, dv)); + + // vec4 light_pos[2]; +//#if (SHADOW_MODE == SHADOW_MODE_MAP) +// // for (uint i = 0u; i < light_shadow_count.z; ++i) { +// // light_pos[i] = /*vec3(*/shadowMats[i].texture_mat * vec4(f_pos, 1.0)/*)*/; +// // } +// vec4 sun_pos = /*vec3(*/shadowMats[0].texture_mat * vec4(f_pos, 1.0)/*)*/; +//#elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE) +// vec4 sun_pos = vec4(0.0); +//#endif + + vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); + // vec4 vert_pos4 = view_mat * vec4(f_pos, 1.0); + // vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/); + vec3 view_dir = -cam_to_frag; + + /* vec3 sun_dir = get_sun_dir(time_of_day.x); + vec3 moon_dir = get_moon_dir(time_of_day.x); */ + // float sun_light = get_sun_brightness(sun_dir); + // float moon_light = get_moon_brightness(moon_dir); + /* float sun_shade_frac = horizon_at(f_pos, sun_dir); + float moon_shade_frac = horizon_at(f_pos, moon_dir); */ +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE >= FLUID_MODE_MEDIUM) + float f_alt = alt_at(f_pos.xy); +#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_LOW) + float f_alt = f_pos.z; +#endif + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) + vec4 f_shadow = textureBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy)); + float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#elif (SHADOW_MODE == SHADOW_MODE_NONE) + float sun_shade_frac = 1.0;//horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#endif + float moon_shade_frac = 1.0;// horizon_at2(f_shadow, f_alt, f_pos, moon_dir); + // Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence). + // Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing). + // float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-f_norm, sun_dir)) * 10000.0), 0.0, 0.5); + // NOTE: current assumption is that moon and sun shouldn't be out at the sae time. + // This assumption is (or can at least easily be) wrong, but if we pretend it's true we avoids having to explicitly pass in a separate shadow + // for the sun and moon (since they have different brightnesses / colors so the shadows shouldn't attenuate equally). + // float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac; + + // DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, light_pos); + DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, /*sun_pos*/f_pos); + DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac/*, light_pos*/); + + vec3 surf_color = f_col; + + float alpha = 1.0; + const float n2 = 1.5; + + const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2); + const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2); + const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2); + const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2); + float R_s = (f_pos.z < f_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x); + + vec3 k_a = vec3(1.0); + vec3 k_d = vec3(1.0); + vec3 k_s = vec3(R_s); + + vec3 emitted_light, reflected_light; + + // vec3 light_frac = /*vec3(1.0);*//*vec3(max(dot(f_norm, -sun_dir) * 0.5 + 0.5, 0.0));*/light_reflection_factor(f_norm, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha); + // vec3 point_light = light_at(f_pos, f_norm); + // vec3 light, diffuse_light, ambient_light; + //get_sun_diffuse(f_norm, time_of_day.x, view_dir, k_a * point_shadow * (shade_frac * 0.5 + light_frac * 0.5), k_d * point_shadow * shade_frac, k_s * point_shadow * shade_frac, alpha, emitted_light, reflected_light); + float max_light = 0.0; + // reflected_light *= point_shadow * shade_frac; + // emitted_light *= point_shadow * max(shade_frac, MIN_SHADOW); + // max_light *= point_shadow * shade_frac; + // reflected_light *= point_shadow; + // emitted_light *= point_shadow; + // max_light *= point_shadow; + + vec3 cam_attenuation = vec3(1); + float fluid_alt = max(f_pos.z + 1, floor(f_alt + 1)); + vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0); + #if (FLUID_MODE >= FLUID_MODE_MEDIUM) + cam_attenuation = + medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz, view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos) + : compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz); + #endif + + // Prevent the sky affecting light when underground + float not_underground = clamp((f_pos.z - f_alt) / 128.0 + 1.0, 0.0, 1.0); + + max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + max_light += lights_at(f_pos, f_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + // TODO: Hack to add a small amount of underground ambient light to the scene + reflected_light += vec3(0.01, 0.02, 0.03) * (1.0 - not_underground); + + // Apply baked AO + float ao = f_ao * sqrt(f_ao);//0.25 + f_ao * 0.75; ///*pow(f_ao, 0.5)*/f_ao * 0.85 + 0.15; + reflected_light *= ao; + emitted_light *= ao; + + // Apply point light AO + float point_shadow = shadow_at(f_pos, f_norm); + reflected_light *= point_shadow; + emitted_light *= point_shadow; + + /* reflected_light *= cloud_shadow(f_pos); */ + /* vec3 point_light = light_at(f_pos, f_norm); + emitted_light += point_light; + reflected_light += point_light; */ + // get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, surf_color * f_light * point_shadow, 0.5 * surf_color * f_light * point_shadow, 0.5 * surf_color * f_light * point_shadow, 2.0, emitted_light, reflected_light); + + // get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0); + // diffuse_light *= point_shadow; + // ambient_light *= point_shadow; + // vec3 point_light = light_at(f_pos, f_norm); + // light += point_light; + // diffuse_light += point_light; + // reflected_light += point_light; + // vec3 surf_color = illuminate(srgb_to_linear(highlight_col.rgb * f_col), light, diffuse_light, ambient_light); + + float reflectance = 0.0; + // TODO: Do reflectance properly like this later + vec3 reflect_color = vec3(0); + + surf_color = illuminate(max_light, view_dir, mix(surf_color * emitted_light, reflect_color, reflectance), mix(surf_color * reflected_light, reflect_color, reflectance)); + + // if ((flags & 1) == 1 && int(cam_mode) == 1) { + // float distance = distance(vec3(cam_pos), focus_pos.xyz) - 2; + + // float opacity = clamp(distance / distance_divider, 0, 1); + + // // if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > opacity) { + // // discard; + // // return; + // // } + // } + + tgt_color = vec4(surf_color, 1.0); + tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_FIGURE); +} diff --git a/assets/voxygen/shaders/rope-vert.glsl b/assets/voxygen/shaders/rope-vert.glsl new file mode 100644 index 0000000..dd22570 --- /dev/null +++ b/assets/voxygen/shaders/rope-vert.glsl @@ -0,0 +1,58 @@ +#version 440 core + +#include + +#define FIGURE_SHADER + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include +#include + +layout(location = 0) in vec3 v_pos; +layout(location = 1) in vec3 v_norm; + +layout (std140, set = 2, binding = 0) +uniform u_locals { + vec4 pos_a; + vec4 pos_b; + float rope_length; +}; + +layout(location = 0) out vec3 f_pos; +layout(location = 1) out vec3 f_norm; +layout(location = 2) out vec3 m_pos; + +void main() { + m_pos = v_pos; + + vec3 rz = normalize(pos_b.xyz - pos_a.xyz); + vec3 rx = normalize(cross(vec3(0, 0, 1), rz)); + vec3 ry = normalize(cross(rz, rx)); + float dist = distance(pos_a.xyz, pos_b.xyz); + vec3 pos = pos_a.xyz + (rx * v_pos.x + ry * v_pos.y) * 0.1 + rz * v_pos.z * dist; + vec2 ideal_wind_sway = wind_vel * vec2( + wind_wave(pos.y * 1.5, 1.9, wind_vel.x, wind_vel.y), + wind_wave(pos.x * 1.5, 2.1, wind_vel.y, wind_vel.x) + ); + float dip = (1 - pow(abs(v_pos.z - 0.5) * 2.0, 2)) * max(rope_length - dist, 0.0); + pos += vec3(ideal_wind_sway * min(pow(dip, 2), 0.005), -0.5 * dip); + + f_pos = pos + focus_pos.xyz; + + #ifdef EXPERIMENTAL_CURVEDWORLD + f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); + #endif + + f_norm = rx * v_norm.x + ry * v_norm.y + rz * v_norm.z; + + gl_Position = all_mat * vec4(f_pos, 1); +} diff --git a/assets/voxygen/shaders/skybox-frag.glsl b/assets/voxygen/shaders/skybox-frag.glsl new file mode 100644 index 0000000..5b5f0fc --- /dev/null +++ b/assets/voxygen/shaders/skybox-frag.glsl @@ -0,0 +1,61 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_TRANSMISSION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include +#include +#include + +layout(location = 0) in vec3 f_pos; + +layout(location = 0) out vec4 tgt_color; +layout(location = 1) out uvec4 tgt_mat; + +void main() { + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(get_sky_color(), 1); + return; + #endif + + vec3 cam_dir = normalize(f_pos - cam_pos.xyz); + + float cam_alt = alt_at(cam_pos.xy); + // float f_alt = alt_at(f_pos.xy); + float fluid_alt = medium.x == MEDIUM_WATER ? floor(cam_alt + 1) : view_distance.w; + // float fluid_alt = max(f_pos.z + 1, floor(f_alt)); + vec3 mu = medium.x == MEDIUM_WATER /* && f_pos.z <= fluid_alt*/ ? MU_WATER : vec3(0.0); + // vec3 sun_attenuation = compute_attenuation(wpos, -sun_dir, mu, surface_alt, wpos); + vec3 cam_attenuation = compute_attenuation(cam_pos.xyz, -cam_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*//*f_pos*//*vec3(f_pos.xy, fluid_alt)*/cam_pos.xyz); + // vec3 cam_attenuation = compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, cam_pos.xyz); + // vec3 cam_attenuation = vec3(1.0); + + + /* vec3 world_pos = cam_pos.xyz + cam_dir * 500000.0; + tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x, cam_pos.xyz, world_pos, 1.0, true, _clouds), 1.0); */ + float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x); + + float dist = 100000.0; + + float refractionIndex = medium.x == MEDIUM_WATER ? 1.0 / 1.3325 : 1.0; + /* if (medium.x == 1u) { + dist = UNDERWATER_MIST_DIST; + } */ + vec3 wpos = cam_pos.xyz + /*normalize(f_pos)*/cam_dir * dist; + + tgt_color = vec4(cam_attenuation * get_sky_color(normalize(f_pos), cam_pos.xyz, wpos, 1.0, true, refractionIndex, false, 1.0), 1.0); + tgt_mat = uvec4(uvec3(0), MAT_SKY); +} diff --git a/assets/voxygen/shaders/skybox-vert.glsl b/assets/voxygen/shaders/skybox-vert.glsl new file mode 100644 index 0000000..bd4bf66 --- /dev/null +++ b/assets/voxygen/shaders/skybox-vert.glsl @@ -0,0 +1,46 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_TRANSMISSION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include + +layout(location = 0) in vec3 v_pos; + +layout(location = 0) out vec3 f_pos; + +void main() { + f_pos = v_pos; + + // TODO: Make this position-independent to avoid rounding error jittering + // NOTE: we may or may not want to use an infinite projection here + // + // Essentially: using any finite projection is likely wrong here if we want + // to project out to infinity, but since we want to perturb the skybox as we + // move and we have stars now, the "right" answer is heavily dependent on + // how we compute cloud position and stuff. + // + // Infinite projections of cubemaps are nice because they can be oriented + // but still extend infinitely far. + gl_Position = + all_mat * + vec4(v_pos + cam_pos.xyz, 1); + // gl_Position = vec4(gl_Position.xy, sign(gl_Position.z) * gl_Position.w, gl_Position.w); + gl_Position.z = 0; + // gl_Position.z = gl_Position.w - 0.000001;//0.0; + // gl_Position.z = 1.0; + // gl_Position.z = -1.0; +} diff --git a/assets/voxygen/shaders/sprite-frag.glsl b/assets/voxygen/shaders/sprite-frag.glsl new file mode 100644 index 0000000..1ceef03 --- /dev/null +++ b/assets/voxygen/shaders/sprite-frag.glsl @@ -0,0 +1,142 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +#include + +layout(location = 0) in vec3 f_pos; +layout(location = 1) flat in vec3 f_norm; +layout(location = 2) flat in float f_select; +layout(location = 3) in vec2 f_uv_pos; +layout(location = 4) in vec2 f_inst_light; + +layout(set = 2, binding = 0) +uniform texture2D t_col_light; +layout(set = 2, binding = 1) +uniform sampler s_col_light; + +layout(location = 0) out vec4 tgt_color; +layout(location = 1) out uvec4 tgt_mat; + +#include +#include +#include + +const float FADE_DIST = 32.0; + +void main() { + float f_ao; + uint material = 0xFFu; + vec3 f_col = greedy_extract_col_light_figure(t_col_light, s_col_light, f_uv_pos, f_ao, material); + + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_ao), 1); + return; + #endif + + vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); + vec3 view_dir = -cam_to_frag; + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE >= FLUID_MODE_MEDIUM) + float f_alt = alt_at(f_pos.xy); +#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_LOW) + float f_alt = f_pos.z; +#endif + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) + vec4 f_shadow = textureMaybeBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy)); + float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#elif (SHADOW_MODE == SHADOW_MODE_NONE) + float sun_shade_frac = 1.0; +#endif + float moon_shade_frac = 1.0; + + DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, f_pos); + DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac); + + vec3 surf_color = f_col; + float alpha = 1.0; + const float n2 = 1.5; + const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2); + const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2); + const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2); + const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2); + float R_s = (f_pos.z < f_alt) ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x); + + vec3 k_a = vec3(1.0); + vec3 k_d = vec3(1.0); + vec3 k_s = vec3(R_s); + + vec3 emitted_light = vec3(1); + vec3 reflected_light = vec3(1); + + // Make voxel shadows block the sun and moon + sun_info.block = f_inst_light.x; + moon_info.block = f_inst_light.x; + + float max_light = 0.0; + + vec3 cam_attenuation = vec3(1); + float fluid_alt = max(f_pos.z + 1, floor(f_alt + 1)); + vec3 mu = medium.x == MEDIUM_WATER ? MU_WATER : vec3(0.0); + #if (FLUID_MODE >= FLUID_MODE_MEDIUM) + cam_attenuation = + medium.x == MEDIUM_WATER ? compute_attenuation_point(cam_pos.xyz, view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos) + : compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz); + #endif + + // Prevent the sky affecting light when underground + float not_underground = clamp((f_pos.z - f_alt) / 128.0 + 1.0, 0.0, 1.0); + + max_light += get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + emitted_light *= sun_info.block; + reflected_light *= sun_info.block; + + max_light += lights_at(f_pos, f_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + // TODO: Hack to add a small amount of underground ambient light to the scene + reflected_light += vec3(0.01, 0.02, 0.03) * (1.0 - not_underground); + + vec3 glow = pow(f_inst_light.y, 3) * 4 * glow_light(f_pos); + emitted_light += glow * cam_attenuation; + + float ao = f_ao; + reflected_light *= ao; + emitted_light *= ao; + + float point_shadow = shadow_at(f_pos, f_norm); + reflected_light *= point_shadow; + emitted_light *= point_shadow; + + // Apply emissive glow + // For now, just make glowing material light be the same colour as the surface + // TODO: Add a way to control this better outside the shaders + if ((material & (1u << 0u)) > 0u) { + emitted_light += 20 * surf_color; + } + + surf_color = illuminate(max_light, view_dir, surf_color * emitted_light, surf_color * reflected_light); + + surf_color += f_select * (surf_color + 0.1) * vec3(0.15, 0.15, 0.15); + + tgt_color = vec4(surf_color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (sprite_render_distance - FADE_DIST)) / FADE_DIST, 0, 1)); + tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), MAT_FIGURE); + //tgt_color = vec4(-f_norm, 1.0); +} diff --git a/assets/voxygen/shaders/sprite-vert.glsl b/assets/voxygen/shaders/sprite-vert.glsl new file mode 100644 index 0000000..abd4201 --- /dev/null +++ b/assets/voxygen/shaders/sprite-vert.glsl @@ -0,0 +1,205 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#include +#include +#include +#include + +layout(location = 0) in vec4 inst_mat0; +layout(location = 1) in vec4 inst_mat1; +layout(location = 2) in vec4 inst_mat2; +layout(location = 3) in vec4 inst_mat3; +// TODO: is there a better way to pack the various vertex attributes? +// TODO: ori is unused +layout(location = 4) in uint inst_pos_ori_door; +layout(location = 5) in uint inst_vert_page; // NOTE: this could fit in less bits +// TODO: do we need this many bits for light and glow? +layout(location = 6) in float inst_light; +layout(location = 7) in float inst_glow; +layout(location = 8) in float model_wind_sway; // NOTE: this only varies per model +layout(location = 9) in float model_z_scale; // NOTE: this only varies per model + +layout(set = 0, binding = 15) restrict readonly buffer sprite_verts { + uvec2 verts[]; +}; + +layout (std140, set = 3, binding = 0) +uniform u_terrain_locals { + mat4 model_mat; + ivec4 atlas_offs; + float load_time; +}; + +// TODO: consider grouping into vec4's +layout(location = 0) out vec3 f_pos; +layout(location = 1) flat out vec3 f_norm; +layout(location = 2) flat out float f_select; +layout(location = 3) out vec2 f_uv_pos; +layout(location = 4) out vec2 f_inst_light; + +const float SCALE = 1.0 / 11.0; +const float SCALE_FACTOR = pow(SCALE, 1.3) * 0.2; + +const float EXTRA_NEG_Z = 32768.0; +const float VERT_EXTRA_NEG_XY = 128.0; +const float VERT_EXTRA_NEG_Z = 128.0; +const uint VERT_PAGE_SIZE = 256; +const uint VERT_PAGE_SIZE_BITS = VERT_PAGE_SIZE - 1; + +// vec4(vec3(position), distance) +vec4 nearest_entity(in vec3 sprite_pos, const float entity_radius_factor) { + vec4 closest = vec4(vec3(0), 65536); + + for (uint i = 0u; i < light_shadow_count.y; i ++) { + // Only access the array once + Shadow S = shadows[i]; + vec3 shadow_pos = S.shadow_pos_radius.xyz - focus_off.xyz; + float dist_sq = dot(sprite_pos - shadow_pos, sprite_pos - shadow_pos) + - S.shadow_pos_radius.w * S.shadow_pos_radius.w * entity_radius_factor; + if (dist_sq < closest.w) { + closest = vec4(shadow_pos, dist_sq); + } + } + closest.w = sqrt(max(closest.w, 0)); + return closest; +} + +void main() { + // Matrix to transform this sprite instance from model space to chunk space + mat4 inst_mat; + inst_mat[0] = inst_mat0; + inst_mat[1] = inst_mat1; + inst_mat[2] = inst_mat2; + inst_mat[3] = inst_mat3;// + vec4(-14.5, -16.5, 0.0, 0.0); + + inst_mat = model_mat * inst_mat; + + // Worldpos of the chunk that this sprite is in + vec3 chunk_offs = -focus_off.xyz; + + f_inst_light = vec2(inst_light, inst_glow); + + // Index of the vertex data in the 1D vertex texture + int vertex_index = int((uint(gl_VertexIndex) & VERT_PAGE_SIZE_BITS) + inst_vert_page * VERT_PAGE_SIZE); + uvec2 pos_atlas_pos_norm_ao = verts[vertex_index]; + uint v_pos_norm = pos_atlas_pos_norm_ao.x; + uint v_atlas_pos = pos_atlas_pos_norm_ao.y; + + // Expand the model vertex position bits into float values + // TODO: Use this instead, see [https://gitlab.com/veloren/veloren/-/merge_requests/3091] + //vec3 v_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 8, 16)) & uvec3(0xFFu, 0xFFu, 0x0FFFu)) - ivec3(VERT_EXTRA_NEG_XY, VERT_EXTRA_NEG_XY, VERT_EXTRA_NEG_Z)); + vec3 v_pos = vec3( + float(v_pos_norm & 0xFFu) - VERT_EXTRA_NEG_XY, + float((v_pos_norm >> 8) & 0xFFu) - VERT_EXTRA_NEG_XY, + float((v_pos_norm >> 16) & 0x0FFFu) - VERT_EXTRA_NEG_Z + ); + + // Position of the sprite block in the chunk + // Used for highlighting the selected sprite, and for opening doors + vec3 sprite_pos = inst_mat[3].xyz + chunk_offs; + + #ifndef EXPERIMENTAL_BAREMINIMUM + if((inst_pos_ori_door & (1 << 28)) != 0) { + const float MIN_OPEN_DIST = 0.2; + const float MAX_OPEN_DIST = 1.5; + float min_entity_dist = nearest_entity(sprite_pos, 1.0).w; + + if (min_entity_dist < MAX_OPEN_DIST) { + float sprite_ori = (inst_pos_ori_door >> 29) & 0x7u; + float flip = sprite_ori <= 3 ? 1.0 : -1.0; + float theta = mix(PI/2.0, 0, pow(max(0.0, min_entity_dist - MIN_OPEN_DIST) / (MAX_OPEN_DIST - MIN_OPEN_DIST), 1.0)); + float costheta = cos(flip * theta); + float sintheta = sin(flip * theta); + mat3 rot_z = mat3( + vec3(costheta, -sintheta, 0), + vec3(sintheta, costheta, 0), + vec3(0, 0, 1) + ); + + vec3 delta = vec3(5.5, 0, 0); + v_pos = (rot_z * (v_pos + delta)) - delta; + } + } + #endif + + // Transform into chunk space and scale + f_pos = (inst_mat * vec4(v_pos, 1.0)).xyz; + // Transform info world space + f_pos += chunk_offs; + + #ifndef EXPERIMENTAL_BAREMINIMUM + #ifdef EXPERIMENTAL_TERRAINPOP + // Terrain 'pop-in' effect + f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(time_since(load_time), 10.0), 1.0)); + #endif + #endif + + #ifdef EXPERIMENTAL_CURVEDWORLD + f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); + #endif + + #ifndef EXPERIMENTAL_BAREMINIMUM + // Wind sway effect + f_pos.xy += (wind_vel * 0.35 + vec2( + wind_wave(f_pos.y * 0.1, 0.9, wind_vel.x, wind_vel.y), + wind_wave(f_pos.x * 0.1, 1.1, wind_vel.y, wind_vel.x) + )) + * model_wind_sway + //* mix(10.0, abs(v_pos.z), 1.0 / (1.0 + abs(v_pos.z) * 0.1)) + * abs(v_pos.z) + * model_z_scale + * SCALE_FACTOR; + + if (model_wind_sway > 0.0) { + vec2 center = sprite_pos.xy; + vec4 min_entity = nearest_entity(vec3(center, sprite_pos.z), 0.0); + + const float PUSH_FACTOR = 5; + + float push_dist = max(1.0 - min_entity.w, 0.0); + + f_pos.xy += normalize(center - min_entity.xy) * v_pos.z * model_z_scale * SCALE_FACTOR * PUSH_FACTOR * push_dist; + } + #endif + + // Determine normal + // TODO: do changes here effect perf on vulkan + // TODO: dx12 doesn't like dynamic index + // TODO: use mix? + // Shader@0x000001AABD89BEE0(112,43-53): error X4576: Input array signature parameter cannot be indexed dynamically. + //vec3 norm = (inst_mat[(v_pos_norm >> 30u) & 3u].xyz); + uint index = v_pos_norm >> 30u & 3u; + vec3 norm; + if (index == 0) { + norm = (inst_mat[0].xyz); + } else if (index == 1) { + norm = (inst_mat[1].xyz); + } else { + norm = (inst_mat[2].xyz); + } + + f_norm = normalize(mix(-norm, norm, v_pos_norm >> 29u & 1u)); + + // Expand atlas tex coords to floats + // NOTE: Could defer to fragment shader if we are vert heavy + f_uv_pos = vec2((uvec2(v_atlas_pos) >> uvec2(0, 16)) & uvec2(0xFFFFu, 0xFFFFu));; + + // Select glowing + f_select = (select_pos.w > 0 && select_pos.xyz == sprite_pos) ? 1.0 : 0.0; + + gl_Position = + all_mat * + vec4(f_pos, 1); +} diff --git a/assets/voxygen/shaders/terrain-frag.glsl b/assets/voxygen/shaders/terrain-frag.glsl new file mode 100644 index 0000000..f226656 --- /dev/null +++ b/assets/voxygen/shaders/terrain-frag.glsl @@ -0,0 +1,574 @@ +#version 440 core +// #extension GL_ARB_texture_storage : require + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +#include +#include + +layout(location = 0) in vec3 f_pos; +// in float f_ao; +// in vec3 f_chunk_pos; +// #ifdef FLUID_MODE_SHINY +layout(location = 1) flat in uint f_pos_norm; +// #else +// const uint f_pos_norm = 0u; +// #endif +// in float f_alt; +// in vec4 f_shadow; +// in vec3 f_col; +// in float f_light; +/*centroid */layout(location = 3) in vec2 f_uv_pos; +// in vec3 light_pos[2]; +// const vec3 light_pos[6] = vec3[](vec3(0), vec3(0), vec3(00), vec3(0), vec3(0), vec3(0)); + +/* #if (SHADOW_MODE == SHADOW_MODE_MAP) +in vec4 sun_pos; +#elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE) +const vec4 sun_pos = vec4(0.0); +#endif */ + +layout(set = 2, binding = 0) +uniform texture2D t_col_light; +layout(set = 2, binding = 1) +uniform sampler s_col_light; +layout(set = 2, binding = 2) +uniform utexture2D t_kind; +layout(set = 2, binding = 3) +uniform sampler s_kind; + +layout (std140, set = 3, binding = 0) +uniform u_locals { + mat4 model_mat; + ivec4 atlas_offs; + float load_time; +}; + +layout(location = 0) out vec4 tgt_color; +layout(location = 1) out uvec4 tgt_mat; + +#include +#include +#include + +void main() { + /* + float nz = abs(hash(vec4(floor((f_pos + focus_off.xyz) * 5.0), 0))); + if (nz > (tick.x - load_time) / 0.5 || distance(focus_pos.xy, f_pos.xy) / view_distance.x + nz * 0.1 > 1.0) { + discard; + } + */ + + // discard; + // vec4 f_col_light = textureGrad(t_col_light, f_uv_pos / texSize, 0.25, 0.25); + // vec4 f_col_light = texture(t_col_light, (f_uv_pos) / texSize); + + // First 3 normals are negative, next 3 are positive + const vec3 normals[8] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1), vec3(0,0,0), vec3(0,0,0)); + + // uint norm_index = (f_pos_norm >> 29) & 0x7u; + // vec2 uv_delta = (norm_index & 0u) == 0u ? vec2(-1.0) : vec2(0); + + vec2 f_uv_pos = f_uv_pos + atlas_offs.xy; + // vec4 f_col_light = textureProj(t_col_light, vec3(f_uv_pos + 0.5, textureSize(t_col_light, 0)));//(f_uv_pos/* + 0.5*/) / texSize); + // float f_light = textureProj(t_col_light, vec3(f_uv_pos + 0.5, textureSize(t_col_light, 0))).a;//1.0;//f_col_light.a * 4.0;// f_light = float(v_col_light & 0x3Fu) / 64.0; + float f_light, f_glow, f_ao, f_sky_exposure; + uint f_kind; + vec3 f_col = greedy_extract_col_light_kind_terrain(t_col_light, s_col_light, t_kind, f_uv_pos, f_light, f_glow, f_ao, f_sky_exposure, f_kind); + + uint f_mat = MAT_BLOCK; + + #ifdef EXPERIMENTAL_BAREMINIMUM + tgt_color = vec4(simple_lighting(f_pos.xyz, f_col, f_light), 1); + return; + #endif + + //float f_light = (uint(texture(t_col_light, (f_uv_pos + 0.5) / textureSize(t_col_light, 0)).r * 255.0) & 0x1Fu) / 31.0; + // vec2 texSize = textureSize(t_col_light, 0); + // float f_light = texture(t_col_light, f_uv_pos/* + vec2(atlas_offs.xy)*/).a;//1.0;//f_col_light.a * 4.0;// f_light = float(v_col_light & 0x3Fu) / 64.0; + // float f_light = textureProj(t_col_light, vec3(f_uv_pos/* + vec2(atlas_offs.xy)*/, texSize.x)).a;//1.0;//f_col_light.a * 4.0;// f_light = float(v_col_light & 0x3Fu) / 64.0; + // float f_light = textureProjLod(t_col_light, vec3(f_uv_pos/* + vec2(atlas_offs.xy)*/, texSize.x), 0).a;//1.0;//f_col_light.a * 4.0;// f_light = float(v_col_light & 0x3Fu) / 64.0; + // float f_light = textureGrad(t_col_light, (f_uv_pos + 0.5) / texSize, vec2(0.1, 0.0), vec2(0.0, 0.1)).a;//1.0;//f_col_light.a * 4.0;// f_light = float(v_col_light & 0x3Fu) / 64.0; + // f_light = sqrt(f_light); + // f_light = sqrt(f_light); + // f_col = vec3((uvec3(v_col_light) >> uvec3(8, 16, 24)) & uvec3(0xFFu)) / 255.0; + // vec3 f_col = light_col.rgb;//vec4(1.0, 0.0, 0.0, 1.0); + + // float f_ao = 1.0; + + // vec3 my_chunk_pos = vec3(ivec3((uvec3(f_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu))); + // tgt_color = vec4(hash(floor(vec4(my_chunk_pos.x, 0, 0, 0))), hash(floor(vec4(0, my_chunk_pos.y, 0, 1))), hash(floor(vec4(0, 0, my_chunk_pos.z, 2))), 1.0); + // tgt_color.rgb *= f_light; + // tgt_color = vec4(vec3(f_light), 1.0); + // tgt_color = vec4(f_col, 1.0); + // return; + // vec4 light_pos[2]; + // vec4 light_col = vec4( + // hash(floor(vec4(f_pos.x, 0, 0, 0))), + // hash(floor(vec4(0, f_pos.y, 0, 1))), + // hash(floor(vec4(0, 0, f_pos.z, 2))), + // 1.0 + // ); + // vec3 f_col = light_col.rgb;//vec4(1.0, 0.0, 0.0, 1.0); + // tgt_color = vec4(f_col, 1.0); + // tgt_color = vec4(light_shadow_count.x <= 31u ? f_col : vec3(0.0), 1.0); + // tgt_color = vec4(0.0, 0.0, 0.0, 1.0); + // float sum = 0.0; + // for (uint i = 0u; i < /* 6 * */light_shadow_count.x; i ++) { + // // uint i = 1u; + // Light L = lights[i/* / 6*/]; + + // /* vec4 light_col = vec4( + // hash(vec4(1.0, 0.0, 0.0, i)), + // hash(vec4(1.0, 1.0, 0.0, i)), + // hash(vec4(1.0, 0.0, 1.0, i)), + // 1.0 + // ); */ + // vec3 light_col = vec3(1.0);//L.light_col.rgb; + // float light_strength = L.light_col.a / 255.0; + // // float light_strength = 1.0 / light_shadow_count.x; + + // vec3 light_pos = L.light_pos.xyz; + + // // Pre-calculate difference between light and fragment + // vec3 fragToLight = f_pos - light_pos; + + // // vec3 f_norm = normals[(f_pos_norm >> 29) & 0x7u]; + + // // use the light to fragment vector to sample from the depth map + // float bias = 0.0;//0.05;//0.05; + // // float closestDepth = texture(t_shadow_maps, vec4(fragToLight, i)/*, 0.0*//*, bias*/).r; + // // float closestDepth = texture(t_shadow_maps, vec4(fragToLight, lightIndex), bias); + // // float closestDepth = texture(t_shadow_maps, vec4(fragToLight, i + 1)/*, bias*/).r; + // float currentDepth = VectorToDepth(fragToLight) + bias; + // float closestDepth = texture(t_shadow_maps, vec3(fragToLight)/*, -2.5*/).r; + // + // // float visibility = texture(t_shadow_maps, vec4(fragToLight, i + 1), -(length(fragToLight) - bias)/* / screen_res.w*/); + // // it is currently in linear range between [0,1]. Re-transform back to original value + // // closestDepth *= screen_res.w; // far plane + // // now test for shadows + // // float shadow = /*currentDepth*/(screen_res.w - bias) > closestDepth ? 1.0 : 0.0; + // // float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0; + + // // tgt_color += light_col * vec4(vec3(/*closestDepth*/visibility/* + bias*//* / screen_res.w */) * 1.0 / light_shadow_count.x, 0.0); + // // tgt_color.rgb += light_col * vec3(closestDepth + 0.05 / screen_res.w) * 1.0 /*/ light_shadow_count.x*/ * light_strength; + // tgt_color.rgb += light_col * vec3(closestDepth) * 1.0 / screen_res.w /*/ light_shadow_count.x*/ * light_strength; + // sum += light_strength; + // } + + // TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction. + // uint norm_axis = (f_pos_norm >> 30) & 0x3u; + // // Increase array access by 3 to access positive values + // uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u; + // Use an array to avoid conditional branching + // uint norm_index = (f_pos_norm >> 29) & 0x7u; + // vec3 f_norm = normals[norm_index]; + vec3 face_norm = normals[(f_pos_norm >> 29) & 0x7u]; + vec3 f_norm = face_norm; + + #ifdef EXPERIMENTAL_BRICKLOREN + vec3 pos = f_pos + focus_off.xyz; + const vec3 bk_sz = vec3(2, 2, 2); + vec3 sz = vec3(1.0 + mod(floor(pos.z * bk_sz.z + floor(pos.x) + floor(pos.y) - 0.01), 2.0) * (bk_sz.x - 1), 1.0 + mod(floor(pos.z * bk_sz.z + floor(pos.x) + floor(pos.y) + 0.99), 2.0) * (bk_sz.y - 1), bk_sz.z); + vec3 fp = pos * sz; + vec3 clamped = min(floor(fp.xyz) + 1.0 - 0.07 * sz, max(floor(fp.xyz) - 0.07 * sz, fp.xyz)); + f_norm.xyz += (fp.xyz - clamped) * 5.0 * sign(1.0 - f_norm) * max(1.0 - length(f_pos - cam_pos.xyz) / 64.0, 0); + f_norm = normalize(f_norm); + f_col /= 1.0 + length((fp - clamped) * sign(1.0 - f_norm)) * 2; + #endif + + // vec3 du = dFdx(f_pos); + // vec3 dv = dFdy(f_pos); + // vec3 f_norm = normalize(cross(du, dv)); + + // /* if (light_shadow_count.x == 1) { + // tgt_color.rgb = vec3(0.0); + // } */ + // if (sum > 0.0) { + // tgt_color.rgb /= sum; + // } + // return; + // Whether this face is facing fluid or not. + bool faces_fluid = bool((f_pos_norm >> 28) & 0x1u); + + vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); + // vec4 vert_pos4 = view_mat * vec4(f_pos, 1.0); + // vec3 view_dir = normalize(-vec3(vert_pos4)/* / vert_pos4.w*/); + vec3 view_dir = -cam_to_frag; + // vec3 view_dir = normalize(f_pos - cam_pos.xyz); + + /* vec3 sun_dir = get_sun_dir(time_of_day.x); + vec3 moon_dir = get_moon_dir(time_of_day.x); */ + +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE >= FLUID_MODE_MEDIUM) + float f_alt = alt_at(f_pos.xy); +#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_LOW) + float f_alt = f_pos.z; +#endif + + float alpha = 1.0;//0.0001;//1.0; + // TODO: Possibly angle with water surface into account? Since we can basically assume it's horizontal. + const float n2 = 1.5;//1.01; + const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2); + const float R_s1s0 = pow((1.3325 - n2) / (1.3325 + n2), 2); + const float R_s2s1 = pow((1.0 - 1.3325) / (1.0 + 1.3325), 2); + const float R_s1s2 = pow((1.3325 - 1.0) / (1.3325 + 1.0), 2); + // float faces_fluid = faces_fluid && f_pos.z <= floor(f_alt); + float fluid_alt = max(f_pos.z + 1, floor(f_alt + 1)); + float R_s = /*(f_pos.z < f_alt)*/faces_fluid /*&& f_pos.z <= fluid_alt*/ ? mix(R_s2s1 * R_s1s0, R_s1s0, medium.x) : mix(R_s2s0, R_s1s2 * R_s2s0, medium.x); + + // vec3 surf_color = /*srgb_to_linear*/(f_col); + vec3 k_a = vec3(1.0); + vec3 k_d = vec3(1.0); + vec3 k_s = vec3(R_s); + + // Toggle to see rain_occlusion + // tgt_color = vec4(rain_occlusion_at(f_pos.xyz), 0.0, 0.0, 1.0); + // return; + #if (REFLECTION_MODE >= REFLECTION_MODE_HIGH) + float f_alpha = 1.0; + #else + const float f_alpha = 1.0; + #endif + #if (CLOUD_MODE != CLOUD_MODE_NONE && REFLECTION_MODE >= REFLECTION_MODE_MEDIUM) + if (rain_density > 0 && !faces_fluid && f_norm.z > 0.5) { + vec3 pos = f_pos + focus_off.xyz; + vec3 drop_density = vec3(2, 2, 2); + vec3 drop_pos = pos + vec3(pos.zz, 0) + vec3(0, 0, -tick.x * 1.0); + drop_pos.z += noise_2d(floor(drop_pos.xy * drop_density.xy) * 13.1) * 10; + vec2 cell2d = floor(drop_pos.xy * drop_density.xy); + drop_pos.z *= 0.5 + hash_fast(uvec3(cell2d, 0)); + vec3 cell = vec3(cell2d, floor(drop_pos.z * drop_density.z)); + + #if (REFLECTION_MODE >= REFLECTION_MODE_HIGH) + float puddle = clamp((noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.02) - 0.5) * 20.0, 0.0, 1.0) + * min(rain_density * 10.0, 1.0) + * clamp((f_sky_exposure - 0.95) * 50.0, 0.0, 1.0); + #else + const float puddle = 1.0; + #endif + + #if (REFLECTION_MODE >= REFLECTION_MODE_HIGH) + if (puddle > 0.0) { + f_alpha = puddle * 0.2 * max(1.0 + cam_to_frag.z, 0.3); + #ifdef EXPERIMENTAL_PUDDLEDETAILS + float t0 = sin(tick_loop(2.0 * PI, 8.0, f_pos.x * 3)); + float t1 = sin(tick_loop(2.0 * PI, 3.5, -f_pos.x * 6)); + float h = (noise_2d((f_pos.xy + focus_off.xy) * 0.3) - 0.5) * t0 + + (noise_2d((f_pos.xy + focus_off.xy) * 0.6) - 0.5) * t1; + float hx = (noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.3) - 0.5) * t0 + + (noise_2d((f_pos.xy + focus_off.xy + vec2(0.1, 0)) * 0.6) - 0.5) * t1; + float hy = (noise_2d((f_pos.xy + focus_off.xy + vec2(0, 0.1)) * 0.3) - 0.5) * t0 + + (noise_2d((f_pos.xy + focus_off.xy + vec2(0, 0.1)) * 0.6) - 0.5) * t1; + f_norm.xy += mix(vec2(0), vec2(h - hx, h - hy) / 0.1 * 0.03, puddle); + #endif + alpha = mix(1.0, 0.2, puddle); + f_col.rgb *= mix(1.0, 0.7, puddle); + k_s = mix(k_s, vec3(0.7, 0.7, 1.0), puddle); + f_mat = MAT_FLUID; + } + #endif + + if (rain_occlusion_at(f_pos.xyz + vec3(0, 0, 0.25)) > 0.5) { + if (fract(hash(fract(vec4(cell, 0) * 0.01))) < rain_density * 2.0) { + vec3 off = vec3(hash_fast(uvec3(cell * 13)), hash_fast(uvec3(cell * 5)), 0); + vec3 near_cell = (cell + 0.5 + (off - 0.5) * 0.5) / drop_density; + + float dist = length((drop_pos - near_cell) * vec3(1, 1, 0.5)); + float drop_rad = 0.075 + puddle * 0.05; + float distort = max(1.0 - abs(dist - drop_rad) * 100, 0) * 1.5 * max(drop_pos.z - near_cell.z, 0); + k_a += distort; + k_d += distort; + k_s += distort; + + f_norm.xy += (drop_pos - near_cell).xy + * max(1.0 - abs(dist - drop_rad) * 30, 0) + * 500.0 + * max(drop_pos.z - near_cell.z, 0) + * sign(dist - drop_rad) + * max(drop_pos.z - near_cell.z, 0); + } + } + } + #endif + + #if (REFLECTION_MODE >= REFLECTION_MODE_HIGH) + // Reflections on ice + if (f_kind == BLOCK_ICE && f_norm.z == 1.0) { + f_alpha = min(f_alpha, 0.3); + k_s = mix(k_s, vec3(0.7, 0.7, 1.0), 0.5); + } + #endif + + // float sun_light = get_sun_brightness(sun_dir); + // float moon_light = get_moon_brightness(moon_dir); + /* float sun_shade_frac = horizon_at(f_pos, sun_dir); + float moon_shade_frac = horizon_at(f_pos, moon_dir); */ + // float f_alt = alt_at(f_pos.xy); + // vec4 f_shadow = textureMaybeBicubic(t_horizon, pos_to_tex(f_pos.xy)); +#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP) + vec4 f_shadow = textureMaybeBicubic(t_horizon, s_horizon, pos_to_tex(f_pos.xy)); + float sun_shade_frac = horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#elif (SHADOW_MODE == SHADOW_MODE_NONE) + float sun_shade_frac = 1.0;//horizon_at2(f_shadow, f_alt, f_pos, sun_dir); +#endif + float moon_shade_frac = 1.0;//horizon_at2(f_shadow, f_alt, f_pos, moon_dir); + // Globbal illumination "estimate" used to light the faces of voxels which are parallel to the sun or moon (which is a very common occurrence). + // Will be attenuated by k_d, which is assumed to carry any additional ambient occlusion information (e.g. about shadowing). + // float ambient_sides = clamp(mix(0.5, 0.0, abs(dot(-f_norm, sun_dir)) * 10000.0), 0.0, 0.5); + // NOTE: current assumption is that moon and sun shouldn't be out at the sae time. + // This assumption is (or can at least easily be) wrong, but if we pretend it's true we avoids having to explicitly pass in a separate shadow + // for the sun and moon (since they have different brightnesses / colors so the shadows shouldn't attenuate equally). + // float shade_frac = /*1.0;*/sun_shade_frac + moon_shade_frac; + + // DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, light_pos); + DirectionalLight sun_info = get_sun_info(sun_dir, sun_shade_frac, /*sun_pos*/f_pos); + DirectionalLight moon_info = get_moon_info(moon_dir, moon_shade_frac/*, light_pos*/); + + #ifdef EXPERIMENTAL_DIRECTIONALSHADOWMAPTEXELGRID + float offset_scale = 0.5; + vec3 offset_one = dFdx(f_pos) * offset_scale; + vec3 offset_two = dFdy(f_pos) * offset_scale; + vec3 one_up = f_pos + offset_one; + vec3 one_down = f_pos - offset_one; + vec3 two_up = f_pos + offset_two; + vec3 two_down = f_pos - offset_two; + + // Adjust this to change the size of the grid cells relative to the + // number of shadow texels + float grid_cell_to_texel_ratio = 32.0; + + vec2 shadowTexSize = textureSize(sampler2D(t_directed_shadow_maps, s_directed_shadow_maps), 0) / grid_cell_to_texel_ratio; + + vec4 one_up_shadow_tex = texture_mat * vec4(one_up, 1.0); + vec2 oust_snap = floor(one_up_shadow_tex.xy * shadowTexSize / one_up_shadow_tex.w); + vec4 one_down_shadow_tex = texture_mat * vec4(one_down, 1.0); + vec2 odst_snap = floor(one_down_shadow_tex.xy * shadowTexSize / one_down_shadow_tex.w); + vec4 two_up_shadow_tex = texture_mat * vec4(two_up, 1.0); + vec2 tust_snap = floor(two_up_shadow_tex.xy * shadowTexSize / two_up_shadow_tex.w); + vec4 two_down_shadow_tex = texture_mat * vec4(two_down, 1.0); + vec2 tdst_snap = floor(two_down_shadow_tex.xy * shadowTexSize / two_down_shadow_tex.w); + float border = length(max(abs(oust_snap - odst_snap), abs(tust_snap - tdst_snap))); + + if (border != 0.0) { + tgt_color = vec4(vec3(0.0, 0.7, 0.2), 1.0); + return; + } + #endif + + float max_light = 0.0; + + // After shadows are computed, we use a refracted sun and moon direction. + // sun_dir = faces_fluid && sun_shade_frac > 0.0 ? refract(sun_dir/*-view_dir*/, vec3(0.0, 0.0, 1.0), 1.0 / 1.3325) : sun_dir; + // moon_dir = faces_fluid && moon_shade_frac > 0.0 ? refract(moon_dir/*-view_dir*/, vec3(0.0, 0.0, 1.0), 1.0 / 1.3325) : moon_dir; + + // Compute attenuation due to water from the camera. + vec3 mu = faces_fluid/* && f_pos.z <= fluid_alt*/ ? MU_WATER : vec3(0.0); + // NOTE: Default intersection point is camera position, meaning if we fail to intersect we assume the whole camera is in water. + // Computing light attenuation from water. + vec3 cam_attenuation = + false/*medium.x == MEDIUM_WATER*/ ? compute_attenuation_point(cam_pos.xyz, view_dir, MU_WATER, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/f_pos) + : compute_attenuation_point(f_pos, -view_dir, mu, fluid_alt, /*cam_pos.z <= fluid_alt ? cam_pos.xyz : f_pos*/cam_pos.xyz); + + // Prevent the sky affecting light when underground + float not_underground = clamp((f_pos.z - f_alt) / 128.0 + 1.0, 0.0, 1.0); + + // To account for prior saturation + #if (FLUID_MODE == FLUID_MODE_LOW) + f_light = f_light * sqrt(f_light); + #else + f_light = faces_fluid ? not_underground : f_light * sqrt(f_light); + #endif + + vec3 emitted_light = vec3(1.0); + vec3 reflected_light = vec3(1.0); + + float sun_diffuse = get_sun_diffuse2(sun_info, moon_info, f_norm, view_dir, f_pos, mu, cam_attenuation, fluid_alt, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + max_light += sun_diffuse; + + // emitted_light *= f_light * point_shadow * max(shade_frac, MIN_SHADOW); + // reflected_light *= f_light * point_shadow * shade_frac; + // max_light *= f_light * point_shadow * shade_frac; + emitted_light *= f_light; + reflected_light *= f_light; + max_light *= f_light; + + // TODO: Hack to add a small amount of underground ambient light to the scene + reflected_light += vec3(0.01, 0.02, 0.03) * (1.0 - not_underground); + + // TODO: Apply AO after this + vec3 glow = glow_light(f_pos) * (pow(f_glow, 3) * 5 + pow(f_glow, 2.0) * 2) * pow(max(dot(face_norm, f_norm), 0), 2); + reflected_light += glow * cam_attenuation; + + max_light += lights_at(f_pos, f_norm, view_dir, mu, cam_attenuation, fluid_alt, k_a, k_d, k_s, alpha, f_norm, 1.0, emitted_light, reflected_light); + + emitted_light *= mix(1.0, f_ao, 0.5); + reflected_light *= mix(1.0, f_ao, 0.5); + + float point_shadow = shadow_at(f_pos, f_norm); + reflected_light *= point_shadow; + emitted_light *= point_shadow; + + #ifndef EXPERIMENTAL_NOCAUSTICS + #if (FLUID_MODE >= FLUID_MODE_MEDIUM) + if (faces_fluid) { + vec3 wpos = f_pos + vec3(focus_off.xy, 0); + vec3 spos = (wpos + (fluid_alt - wpos.z) * vec3(sun_dir.xy, 0)) * 0.25; + reflected_light += caustics(spos.xy * 1.0, tick.x * 0.5) + * 3 + / (1.0 + pow(abs(fluid_alt - wpos.z) * 0.075, 2)) + * cam_attenuation + * max(dot(f_norm, -sun_dir.xyz), 0) + * sun_diffuse + * sun_info.shadow + * f_light; + } + #endif + #endif + + // float f_ao = 1.0; + + // float ao = /*pow(f_ao, 0.5)*/f_ao * 0.9 + 0.1; + // emitted_light *= ao; + // reflected_light *= ao; + /* vec3 point_light = light_at(f_pos, f_norm); + emitted_light += point_light; + reflected_light += point_light; */ + + // float point_shadow = shadow_at(f_pos, f_norm); + // vec3 point_light = light_at(f_pos, f_norm); + // vec3 light, diffuse_light, ambient_light; + + // get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, k_a * f_light, k_d * f_light, k_s * f_light, alpha, emitted_light, reflected_light); + // get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0); + // float point_shadow = shadow_at(f_pos, f_norm); + // diffuse_light *= f_light * point_shadow; + // ambient_light *= f_light * point_shadow; + // vec3 point_light = light_at(f_pos, f_norm); + // light += point_light; + // diffuse_light += point_light; + // reflected_light += point_light; + // reflected_light += light_reflection_factor(norm, cam_to_frag, , vec3 k_d, vec3 k_s, float alpha) { + + // light_reflection_factorplight_reflection_factor + + // vec3 surf_color = illuminate(srgb_to_linear(f_col), light, diffuse_light, ambient_light); + + vec3 f_chunk_pos = f_pos - (model_mat[3].xyz - focus_off.xyz); + #ifdef EXPERIMENTAL_NONOISE + float noise = 0.0; + #else + #ifdef EXPERIMENTAL_BRICKLOREN + float noise = hash(vec4(floor(clamped), 0)) * 2 + hash(vec4(floor(clamped * 27 / sz), 0)) * 0.5; + #else + float noise = hash(vec4(floor(f_chunk_pos * 3.0 - f_norm * 0.5), 0));//0.005/* - 0.01*/; + #endif + #endif + +//vec3 srgb_to_linear(vec3 srgb) { +// bvec3 cutoff = lessThan(srgb, vec3(0.04045)); +// vec3 higher = pow((srgb + vec3(0.055))/vec3(1.055), vec3(2.4)); +// vec3 lower = srgb/vec3(12.92); +// +// return mix(higher, lower, cutoff); +//} +// +//vec3 linear_to_srgb(vec3 col) { +// // bvec3 cutoff = lessThan(col, vec3(0.0060)); +// // return mix(11.500726 * col, , cutoff); +// vec3 s1 = vec3(sqrt(col.r), sqrt(col.g), sqrt(col.b)); +// vec3 s2 = vec3(sqrt(s1.r), sqrt(s1.g), sqrt(s1.b)); +// vec3 s3 = vec3(sqrt(s2.r), sqrt(s2.g), sqrt(s2.b)); +// return vec3( +// mix(11.500726 * col.r, (0.585122381 * s1.r + 0.783140355 * s2.r - 0.368262736 * s3.r), clamp((col.r - 0.0060) * 10000.0, 0.0, 1.0)), +// mix(11.500726 * col.g, (0.585122381 * s1.g + 0.783140355 * s2.g - 0.368262736 * s3.g), clamp((col.g - 0.0060) * 10000.0, 0.0, 1.0)), +// mix(11.500726 * col.b, (0.585122381 * s1.b + 0.783140355 * s2.b - 0.368262736 * s3.b), clamp((col.b - 0.0060) * 10000.0, 0.0, 1.0)) +// ); +// +// 11.500726 +//} + // vec3 noise_delta = vec3(noise * 0.005); + // vec3 noise_delta = noise * 0.02 * (1.0 - vec3(0.2126, 0.7152, 0.0722)); + // vec3 noise_delta = noise * 0.002 / vec3(0.2126, 0.7152, 0.0722); + // vec3 noise_delta = sqrt(f_col) + noise; + /* vec3 noise_delta = f_col + noise * 0.02; + noise_delta *= noise_delta; + noise_delta -= f_col; */ + // vec3 noise_delta = (1.0 - f_col) * 0.02 * noise * noise; + // + // a = 0.055 + // + // 1 / (1 + a) = 1 / (1 + 0.055) ~ 0.947867299 + // + // l2s = x^(1/2.4) * (1 / (1 + a)) - a + c + // s2l = (l + a)^2.4 * (1 / (1 + a))^2.4 + // = ((x^(1/2.4) * (1 / (1 + a)) - a + c) + a)^2.4 * (1 / (1 + a))^2.4 + // = (x^(1/2.4) * (1 / (1 + a)) + c)^2.4 * (1 / (1 + a))^2.4 + // + // ~ (x^(1/2) * 1 / (1 + a) + c)^2 * (1 / (1 + a))^2 + // + // = ((x + a)^2.4 * (1 / (1 + a))^2.4 + c)^(1/2.4) * (1 / (1 + a))^(1/2.4) + // = (((x + a)^2.4 + c * (1 + a)^2.4) * (1 / (1 + a))^2.4)^(1/2.4) * (1 / (1 + a))^(1/2.4) + // = ((x + a)^2.4 + c * (1 + a)^2.4)^(1/2.4) * ((1 / (1 + a))^2.4)^(1/2.4) * (1 / (1 + a))^(1/2.4) + // = ((x + a)^2.4 + c * (1 + a)^2.4)^(1/2.4) * (1 / (1 + a))^(1/2.4) + // + // = ((x + a)^2 + c * (1 + a)^2)^(1/2) * (1 / (1 + a))^(1/2) + // = (x^2 + a^2 + 2xa + c + ca^2 + 2ac)^(1/2) * (1 / (1 + a))^(1/2) + // + const float A = 0.055; + const float W_INV = 1 / (1 + A); + const float W_2 = W_INV * W_INV;//pow(W_INV, 2.4); + const float NOISE_FACTOR = 0.015;//pow(0.02, 1.2); + vec3 noise_delta = (sqrt(f_col) * W_INV + noise * NOISE_FACTOR); + // noise_delta = noise_delta * noise_delta * W_2 - f_col; + // lum = W ⋅ col + // lum + noise = W ⋅ (col + delta) + // W ⋅ col + noise = W ⋅ col + W ⋅ delta + // noise = W ⋅ delta + // delta = noise / W + // vec3 col = (f_col + noise_delta); + vec3 col = noise_delta * noise_delta * W_2; + // vec3 col = srgb_to_linear(linear_to_srgb(f_col) + noise * 0.02); + // vec3 col = /*srgb_to_linear*/(f_col + noise); // Small-scale noise + // vec3 col = /*srgb_to_linear*/(f_col + hash(vec4(floor(f_pos * 3.0 - f_norm * 0.5), 0)) * 0.01); // Small-scale noise + vec3 surf_color = illuminate(max_light, view_dir, col * emitted_light, col * reflected_light); + #ifdef EXPERIMENTAL_SNOWGLITTER + if (f_kind == BLOCK_SNOW || f_kind == BLOCK_ART_SNOW) { + float cam_distance = distance(cam_pos.xyz, f_pos); + vec3 pos = f_pos + focus_off.xyz; + + float map = max(noise_3d(pos), 0.0); + + vec4 lpos = vec4(floor(pos * 35.0), 0.0); + + vec3 n = normalize(vec3(hash(lpos + 128), hash(lpos - 435), hash(lpos + 982))); + + float s = pow(abs(dot(n, view_dir)), 4.0); + + surf_color += pow(map * s, 10.0) * 5.0 / max(1.0, cam_distance * 0.5); + } + #endif + + float f_select = (select_pos.w > 0 && select_pos.xyz == floor(f_pos - f_norm * 0.5)) ? 1.0 : 0.0; + surf_color += f_select * (surf_color + 0.1) * vec3(0.5, 0.5, 0.5); + + tgt_color = vec4(surf_color, f_alpha); + tgt_mat = uvec4(uvec3((f_norm + 1.0) * 127.0), f_mat); + //tgt_color = vec4(f_norm, f_alpha); +} diff --git a/assets/voxygen/shaders/terrain-vert.glsl b/assets/voxygen/shaders/terrain-vert.glsl new file mode 100644 index 0000000..bd5c131 --- /dev/null +++ b/assets/voxygen/shaders/terrain-vert.glsl @@ -0,0 +1,185 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) +#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +// #define HAS_SHADOW_MAPS + +#include +#include +#include +#include + + +layout(location = 0) in uint v_pos_norm; +// in uint v_col_light; +layout(location = 1) in uint v_atlas_pos; + +layout (std140, set = 3, binding = 0) +uniform u_locals { + mat4 model_mat; + // TODO: consider whether these need to be signed + ivec4 atlas_offs; + float load_time; +}; + +//struct ShadowLocals { +// mat4 shadowMatrices; +// mat4 texture_mat; +//}; +// +//layout (std140) +//uniform u_light_shadows { +// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192]; +//}; + +layout(location = 0) out vec3 f_pos; +// #ifdef FLUID_MODE_SHINY +layout(location = 1) flat out uint f_pos_norm; + +// #if (SHADOW_MODE == SHADOW_MODE_MAP) +// out vec4 sun_pos; +// #endif + +// #endif +// out float f_alt; +// out vec4 f_shadow; +// out vec3 f_col; +// out vec3 f_chunk_pos; +// out float f_ao; +/*centroid */layout(location = 3) out vec2 f_uv_pos; +// out vec3 light_pos[2]; +// out float f_light; + +// uniform sampler2DRect t_col_light; + +const float EXTRA_NEG_Z = 32768.0; + +void main() { + // over it (if this vertex to see if it intersects. + // TODO: Use the following, see [https://gitlab.com/veloren/veloren/-/merge_requests/3091] + //vec3 f_chunk_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z)); + vec3 f_chunk_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0xFFFFu) - EXTRA_NEG_Z); + + f_pos = (model_mat * vec4(f_chunk_pos, 1.0)).xyz - focus_off.xyz; + + vec3 v_pos = f_pos; + + // Terrain 'pop-in' effect + #ifndef EXPERIMENTAL_BAREMINIMUM + #ifdef EXPERIMENTAL_TERRAINPOP + v_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(time_since(load_time), 10.0), 1.0)); + // f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0)); + #endif + #endif + + #ifdef EXPERIMENTAL_CURVEDWORLD + v_pos.z -= pow(distance(v_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); + #endif + + // vec3 light_col = vec3( + // hash(floor(vec4(f_chunk_pos.x, 0, 0, 0))), + // hash(floor(vec4(0, f_chunk_pos.y, 0, 1))), + // hash(floor(vec4(0, 0, f_chunk_pos.z, 2))) + // ); + + // f_col = light_col;// f_col = vec3((uvec3(v_col_light) >> uvec3(8, 16, 24)) & uvec3(0xFFu)) / 255.0; + // f_light = 1.0;//float(v_col_light & 0x3Fu) / 64.0; + // f_ao = 1.0;//float((v_col_light >> 6u) & 3u) / 4.0; + // f_col = f_col = vec3((uvec3(v_col_light) >> uvec3(8, 16, 24)) & uvec3(0xFFu)) / 255.0; + // f_light = float(v_col_light & 0x3Fu) / 64.0; + // f_ao = float((v_col_light >> 6u) & 3u) / 4.0; + + // for (uint i = 0u; i < 1u/*light_shadow_count.z*/; ++i) { + // light_pos[i] = vec3(shadowMats[i].texture_mat * vec4(f_pos, 1.0)); + // } + // vec2 texSize = textureSize(t_col_light, 0); + f_uv_pos = vec2((uvec2(v_atlas_pos) >> uvec2(0, 16)) & uvec2(0xFFFFu, 0xFFFFu)); + +// #if (SHADOW_MODE == SHADOW_MODE_MAP) +// // for (uint i = 0u; i < light_shadow_count.z; ++i) { +// // light_pos[i] = /*vec3(*/shadowMats[i].texture_mat * vec4(f_pos, 1.0)/*)*/; +// // } +// sun_pos = /*vec3(*/shadowMats[0].texture_mat * vec4(f_pos, 1.0)/*)*/; +// // #elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE) +// // vec4 sun_pos = vec4(0.0); +// #endif + +// #ifdef FLUID_MODE_SHINY + f_pos_norm = v_pos_norm; +// #endif + + // Also precalculate shadow texture and estimated terrain altitude. + // f_alt = alt_at(f_pos.xy); + // f_shadow = textureMaybeBicubic(t_horizon, pos_to_tex(f_pos.xy)); + + // IDEA: Cast a ray from the vertex to the camera (if this vertex is above the camera) or from the camera to the vertex (if this + // vertex is below the camera) to see where it intersects the plane of water. All of this only applies if either the terrain + // vertex is in water, or the camera is in water. + // + // If an intersection is found, refract the ray across the barrier using the correct ratio of indices of refraction (1 / N_WATER + // if the vertex is above the camera [ray is going from air to water], N_WATER if the camera is above the vertex + // [ray is going from water to air]). + // + // In order to make sure that terrain and other objects below such an interface are properly renered, we then "un-refract" by + // reversing the refracted vector, and multiplying that by the distance from the object from which we cast the ray to the + // intersectng point, in order to make the object appear to the viewer where it should after refraction. + // bool faces_fluid = bool((f_pos_norm >> 28) & 0x1u); + // // TODO: Measure real water surface altitude here. + // float surfaceAlt = faces_fluid ? max(ceil(f_pos.z), floor(f_alt)) : /*floor(f_alt);*/mix(view_distance.z, min(f_alt, floor(alt_at_real(cam_pos.xy))), medium.x); + + // vec3 wRayinitial = f_pos; // cam_pos.z < f_pos.z ? f_pos : cam_pos.xyz; + // vec3 wRayfinal = cam_pos.xyz; // cam_pos.z < f_pos.z ? cam_pos.xyz : f_pos; + // vec3 wRayNormal = surfaceAlt < wRayinitial.z ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0); + // float n_camera = mix(1.0, 1.3325, medium.x); + // float n_vertex = faces_fluid ? 1.3325 : 1.0; + // float n1 = n_vertex; // cam_pos.z < f_pos.z ? n_vertex : n_camera; + // float n2 = n_camera; // cam_pos.z < f_pos.z ? n_camera : n_vertex; + + // float wRayLength0 = length(wRayfinal - wRayinitial); + // vec3 wRayDir = (wRayfinal - wRayinitial) / wRayLength0; + // vec3 wPoint = wRayfinal; + // bool wIntersectsSurface = IntersectRayPlane(wRayinitial, wRayDir, vec3(0.0, 0.0, surfaceAlt), -wRayNormal, wPoint); + // float wRayLength = length(wPoint - wRayinitial); + // wPoint = wRayLength < wRayLength0 ? wPoint : wRayfinal; + // wRayLength = min(wRayLength, wRayLength0); // min(max_length, dot(wRayfinal - wpos, defaultpos - wpos)); + + // // vec3 wRayDir2 = (wRayfinal - wRayinitial) / wRayLength; + + // vec3 wRayDir3 = (dot(wRayDir, wRayNormal) < 0.0 && wIntersectsSurface) ? refract(wRayDir, wRayNormal, n2 / n1) : wRayDir; + // // wPoint -= wRayDir3 * wRayLength * n2 / n1; + // vec3 newRay = dot(wRayDir, wRayNormal) < 0.0 && wIntersectsSurface ? wPoint - wRayDir3 * wRayLength * n2 / n1 : f_pos;// - (wRayfinal - wPoint) * n2 / n1; // wPoint + n2 * (wRayfinal - wPoint) - n2 / n1 * wRayLength * wRayDir3; + +#ifdef HAS_SHADOW_MAPS + gl_Position = + /*all_mat*/shadowMatrices/*texture_mat*/ * + vec4(v_pos/*newRay*/, 1); + gl_Position.z = clamp(gl_Position.z, -abs(gl_Position.w), abs(gl_Position.w)); +#else + gl_Position = all_mat * vec4(v_pos/*newRay*/, 1); +#endif + // gl_Position.y /= gl_Position.w; + // gl_Position.w = 1.0; + // gl_Position.z = -gl_Position.z; + // gl_Position.z = -gl_Position.z / gl_Position.w; + // gl_Position.z = -gl_Position.z / gl_Position.w; + // gl_Position.z = -gl_Position.z *gl_Position.w; + // gl_Position.z = gl_Position.z / 100.0; + // gl_Position.z = gl_Position.z / 10000.0; + // gl_Position.z = -gl_Position.z / 100.0; + // gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); + // gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); +} diff --git a/assets/voxygen/shaders/test/shader.frag b/assets/voxygen/shaders/test/shader.frag new file mode 100644 index 0000000..c1ceb77 --- /dev/null +++ b/assets/voxygen/shaders/test/shader.frag @@ -0,0 +1,11 @@ +#version 450 +#extension GL_ARB_separate_shader_objects : enable + +layout(early_fragment_tests) in; + +layout(location = 0) in vec4 frag_color; +layout(location = 0) out vec4 color; + +void main() { + color = frag_color; +} diff --git a/assets/voxygen/shaders/test/shader.vert b/assets/voxygen/shaders/test/shader.vert new file mode 100644 index 0000000..1562324 --- /dev/null +++ b/assets/voxygen/shaders/test/shader.vert @@ -0,0 +1,11 @@ +#version 450 +#extension GL_ARB_separate_shader_objects : enable + +layout(location = 0) in vec3 pos; +layout(location = 1) in vec4 color; +layout(location = 0) out vec4 frag_color; + +void main() { + frag_color = color; + gl_Position = vec4(pos, 1.0); +} diff --git a/assets/voxygen/shaders/trail-frag.glsl b/assets/voxygen/shaders/trail-frag.glsl new file mode 100644 index 0000000..7cbfcaf --- /dev/null +++ b/assets/voxygen/shaders/trail-frag.glsl @@ -0,0 +1,42 @@ +#version 440 core + +#include + +#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION + +#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY + +#if (FLUID_MODE == FLUID_MODE_LOW) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE +#elif (FLUID_MODE >= FLUID_MODE_MEDIUM) + #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE +#endif + +#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET + +#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN + +#define HAS_SHADOW_MAPS + +#include + +layout(location = 0) out vec4 tgt_color; + +#include +#include +#include + +const float FADE_DIST = 32.0; + +void main() { + vec3 trail_color = vec3(.55, .92, 1.0); + float trail_alpha = 0.05; + // Controls how much light affects alpha variation. TODO: Maybe a better name? + float light_variable = 0.075; + + // Make less faint at day (relative to night) by adding light to alpha. Probably hacky but looks fine. + // TODO: Trails should also eventually account for shadows, nearby lights, attenuation of sunlight in water, and block based lighting. Note: many of these will require alternative methods that don't require a normal. + trail_alpha += get_sun_brightness() * light_variable; + + tgt_color = vec4(trail_color, trail_alpha); +} diff --git a/assets/voxygen/shaders/trail-vert.glsl b/assets/voxygen/shaders/trail-vert.glsl new file mode 100644 index 0000000..59aebae --- /dev/null +++ b/assets/voxygen/shaders/trail-vert.glsl @@ -0,0 +1,9 @@ +#version 440 core + +#include + +layout(location = 0) in vec3 v_pos; + +void main() { + gl_Position = all_mat * vec4(v_pos - focus_off.xyz, 1); +} diff --git a/assets/voxygen/shaders/ui-frag.glsl b/assets/voxygen/shaders/ui-frag.glsl new file mode 100644 index 0000000..f4623ee --- /dev/null +++ b/assets/voxygen/shaders/ui-frag.glsl @@ -0,0 +1,215 @@ +#version 440 core + +#include +#include + +layout(location = 0) in vec2 f_uv; +layout(location = 1) in vec4 f_color; +layout(location = 2) flat in vec2 f_scale; +layout(location = 3) flat in uint f_mode; + +layout (std140, set = 1, binding = 0) +uniform u_locals { + vec4 w_pos; +}; + +layout(set = 2, binding = 0) +uniform texture2D t_tex; +layout(set = 2, binding = 1) +uniform sampler s_tex; +layout (std140, set = 2, binding = 2) +uniform tex_locals { + uvec2 texture_size; +}; + +layout(location = 0) out vec4 tgt_color; + +// Adjusts the provided uv value to account for coverage of pixels from the +// sampled texture by the current fragment when upscaling. +// +// * `pos` - Position in the sampled texture in pixel coordinates. This is +// where the center of the current fragment lies on the sampled texture. +// * `scale` - Scaling of pixels from the sampled texture to the render target. +// This is the amount of fragments that each pixel from the sampled texture +// covers. +float upscale_adjust(float pos, float scale) { + // To retain crisp borders of upscaled pixel art, images are upscaled + // following the algorithm outlined here: + // + // https://csantosbh.wordpress.com/2014/01/25/manual-texture-filtering-for-pixelated-games-in-webgl/ + // + // `min(x * scale, 0.5) + max((x - 1.0) * scale, 0.0)` + // + float frac = fract(pos); + // Right of nearest pixel in the sampled texture. + float base = floor(pos); + // This will be 0.5 when the current fragment lies entirely inside a pixel + // in the sampled texture. + float adjustment = min(frac * scale, 0.5) + max((frac - 1.0) * scale + 0.5, 0.0); + return base + adjustment; +} + +// Computes info needed for downscaling using two samples in a single +// dimension. This info includes the two position to sample at (called +// `offsets` even though they aren't actually offsets from the supplied +// position) and the `weights` to multiply each of those samples by before +// combining them. +// +// See `upscale_adjust` for semantics of `pos` and `scale` parameters. +// +// Ouput via `weights` and `offsets` parameters. +void downscale_params(float pos, float scale, out vec2 weights, out vec2 offsets) { + // For `scale` 0.33333..1.0 we round to the nearest pixel edge and split + // there. We compute the length of each side. Then the sampling point is + // computed as this distance from the split point via this formula where + // `l` is the length of that side of split: + // + // `1.5 - (1.0 / max(l, 1.0))` + // + // For `scale` ..0.3333 the current fragment can potentially span more than + // 4 pixels (within a single dimension) in the sampled texture. So we can't + // perfectly compute the contribution of each covered pixel in the sampled + // texture with only 2 samples (along each dimension). Thus, we fallback to + // an imperfect technique of just sampling 1 pixel length from the center + // on each side of the nearest pixel edge. An alternative might be to + // pre-compute mipmap levels that could be sampled from, although this + // could interact poorly with the atlas. + if (scale > (1.0 / 3.0)) { + // Width of the fragment in terms of pixels in the sampled texture. + float width = 1.0 / scale; + // Right side of the fragment in the sampled texture. + float right = pos - width / 2.0; + float split = round(pos); + float right_len = split - right; + float left_len = width - right_len; + float right_sample_offset = 1.5 - (1.0 / max(right_len, 1.0)); + float left_sample_offset = 1.5 - (1.0 / max(left_len, 1.0)); + offsets = vec2(split) + vec2(-right_sample_offset, left_sample_offset); + weights = vec2(right_len, left_len) / width; + } else { + offsets = round(pos) + vec2(-1.0, 1.0); + // We split in the middle so weights for both sides are the same. + weights = vec2(0.5); + } +} + +// 1 sample +vec4 upscale_xy(vec2 uv_pixel, vec2 scale) { + // When slowly panning something (e.g. the map), a very small amount of + // wobbling is still observable (not as much as nearest sampling). It + // is possible to eliminate this by making the edges slightly blurry by + // lowering the scale a bit here. However, this does make edges little + // less crisp and can cause bleeding in from other images packed into + // the atlas in the current setup. + vec2 adjusted = vec2(upscale_adjust(uv_pixel.x, scale.x), upscale_adjust(uv_pixel.y, scale.y)); + // Convert back to 0.0..1.0 by dividing by texture size. + vec2 uv = adjusted / texture_size; + return textureLod(sampler2D(t_tex, s_tex), uv, 0); +} + +// 2 samples +vec4 upscale_x_downscale_y(vec2 uv_pixel, vec2 scale) { + float x_adjusted = upscale_adjust(uv_pixel.x, scale.x); + vec2 weights, offsets; + downscale_params(uv_pixel.y, scale.y, weights, offsets); + vec2 uv0 = vec2(x_adjusted, offsets[0]) / texture_size; + vec2 uv1 = vec2(x_adjusted, offsets[1]) / texture_size; + vec4 s0 = textureLod(sampler2D(t_tex, s_tex), uv0, 0); + vec4 s1 = textureLod(sampler2D(t_tex, s_tex), uv1, 0); + return s0 * weights[0] + s1 * weights[1]; +} + +// 2 samples +vec4 downscale_x_upscale_y(vec2 uv_pixel, vec2 scale) { + float y_adjusted = upscale_adjust(uv_pixel.y, scale.y); + vec2 weights, offsets; + downscale_params(uv_pixel.x, scale.x, weights, offsets); + vec2 uv0 = vec2(offsets[0], y_adjusted) / texture_size; + vec2 uv1 = vec2(offsets[1], y_adjusted) / texture_size; + vec4 s0 = textureLod(sampler2D(t_tex, s_tex), uv0, 0); + vec4 s1 = textureLod(sampler2D(t_tex, s_tex), uv1, 0); + return s0 * weights[0] + s1 * weights[1]; +} + +// 4 samples +vec4 downscale_xy(vec2 uv_pixel, vec2 scale) { + vec2 weights_x, offsets_x, weights_y, offsets_y; + downscale_params(uv_pixel.x, scale.x, weights_x, offsets_x); + downscale_params(uv_pixel.y, scale.y, weights_y, offsets_y); + vec2 uv0 = vec2(offsets_x[0], offsets_y[0]) / texture_size; + vec2 uv1 = vec2(offsets_x[1], offsets_y[0]) / texture_size; + vec2 uv2 = vec2(offsets_x[0], offsets_y[1]) / texture_size; + vec2 uv3 = vec2(offsets_x[1], offsets_y[1]) / texture_size; + vec4 s0 = textureLod(sampler2D(t_tex, s_tex), uv0, 0); + vec4 s1 = textureLod(sampler2D(t_tex, s_tex), uv1, 0); + vec4 s2 = textureLod(sampler2D(t_tex, s_tex), uv2, 0); + vec4 s3 = textureLod(sampler2D(t_tex, s_tex), uv3, 0); + vec4 s01 = s0 * weights_x[0] + s1 * weights_x[1]; + vec4 s23 = s2 * weights_x[0] + s3 * weights_x[1]; + // Useful to visualize things below the limit where downscaling is supposed + // to be perfectly accurate. + /*if (scale.x < (1.0 / 3.0)) { + return vec4(1, 0, 0, 1); + }*/ + return s01 * weights_y[0] + s23 * weights_y[1]; +} + +void main() { + // Text + if (f_mode == uint(0)) { + // NOTE: This now uses linear filter since all `Texture::new_dynamic` + // was changed to this by default. Glyphs are usually rasterized to be + // pretty close to the target size (so the filter change may have no + // effect), but there are thresholds within which the same rasterized + // glyph will be re-used. I wasn't able to observe any differences. + vec2 uv = f_uv; + #ifdef EXPERIMENTAL_UINEARESTSCALING + uv = (floor(uv * texture_size) + 0.5) / texture_size; + #endif + tgt_color = f_color * vec4(1.0, 1.0, 1.0, textureLod(sampler2D(t_tex, s_tex), uv, 0).a); + // Image + // HACK: bit 0 is set for both ordinary and north-facing images. + } else if ((f_mode & uint(1)) == uint(1)) { + // NOTE: We don't have to account for bleeding over the border of an image + // due to how the ui currently handles rendering images. Currently, any + // edges of an image being rendered that don't line up with a pixel are + // snapped to a pixel, so we will never render any pixels containing an + // image that lie partly outside that image (and thus the sampling here + // will never try to sample outside an image). So we don't have to + // worry about bleeding in the atlas and/or what the border behavior + // should be. + + // Convert to sampled pixel coordinates. + vec2 uv_pixel = f_uv * texture_size; + vec4 image_color; + #ifdef EXPERIMENTAL_UINEARESTSCALING + vec2 uv = (floor(uv_pixel) + 0.5) / texture_size; + image_color = textureLod(sampler2D(t_tex, s_tex), uv, 0); + #else + if (f_scale.x >= 1.0) { + if (f_scale.y >= 1.0) { + image_color = upscale_xy(uv_pixel, f_scale); + } else { + image_color = upscale_x_downscale_y(uv_pixel, f_scale); + } + } else { + if (f_scale.y >= 1.0) { + image_color = downscale_x_upscale_y(uv_pixel, f_scale); + } else { + image_color = downscale_xy(uv_pixel, f_scale); + } + } + #endif + + // un-premultiply alpha (linear filtering above requires alpha to be + // pre-multiplied) + if (image_color.a > 0.001) { + image_color.rgb /= image_color.a; + } + + tgt_color = f_color * image_color; + // 2D Geometry + } else if (f_mode == uint(2)) { + tgt_color = f_color; + } +} diff --git a/assets/voxygen/shaders/ui-vert.glsl b/assets/voxygen/shaders/ui-vert.glsl new file mode 100644 index 0000000..61a866f --- /dev/null +++ b/assets/voxygen/shaders/ui-vert.glsl @@ -0,0 +1,75 @@ +#version 440 core + +#include + +layout(location = 0) in vec2 v_pos; +layout(location = 1) in vec2 v_uv; +layout(location = 2) in vec4 v_color; +layout(location = 3) in vec2 v_center; +layout(location = 4) in vec2 v_scale; +layout(location = 5) in uint v_mode; + +layout (std140, set = 1, binding = 0) +uniform u_locals { + vec4 w_pos; +}; + +layout(set = 2, binding = 0) +uniform texture2D t_tex; +layout(set = 2, binding = 1) +uniform sampler s_tex; +layout (std140, set = 2, binding = 2) +uniform tex_locals { + uvec2 texture_size; +}; + +layout(location = 0) out vec2 f_uv; +layout(location = 1) out vec4 f_color; +layout(location = 2) flat out vec2 f_scale; +layout(location = 3) flat out uint f_mode; + +void main() { + f_color = v_color; + + // vec2 v_pos = vec2(-1.0,1.0) * v_pos; + /* f_uv = vec2(1.0,1.0) * v_uv; */ + // vec2 v_uv = vec2(1.0,-1.0) * v_uv; + + if (w_pos.w == 1.0) { + f_uv = v_uv; + // Fixed scale In-game element + vec4 projected_pos = all_mat * vec4(w_pos.xyz - focus_off.xyz, 1.0); + // Note, if screen_res is odd this won't actually be snapped to a + // pixel, but we are using it as an offset so we just need to ensure + // that it is a multiple of a whole pixel. + vec2 snapped_pos = round((projected_pos.xy / projected_pos.w) * screen_res.xy / 2.0) * 2.0 / screen_res.xy; + gl_Position = vec4(snapped_pos + v_pos, 0.5, 1.0); + } else if (v_mode == uint(3)) { + // HACK: North facing source rectangle. + gl_Position = vec4(v_pos, 0.5, 1.0); + vec2 look_at_dir = normalize(vec2(-view_mat[0][2], -view_mat[1][2])); + // TODO: Consider cleaning up matrix to something more efficient (e.g. a mat3). + vec2 aspect_ratio = texture_size.yx; + mat2 look_at = mat2(look_at_dir.y, look_at_dir.x, -look_at_dir.x, look_at_dir.y); + vec2 v_centered = (v_uv - v_center) / aspect_ratio; + vec2 v_rotated = look_at * v_centered; + f_uv = aspect_ratio * v_rotated + v_center; + } else if (v_mode == uint(5)) { + // HACK: North facing target rectangle. + f_uv = v_uv; + vec2 look_at_dir = normalize(vec2(-view_mat[0][2], -view_mat[1][2])); + // TODO: Consider cleaning up matrix to something more efficient (e.g. a mat3). + vec2 aspect_ratio = screen_res.yx; + mat2 look_at = mat2(look_at_dir.y, -look_at_dir.x, look_at_dir.x, look_at_dir.y); + vec2 v_centered = (v_pos - v_center) / aspect_ratio; + vec2 v_rotated = look_at * v_centered; + gl_Position = vec4(aspect_ratio * v_rotated + v_center, 0.5, 1.0); + } else { + // Interface element + f_uv = v_uv; + gl_Position = vec4(v_pos, 0.5, 1.0); + } + + f_scale = v_scale; + f_mode = v_mode; +} diff --git a/assets/voxygen/texture/noise.png b/assets/voxygen/texture/noise.png new file mode 100644 index 0000000..791eee9 Binary files /dev/null and b/assets/voxygen/texture/noise.png differ diff --git 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a/assets/voxygen/voxel/armor/witch/pants.vox b/assets/voxygen/voxel/armor/witch/pants.vox new file mode 100644 index 0000000..b23c4d4 Binary files /dev/null and b/assets/voxygen/voxel/armor/witch/pants.vox differ diff --git a/assets/voxygen/voxel/armor/witch/shoulder.vox b/assets/voxygen/voxel/armor/witch/shoulder.vox new file mode 100644 index 0000000..5efd301 Binary files /dev/null and b/assets/voxygen/voxel/armor/witch/shoulder.vox differ diff --git a/assets/voxygen/voxel/arthropod_central_manifest.ron b/assets/voxygen/voxel/arthropod_central_manifest.ron new file mode 100644 index 0000000..d1f5f70 --- /dev/null +++ b/assets/voxygen/voxel/arthropod_central_manifest.ron @@ -0,0 +1,262 @@ +({ + (Tarantula, Male): ( + head: ( + offset: (-4.5, 0.0, -2.5), + central: ("npc.tarantula.male.head"), + ), + chest: ( + offset: (-5.5, -7.0, -4.0), + central: ("npc.tarantula.male.chest"), + ), + ), + (Tarantula, Female): ( + head: ( + offset: (-4.5, 0.0, -2.5), + central: ("npc.tarantula.male.head"), + ), + chest: ( + offset: (-5.5, -7.0, -4.0), + central: ("npc.tarantula.male.chest"), + ), + ), + (Blackwidow, Male): ( + head: ( + offset: (-4.5, 0.0, -3.0), + central: ("npc.black_widow.male.head"), + ), + chest: ( + offset: (-4.5, -7.5, -6.0), + central: ("npc.black_widow.male.chest"), + ), + ), + (Blackwidow, Female): ( + head: ( + offset: (-4.5, 0.0, -3.0), + central: ("npc.black_widow.male.head"), + ), + chest: ( + offset: (-4.5, -7.5, -6.0), + central: ("npc.black_widow.male.chest"), + ), + ), + (Antlion, Male): ( + head: ( + offset: (-6.5, 0.0, -5.5), + central: ("npc.antlion.male.head"), + ), + chest: ( + offset: (-5.5, -7.5, -5.5), + central: ("npc.antlion.male.chest"), + ), + ), + (Antlion, Female): ( + head: ( + offset: (-6.5, 0.0, -5.5), + central: ("npc.antlion.male.head"), + ), + chest: ( + offset: (-5.5, -7.5, -5.5), + central: ("npc.antlion.male.chest"), + ), + ), + (Hornbeetle, Male): ( + head: ( + offset: (-5.5, 0.0, -7.5), + central: ("npc.horn_beetle.male.head"), + ), + chest: ( + offset: (-4.5, -6.0, -3.5), + central: ("npc.horn_beetle.male.chest"), + ), + ), + (Hornbeetle, Female): ( + head: ( + offset: (-5.5, 0.0, -7.5), + central: ("npc.horn_beetle.male.head"), + ), + chest: ( + offset: (-4.5, -6.0, -3.5), + central: ("npc.horn_beetle.male.chest"), + ), + ), + (Leafbeetle, Male): ( + head: ( + offset: (-5.5, 0.0, -3.0), + central: ("npc.leaf_beetle.male.head"), + ), + chest: ( + offset: (-4.5, -5.0, -3.0), + central: ("npc.leaf_beetle.male.chest"), + ), + ), + (Leafbeetle, Female): ( + head: ( + offset: (-5.5, 0.0, -3.0), + central: ("npc.leaf_beetle.male.head"), + ), + chest: ( + offset: (-4.5, -5.0, -3.0), + central: ("npc.leaf_beetle.male.chest"), + ), + ), + (Stagbeetle, Male): ( + head: ( + offset: (-8.5, 0.0, -4.5), + central: ("npc.stag_beetle.male.head"), + ), + chest: ( + offset: (-4.5, -6.0, -3.5), + central: ("npc.stag_beetle.male.chest"), + ), + ), + (Stagbeetle, Female): ( + head: ( + offset: (-8.5, 0.0, -4.5), + central: ("npc.stag_beetle.male.head"), + ), + chest: ( + offset: (-4.5, -6.0, -3.5), + central: ("npc.stag_beetle.male.chest"), + ), + ), + (Weevil, Male): ( + head: ( + offset: (-4.5, 0.0, -3.0), + central: ("npc.weevil.male.head"), + ), + chest: ( + offset: (-4.5, -5.0, -3.0), + central: ("npc.weevil.male.chest"), + ), + ), + (Weevil, Female): ( + head: ( + offset: (-4.5, 0.0, -3.0), + central: ("npc.weevil.male.head"), + ), + chest: ( + offset: (-4.5, -5.0, -3.0), + central: ("npc.weevil.male.chest"), + ), + ), + (Cavespider, Male): ( + head: ( + offset: (-4.5, 0.0, -2.5), + central: ("npc.cave_spider.male.head"), + ), + chest: ( + offset: (-5.5, -7.0, -4.0), + central: ("npc.cave_spider.male.chest"), + ), + ), + (Cavespider, Female): ( + head: ( + offset: (-4.5, 0.0, -2.5), + central: ("npc.cave_spider.male.head"), + ), + chest: ( + offset: (-5.5, -7.0, -4.0), + central: ("npc.cave_spider.male.chest"), + ), + ), + (Moltencrawler, Male): ( + head: ( + offset: (-7.5, 0.0, -4.0), + central: ("npc.crawler_molten.male.head"), + ), + chest: ( + offset: (-4.5, -5.0, -5.0), + central: ("npc.crawler_molten.male.chest"), + ), + ), + (Moltencrawler, Female): ( + head: ( + offset: (-7.5, 0.0, -4.0), + central: ("npc.crawler_molten.male.head"), + ), + chest: ( + offset: (-4.5, -5.0, -5.0), + central: ("npc.crawler_molten.male.chest"), + ), + ), + (Mosscrawler, Male): ( + head: ( + offset: (-5.5, 0.0, -4.0), + central: ("npc.crawler_moss.male.head"), + ), + chest: ( + offset: (-3.5, -5.0, -5.5), + central: ("npc.crawler_moss.male.chest"), + ), + ), + (Mosscrawler, Female): ( + head: ( + offset: (-5.5, 0.0, -4.0), + central: ("npc.crawler_moss.male.head"), + ), + chest: ( + offset: (-3.5, -5.0, -5.5), + central: ("npc.crawler_moss.male.chest"), + ), + ), + (Sandcrawler, Male): ( + head: ( + offset: (-5.5, 0.0, -4.0), + central: ("npc.crawler_sand.male.head"), + ), + chest: ( + offset: (-3.5, -5.0, -5.0), + central: ("npc.crawler_sand.male.chest"), + ), + ), + (Sandcrawler, Female): ( + head: ( + offset: (-5.5, 0.0, -4.0), + central: ("npc.crawler_sand.male.head"), + ), + chest: ( + offset: (-3.5, -5.0, -5.0), + central: ("npc.crawler_sand.male.chest"), + ), + ), + (Dagonite, Male): ( + head: ( + offset: (-5.5, 0.0, -5.0), + central: ("npc.dagonite.male.head"), + ), + chest: ( + offset: (-4.5, -4.0, -5.5), + central: ("npc.dagonite.male.chest"), + ), + ), + (Dagonite, Female): ( + head: ( + offset: (-5.5, 0.0, -5.0), + central: ("npc.dagonite.male.head"), + ), + chest: ( + offset: (-4.5, -4.0, -5.5), + central: ("npc.dagonite.male.chest"), + ), + ), + (Emberfly, Male): ( + head: ( + offset: (-3.5, 5.5, -3.0), + central: ("npc.emberfly.male.head"), + ), + chest: ( + offset: (-2.5, -5.0, -3.5), + central: ("npc.emberfly.male.chest"), + ), + ), + (Emberfly, Female): ( + head: ( + offset: (-3.5, 5.5, -3.0), + central: ("npc.emberfly.male.head"), + ), + chest: ( + offset: (-2.5, -5.0, -3.5), + central: ("npc.emberfly.male.chest"), + ), + ), +}) diff --git a/assets/voxygen/voxel/arthropod_lateral_manifest.ron b/assets/voxygen/voxel/arthropod_lateral_manifest.ron new file mode 100644 index 0000000..81465a6 --- /dev/null +++ b/assets/voxygen/voxel/arthropod_lateral_manifest.ron @@ -0,0 +1,1510 @@ +({ + (Tarantula, Male): ( + mandible_l: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("npc.tarantula.male.mandible_r"), + ), + mandible_r: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("npc.tarantula.male.mandible_r"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-1.5, 0.0, -4.5), + lateral: ("npc.tarantula.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, 0.0, -4.5), + lateral: ("npc.tarantula.male.leg_fr"), + ), + leg_fcl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("npc.tarantula.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -1.5, -4.5), + lateral: ("npc.tarantula.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-13.0, -1.5, -4.5), + lateral: ("npc.tarantula.male.leg_bcr"), + ), + leg_bcr: ( + offset: (0.0, -1.5, -4.5), + lateral: ("npc.tarantula.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("npc.tarantula.male.leg_br"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("npc.tarantula.male.leg_br"), + ), + ), + (Tarantula, Female): ( + mandible_l: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("npc.tarantula.male.mandible_r"), + ), + mandible_r: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("npc.tarantula.male.mandible_r"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-1.5, 0.0, -4.5), + lateral: ("npc.tarantula.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, 0.0, -4.5), + lateral: ("npc.tarantula.male.leg_fr"), + ), + leg_fcl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("npc.tarantula.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -1.5, -4.5), + lateral: ("npc.tarantula.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-13.0, -1.5, -4.5), + lateral: ("npc.tarantula.male.leg_bcr"), + ), + leg_bcr: ( + offset: (0.0, -1.5, -4.5), + lateral: ("npc.tarantula.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("npc.tarantula.male.leg_br"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("npc.tarantula.male.leg_br"), + ), + ), + (Blackwidow, Male): ( + mandible_l: ( + offset: (0.0, 0.0, -3.0), + lateral: ("npc.black_widow.male.mandible_r"), + ), + mandible_r: ( + offset: (-2.0, 0.0, -3.0), + lateral: ("npc.black_widow.male.mandible_r"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-0.5, -0.0, -4.0), + lateral: ("npc.black_widow.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.5, -0.0, -4.0), + lateral: ("npc.black_widow.male.leg_fr"), + ), + leg_fcl: ( + offset: (-12.0, -0.5, -4.5), + lateral: ("npc.black_widow.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.black_widow.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-15.0, -0.5, -4.5), + lateral: ("npc.black_widow.male.leg_bcr"), + ), + leg_bcr: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.black_widow.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -0.5, -4.5), + lateral: ("npc.black_widow.male.leg_br"), + ), + leg_br: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.black_widow.male.leg_br"), + ), + ), + (Blackwidow, Female): ( + mandible_l: ( + offset: (0.0, 0.0, -3.0), + lateral: ("npc.black_widow.male.mandible_r"), + ), + mandible_r: ( + offset: (-2.0, 0.0, -3.0), + lateral: ("npc.black_widow.male.mandible_r"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-0.5, -0.0, -4.0), + lateral: ("npc.black_widow.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.5, -0.0, -4.0), + lateral: ("npc.black_widow.male.leg_fr"), + ), + leg_fcl: ( + offset: (-12.0, -0.5, -4.5), + lateral: ("npc.black_widow.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.black_widow.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-15.0, -0.5, -4.5), + lateral: ("npc.black_widow.male.leg_bcr"), + ), + leg_bcr: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.black_widow.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -0.5, -4.5), + lateral: ("npc.black_widow.male.leg_br"), + ), + leg_br: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.black_widow.male.leg_br"), + ), + ), + (Antlion, Male): ( + mandible_l: ( + offset: (0.0, 0.0, -1.0), + lateral: ("npc.antlion.male.mandible_r"), + ), + mandible_r: ( + offset: (-7.0, 0.0, -1.0), + lateral: ("npc.antlion.male.mandible_r"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-0.5, 0.0, -4.5), + lateral: ("npc.antlion.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.5, 0.0, -4.5), + lateral: ("npc.antlion.male.leg_fr"), + ), + leg_fcl: ( + offset: (-17.0, -0.5, -4.5), + lateral: ("npc.antlion.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.antlion.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-0.5, -18.0, -4.5), + lateral: ("npc.antlion.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-0.5, -18.0, -4.5), + lateral: ("npc.antlion.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Antlion, Female): ( + mandible_l: ( + offset: (0.0, 0.0, -1.0), + lateral: ("npc.antlion.male.mandible_r"), + ), + mandible_r: ( + offset: (-7.0, 0.0, -1.0), + lateral: ("npc.antlion.male.mandible_r"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-0.5, 0.0, -4.5), + lateral: ("npc.antlion.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.5, 0.0, -4.5), + lateral: ("npc.antlion.male.leg_fr"), + ), + leg_fcl: ( + offset: (-17.0, -0.5, -4.5), + lateral: ("npc.antlion.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.antlion.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-0.5, -18.0, -4.5), + lateral: ("npc.antlion.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-0.5, -18.0, -4.5), + lateral: ("npc.antlion.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Hornbeetle, Male): ( + mandible_l: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-0.0, -12.0, -3.5), + lateral: ("npc.horn_beetle.male.wing_fr"), + ), + wing_fr: ( + offset: (-5.0, -12.0, -3.5), + lateral: ("npc.horn_beetle.male.wing_fr"), + ), + wing_bl: ( + offset: (-0.0, -12.0, -0.5), + lateral: ("npc.horn_beetle.male.wing_br"), + ), + wing_br: ( + offset: (-4.0, -12.0, -0.5), + lateral: ("npc.horn_beetle.male.wing_br"), + ), + leg_fl: ( + offset: (-1.5, 0.0, -4.5), + lateral: ("npc.horn_beetle.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, 0.0, -4.5), + lateral: ("npc.horn_beetle.male.leg_fr"), + ), + leg_fcl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("npc.horn_beetle.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -1.5, -4.5), + lateral: ("npc.horn_beetle.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-1.5, -14.0, -4.5), + lateral: ("npc.horn_beetle.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-1.5, -14.0, -4.5), + lateral: ("npc.horn_beetle.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Hornbeetle, Female): ( + mandible_l: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-0.0, -12.0, -3.5), + lateral: ("npc.horn_beetle.male.wing_fr"), + ), + wing_fr: ( + offset: (-5.0, -12.0, -3.5), + lateral: ("npc.horn_beetle.male.wing_fr"), + ), + wing_bl: ( + offset: (-0.0, -12.0, -0.5), + lateral: ("npc.horn_beetle.male.wing_br"), + ), + wing_br: ( + offset: (-4.0, -12.0, -0.5), + lateral: ("npc.horn_beetle.male.wing_br"), + ), + leg_fl: ( + offset: (-1.5, 0.0, -4.5), + lateral: ("npc.horn_beetle.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, 0.0, -4.5), + lateral: ("npc.horn_beetle.male.leg_fr"), + ), + leg_fcl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("npc.horn_beetle.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -1.5, -4.5), + lateral: ("npc.horn_beetle.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-1.5, -14.0, -4.5), + lateral: ("npc.horn_beetle.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-1.5, -14.0, -4.5), + lateral: ("npc.horn_beetle.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Leafbeetle, Male): ( + mandible_l: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-7.0, -14.0, -4.0), + lateral: ("npc.leaf_beetle.male.wing_fr"), + ), + wing_fr: ( + offset: (-0.0, -14.0, -4.0), + lateral: ("npc.leaf_beetle.male.wing_fr"), + ), + wing_bl: ( + offset: (-4.0, -8.0, -0.5), + lateral: ("npc.leaf_beetle.male.wing_br"), + ), + wing_br: ( + offset: (-0.0, -8.0, -0.5), + lateral: ("npc.leaf_beetle.male.wing_br"), + ), + leg_fl: ( + offset: (-1.5, 0.0, -5.0), + lateral: ("npc.leaf_beetle.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, 0.0, -5.0), + lateral: ("npc.leaf_beetle.male.leg_fr"), + ), + leg_fcl: ( + offset: (-9.0, -1.5, -4.5), + lateral: ("npc.leaf_beetle.male.leg_fcr"), + ), + leg_fcr: ( + offset: (-0.0, -1.5, -4.5), + lateral: ("npc.leaf_beetle.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-1.5, -11.0, -3.5), + lateral: ("npc.leaf_beetle.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-1.5, -11.0, -3.5), + lateral: ("npc.leaf_beetle.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Leafbeetle, Female): ( + mandible_l: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-7.0, -14.0, -4.0), + lateral: ("npc.leaf_beetle.male.wing_fr"), + ), + wing_fr: ( + offset: (-0.0, -14.0, -4.0), + lateral: ("npc.leaf_beetle.male.wing_fr"), + ), + wing_bl: ( + offset: (-4.0, -8.0, -0.5), + lateral: ("npc.leaf_beetle.male.wing_br"), + ), + wing_br: ( + offset: (-0.0, -8.0, -0.5), + lateral: ("npc.leaf_beetle.male.wing_br"), + ), + leg_fl: ( + offset: (-1.5, 0.0, -5.0), + lateral: ("npc.leaf_beetle.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, 0.0, -5.0), + lateral: ("npc.leaf_beetle.male.leg_fr"), + ), + leg_fcl: ( + offset: (-9.0, -1.5, -4.5), + lateral: ("npc.leaf_beetle.male.leg_fcr"), + ), + leg_fcr: ( + offset: (-0.0, -1.5, -4.5), + lateral: ("npc.leaf_beetle.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-1.5, -11.0, -3.5), + lateral: ("npc.leaf_beetle.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-1.5, -11.0, -3.5), + lateral: ("npc.leaf_beetle.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Stagbeetle, Male): ( + mandible_l: ( + offset: (-7.0, -0.0, -1.5), + lateral: ("npc.stag_beetle.male.mandible_r"), + ), + mandible_r: ( + offset: (-0.0, -0.0, -1.5), + lateral: ("npc.stag_beetle.male.mandible_r"), + ), + wing_fl: ( + offset: (-5.0, -13.0, -4.0), + lateral: ("npc.stag_beetle.male.wing_fr"), + ), + wing_fr: ( + offset: (-0.0, -13.0, -4.0), + lateral: ("npc.stag_beetle.male.wing_fr"), + ), + wing_bl: ( + offset: (-4.0, -12.0, -0.5), + lateral: ("npc.stag_beetle.male.wing_br"), + ), + wing_br: ( + offset: (-0.0, -12.0, -0.5), + lateral: ("npc.stag_beetle.male.wing_br"), + ), + leg_fl: ( + offset: (-1.5, 0.0, -4.5), + lateral: ("npc.stag_beetle.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, 0.0, -4.5), + lateral: ("npc.stag_beetle.male.leg_fr"), + ), + leg_fcl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("npc.stag_beetle.male.leg_fcr"), + ), + leg_fcr: ( + offset: (-0.0, -1.5, -4.5), + lateral: ("npc.stag_beetle.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-1.5, -14.0, -4.5), + lateral: ("npc.stag_beetle.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-1.5, -14.0, -4.5), + lateral: ("npc.stag_beetle.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Stagbeetle, Female): ( + mandible_l: ( + offset: (-7.0, -0.0, -1.5), + lateral: ("npc.stag_beetle.male.mandible_r"), + ), + mandible_r: ( + offset: (-0.0, -0.0, -1.5), + lateral: ("npc.stag_beetle.male.mandible_r"), + ), + wing_fl: ( + offset: (-5.0, -13.0, -4.0), + lateral: ("npc.stag_beetle.male.wing_fr"), + ), + wing_fr: ( + offset: (-0.0, -13.0, -4.0), + lateral: ("npc.stag_beetle.male.wing_fr"), + ), + wing_bl: ( + offset: (-4.0, -12.0, -0.5), + lateral: ("npc.stag_beetle.male.wing_br"), + ), + wing_br: ( + offset: (-0.0, -12.0, -0.5), + lateral: ("npc.stag_beetle.male.wing_br"), + ), + leg_fl: ( + offset: (-1.5, 0.0, -4.5), + lateral: ("npc.stag_beetle.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, 0.0, -4.5), + lateral: ("npc.stag_beetle.male.leg_fr"), + ), + leg_fcl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("npc.stag_beetle.male.leg_fcr"), + ), + leg_fcr: ( + offset: (-0.0, -1.5, -4.5), + lateral: ("npc.stag_beetle.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-1.5, -14.0, -4.5), + lateral: ("npc.stag_beetle.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-1.5, -14.0, -4.5), + lateral: ("npc.stag_beetle.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Weevil, Male): ( + mandible_l: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-5.0, -11.0, -4.0), + lateral: ("npc.weevil.male.wing_fr"), + ), + wing_fr: ( + offset: (-0.0, -11.0, -4.0), + lateral: ("npc.weevil.male.wing_fr"), + ), + wing_bl: ( + offset: (-4.0, -8.0, -0.5), + lateral: ("npc.weevil.male.wing_br"), + ), + wing_br: ( + offset: (-0.0, -8.0, -0.5), + lateral: ("npc.weevil.male.wing_br"), + ), + leg_fl: ( + offset: (-1.5, 0.0, -4.0), + lateral: ("npc.weevil.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, 0.0, -4.0), + lateral: ("npc.weevil.male.leg_fr"), + ), + leg_fcl: ( + offset: (-9.0, -1.5, -4.0), + lateral: ("npc.weevil.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -1.5, -4.0), + lateral: ("npc.weevil.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-1.5, -11.0, -3.5), + lateral: ("npc.weevil.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-1.5, -11.0, -3.5), + lateral: ("npc.weevil.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Weevil, Female): ( + mandible_l: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-5.0, -11.0, -4.0), + lateral: ("npc.weevil.male.wing_fr"), + ), + wing_fr: ( + offset: (-0.0, -11.0, -4.0), + lateral: ("npc.weevil.male.wing_fr"), + ), + wing_bl: ( + offset: (-4.0, -8.0, -0.5), + lateral: ("npc.weevil.male.wing_br"), + ), + wing_br: ( + offset: (-0.0, -8.0, -0.5), + lateral: ("npc.weevil.male.wing_br"), + ), + leg_fl: ( + offset: (-1.5, 0.0, -4.0), + lateral: ("npc.weevil.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, 0.0, -4.0), + lateral: ("npc.weevil.male.leg_fr"), + ), + leg_fcl: ( + offset: (-9.0, -1.5, -4.0), + lateral: ("npc.weevil.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -1.5, -4.0), + lateral: ("npc.weevil.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-1.5, -11.0, -3.5), + lateral: ("npc.weevil.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-1.5, -11.0, -3.5), + lateral: ("npc.weevil.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Cavespider, Male): ( + mandible_l: ( + offset: (0.0, 0.0, -3.0), + lateral: ("npc.cave_spider.male.mandible_r"), + ), + mandible_r: ( + offset: (-2.0, 0.0, -3.0), + lateral: ("npc.cave_spider.male.mandible_r"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-0.5, -0.0, -4.0), + lateral: ("npc.cave_spider.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.5, -0.0, -4.5), + lateral: ("npc.cave_spider.male.leg_fr"), + ), + leg_fcl: ( + offset: (-11.0, -0.5, -4.5), + lateral: ("npc.cave_spider.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.cave_spider.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-14.0, -0.5, -4.5), + lateral: ("npc.cave_spider.male.leg_bcr"), + ), + leg_bcr: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.cave_spider.male.leg_bcr"), + ), + leg_bl: ( + offset: (-11.0, -0.5, -4.5), + lateral: ("npc.cave_spider.male.leg_br"), + ), + leg_br: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.cave_spider.male.leg_br"), + ), + ), + (Cavespider, Female): ( + mandible_l: ( + offset: (0.0, 0.0, -3.0), + lateral: ("npc.cave_spider.male.mandible_r"), + ), + mandible_r: ( + offset: (-2.0, 0.0, -3.0), + lateral: ("npc.cave_spider.male.mandible_r"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-0.5, -0.0, -4.0), + lateral: ("npc.cave_spider.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.5, -0.0, -4.5), + lateral: ("npc.cave_spider.male.leg_fr"), + ), + leg_fcl: ( + offset: (-11.0, -0.5, -4.5), + lateral: ("npc.cave_spider.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.cave_spider.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-14.0, -0.5, -4.5), + lateral: ("npc.cave_spider.male.leg_bcr"), + ), + leg_bcr: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.cave_spider.male.leg_bcr"), + ), + leg_bl: ( + offset: (-11.0, -0.5, -4.5), + lateral: ("npc.cave_spider.male.leg_br"), + ), + leg_br: ( + offset: (0.0, -0.5, -4.5), + lateral: ("npc.cave_spider.male.leg_br"), + ), + ), + (Moltencrawler, Male): ( + mandible_l: ( + offset: (0.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-2.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_molten.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_molten.male.leg_fr"), + ), + leg_fcl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_molten.male.leg_fcr"), + ), + leg_fcr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_molten.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_molten.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_molten.male.leg_bcr"), + ), + leg_bl: ( + offset: (-11.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Moltencrawler, Female): ( + mandible_l: ( + offset: (0.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-2.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_molten.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_molten.male.leg_fr"), + ), + leg_fcl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_molten.male.leg_fcr"), + ), + leg_fcr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_molten.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_molten.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_molten.male.leg_bcr"), + ), + leg_bl: ( + offset: (-11.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Mosscrawler, Male): ( + mandible_l: ( + offset: (0.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-2.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_moss.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_moss.male.leg_fr"), + ), + leg_fcl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_moss.male.leg_fcr"), + ), + leg_fcr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_moss.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_moss.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_moss.male.leg_bcr"), + ), + leg_bl: ( + offset: (-11.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Mosscrawler, Female): ( + mandible_l: ( + offset: (0.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-2.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_moss.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_moss.male.leg_fr"), + ), + leg_fcl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_moss.male.leg_fcr"), + ), + leg_fcr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_moss.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_moss.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_moss.male.leg_bcr"), + ), + leg_bl: ( + offset: (-11.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Sandcrawler, Male): ( + mandible_l: ( + offset: (0.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-2.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_sand.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_sand.male.leg_fr"), + ), + leg_fcl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_sand.male.leg_fcr"), + ), + leg_fcr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_sand.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_sand.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_sand.male.leg_bcr"), + ), + leg_bl: ( + offset: (-11.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Sandcrawler, Female): ( + mandible_l: ( + offset: (0.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-2.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_sand.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_sand.male.leg_fr"), + ), + leg_fcl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_sand.male.leg_fcr"), + ), + leg_fcr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_sand.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-3.0, -1.0, -3.0), + lateral: ("npc.crawler_sand.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-0.0, -1.0, -3.0), + lateral: ("npc.crawler_sand.male.leg_bcr"), + ), + leg_bl: ( + offset: (-11.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Dagonite, Male): ( + mandible_l: ( + offset: (0.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-2.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-6.0, -0.5, -5.0), + lateral: ("npc.dagonite.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.0, -0.5, -5.0), + lateral: ("npc.dagonite.male.leg_fr"), + ), + leg_fcl: ( + offset: (-6.0, -0.5, -5.0), + lateral: ("npc.dagonite.male.leg_fcr"), + ), + leg_fcr: ( + offset: (-0.0, -0.5, -5.0), + lateral: ("npc.dagonite.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-6.0, -0.5, -5.0), + lateral: ("npc.dagonite.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-0.0, -0.5, -5.0), + lateral: ("npc.dagonite.male.leg_bcr"), + ), + leg_bl: ( + offset: (-11.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Dagonite, Female): ( + mandible_l: ( + offset: (0.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-2.0, 0.0, -3.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_fr: ( + offset: (0.0, -4.5, -8.0), + lateral: ("armor.empty"), + ), + wing_bl: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-6.0, -0.5, -5.0), + lateral: ("npc.dagonite.male.leg_fr"), + ), + leg_fr: ( + offset: (-0.0, -0.5, -5.0), + lateral: ("npc.dagonite.male.leg_fr"), + ), + leg_fcl: ( + offset: (-6.0, -0.5, -5.0), + lateral: ("npc.dagonite.male.leg_fcr"), + ), + leg_fcr: ( + offset: (-0.0, -0.5, -5.0), + lateral: ("npc.dagonite.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-6.0, -0.5, -5.0), + lateral: ("npc.dagonite.male.leg_bcr"), + ), + leg_bcr: ( + offset: (-0.0, -0.5, -5.0), + lateral: ("npc.dagonite.male.leg_bcr"), + ), + leg_bl: ( + offset: (-11.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -0.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Emberfly, Male): ( + mandible_l: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-0.0, -12.0, -0.5), + lateral: ("npc.emberfly.male.wing_fr"), + ), + wing_fr: ( + offset: (-5.0, -12.0, -0.5), + lateral: ("npc.emberfly.male.wing_fr"), + ), + wing_bl: ( + offset: (-0.0, -12.0, -0.5), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-4.0, -12.0, -0.5), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-7.0, -0.5, -3.0), + lateral: ("npc.emberfly.male.leg_fr"), + ), + leg_fr: ( + offset: (0.0, -0.5, -3.0), + lateral: ("npc.emberfly.male.leg_fr"), + ), + leg_fcl: ( + offset: (-7.0, -0.5, -3.0), + lateral: ("npc.emberfly.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -0.5, -3.0), + lateral: ("npc.emberfly.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-7.0, -0.5, -3.0), + lateral: ("npc.emberfly.male.leg_bcr"), + ), + leg_bcr: ( + offset: (0.0, -0.5, -3.0), + lateral: ("npc.emberfly.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + ), + (Emberfly, Female): ( + mandible_l: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + mandible_r: ( + offset: (-1.0, 0.0, -4.0), + lateral: ("armor.empty"), + ), + wing_fl: ( + offset: (-0.0, -12.0, -0.5), + lateral: ("npc.emberfly.male.wing_fr"), + ), + wing_fr: ( + offset: (-5.0, -12.0, -0.5), + lateral: ("npc.emberfly.male.wing_fr"), + ), + wing_bl: ( + offset: (-0.0, -12.0, -0.5), + lateral: ("armor.empty"), + ), + wing_br: ( + offset: (-4.0, -12.0, -0.5), + lateral: ("armor.empty"), + ), + leg_fl: ( + offset: (-7.0, -0.5, -3.0), + lateral: ("npc.emberfly.male.leg_fr"), + ), + leg_fr: ( + offset: (0.0, -0.5, -3.0), + lateral: ("npc.emberfly.male.leg_fr"), + ), + leg_fcl: ( + offset: (-7.0, -0.5, -3.0), + lateral: ("npc.emberfly.male.leg_fcr"), + ), + leg_fcr: ( + offset: (0.0, -0.5, -3.0), + lateral: ("npc.emberfly.male.leg_fcr"), + ), + leg_bcl: ( + offset: (-7.0, -0.5, -3.0), + lateral: ("npc.emberfly.male.leg_bcr"), + ), + leg_bcr: ( + offset: (0.0, -0.5, -3.0), + lateral: ("npc.emberfly.male.leg_bcr"), + ), + leg_bl: ( + offset: (-12.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + leg_br: ( + offset: (0.0, -1.5, -4.5), + lateral: ("armor.empty"), + ), + ), +}) diff --git a/assets/voxygen/voxel/biped_large_central_manifest.ron b/assets/voxygen/voxel/biped_large_central_manifest.ron new file mode 100644 index 0000000..5db73c3 --- /dev/null +++ b/assets/voxygen/voxel/biped_large_central_manifest.ron @@ -0,0 +1,1691 @@ +({ + (Ogre, Male): ( + head: ( + offset: (-8.0, -6.0, -6.5), + central: ("npc.ogre.male.head"), + ), + torso_upper: ( + offset: (-8.0, -6.0, -8.0), + central: ("npc.ogre.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -5.5, -10.0), + central: ("npc.ogre.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + + ), + (Ogre, Female): ( + head: ( + offset: (-9.0, -5.5, -6.0), + central: ("npc.ogre.female.head"), + ), + torso_upper: ( + offset: (-6.0, -5.0, -6.0), + central: ("npc.ogre.female.torso_upper"), + ), + torso_lower: ( + offset: (-5.0, -4.5, -6.0), + central: ("npc.ogre.female.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Cyclops, Male): ( + head: ( + offset: (-7.0, -7.5, -7.0), + central: ("npc.cyclops.male.head"), + ), + torso_upper: ( + offset: (-9.0, -10.0, -10.5), + central: ("npc.cyclops.male.torso_upper"), + ), + torso_lower: ( + offset: (-8.0, -6.0, -10.0), + central: ("npc.cyclops.male.torso_lower"), + ), + jaw: ( + offset: (-4.0, 0.0, -2.0), + central: ("npc.cyclops.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Cyclops, Female): ( + head: ( + offset: (-7.0, -7.5, -7.0), + central: ("npc.cyclops.male.head"), + ), + torso_upper: ( + offset: (-9.0, -10.0, -10.5), + central: ("npc.cyclops.male.torso_upper"), + ), + torso_lower: ( + offset: (-8.0, -6.0, -10.0), + central: ("npc.cyclops.male.torso_lower"), + ), + jaw: ( + offset: (-4.0, 0.0, -2.0), + central: ("npc.cyclops.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Wendigo, Male): ( + head: ( + offset: (-15.0, -4.5, -3.5), + central: ("npc.wendigo.male.head"), + ), + torso_upper: ( + offset: (-6.0, -5.5, -6.5), + central: ("npc.wendigo.male.torso_upper"), + ), + torso_lower: ( + offset: (-4.0, -2.0, -4.0), + central: ("npc.wendigo.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Wendigo, Female): ( + head: ( + offset: (-15.0, -4.5, -3.5), + central: ("npc.wendigo.male.head"), + ), + torso_upper: ( + offset: (-6.0, -5.5, -6.5), + central: ("npc.wendigo.male.torso_upper"), + ), + torso_lower: ( + offset: (-4.0, -2.0, -4.0), + central: ("npc.wendigo.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Cavetroll, Male): ( + head: ( + offset: (-8.0, -8.0, -8.5), + central: ("npc.troll_cave.male.head"), + ), + torso_upper: ( + offset: (-8.0, -9.5, -11.0), + central: ("npc.troll_cave.male.torso_upper"), + ), + torso_lower: ( + offset: (-7.0, -5.5, -7.0), + central: ("npc.troll_cave.male.torso_lower"), + ), + jaw: ( + offset: (-5.0, 0.0, -4.5), + central: ("npc.troll_cave.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Cavetroll, Female): ( + head: ( + offset: (-8.0, -8.0, -8.5), + central: ("npc.troll_cave.male.head"), + ), + torso_upper: ( + offset: (-8.0, -9.5, -11.0), + central: ("npc.troll_cave.male.torso_upper"), + ), + torso_lower: ( + offset: (-7.0, -5.5, -7.0), + central: ("npc.troll_cave.male.torso_lower"), + ), + jaw: ( + offset: (-5.0, 0.0, -4.5), + central: ("npc.troll_cave.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Mountaintroll, Male): ( + head: ( + offset: (-9.0, -8.5, -10.0), + central: ("npc.troll_mountain.male.head"), + ), + torso_upper: ( + offset: (-9.0, -10.0, -14.5), + central: ("npc.troll_mountain.male.torso_upper"), + ), + torso_lower: ( + offset: (-7.0, -5.5, -7.0), + central: ("npc.troll_mountain.male.torso_lower"), + ), + jaw: ( + offset: (-4.0, 0.0, -4.5), + central: ("npc.troll_mountain.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Mountaintroll, Female): ( + head: ( + offset: (-9.0, -8.5, -10.0), + central: ("npc.troll_mountain.male.head"), + ), + torso_upper: ( + offset: (-9.0, -10.0, -14.5), + central: ("npc.troll_mountain.male.torso_upper"), + ), + torso_lower: ( + offset: (-7.0, -5.5, -7.0), + central: ("npc.troll_mountain.male.torso_lower"), + ), + jaw: ( + offset: (-4.0, 0.0, -4.5), + central: ("npc.troll_mountain.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Swamptroll, Male): ( + head: ( + offset: (-10.0, -6.5, -6.0), + central: ("npc.troll_swamp.male.head"), + ), + torso_upper: ( + offset: (-9.0, -9.0, -12.5), + central: ("npc.troll_swamp.male.torso_upper"), + ), + torso_lower: ( + offset: (-8.0, -6.5, -10.0), + central: ("npc.troll_swamp.male.torso_lower"), + ), + jaw: ( + offset: (-6.0, 0.0, -4.0), + central: ("npc.troll_swamp.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Swamptroll, Female): ( + head: ( + offset: (-10.0, -6.5, -6.0), + central: ("npc.troll_swamp.male.head"), + ), + torso_upper: ( + offset: (-9.0, -9.0, -12.5), + central: ("npc.troll_swamp.male.torso_upper"), + ), + torso_lower: ( + offset: (-8.0, -6.5, -10.0), + central: ("npc.troll_swamp.male.torso_lower"), + ), + jaw: ( + offset: (-6.0, 0.0, -4.0), + central: ("npc.troll_swamp.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Dullahan, Male): ( + head: ( + offset: (-8.0, -5.0, -6.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-9.0, -7.5, -7.0), + central: ("npc.dullahan.male.torso_upper"), + ), + torso_lower: ( + offset: (-8.0, -6.0, -9.0), + central: ("npc.dullahan.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Dullahan, Female): ( + head: ( + offset: (-8.0, -5.0, -6.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-9.0, -7.5, -7.0), + central: ("npc.dullahan.male.torso_upper"), + ), + torso_lower: ( + offset: (-8.0, -6.0, -9.0), + central: ("npc.dullahan.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Werewolf, Male): ( + head: ( + offset: (-5.0, 0.0, -6.5), + central: ("npc.werewolf.male.head"), + ), + torso_upper: ( + offset: (-8.0, -12.5, -10.5), + central: ("npc.werewolf.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -5.5, -8.0), + central: ("npc.werewolf.male.torso_lower"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.werewolf.male.jaw"), + ), + tail: ( + offset: (-4.0, -27.0, -6.0), + central: ("npc.werewolf.male.tail"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Werewolf, Female): ( + head: ( + offset: (-5.0, 0.0, -6.5), + central: ("npc.werewolf.male.head"), + ), + torso_upper: ( + offset: (-8.0, -12.5, -10.5), + central: ("npc.werewolf.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -5.5, -8.0), + central: ("npc.werewolf.male.torso_lower"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.werewolf.male.jaw"), + ), + tail: ( + offset: (-4.0, -27.0, -6.0), + central: ("npc.werewolf.male.tail"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Occultsaurok, Male): ( + head: ( + offset: (-3.0, 0.0, -4.5), + central: ("npc.saurok_occult.male.head"), + ), + torso_upper: ( + offset: (-5.0, -6.5, -7.0), + central: ("npc.saurok_occult.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -5.5, -8.0), + central: ("npc.saurok_occult.male.torso_lower"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.saurok_occult.male.jaw"), + ), + tail: ( + offset: (-2.0, -16.0, -1.0), + central: ("npc.saurok_occult.male.tail"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Occultsaurok, Female): ( + head: ( + offset: (-3.0, 0.0, -4.5), + central: ("npc.saurok_occult.female.head"), + ), + torso_upper: ( + offset: (-5.0, -6.5, -7.0), + central: ("npc.saurok_occult.female.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -5.5, -8.0), + central: ("npc.saurok_occult.female.torso_lower"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.saurok_occult.female.jaw"), + ), + tail: ( + offset: (-2.0, -16.0, -1.0), + central: ("npc.saurok_occult.female.tail"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Mightysaurok, Male): ( + head: ( + offset: (-3.0, 0.0, -4.5), + central: ("npc.saurok_mighty.male.head"), + ), + torso_upper: ( + offset: (-5.0, -6.5, -7.0), + central: ("npc.saurok_mighty.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -5.5, -8.0), + central: ("npc.saurok_mighty.male.torso_lower"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.saurok_mighty.male.jaw"), + ), + tail: ( + offset: (-2.0, -16.0, -1.0), + central: ("npc.saurok_mighty.male.tail"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Mightysaurok, Female): ( + head: ( + offset: (-3.0, 0.0, -4.5), + central: ("npc.saurok_mighty.female.head"), + ), + torso_upper: ( + offset: (-5.0, -6.5, -7.0), + central: ("npc.saurok_mighty.female.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -5.5, -8.0), + central: ("npc.saurok_mighty.female.torso_lower"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.saurok_mighty.female.jaw"), + ), + tail: ( + offset: (-2.0, -16.0, -1.0), + central: ("npc.saurok_mighty.female.tail"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Slysaurok, Male): ( + head: ( + offset: (-3.0, 0.0, -4.5), + central: ("npc.saurok_sly.male.head"), + ), + torso_upper: ( + offset: (-5.0, -6.5, -7.0), + central: ("npc.saurok_sly.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -5.5, -8.0), + central: ("npc.saurok_sly.male.torso_lower"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.saurok_sly.male.jaw"), + ), + tail: ( + offset: (-2.0, -16.0, -1.0), + central: ("npc.saurok_sly.male.tail"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Slysaurok, Female): ( + head: ( + offset: (-3.0, 0.0, -4.5), + central: ("npc.saurok_sly.female.head"), + ), + torso_upper: ( + offset: (-5.0, -6.5, -7.0), + central: ("npc.saurok_sly.female.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -5.5, -8.0), + central: ("npc.saurok_sly.female.torso_lower"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.saurok_sly.female.jaw"), + ), + tail: ( + offset: (-2.0, -16.0, -1.0), + central: ("npc.saurok_sly.female.tail"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Mindflayer, Male): ( + head: ( + offset: (-8.5, -8.0, -10.5), + central: ("npc.mindflayer.male.head"), + ), + torso_upper: ( + offset: (-10.5, -8.5, -11.0), + central: ("npc.mindflayer.male.torso_upper"), + ), + torso_lower: ( + offset: (-12.5, -10.0, -18.0), + central: ("npc.mindflayer.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Mindflayer, Female): ( + head: ( + offset: (-8.5, -8.0, -10.5), + central: ("npc.mindflayer.male.head"), + ), + torso_upper: ( + offset: (-10.5, -8.5, -11.0), + central: ("npc.mindflayer.male.torso_upper"), + ), + torso_lower: ( + offset: (-12.5, -10.0, -18.0), + central: ("npc.mindflayer.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Minotaur, Male): ( + head: ( + offset: (-6.5, 0.0, -8.0), + central: ("npc.minotaur.male.head"), + ), + torso_upper: ( + offset: (-8.5, -8.0, -10.0), + central: ("npc.minotaur.male.torso_upper"), + ), + torso_lower: ( + offset: (-5.5, -5.5, -14.0), + central: ("npc.minotaur.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-1.5, -17.0, -8.0), + central: ("npc.minotaur.male.tail"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Minotaur, Female): ( + head: ( + offset: (-6.5, 0.0, -8.0), + central: ("npc.minotaur.male.head"), + ), + torso_upper: ( + offset: (-8.5, -8.0, -10.0), + central: ("npc.minotaur.male.torso_upper"), + ), + torso_lower: ( + offset: (-5.5, -5.5, -14.0), + central: ("npc.minotaur.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-1.5, -17.0, -8.0), + central: ("npc.minotaur.male.tail"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Tidalwarrior, Male): ( + head: ( + offset: (-6.5, -6.5, -6.0), + central: ("npc.tidalwarrior.male.head"), + ), + torso_upper: ( + offset: (-9.0, -8.0, -10.5), + central: ("npc.tidalwarrior.male.torso_upper"), + ), + torso_lower: ( + offset: (-8.0, -7.0, -8.0), + central: ("npc.tidalwarrior.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Tidalwarrior, Female): ( + head: ( + offset: (-6.5, -6.5, -6.0), + central: ("npc.tidalwarrior.male.head"), + ), + torso_upper: ( + offset: (-9.0, -8.0, -10.5), + central: ("npc.tidalwarrior.male.torso_upper"), + ), + torso_lower: ( + offset: (-8.0, -7.0, -8.0), + central: ("npc.tidalwarrior.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Yeti, Male): ( + head: ( + offset: (-5.5, -4.0, -4.0), + central: ("npc.yeti.male.head"), + ), + torso_upper: ( + offset: (-8.5, -7.5, -8.5), + central: ("npc.yeti.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.5, -5.0, -6.0), + central: ("npc.yeti.male.torso_lower"), + ), + jaw: ( + offset: (-6.5, 0.0, -4.5), + central: ("npc.yeti.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Yeti, Female): ( + head: ( + offset: (-5.5, -4.0, -4.0), + central: ("npc.yeti.male.head"), + ), + torso_upper: ( + offset: (-8.5, -7.5, -8.5), + central: ("npc.yeti.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.5, -5.0, -6.0), + central: ("npc.yeti.male.torso_lower"), + ), + jaw: ( + offset: (-6.5, 0.0, -4.5), + central: ("npc.yeti.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Harvester, Male): ( + head: ( + offset: (-11.0, -10.0, -9.0), + central: ("npc.harvester.male.head"), + ), + torso_upper: ( + offset: (-6.0, -7.0, -5.5), + central: ("npc.harvester.male.torso_upper"), + ), + torso_lower: ( + offset: (-3.0, -4.0, -9.0), + central: ("npc.harvester.male.torso_lower"), + ), + jaw: ( + offset: (-4.0, 0.0, -2.0), + central: ("npc.harvester.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Harvester, Female): ( + head: ( + offset: (-11.0, -10.0, -9.0), + central: ("npc.harvester.male.head"), + ), + torso_upper: ( + offset: (-6.0, -7.0, -5.5), + central: ("npc.harvester.male.torso_upper"), + ), + torso_lower: ( + offset: (-3.0, -4.0, -9.0), + central: ("npc.harvester.male.torso_lower"), + ), + jaw: ( + offset: (-4.0, 0.0, -2.0), + central: ("npc.harvester.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Blueoni, Male): ( + head: ( + offset: (-7.5, -1.0, -9.0), + central: ("npc.oni_blue.male.head"), + ), + torso_upper: ( + offset: (-8.5, -12.0, -10.0), + central: ("npc.oni_blue.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.5, -5.5, -13.0), + central: ("npc.oni_blue.male.torso_lower"), + ), + jaw: ( + offset: (-5.5, 0.0, -8.0), + central: ("npc.oni_blue.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Blueoni, Female): ( + head: ( + offset: (-7.5, -1.0, -9.0), + central: ("npc.oni_blue.male.head"), + ), + torso_upper: ( + offset: (-8.5, -12.0, -10.0), + central: ("npc.oni_blue.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.5, -5.5, -13.0), + central: ("npc.oni_blue.male.torso_lower"), + ), + jaw: ( + offset: (-5.5, 0.0, -8.0), + central: ("npc.oni_blue.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Redoni, Male): ( + head: ( + offset: (-7.5, -1.0, -9.0), + central: ("npc.oni_red.male.head"), + ), + torso_upper: ( + offset: (-8.5, -12.0, -10.0), + central: ("npc.oni_red.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.5, -5.5, -13.0), + central: ("npc.oni_red.male.torso_lower"), + ), + jaw: ( + offset: (-5.5, 0.0, -8.0), + central: ("npc.oni_red.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Redoni, Female): ( + head: ( + offset: (-7.5, -1.0, -9.0), + central: ("npc.oni_red.male.head"), + ), + torso_upper: ( + offset: (-8.5, -12.0, -10.0), + central: ("npc.oni_red.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.5, -5.5, -13.0), + central: ("npc.oni_red.male.torso_lower"), + ), + jaw: ( + offset: (-5.5, 0.0, -8.0), + central: ("npc.oni_red.male.jaw"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Cultistwarlord, Male): ( + head: ( + offset: (-10.0, -6.0, -9.0), + central: ("npc.cultist_warlord.male.head"), + ), + torso_upper: ( + offset: (-8.0, -6.0, -6.0), + central: ("npc.cultist_warlord.male.torso_upper"), + ), + torso_lower: ( + offset: (-7.0, -5.0, -9.0), + central: ("npc.cultist_warlord.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Cultistwarlord, Female): ( + head: ( + offset: (-10.0, -6.0, -9.0), + central: ("npc.cultist_warlord.male.head"), + ), + torso_upper: ( + offset: (-8.0, -6.0, -6.0), + central: ("npc.cultist_warlord.male.torso_upper"), + ), + torso_lower: ( + offset: (-7.0, -5.0, -9.0), + central: ("npc.cultist_warlord.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Cultistwarlock, Male): ( + head: ( + offset: (-6.0, -5.5, -6.5), + central: ("npc.cultist_warlock.male.head"), + ), + torso_upper: ( + offset: (-7.0, -5.5, -5.5), + central: ("npc.cultist_warlock.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -4.5, -10.0), + central: ("npc.cultist_warlock.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Cultistwarlock, Female): ( + head: ( + offset: (-6.0, -5.5, -6.5), + central: ("npc.cultist_warlock.male.head"), + ), + torso_upper: ( + offset: (-7.0, -5.5, -5.5), + central: ("npc.cultist_warlock.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -4.5, -10.0), + central: ("npc.cultist_warlock.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Huskbrute, Male): ( + head: ( + offset: (-6.0, -6.0, -6.5), + central: ("npc.husk_brute.male.head"), + ), + torso_upper: ( + offset: (-8.0, -8.0, -8.0), + central: ("npc.husk_brute.male.torso_upper"), + ), + torso_lower: ( + offset: (-7.0, -6.5, -9.0), + central: ("npc.husk_brute.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Huskbrute, Female): ( + head: ( + offset: (-6.0, -6.0, -6.5), + central: ("npc.husk_brute.male.head"), + ), + torso_upper: ( + offset: (-8.0, -8.0, -8.0), + central: ("npc.husk_brute.male.torso_upper"), + ), + torso_lower: ( + offset: (-7.0, -6.5, -9.0), + central: ("npc.husk_brute.male.torso_lower"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Tursus, Male): ( + head: ( + offset: (-6.5, 0.0, -6.5), + central: ("npc.tursus.male.head"), + ), + torso_upper: ( + offset: (-8.0, -12.5, -10.5), + central: ("npc.tursus.male.torso_upper"), + ), + torso_lower: ( + offset: (-7.5, -7.0, -10.0), + central: ("npc.tursus.male.torso_lower"), + ), + jaw: ( + offset: (-4.5, 0.0, -4.0), + central: ("npc.tursus.male.jaw"), + ), + tail: ( + offset: (-4.0, -27.0, -6.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Tursus, Female): ( + head: ( + offset: (-6.5, 0.0, -6.5), + central: ("npc.tursus.male.head"), + ), + torso_upper: ( + offset: (-8.0, -12.5, -10.5), + central: ("npc.tursus.male.torso_upper"), + ), + torso_lower: ( + offset: (-7.5, -7.0, -10.0), + central: ("npc.tursus.male.torso_lower"), + ), + jaw: ( + offset: (-4.5, 0.0, -4.0), + central: ("npc.tursus.male.jaw"), + ), + tail: ( + offset: (-4.0, -27.0, -6.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Gigasfrost, Male): ( + head: ( + offset: (-13.0, -7.0, 0.0), + central: ("npc.gigas_frost.male.head"), + ), + torso_upper: ( + offset: (-11.0, -15.5, -10.0), + central: ("npc.gigas_frost.male.torso_upper"), + ), + torso_lower: ( + offset: (-15.0, -12.5, -17.0), + central: ("npc.gigas_frost.male.torso_lower"), + ), + jaw: ( + offset: (-3.0, 0.0, -3.5), + central: ("npc.gigas_frost.male.jaw"), + ), + tail: ( + offset: (-1.5, -17.0, -8.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Gigasfrost, Female): ( + head: ( + offset: (-13.0, -7.0, 0.0), + central: ("npc.gigas_frost.male.head"), + ), + torso_upper: ( + offset: (-11.0, -15.5, -10.0), + central: ("npc.gigas_frost.male.torso_upper"), + ), + torso_lower: ( + offset: (-15.0, -12.5, -17.0), + central: ("npc.gigas_frost.male.torso_lower"), + ), + jaw: ( + offset: (-3.0, 0.0, -3.5), + central: ("npc.gigas_frost.male.jaw"), + ), + tail: ( + offset: (-1.5, -17.0, -8.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (AdletElder, Male): ( + head: ( + offset: (-9.0, 0.0, -8.0), + central: ("npc.adlet.elder.male.head"), + ), + torso_upper: ( + offset: (-7.0, -7.0, -6.5), + central: ("npc.adlet.elder.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -6.0, -5.0), + central: ("npc.adlet.elder.male.torso_lower"), + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("npc.adlet.elder.male.jaw"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("npc.adlet.elder.male.tail"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (AdletElder, Female): ( + head: ( + offset: (-9.0, 0.0, -8.0), + central: ("npc.adlet.elder.male.head"), + ), + torso_upper: ( + offset: (-7.0, -7.0, -6.5), + central: ("npc.adlet.elder.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -6.0, -5.0), + central: ("npc.adlet.elder.male.torso_lower"), + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("npc.adlet.elder.male.jaw"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("npc.adlet.elder.male.tail"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (SeaBishop, Male): ( + head: ( + offset: (-7.0, -4.5, -8.5), + central: ("npc.sea_bishop.male.head"), + ), + torso_upper: ( + offset: (-4.0, -5.0, -5.0), + central: ("npc.sea_bishop.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -4.5, -11.0), + central: ("npc.sea_bishop.male.torso_lower"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-4.0, -27.0, -6.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (SeaBishop, Female): ( + head: ( + offset: (-7.0, -4.5, -8.5), + central: ("npc.sea_bishop.male.head"), + ), + torso_upper: ( + offset: (-4.0, -5.0, -5.0), + central: ("npc.sea_bishop.male.torso_upper"), + ), + torso_lower: ( + offset: (-6.0, -4.5, -11.0), + central: ("npc.sea_bishop.male.torso_lower"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-4.0, -27.0, -6.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (HaniwaGeneral, Male): ( + head: ( + offset: (-7.5, -6.5, -6.5), + central: ("npc.haniwa.general.haniwa_general"), + ), + torso_upper: ( + offset: (-6.5, -4.0, -4.5), + central: ("npc.haniwa.general.haniwa_general"), + model_index: 1, + ), + torso_lower: ( + offset: (-7.5, -6.0, -5.0), + central: ("npc.haniwa.general.haniwa_general"), + model_index: 2, + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (HaniwaGeneral, Female): ( + head: ( + offset: (-7.5, -6.5, -6.5), + central: ("npc.haniwa.general.haniwa_general"), + ), + torso_upper: ( + offset: (-6.5, -4.0, -4.5), + central: ("npc.haniwa.general.haniwa_general"), + model_index: 1, + ), + torso_lower: ( + offset: (-7.5, -6.0, -5.0), + central: ("npc.haniwa.general.haniwa_general"), + model_index: 2, + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (TerracottaBesieger, Male): ( + head: ( + offset: (-7.5, -8.5, -10.5), + central: ("npc.terracotta.terracotta_besieger"), + ), + torso_upper: ( + offset: (-9.5, -6.0, -6.0), + central: ("npc.terracotta.terracotta_besieger"), + model_index: 1, + ), + torso_lower: ( + offset: (-9.5, -6.0, -8.0), + central: ("npc.terracotta.terracotta_besieger"), + model_index: 2, + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (TerracottaBesieger, Female): ( + head: ( + offset: (-7.5, -8.5, -10.5), + central: ("npc.terracotta.terracotta_besieger"), + ), + torso_upper: ( + offset: (-9.5, -6.0, -6.0), + central: ("npc.terracotta.terracotta_besieger"), + model_index: 1, + ), + torso_lower: ( + offset: (-9.5, -6.0, -8.0), + central: ("npc.terracotta.terracotta_besieger"), + model_index: 2, + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (TerracottaDemolisher, Male): ( + head: ( + offset: (-6.5, -5.5, -7.5), + central: ("npc.terracotta.terracotta_demolisher"), + ), + torso_upper: ( + offset: (-6.5, -4.5, -5.0), + central: ("npc.terracotta.terracotta_demolisher"), + model_index: 1, + ), + torso_lower: ( + offset: (-7.5, -5.5, -6.0), + central: ("npc.terracotta.terracotta_demolisher"), + model_index: 2, + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (TerracottaDemolisher, Female): ( + head: ( + offset: (-6.5, -5.5, -7.5), + central: ("npc.terracotta.terracotta_demolisher"), + ), + torso_upper: ( + offset: (-6.5, -4.5, -5.0), + central: ("npc.terracotta.terracotta_demolisher"), + model_index: 1, + ), + torso_lower: ( + offset: (-7.5, -5.5, -6.0), + central: ("npc.terracotta.terracotta_demolisher"), + model_index: 2, + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (TerracottaPunisher, Male): ( + head: ( + offset: (-5.5, -5.5, -5.5), + central: ("npc.terracotta.terracotta_punisher"), + ), + torso_upper: ( + offset: (-6.5, -4.5, -5.0), + central: ("npc.terracotta.terracotta_punisher"), + model_index: 1, + ), + torso_lower: ( + offset: (-7.5, -6.0, -6.0), + central: ("npc.terracotta.terracotta_punisher"), + model_index: 2, + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (TerracottaPunisher, Female): ( + head: ( + offset: (-5.5, -5.5, -5.5), + central: ("npc.terracotta.terracotta_punisher"), + ), + torso_upper: ( + offset: (-6.5, -4.5, -5.0), + central: ("npc.terracotta.terracotta_punisher"), + model_index: 1, + ), + torso_lower: ( + offset: (-7.5, -6.0, -6.0), + central: ("npc.terracotta.terracotta_punisher"), + model_index: 2, + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (TerracottaPursuer, Male): ( + head: ( + offset: (-5.5, -8.5, -9.0), + central: ("npc.terracotta.terracotta_pursuer"), + ), + torso_upper: ( + offset: (-6.5, -4.5, -5.0), + central: ("npc.terracotta.terracotta_pursuer"), + model_index: 1, + ), + torso_lower: ( + offset: (-7.5, -6.0, -6.0), + central: ("npc.terracotta.terracotta_pursuer"), + model_index: 2, + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (TerracottaPursuer, Female): ( + head: ( + offset: (-5.5, -8.5, -9.0), + central: ("npc.terracotta.terracotta_pursuer"), + ), + torso_upper: ( + offset: (-6.5, -4.5, -5.0), + central: ("npc.terracotta.terracotta_pursuer"), + model_index: 1, + ), + torso_lower: ( + offset: (-7.5, -6.0, -6.0), + central: ("npc.terracotta.terracotta_pursuer"), + model_index: 2, + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Cursekeeper, Male): ( + head: ( + offset: (-11.0, -11.0, -8.0), + central: ("npc.terracotta.cursekeeper"), + ), + torso_upper: ( + offset: (-7.0, -6.5, -5.5), + central: ("npc.terracotta.cursekeeper"), + model_index: 1, + ), + torso_lower: ( + offset: (-7.0, -7.0, -18.0), + central: ("npc.terracotta.cursekeeper"), + model_index: 2, + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Cursekeeper, Female): ( + head: ( + offset: (-11.0, -11.0, -8.0), + central: ("npc.terracotta.cursekeeper"), + ), + torso_upper: ( + offset: (-7.0, -6.5, -5.5), + central: ("npc.terracotta.cursekeeper"), + model_index: 1, + ), + torso_lower: ( + offset: (-7.0, -7.0, -18.0), + central: ("npc.terracotta.cursekeeper"), + model_index: 2, + ), + jaw: ( + offset: (-5.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -17.0, -1.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Forgemaster, Male): ( + head: ( + offset: (-8.0, -6.5, 0.0), + central: ("npc.forgemaster.male.head"), + ), + torso_upper: ( + offset: (-21.0, -22.0, -12.0), + central: ("npc.forgemaster.male.torso_upper"), + ), + torso_lower: ( + offset: (-8.0, -7.0, -10.0), + central: ("npc.forgemaster.male.torso_lower"), + ), + jaw: ( + offset: (-3.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-1.5, -17.0, -8.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + (Forgemaster, Female): ( + head: ( + offset: (-8.0, -6.5, 0.0), + central: ("npc.forgemaster.male.head"), + ), + torso_upper: ( + offset: (-21.0, -22.0, -12.0), + central: ("npc.forgemaster.male.torso_upper"), + ), + torso_lower: ( + offset: (-8.0, -7.0, -10.0), + central: ("npc.forgemaster.male.torso_lower"), + ), + jaw: ( + offset: (-3.0, 0.0, -3.5), + central: ("armor.empty"), + ), + tail: ( + offset: (-1.5, -17.0, -8.0), + central: ("armor.empty"), + ), + second: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), +}) diff --git a/assets/voxygen/voxel/biped_large_lateral_manifest.ron b/assets/voxygen/voxel/biped_large_lateral_manifest.ron new file mode 100644 index 0000000..c0a98b0 --- /dev/null +++ b/assets/voxygen/voxel/biped_large_lateral_manifest.ron @@ -0,0 +1,2266 @@ +({ + (Ogre, Male): ( + shoulder_l: ( + offset: (-6.0, -3.5, -6.5), + lateral: ("npc.ogre.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-6.0, -4.5, -6.5), + lateral: ("npc.ogre.male.shoulder_r"), + ), + hand_l: ( + offset: (-5.5, -3.5, -13.0), + lateral: ("npc.ogre.male.hand_l"), + ), + hand_r: ( + offset: (-5.5, -3.5, -13.0), + lateral: ("npc.ogre.male.hand_r"), + ), + leg_l: ( + offset: (-6.0, -3.5, -8.0), + lateral: ("npc.ogre.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -3.5, -8.0), + lateral: ("npc.ogre.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -8.0), + lateral: ("npc.ogre.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.5, -8.0), + lateral: ("npc.ogre.male.foot_r"), + ), + ), + (Ogre, Female): ( + shoulder_l: ( + offset: (-3.0, -3.0, -5.5), + lateral: ("npc.ogre.female.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.0, -3.0, -5.5), + lateral: ("npc.ogre.female.shoulder_r"), + ), + hand_l: ( + offset: (-3.0, -3.0, -8.0), + lateral: ("npc.ogre.female.hand_l"), + ), + hand_r: ( + offset: (-3.0, -3.0, -8.0), + lateral: ("npc.ogre.female.hand_r"), + ), + leg_l: ( + offset: (-7.0, -3.5, -11.0), + lateral: ("npc.ogre.female.leg_l"), + ), + leg_r: ( + offset: (0.0, -3.5, -11.0), + lateral: ("npc.ogre.female.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -8.0), + lateral: ("npc.ogre.female.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -8.0), + lateral: ("npc.ogre.female.foot_r"), + ), + ), + (Cyclops, Male): ( + shoulder_l: ( + offset: (-6.5, -7.5, -7.0), + lateral: ("npc.cyclops.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-6.5, -7.5, -7.0), + lateral: ("npc.cyclops.male.shoulder_r"), + ), + hand_l: ( + offset: (-10.5, -5.5, -15.0), + lateral: ("npc.cyclops.male.hand_l"), + ), + hand_r: ( + offset: (-3.5, -5.5, -15.0), + lateral: ("npc.cyclops.male.hand_r"), + ), + leg_l: ( + offset: (-3.0, -3.5, -3.5), + lateral: ("npc.cyclops.male.leg_l"), + ), + leg_r: ( + offset: (-3.0, -3.5, -3.5), + lateral: ("npc.cyclops.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.5, -6.0), + lateral: ("npc.cyclops.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.5, -6.0), + lateral: ("npc.cyclops.male.foot_r"), + ), + ), + (Cyclops, Female): ( + shoulder_l: ( + offset: (-6.5, -7.5, -7.0), + lateral: ("npc.cyclops.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-6.5, -7.5, -7.0), + lateral: ("npc.cyclops.male.shoulder_r"), + ), + hand_l: ( + offset: (-10.5, -5.5, -15.0), + lateral: ("npc.cyclops.male.hand_l"), + ), + hand_r: ( + offset: (-3.5, -5.5, -15.0), + lateral: ("npc.cyclops.male.hand_r"), + ), + leg_l: ( + offset: (-3.0, -3.5, -3.5), + lateral: ("npc.cyclops.male.leg_l"), + ), + leg_r: ( + offset: (-3.0, -3.5, -3.5), + lateral: ("npc.cyclops.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.5, -6.0), + lateral: ("npc.cyclops.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.5, -6.0), + lateral: ("npc.cyclops.male.foot_r"), + ), + ), + (Wendigo, Male): ( + shoulder_l: ( + offset: (-3.0, -4.0, -8.5), + lateral: ("npc.wendigo.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.0, -4.0, -8.5), + lateral: ("npc.wendigo.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.0, -3.5, -15.0), + lateral: ("npc.wendigo.male.hand_l"), + ), + hand_r: ( + offset: (-4.0, -3.5, -15.0), + lateral: ("npc.wendigo.male.hand_r"), + ), + leg_l: ( + offset: (-4.0, -2.5, -9.0), + lateral: ("npc.wendigo.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -2.5, -9.0), + lateral: ("npc.wendigo.male.leg_r"), + ), + foot_l: ( + offset: (-4.0, -5.0, -5.5), + lateral: ("npc.wendigo.male.foot_l"), + ), + foot_r: ( + offset: (-4.0, -5.0, -5.5), + lateral: ("npc.wendigo.male.foot_r"), + ), + ), + (Wendigo, Female): ( + shoulder_l: ( + offset: (-3.0, -4.0, -8.5), + lateral: ("npc.wendigo.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.0, -4.0, -8.5), + lateral: ("npc.wendigo.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.0, -3.5, -15.0), + lateral: ("npc.wendigo.male.hand_l"), + ), + hand_r: ( + offset: (-4.0, -3.5, -15.0), + lateral: ("npc.wendigo.male.hand_r"), + ), + leg_l: ( + offset: (-4.0, -2.5, -9.0), + lateral: ("npc.wendigo.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -2.5, -9.0), + lateral: ("npc.wendigo.male.leg_r"), + ), + foot_l: ( + offset: (-4.0, -5.0, -5.5), + lateral: ("npc.wendigo.male.foot_l"), + ), + foot_r: ( + offset: (-4.0, -5.0, -5.5), + lateral: ("npc.wendigo.male.foot_r"), + ), + ), + (Cavetroll, Male): ( + shoulder_l: ( + offset: (-5.5, -4.0, -8.0), + lateral: ("npc.troll_cave.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-5.5, -4.0, -8.0), + lateral: ("npc.troll_cave.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.5, -4.0, -14.0), + lateral: ("npc.troll_cave.male.hand_l"), + ), + hand_r: ( + offset: (-4.5, -4.0, -14.0), + lateral: ("npc.troll_cave.male.hand_r"), + ), + leg_l: ( + offset: (-3.0, -3.0, -4.0), + lateral: ("npc.troll_cave.male.leg_l"), + ), + leg_r: ( + offset: (-3.0, -3.0, -4.0), + lateral: ("npc.troll_cave.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -2.5), + lateral: ("npc.troll_cave.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -2.5), + lateral: ("npc.troll_cave.male.foot_r"), + ), + ), + (Cavetroll, Female): ( + shoulder_l: ( + offset: (-5.5, -4.0, -8.0), + lateral: ("npc.troll_cave.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-5.5, -4.0, -8.0), + lateral: ("npc.troll_cave.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.5, -4.0, -14.0), + lateral: ("npc.troll_cave.male.hand_l"), + ), + hand_r: ( + offset: (-4.5, -4.0, -14.0), + lateral: ("npc.troll_cave.male.hand_r"), + ), + leg_l: ( + offset: (-3.0, -3.0, -4.0), + lateral: ("npc.troll_cave.male.leg_l"), + ), + leg_r: ( + offset: (-3.0, -3.0, -4.0), + lateral: ("npc.troll_cave.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -2.5), + lateral: ("npc.troll_cave.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -2.5), + lateral: ("npc.troll_cave.male.foot_r"), + ), + ), + (Mountaintroll, Male): ( + shoulder_l: ( + offset: (-6.5, -5.0, -8.5), + lateral: ("npc.troll_mountain.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-6.5, -5.0, -8.5), + lateral: ("npc.troll_mountain.male.shoulder_r"), + ), + hand_l: ( + offset: (-5.0, -4.5, -14.0), + lateral: ("npc.troll_mountain.male.hand_l"), + ), + hand_r: ( + offset: (-5.0, -4.5, -14.0), + lateral: ("npc.troll_mountain.male.hand_r"), + ), + leg_l: ( + offset: (-3.0, -3.0, -4.0), + lateral: ("npc.troll_mountain.male.leg_l"), + ), + leg_r: ( + offset: (-3.0, -3.0, -4.0), + lateral: ("npc.troll_mountain.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -2.5), + lateral: ("npc.troll_mountain.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -2.5), + lateral: ("npc.troll_mountain.male.foot_r"), + ), + ), + (Mountaintroll, Female): ( + shoulder_l: ( + offset: (-6.5, -5.0, -8.5), + lateral: ("npc.troll_mountain.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-6.5, -5.0, -8.5), + lateral: ("npc.troll_mountain.male.shoulder_r"), + ), + hand_l: ( + offset: (-5.0, -4.5, -14.0), + lateral: ("npc.troll_mountain.male.hand_l"), + ), + hand_r: ( + offset: (-5.0, -4.5, -14.0), + lateral: ("npc.troll_mountain.male.hand_r"), + ), + leg_l: ( + offset: (-3.0, -3.0, -4.0), + lateral: ("npc.troll_mountain.male.leg_l"), + ), + leg_r: ( + offset: (-3.0, -3.0, -4.0), + lateral: ("npc.troll_mountain.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -2.5), + lateral: ("npc.troll_mountain.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -2.5), + lateral: ("npc.troll_mountain.male.foot_r"), + ), + ), + (Swamptroll, Male): ( + shoulder_l: ( + offset: (-5.5, -5.0, -8.5), + lateral: ("npc.troll_swamp.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-5.5, -5.0, -8.5), + lateral: ("npc.troll_swamp.male.shoulder_r"), + ), + hand_l: ( + offset: (-5.0, -4.0, -16.0), + lateral: ("npc.troll_swamp.male.hand_l"), + ), + hand_r: ( + offset: (-5.0, -4.0, -16.0), + lateral: ("npc.troll_swamp.male.hand_r"), + ), + leg_l: ( + offset: (-3.0, -3.0, -4.0), + lateral: ("npc.troll_swamp.male.leg_l"), + ), + leg_r: ( + offset: (-3.0, -3.0, -4.0), + lateral: ("npc.troll_swamp.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -2.5), + lateral: ("npc.troll_swamp.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -2.5), + lateral: ("npc.troll_swamp.male.foot_r"), + ), + ), + (Swamptroll, Female): ( + shoulder_l: ( + offset: (-5.5, -5.0, -8.5), + lateral: ("npc.troll_swamp.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-5.5, -5.0, -8.5), + lateral: ("npc.troll_swamp.male.shoulder_r"), + ), + hand_l: ( + offset: (-5.0, -4.0, -16.0), + lateral: ("npc.troll_swamp.male.hand_l"), + ), + hand_r: ( + offset: (-5.0, -4.0, -16.0), + lateral: ("npc.troll_swamp.male.hand_r"), + ), + leg_l: ( + offset: (-3.0, -3.0, -4.0), + lateral: ("npc.troll_swamp.male.leg_l"), + ), + leg_r: ( + offset: (-3.0, -3.0, -4.0), + lateral: ("npc.troll_swamp.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -2.5), + lateral: ("npc.troll_swamp.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -2.5), + lateral: ("npc.troll_swamp.male.foot_r"), + ), + ), + (Dullahan, Male): ( + shoulder_l: ( + offset: (-7.5, -5.5, -6.0), + lateral: ("npc.dullahan.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-7.5, -5.5, -6.0), + lateral: ("npc.dullahan.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.5, -4.5, -15.0), + lateral: ("npc.dullahan.male.hand_l"), + ), + hand_r: ( + offset: (-4.5, -4.5, -15.0), + lateral: ("npc.dullahan.male.hand_r"), + ), + leg_l: ( + offset: (-6.0, -3.0, -7.0), + lateral: ("npc.dullahan.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -3.0, -7.0), + lateral: ("npc.dullahan.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -8.0), + lateral: ("npc.dullahan.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -8.0), + lateral: ("npc.dullahan.male.foot_r"), + ), + ), + (Dullahan, Female): ( + shoulder_l: ( + offset: (-7.5, -5.5, -6.0), + lateral: ("npc.dullahan.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-7.5, -5.5, -6.0), + lateral: ("npc.dullahan.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.5, -4.5, -15.0), + lateral: ("npc.dullahan.male.hand_l"), + ), + hand_r: ( + offset: (-4.5, -4.5, -15.0), + lateral: ("npc.dullahan.male.hand_r"), + ), + leg_l: ( + offset: (-6.0, -3.0, -7.0), + lateral: ("npc.dullahan.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -3.0, -7.0), + lateral: ("npc.dullahan.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -8.0), + lateral: ("npc.dullahan.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -8.0), + lateral: ("npc.dullahan.male.foot_r"), + ), + ), + (Werewolf, Male): ( + shoulder_l: ( + offset: (-4.0, -6.0, -8.0), + lateral: ("npc.werewolf.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-4.0, -6.0, -8.0), + lateral: ("npc.werewolf.male.shoulder_r"), + ), + hand_l: ( + offset: (-3.0, -3.0, -13.0), + lateral: ("npc.werewolf.male.hand_l"), + ), + hand_r: ( + offset: (-3.0, -3.0, -13.0), + lateral: ("npc.werewolf.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -4.0, -4.5), + lateral: ("npc.werewolf.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -4.0, -4.5), + lateral: ("npc.werewolf.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -6.0, -9.0), + lateral: ("npc.werewolf.male.foot_l"), + ), + foot_r: ( + offset: (-3.5, -6.0, -9.0), + lateral: ("npc.werewolf.male.foot_r"), + ), + ), + (Werewolf, Female): ( + shoulder_l: ( + offset: (-4.0, -6.0, -8.0), + lateral: ("npc.werewolf.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-4.0, -6.0, -8.0), + lateral: ("npc.werewolf.male.shoulder_r"), + ), + hand_l: ( + offset: (-3.0, -3.0, -13.0), + lateral: ("npc.werewolf.male.hand_l"), + ), + hand_r: ( + offset: (-3.0, -3.0, -13.0), + lateral: ("npc.werewolf.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -4.0, -4.5), + lateral: ("npc.werewolf.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -4.0, -4.5), + lateral: ("npc.werewolf.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -6.0, -9.0), + lateral: ("npc.werewolf.male.foot_l"), + ), + foot_r: ( + offset: (-3.5, -6.0, -9.0), + lateral: ("npc.werewolf.male.foot_r"), + ), + ), + (Occultsaurok, Male): ( + shoulder_l: ( + offset: (-3.5, -3.5, -6.5), + lateral: ("npc.saurok_occult.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -3.5, -6.5), + lateral: ("npc.saurok_occult.male.shoulder_r"), + ), + hand_l: ( + offset: (-2.0, -2.0, -10.0), + lateral: ("npc.saurok_occult.male.hand_l"), + ), + hand_r: ( + offset: (-2.0, -2.0, -10.0), + lateral: ("npc.saurok_occult.male.hand_r"), + ), + leg_l: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.saurok_occult.male.leg_l"), + ), + leg_r: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.saurok_occult.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -5.5, -9.0), + lateral: ("npc.saurok_occult.male.foot_l"), + ), + foot_r: ( + offset: (-2.5, -5.5, -9.0), + lateral: ("npc.saurok_occult.male.foot_r"), + ), + ), + (Occultsaurok, Female): ( + shoulder_l: ( + offset: (-3.5, -3.5, -6.5), + lateral: ("npc.saurok_occult.female.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -3.5, -6.5), + lateral: ("npc.saurok_occult.female.shoulder_r"), + ), + hand_l: ( + offset: (-2.0, -2.0, -10.0), + lateral: ("npc.saurok_occult.female.hand_l"), + ), + hand_r: ( + offset: (-2.0, -2.0, -10.0), + lateral: ("npc.saurok_occult.female.hand_r"), + ), + leg_l: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.saurok_occult.female.leg_l"), + ), + leg_r: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.saurok_occult.female.leg_r"), + ), + foot_l: ( + offset: (-2.5, -5.5, -9.0), + lateral: ("npc.saurok_occult.female.foot_l"), + ), + foot_r: ( + offset: (-2.5, -5.5, -9.0), + lateral: ("npc.saurok_occult.female.foot_r"), + ), + ), + (Mightysaurok, Male): ( + shoulder_l: ( + offset: (-3.5, -3.5, -6.5), + lateral: ("npc.saurok_mighty.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -3.5, -6.5), + lateral: ("npc.saurok_mighty.male.shoulder_r"), + ), + hand_l: ( + offset: (-2.0, -2.0, -10.0), + lateral: ("npc.saurok_mighty.male.hand_l"), + ), + hand_r: ( + offset: (-2.0, -2.0, -10.0), + lateral: ("npc.saurok_mighty.male.hand_r"), + ), + leg_l: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.saurok_mighty.male.leg_l"), + ), + leg_r: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.saurok_mighty.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -5.5, -9.0), + lateral: ("npc.saurok_mighty.male.foot_l"), + ), + foot_r: ( + offset: (-2.5, -5.5, -9.0), + lateral: ("npc.saurok_mighty.male.foot_r"), + ), + ), + (Mightysaurok, Female): ( + shoulder_l: ( + offset: (-3.5, -3.5, -6.5), + lateral: ("npc.saurok_mighty.female.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -3.5, -6.5), + lateral: ("npc.saurok_mighty.female.shoulder_r"), + ), + hand_l: ( + offset: (-2.0, -2.0, -10.0), + lateral: ("npc.saurok_mighty.female.hand_l"), + ), + hand_r: ( + offset: (-2.0, -2.0, -10.0), + lateral: ("npc.saurok_mighty.female.hand_r"), + ), + leg_l: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.saurok_mighty.female.leg_l"), + ), + leg_r: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.saurok_mighty.female.leg_r"), + ), + foot_l: ( + offset: (-2.5, -5.5, -9.0), + lateral: ("npc.saurok_mighty.female.foot_l"), + ), + foot_r: ( + offset: (-2.5, -5.5, -9.0), + lateral: ("npc.saurok_mighty.female.foot_r"), + ), + ), + (Slysaurok, Male): ( + shoulder_l: ( + offset: (-3.5, -3.5, -6.5), + lateral: ("npc.saurok_sly.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -3.5, -6.5), + lateral: ("npc.saurok_sly.male.shoulder_r"), + ), + hand_l: ( + offset: (-2.0, -2.0, -10.0), + lateral: ("npc.saurok_sly.male.hand_l"), + ), + hand_r: ( + offset: (-2.0, -2.0, -10.0), + lateral: ("npc.saurok_sly.male.hand_r"), + ), + leg_l: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.saurok_sly.male.leg_l"), + ), + leg_r: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.saurok_sly.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -5.5, -9.0), + lateral: ("npc.saurok_sly.male.foot_l"), + ), + foot_r: ( + offset: (-2.5, -5.5, -9.0), + lateral: ("npc.saurok_sly.male.foot_r"), + ), + ), + (Slysaurok, Female): ( + shoulder_l: ( + offset: (-3.5, -3.5, -6.5), + lateral: ("npc.saurok_sly.female.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -3.5, -6.5), + lateral: ("npc.saurok_sly.female.shoulder_r"), + ), + hand_l: ( + offset: (-2.0, -2.0, -10.0), + lateral: ("npc.saurok_sly.female.hand_l"), + ), + hand_r: ( + offset: (-2.0, -2.0, -10.0), + lateral: ("npc.saurok_sly.female.hand_r"), + ), + leg_l: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.saurok_sly.female.leg_l"), + ), + leg_r: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.saurok_sly.female.leg_r"), + ), + foot_l: ( + offset: (-2.5, -5.5, -9.0), + lateral: ("npc.saurok_sly.female.foot_l"), + ), + foot_r: ( + offset: (-2.5, -5.5, -9.0), + lateral: ("npc.saurok_sly.female.foot_r"), + ), + ), + (Mindflayer, Male): ( + shoulder_l: ( + offset: (-4.5, -3.0, -4.0), + lateral: ("npc.mindflayer.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-4.5, -3.0, -4.0), + lateral: ("npc.mindflayer.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.5, -4.0, -12.0), + lateral: ("npc.mindflayer.male.hand_l"), + ), + hand_r: ( + offset: (-4.5, -4.0, -12.0), + lateral: ("npc.mindflayer.male.hand_r"), + ), + leg_l: ( + offset: (-6.5, -10.0, -16.0), + lateral: ("armor.empty"), + ), + leg_r: ( + offset: (-6.5, -10.0, -16.0), + lateral: ("armor.empty"), + ), + foot_l: ( + offset: (-2.0, -4.5, -4.0), + lateral: ("npc.mindflayer.male.foot_l"), + ), + foot_r: ( + offset: (-2.0, -4.5, -4.0), + lateral: ("npc.mindflayer.male.foot_r"), + ) + ), + (Mindflayer, Female): ( + shoulder_l: ( + offset: (-4.5, -3.0, -4.0), + lateral: ("npc.mindflayer.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-4.5, -3.0, -4.0), + lateral: ("npc.mindflayer.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.5, -4.0, -12.0), + lateral: ("npc.mindflayer.male.hand_l"), + ), + hand_r: ( + offset: (-4.5, -4.0, -12.0), + lateral: ("npc.mindflayer.male.hand_r"), + ), + leg_l: ( + offset: (-6.5, -10.0, -16.0), + lateral: ("armor.empty"), + ), + leg_r: ( + offset: (-6.5, -10.0, -16.0), + lateral: ("armor.empty"), + ), + foot_l: ( + offset: (-2.0, -4.5, -4.0), + lateral: ("npc.mindflayer.male.foot_l"), + ), + foot_r: ( + offset: (-2.0, -4.5, -4.0), + lateral: ("npc.mindflayer.male.foot_r"), + ) + ), + (Minotaur, Male): ( + shoulder_l: ( + offset: (-3.5, -3.5, -7.5), + lateral: ("npc.minotaur.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -3.5, -7.5), + lateral: ("npc.minotaur.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.0, -4.5, -14.0), + lateral: ("npc.minotaur.male.hand_l"), + ), + hand_r: ( + offset: (-4.0, -4.5, -14.0), + lateral: ("npc.minotaur.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.minotaur.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.minotaur.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -9.0, -5.0), + lateral: ("npc.minotaur.male.foot_l"), + ), + foot_r: ( + offset: (-3.5, -9.0, -5.0), + lateral: ("npc.minotaur.male.foot_r"), + ) + ), + (Minotaur, Female): ( + shoulder_l: ( + offset: (-3.5, -3.5, -7.5), + lateral: ("npc.minotaur.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -3.5, -7.5), + lateral: ("npc.minotaur.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.0, -4.5, -14.0), + lateral: ("npc.minotaur.male.hand_l"), + ), + hand_r: ( + offset: (-4.0, -4.5, -14.0), + lateral: ("npc.minotaur.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.minotaur.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.minotaur.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -9.0, -5.0), + lateral: ("npc.minotaur.male.foot_l"), + ), + foot_r: ( + offset: (-3.5, -9.0, -5.0), + lateral: ("npc.minotaur.male.foot_r"), + ) + ), + (Tidalwarrior, Male): ( + shoulder_l: ( + offset: (-5.5, -5.5, -6.5), + lateral: ("npc.tidalwarrior.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-5.5, -5.5, -6.5), + lateral: ("npc.tidalwarrior.male.shoulder_r"), + ), + hand_l: ( + offset: (-6.0, -3.5, -18.0), + lateral: ("npc.tidalwarrior.male.hand_l"), + ), + hand_r: ( + offset: (-6.0, -3.5, -18.0), + lateral: ("npc.tidalwarrior.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -3.0, -3.5), + lateral: ("npc.tidalwarrior.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -3.0, -3.5), + lateral: ("npc.tidalwarrior.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.5, -4.5), + lateral: ("npc.tidalwarrior.male.foot_l"), + ), + foot_r: ( + offset: (-2.5, -4.5, -4.5), + lateral: ("npc.tidalwarrior.male.foot_r"), + ) + ), + (Tidalwarrior, Female): ( + shoulder_l: ( + offset: (-5.5, -5.5, -6.5), + lateral: ("npc.tidalwarrior.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-5.5, -5.5, -6.5), + lateral: ("npc.tidalwarrior.male.shoulder_r"), + ), + hand_l: ( + offset: (-6.0, -3.5, -18.0), + lateral: ("npc.tidalwarrior.male.hand_l"), + ), + hand_r: ( + offset: (-6.0, -3.5, -18.0), + lateral: ("npc.tidalwarrior.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -3.0, -3.5), + lateral: ("npc.tidalwarrior.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -3.0, -3.5), + lateral: ("npc.tidalwarrior.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.5, -4.5), + lateral: ("npc.tidalwarrior.male.foot_l"), + ), + foot_r: ( + offset: (-2.5, -4.5, -4.5), + lateral: ("npc.tidalwarrior.male.foot_r"), + ) + ), + (Yeti, Male): ( + shoulder_l: ( + offset: (-3.5, -3.5, -4.5), + lateral: ("npc.yeti.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -3.5, -4.5), + lateral: ("npc.yeti.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.0, -4.0, -12.0), + lateral: ("npc.yeti.male.hand_l"), + ), + hand_r: ( + offset: (-4.0, -4.0, -12.0), + lateral: ("npc.yeti.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.yeti.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.yeti.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -4.5, -4.0), + lateral: ("npc.yeti.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -4.5, -4.0), + lateral: ("npc.yeti.male.foot_r"), + ) + ), + (Yeti, Female): ( + shoulder_l: ( + offset: (-3.5, -3.5, -4.5), + lateral: ("npc.yeti.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -3.5, -4.5), + lateral: ("npc.yeti.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.0, -4.0, -12.0), + lateral: ("npc.yeti.male.hand_l"), + ), + hand_r: ( + offset: (-4.0, -4.0, -12.0), + lateral: ("npc.yeti.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.yeti.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.yeti.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -4.5, -4.0), + lateral: ("npc.yeti.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -4.5, -4.0), + lateral: ("npc.yeti.male.foot_r"), + ) + ), + (Harvester, Male): ( + shoulder_l: ( + offset: (-3.0, -2.5, -4.0), + lateral: ("npc.harvester.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.0, -2.5, -4.0), + lateral: ("npc.harvester.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.0, -2.0, -10.0), + lateral: ("npc.harvester.male.hand_l"), + ), + hand_r: ( + offset: (-4.0, -2.0, -10.0), + lateral: ("npc.harvester.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -3.0, -3.0), + lateral: ("npc.harvester.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -3.0, -3.0), + lateral: ("npc.harvester.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -4.0, -4.0), + lateral: ("npc.harvester.male.foot_l"), + ), + foot_r: ( + offset: (-3.5, -4.0, -4.0), + lateral: ("npc.harvester.male.foot_r"), + ) + ), + (Harvester, Female): ( + shoulder_l: ( + offset: (-3.0, -2.5, -4.0), + lateral: ("npc.harvester.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.0, -2.5, -4.0), + lateral: ("npc.harvester.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.0, -2.0, -10.0), + lateral: ("npc.harvester.male.hand_l"), + ), + hand_r: ( + offset: (-4.0, -2.0, -10.0), + lateral: ("npc.harvester.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -3.0, -3.0), + lateral: ("npc.harvester.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -3.0, -3.0), + lateral: ("npc.harvester.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -4.0, -4.0), + lateral: ("npc.harvester.male.foot_l"), + ), + foot_r: ( + offset: (-3.5, -4.0, -4.0), + lateral: ("npc.harvester.male.foot_r"), + ) + ), + (Blueoni, Male): ( + shoulder_l: ( + offset: (-4.0, -4.5, -5.0), + lateral: ("npc.oni_blue.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-4.0, -4.5, -5.0), + lateral: ("npc.oni_blue.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.5, -4.0, -12.0), + lateral: ("npc.oni_blue.male.hand_l"), + ), + hand_r: ( + offset: (-4.5, -4.0, -12.0), + lateral: ("npc.oni_blue.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.oni_blue.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.oni_blue.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -4.5), + lateral: ("npc.oni_blue.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -4.5), + lateral: ("npc.oni_blue.male.foot_r"), + ) + ), + (Blueoni, Female): ( + shoulder_l: ( + offset: (-4.0, -4.5, -5.0), + lateral: ("npc.oni_blue.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-4.0, -4.5, -5.0), + lateral: ("npc.oni_blue.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.5, -4.0, -12.0), + lateral: ("npc.oni_blue.male.hand_l"), + ), + hand_r: ( + offset: (-4.5, -4.0, -12.0), + lateral: ("npc.oni_blue.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.oni_blue.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.oni_blue.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -4.5), + lateral: ("npc.oni_blue.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -4.5), + lateral: ("npc.oni_blue.male.foot_r"), + ) + ), + (Redoni, Male): ( + shoulder_l: ( + offset: (-4.0, -4.5, -5.0), + lateral: ("npc.oni_red.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-4.0, -4.5, -5.0), + lateral: ("npc.oni_red.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.5, -4.0, -12.0), + lateral: ("npc.oni_red.male.hand_l"), + ), + hand_r: ( + offset: (-4.5, -4.0, -12.0), + lateral: ("npc.oni_red.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.oni_red.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.oni_red.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -4.5), + lateral: ("npc.oni_red.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -4.5), + lateral: ("npc.oni_red.male.foot_r"), + ) + ), + (Redoni, Female): ( + shoulder_l: ( + offset: (-4.0, -4.5, -5.0), + lateral: ("npc.oni_red.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-4.0, -4.5, -5.0), + lateral: ("npc.oni_red.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.5, -4.0, -12.0), + lateral: ("npc.oni_red.male.hand_l"), + ), + hand_r: ( + offset: (-4.5, -4.0, -12.0), + lateral: ("npc.oni_red.male.hand_r"), + ), + leg_l: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.oni_red.male.leg_l"), + ), + leg_r: ( + offset: (-2.5, -4.0, -3.5), + lateral: ("npc.oni_red.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -4.5), + lateral: ("npc.oni_red.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -4.5), + lateral: ("npc.oni_red.male.foot_r"), + ) + ), + (Cultistwarlord, Male): ( + shoulder_l: ( + offset: (-6.0, -5.5, -6.0), + lateral: ("npc.cultist_warlord.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-6.0, -5.5, -6.0), + lateral: ("npc.cultist_warlord.male.shoulder_r"), + ), + hand_l: ( + offset: (-3.5, -3.5, -10.0), + lateral: ("npc.cultist_warlord.male.hand_l"), + ), + hand_r: ( + offset: (-3.5, -3.5, -10.0), + lateral: ("npc.cultist_warlord.male.hand_r"), + ), + leg_l: ( + offset: (-1.5, -2.0, -2.5), + lateral: ("npc.cultist_warlord.male.leg_l"), + ), + leg_r: ( + offset: (-1.5, -2.0, -2.5), + lateral: ("npc.cultist_warlord.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.0, -4.0), + lateral: ("npc.cultist_warlord.male.foot_l"), + ), + foot_r: ( + offset: (-2.5, -4.0, -4.0), + lateral: ("npc.cultist_warlord.male.foot_r"), + ) + ), + (Cultistwarlord, Female): ( + shoulder_l: ( + offset: (-6.0, -5.5, -6.0), + lateral: ("npc.cultist_warlord.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-6.0, -5.5, -6.0), + lateral: ("npc.cultist_warlord.male.shoulder_r"), + ), + hand_l: ( + offset: (-3.5, -3.5, -10.0), + lateral: ("npc.cultist_warlord.male.hand_l"), + ), + hand_r: ( + offset: (-3.5, -3.5, -10.0), + lateral: ("npc.cultist_warlord.male.hand_r"), + ), + leg_l: ( + offset: (-1.5, -2.0, -2.5), + lateral: ("npc.cultist_warlord.male.leg_l"), + ), + leg_r: ( + offset: (-1.5, -2.0, -2.5), + lateral: ("npc.cultist_warlord.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.0, -4.0), + lateral: ("npc.cultist_warlord.male.foot_l"), + ), + foot_r: ( + offset: (-2.5, -4.0, -4.0), + lateral: ("npc.cultist_warlord.male.foot_r"), + ) + ), + (Cultistwarlock, Male): ( + shoulder_l: ( + offset: (-3.5, -3.5, -3.0), + lateral: ("npc.cultist_warlock.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -3.5, -3.0), + lateral: ("npc.cultist_warlock.male.shoulder_r"), + ), + hand_l: ( + offset: (-3.5, -3.5, -10.0), + lateral: ("npc.cultist_warlock.male.hand_l"), + ), + hand_r: ( + offset: (-3.5, -3.5, -10.0), + lateral: ("npc.cultist_warlock.male.hand_r"), + ), + leg_l: ( + offset: (-1.5, -2.0, -2.5), + lateral: ("npc.cultist_warlock.male.leg_l"), + ), + leg_r: ( + offset: (-1.5, -2.0, -2.5), + lateral: ("npc.cultist_warlock.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.0, -4.0), + lateral: ("npc.cultist_warlock.male.foot_l"), + ), + foot_r: ( + offset: (-2.5, -4.0, -4.0), + lateral: ("npc.cultist_warlock.male.foot_r"), + ) + ), + (Cultistwarlock, Female): ( + shoulder_l: ( + offset: (-3.5, -3.5, -3.0), + lateral: ("npc.cultist_warlock.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -3.5, -3.0), + lateral: ("npc.cultist_warlock.male.shoulder_r"), + ), + hand_l: ( + offset: (-3.5, -3.5, -10.0), + lateral: ("npc.cultist_warlock.male.hand_l"), + ), + hand_r: ( + offset: (-3.5, -3.5, -10.0), + lateral: ("npc.cultist_warlock.male.hand_r"), + ), + leg_l: ( + offset: (-1.5, -2.0, -2.5), + lateral: ("npc.cultist_warlock.male.leg_l"), + ), + leg_r: ( + offset: (-1.5, -2.0, -2.5), + lateral: ("npc.cultist_warlock.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.0, -4.0), + lateral: ("npc.cultist_warlock.male.foot_l"), + ), + foot_r: ( + offset: (-2.5, -4.0, -4.0), + lateral: ("npc.cultist_warlock.male.foot_r"), + ) + ), + (Huskbrute, Male): ( + shoulder_l: ( + offset: (-4.0, -4.5, -4.0), + lateral: ("npc.husk_brute.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-4.0, -4.5, -4.0), + lateral: ("npc.husk_brute.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.0, -3.5, -17.0), + lateral: ("npc.husk_brute.male.hand_l"), + ), + hand_r: ( + offset: (-4.0, -3.5, -17.0), + lateral: ("npc.husk_brute.male.hand_r"), + ), + leg_l: ( + offset: (-2.0, -2.5, -3.5), + lateral: ("npc.husk_brute.male.leg_l"), + ), + leg_r: ( + offset: (-2.0, -2.5, -3.5), + lateral: ("npc.husk_brute.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -3.5, -3.5), + lateral: ("npc.husk_brute.male.foot_l"), + ), + foot_r: ( + offset: (-2.5, -3.5, -3.5), + lateral: ("npc.husk_brute.male.foot_r"), + ) + ), + (Huskbrute, Female): ( + shoulder_l: ( + offset: (-4.0, -4.5, -4.0), + lateral: ("npc.husk_brute.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-4.0, -4.5, -4.0), + lateral: ("npc.husk_brute.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.0, -3.5, -17.0), + lateral: ("npc.husk_brute.male.hand_l"), + ), + hand_r: ( + offset: (-4.0, -3.5, -17.0), + lateral: ("npc.husk_brute.male.hand_r"), + ), + leg_l: ( + offset: (-2.0, -2.5, -3.5), + lateral: ("npc.husk_brute.male.leg_l"), + ), + leg_r: ( + offset: (-2.0, -2.5, -3.5), + lateral: ("npc.husk_brute.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -3.5, -3.5), + lateral: ("npc.husk_brute.male.foot_l"), + ), + foot_r: ( + offset: (-2.5, -3.5, -3.5), + lateral: ("npc.husk_brute.male.foot_r"), + ) + ), + (Tursus, Male): ( + shoulder_l: ( + offset: (-5.0, -3.5, -5.0), + lateral: ("npc.tursus.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-5.0, -3.5, -5.0), + lateral: ("npc.tursus.male.shoulder_r"), + ), + hand_l: ( + offset: (-6.0, -3.5, -16.0), + lateral: ("npc.tursus.male.hand_l"), + ), + hand_r: ( + offset: (-6.0, -3.5, -16.0), + lateral: ("npc.tursus.male.hand_r"), + ), + leg_l: ( + offset: (-3.5, -4.0, -4.0), + lateral: ("npc.tursus.male.leg_l"), + ), + leg_r: ( + offset: (-3.5, -4.0, -4.0), + lateral: ("npc.tursus.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -2.0), + lateral: ("npc.tursus.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -2.0), + lateral: ("npc.tursus.male.foot_r"), + ), + ), + (Tursus, Female): ( + shoulder_l: ( + offset: (-5.0, -3.5, -5.0), + lateral: ("npc.tursus.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-5.0, -3.5, -5.0), + lateral: ("npc.tursus.male.shoulder_r"), + ), + hand_l: ( + offset: (-6.0, -3.5, -16.0), + lateral: ("npc.tursus.male.hand_l"), + ), + hand_r: ( + offset: (-6.0, -3.5, -16.0), + lateral: ("npc.tursus.male.hand_r"), + ), + leg_l: ( + offset: (-3.5, -4.0, -4.0), + lateral: ("npc.tursus.male.leg_l"), + ), + leg_r: ( + offset: (-3.5, -4.0, -4.0), + lateral: ("npc.tursus.male.leg_r"), + ), + foot_l: ( + offset: (-3.0, -5.0, -2.0), + lateral: ("npc.tursus.male.foot_l"), + ), + foot_r: ( + offset: (-3.0, -5.0, -2.0), + lateral: ("npc.tursus.male.foot_r"), + ), + ), + (Gigasfrost, Male): ( + shoulder_l: ( + offset: (-5.5, -4.5, -5.5), + lateral: ("npc.gigas_frost.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-5.5, -4.5, -5.5), + lateral: ("npc.gigas_frost.male.shoulder_r"), + ), + hand_l: ( + offset: (-7.5, -5.5, -16.0), + lateral: ("npc.gigas_frost.male.hand_l"), + ), + hand_r: ( + offset: (-7.5, -5.5, -16.0), + lateral: ("npc.gigas_frost.male.hand_r"), + ), + leg_l: ( + offset: (-4.0, -4.0, -6.0), + lateral: ("npc.gigas_frost.male.leg_l"), + ), + leg_r: ( + offset: (-4.0, -4.0, -6.0), + lateral: ("npc.gigas_frost.male.leg_r"), + ), + foot_l: ( + offset: (-4.5, -6.5, -4.5), + lateral: ("npc.gigas_frost.male.foot_l"), + ), + foot_r: ( + offset: (-4.5, -6.5, -4.5), + lateral: ("npc.gigas_frost.male.foot_r"), + ) + ), + (Gigasfrost, Female): ( + shoulder_l: ( + offset: (-5.5, -4.5, -5.5), + lateral: ("npc.gigas_frost.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-5.5, -4.5, -5.5), + lateral: ("npc.gigas_frost.male.shoulder_r"), + ), + hand_l: ( + offset: (-7.5, -5.5, -16.0), + lateral: ("npc.gigas_frost.male.hand_l"), + ), + hand_r: ( + offset: (-7.5, -5.5, -16.0), + lateral: ("npc.gigas_frost.male.hand_r"), + ), + leg_l: ( + offset: (-4.0, -4.0, -6.0), + lateral: ("npc.gigas_frost.male.leg_l"), + ), + leg_r: ( + offset: (-4.0, -4.0, -6.0), + lateral: ("npc.gigas_frost.male.leg_r"), + ), + foot_l: ( + offset: (-4.5, -6.5, -4.5), + lateral: ("npc.gigas_frost.male.foot_l"), + ), + foot_r: ( + offset: (-4.5, -6.5, -4.5), + lateral: ("npc.gigas_frost.male.foot_r"), + ) + ), + (AdletElder, Male): ( + shoulder_l: ( + offset: (-3.5, -5.0, -6.0), + lateral: ("npc.adlet.elder.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -5.0, -6.0), + lateral: ("npc.adlet.elder.male.shoulder_r"), + ), + hand_l: ( + offset: (-2.5, -2.5, -12.0), + lateral: ("npc.adlet.elder.male.hand_l"), + ), + hand_r: ( + offset: (-2.5, -2.5, -12.0), + lateral: ("npc.adlet.elder.male.hand_r"), + ), + leg_l: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.adlet.elder.male.leg_l"), + ), + leg_r: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.adlet.elder.male.leg_r"), + ), + foot_l: ( + offset: (-2.0, -5.0, -5.0), + lateral: ("npc.adlet.elder.male.foot_l"), + ), + foot_r: ( + offset: (-2.0, -5.0, -5.0), + lateral: ("npc.adlet.elder.male.foot_r"), + ), + ), + (AdletElder, Female): ( + shoulder_l: ( + offset: (-3.5, -5.0, -6.0), + lateral: ("npc.adlet.elder.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -5.0, -6.0), + lateral: ("npc.adlet.elder.male.shoulder_r"), + ), + hand_l: ( + offset: (-2.5, -2.5, -12.0), + lateral: ("npc.adlet.elder.male.hand_l"), + ), + hand_r: ( + offset: (-2.5, -2.5, -12.0), + lateral: ("npc.adlet.elder.male.hand_r"), + ), + leg_l: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.adlet.elder.male.leg_l"), + ), + leg_r: ( + offset: (-2.0, -1.5, -6.5), + lateral: ("npc.adlet.elder.male.leg_r"), + ), + foot_l: ( + offset: (-2.0, -5.0, -5.0), + lateral: ("npc.adlet.elder.male.foot_l"), + ), + foot_r: ( + offset: (-2.0, -5.0, -5.0), + lateral: ("npc.adlet.elder.male.foot_r"), + ), + ), + (SeaBishop, Male): ( + shoulder_l: ( + offset: (-3.5, -2.0, -4.0), + lateral: ("npc.sea_bishop.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -2.0, -4.0), + lateral: ("npc.sea_bishop.male.shoulder_r"), + ), + hand_l: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.sea_bishop.male.hand_l"), + ), + hand_r: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.sea_bishop.male.hand_r"), + ), + leg_l: ( + offset: (-2.0, -3.5, 0.0), + lateral: ("npc.sea_bishop.male.leg_l"), + ), + leg_r: ( + offset: (-2.0, -3.5, 0.0), + lateral: ("npc.sea_bishop.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -6.0, -9.0), + lateral: ("armor.empty"), + ), + foot_r: ( + offset: (-3.5, -6.0, -9.0), + lateral: ("armor.empty"), + ), + ), + (SeaBishop, Female): ( + shoulder_l: ( + offset: (-3.5, -2.0, -4.0), + lateral: ("npc.sea_bishop.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-3.5, -2.0, -4.0), + lateral: ("npc.sea_bishop.male.shoulder_r"), + ), + hand_l: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.sea_bishop.male.hand_l"), + ), + hand_r: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.sea_bishop.male.hand_r"), + ), + leg_l: ( + offset: (-2.0, -3.5, 0.0), + lateral: ("npc.sea_bishop.male.leg_l"), + ), + leg_r: ( + offset: (-2.0, -3.5, 0.0), + lateral: ("npc.sea_bishop.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -6.0, -9.0), + lateral: ("armor.empty"), + ), + foot_r: ( + offset: (-3.5, -6.0, -9.0), + lateral: ("armor.empty"), + ), + ), + (HaniwaGeneral, Male): ( + shoulder_l: ( + offset: (-3.5, -3.0, -7.0), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 3, + ), + shoulder_r: ( + offset: (-3.5, -3.0, -7.0), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 4, + ), + hand_l: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 5, + ), + hand_r: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 6, + ), + leg_l: ( + offset: (-2.5, -3.0, -3.0), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 7, + ), + leg_r: ( + offset: (-2.5, -3.0, -3.0), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 8, + ), + foot_l: ( + offset: (-1.5, -3.0, -2.5), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 9, + ), + foot_r: ( + offset: (-1.5, -3.0, -2.5), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 10, + ), + ), + (HaniwaGeneral, Female): ( + shoulder_l: ( + offset: (-3.5, -3.0, -7.0), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 3, + ), + shoulder_r: ( + offset: (-3.5, -3.0, -7.0), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 4, + ), + hand_l: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 5, + ), + hand_r: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 6, + ), + leg_l: ( + offset: (-2.5, -3.0, -3.0), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 7, + ), + leg_r: ( + offset: (-2.5, -3.0, -3.0), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 8, + ), + foot_l: ( + offset: (-1.5, -3.0, -2.5), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 9, + ), + foot_r: ( + offset: (-1.5, -3.0, -2.5), + lateral: ("npc.haniwa.general.haniwa_general"), + model_index: 10, + ), + ), + (TerracottaBesieger, Male): ( + shoulder_l: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 3, + ), + shoulder_r: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 4, + ), + hand_l: ( + offset: (-3.5, -4.0, -11.0), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 5, + ), + hand_r: ( + offset: (-3.5, -4.0, -11.0), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 6, + ), + leg_l: ( + offset: (-4.0, -3.5, -4.5), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 7, + ), + leg_r: ( + offset: (-4.0, -3.5, -4.5), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 8, + ), + foot_l: ( + offset: (-2.5, -4.5, -4.0), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 9, + ), + foot_r: ( + offset: (-2.5, -4.5, -4.0), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 10, + ), + ), + (TerracottaBesieger, Female): ( + shoulder_l: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 3, + ), + shoulder_r: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 4, + ), + hand_l: ( + offset: (-3.5, -4.0, -11.0), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 5, + ), + hand_r: ( + offset: (-3.5, -4.0, -11.0), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 6, + ), + leg_l: ( + offset: (-4.0, -3.5, -4.5), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 7, + ), + leg_r: ( + offset: (-4.0, -3.5, -4.5), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 8, + ), + foot_l: ( + offset: (-2.5, -4.5, -4.0), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 9, + ), + foot_r: ( + offset: (-2.5, -4.5, -4.0), + lateral: ("npc.terracotta.terracotta_besieger"), + model_index: 10, + ), + ), + (TerracottaDemolisher, Male): ( + shoulder_l: ( + offset: (-3.0, -4.0, -7.0), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 3, + ), + shoulder_r: ( + offset: (-3.0, -4.0, -7.0), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 4, + ), + hand_l: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 5, + ), + hand_r: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 6, + ), + leg_l: ( + offset: (-3.0, -3.0, -3.5), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 7, + ), + leg_r: ( + offset: (-3.0, -3.0, -3.5), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 8, + ), + foot_l: ( + offset: (-2.0, -3.5, -2.5), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 9, + ), + foot_r: ( + offset: (-2.0, -3.5, -2.5), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 10, + ), + ), + (TerracottaDemolisher, Female): ( + shoulder_l: ( + offset: (-3.0, -4.0, -7.0), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 3, + ), + shoulder_r: ( + offset: (-3.0, -4.0, -7.0), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 4, + ), + hand_l: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 5, + ), + hand_r: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 6, + ), + leg_l: ( + offset: (-3.0, -3.0, -3.5), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 7, + ), + leg_r: ( + offset: (-3.0, -3.0, -3.5), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 8, + ), + foot_l: ( + offset: (-2.0, -3.5, -2.5), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 9, + ), + foot_r: ( + offset: (-2.0, -3.5, -2.5), + lateral: ("npc.terracotta.terracotta_demolisher"), + model_index: 10, + ), + ), + (TerracottaPunisher, Male): ( + shoulder_l: ( + offset: (-3.0, -4.0, -7.0), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 3, + ), + shoulder_r: ( + offset: (-3.0, -4.0, -7.0), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 4, + ), + hand_l: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 5, + ), + hand_r: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 6, + ), + leg_l: ( + offset: (-3.0, -3.0, -3.5), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 7, + ), + leg_r: ( + offset: (-3.0, -3.0, -3.5), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 8, + ), + foot_l: ( + offset: (-2.0, -3.5, -2.5), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 9, + ), + foot_r: ( + offset: (-2.0, -3.5, -2.5), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 10, + ), + ), + (TerracottaPunisher, Female): ( + shoulder_l: ( + offset: (-3.0, -4.0, -7.0), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 3, + ), + shoulder_r: ( + offset: (-3.0, -4.0, -7.0), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 4, + ), + hand_l: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 5, + ), + hand_r: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 6, + ), + leg_l: ( + offset: (-3.0, -3.0, -3.5), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 7, + ), + leg_r: ( + offset: (-3.0, -3.0, -3.5), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 8, + ), + foot_l: ( + offset: (-2.0, -3.5, -2.5), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 9, + ), + foot_r: ( + offset: (-2.0, -3.5, -2.5), + lateral: ("npc.terracotta.terracotta_punisher"), + model_index: 10, + ), + ), + (TerracottaPursuer, Male): ( + shoulder_l: ( + offset: (-3.0, -4.0, -7.0), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 3, + ), + shoulder_r: ( + offset: (-3.0, -4.0, -7.0), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 4, + ), + hand_l: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 5, + ), + hand_r: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 6, + ), + leg_l: ( + offset: (-3.0, -3.0, -3.5), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 7, + ), + leg_r: ( + offset: (-3.0, -3.0, -3.5), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 8, + ), + foot_l: ( + offset: (-2.0, -3.5, -2.5), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 9, + ), + foot_r: ( + offset: (-2.0, -3.5, -2.5), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 10, + ), + ), + (TerracottaPursuer, Female): ( + shoulder_l: ( + offset: (-3.0, -4.0, -7.0), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 3, + ), + shoulder_r: ( + offset: (-3.0, -4.0, -7.0), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 4, + ), + hand_l: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 5, + ), + hand_r: ( + offset: (-3.0, -2.0, -9.0), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 6, + ), + leg_l: ( + offset: (-3.0, -3.0, -3.5), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 7, + ), + leg_r: ( + offset: (-3.0, -3.0, -3.5), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 8, + ), + foot_l: ( + offset: (-2.0, -3.5, -2.5), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 9, + ), + foot_r: ( + offset: (-2.0, -3.5, -2.5), + lateral: ("npc.terracotta.terracotta_pursuer"), + model_index: 10, + ), + ), + (Cursekeeper, Male): ( + shoulder_l: ( + offset: (-3.0, -2.0, -7.0), + lateral: ("npc.terracotta.cursekeeper"), + model_index: 3, + ), + shoulder_r: ( + offset: (-3.0, -2.0, -7.0), + lateral: ("npc.terracotta.cursekeeper"), + model_index: 4, + ), + hand_l: ( + offset: (-3.5, -3.5, -14.0), + lateral: ("npc.terracotta.cursekeeper"), + model_index: 5, + ), + hand_r: ( + offset: (-3.5, -3.5, -14.0), + lateral: ("npc.terracotta.cursekeeper"), + model_index: 6, + ), + leg_l: ( + offset: (-4.0, -3.5, -4.5), + lateral: ("armor.empty"), + ), + leg_r: ( + offset: (-4.0, -3.5, -4.5), + lateral: ("armor.empty"), + ), + foot_l: ( + offset: (-2.5, -4.5, -4.0), + lateral: ("armor.empty"), + ), + foot_r: ( + offset: (-2.5, -4.5, -4.0), + lateral: ("armor.empty"), + ), + ), + (Cursekeeper, Female): ( + shoulder_l: ( + offset: (-3.0, -2.0, -7.0), + lateral: ("npc.terracotta.cursekeeper"), + model_index: 3, + ), + shoulder_r: ( + offset: (-3.0, -2.0, -7.0), + lateral: ("npc.terracotta.cursekeeper"), + model_index: 4, + ), + hand_l: ( + offset: (-3.5, -3.5, -14.0), + lateral: ("npc.terracotta.cursekeeper"), + model_index: 5, + ), + hand_r: ( + offset: (-3.5, -3.5, -14.0), + lateral: ("npc.terracotta.cursekeeper"), + model_index: 6, + ), + leg_l: ( + offset: (-4.0, -3.5, -4.5), + lateral: ("armor.empty"), + ), + leg_r: ( + offset: (-4.0, -3.5, -4.5), + lateral: ("armor.empty"), + ), + foot_l: ( + offset: (-2.5, -4.5, -4.0), + lateral: ("armor.empty"), + ), + foot_r: ( + offset: (-2.5, -4.5, -4.0), + lateral: ("armor.empty"), + ), + ), + (Forgemaster, Male): ( + shoulder_l: ( + offset: (-7.0, -8.5, -8.0), + lateral: ("npc.forgemaster.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-7.0, -8.5, -8.0), + lateral: ("npc.forgemaster.male.shoulder_r"), + ), + hand_l: ( + offset: (-8.0, -6.5, -18.0), + lateral: ("npc.forgemaster.male.hand_l"), + ), + hand_r: ( + offset: (-8.0, -6.5, -18.0), + lateral: ("npc.forgemaster.male.hand_r"), + ), + leg_l: ( + offset: (-3.5, -4.0, -6.0), + lateral: ("npc.forgemaster.male.leg_l"), + ), + leg_r: ( + offset: (-3.5, -4.0, -6.0), + lateral: ("npc.forgemaster.male.leg_r"), + ), + foot_l: ( + offset: (-7.0, -7.0, -7.0), + lateral: ("npc.forgemaster.male.foot_l"), + ), + foot_r: ( + offset: (-7.0, -7.0, -7.0), + lateral: ("npc.forgemaster.male.foot_r"), + ) + ), + (Forgemaster, Female): ( + shoulder_l: ( + offset: (-7.0, -8.5, -8.0), + lateral: ("npc.forgemaster.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-7.0, -8.5, -8.0), + lateral: ("npc.forgemaster.male.shoulder_r"), + ), + hand_l: ( + offset: (-8.0, -6.5, -18.0), + lateral: ("npc.forgemaster.male.hand_l"), + ), + hand_r: ( + offset: (-8.0, -6.5, -18.0), + lateral: ("npc.forgemaster.male.hand_r"), + ), + leg_l: ( + offset: (-3.5, -4.0, -6.0), + lateral: ("npc.forgemaster.male.leg_l"), + ), + leg_r: ( + offset: (-3.5, -4.0, -6.0), + lateral: ("npc.forgemaster.male.leg_r"), + ), + foot_l: ( + offset: (-7.0, -7.0, -7.0), + lateral: ("npc.forgemaster.male.foot_l"), + ), + foot_r: ( + offset: (-7.0, -7.0, -7.0), + lateral: ("npc.forgemaster.male.foot_r"), + ) + ), +}) \ No newline at end of file diff --git a/assets/voxygen/voxel/biped_small_armor_chest_manifest.ron b/assets/voxygen/voxel/biped_small_armor_chest_manifest.ron new file mode 100644 index 0000000..da370b4 --- /dev/null +++ b/assets/voxygen/voxel/biped_small_armor_chest_manifest.ron @@ -0,0 +1,103 @@ +(( + default: ( + vox_spec: ("armor_none", (-5.0, -3.5, 1.0)), + ), + map: { + "common.items.npc_armor.biped_small.gnome.chest.gnome": ( + vox_spec: ("npc.gnome.male.chest", (-5.0, -3.0, -2.5)), + ), + "common.items.npc_armor.biped_small.sahagin.chest.spearman": ( + vox_spec: ("npc.sahagin.spearman.chest", (-4.5, -8.0, -8.0)), + ), + "common.items.npc_armor.biped_small.sahagin.chest.sorcerer": ( + vox_spec: ("npc.sahagin.sorcerer.chest", (-4.5, -8.0, -8.0)), + ), + "common.items.npc_armor.biped_small.sahagin.chest.sniper": ( + vox_spec: ("npc.sahagin.sniper.chest", (-4.5, -8.0, -8.0)), + ), + "common.items.npc_armor.biped_small.adlet.chest.hunter": ( + vox_spec: ("npc.adlet.hunter.chest", (-5.0, -3.5, -2.0)), + ), + "common.items.npc_armor.biped_small.adlet.chest.icepicker": ( + vox_spec: ("npc.adlet.icepicker.chest", (-5.0, -3.5, -2.0)), + ), + "common.items.npc_armor.biped_small.adlet.chest.tracker": ( + vox_spec: ("npc.adlet.tracker.chest", (-5.0, -3.5, -2.0)), + ), + "common.items.npc_armor.biped_small.gnarling.chest.mugger": ( + vox_spec: ("npc.gnarling.mugger.chest", (-4.5, -3.5, -2.5)), + ), + "common.items.npc_armor.biped_small.gnarling.chest.stalker": ( + vox_spec: ("npc.gnarling.stalker.chest", (-4.5, -3.5, -2.5)), + ), + "common.items.npc_armor.biped_small.gnarling.chest.logger": ( + vox_spec: ("npc.gnarling.logger.chest", (-4.5, -3.5, -2.5)), + ), + "common.items.npc_armor.biped_small.gnarling.chest.chieftain": ( + vox_spec: ("npc.gnarling.chieftain.chest", (-4.5, -3.5, -1.0)), + ), + "common.items.npc_armor.biped_small.mandragora.chest.mandragora": ( + vox_spec: ("npc.mandragora.male.chest", (-11.0, -11.0, 0.0)), + ), + "common.items.npc_armor.biped_small.kappa.chest.kappa": ( + vox_spec: ("npc.kappa.male.chest", (-6.5, -8.0, -7.0)), + ), + "Cactid": ( + vox_spec: ("npc.cactid.male.chest", (-3.0, -3.0, -2.5)), + ), + "common.items.npc_armor.biped_small.gnoll.chest.shaman": ( + vox_spec: ("npc.gnoll.shaman.chest", (-5.0, -4.5, -6.0)), + ), + "common.items.npc_armor.biped_small.gnoll.chest.rogue": ( + vox_spec: ("npc.gnoll.rogue.chest", (-5.0, -4.5, -6.0)), + ), + "common.items.npc_armor.biped_small.gnoll.chest.trapper": ( + vox_spec: ("npc.gnoll.trapper.chest", (-5.0, -4.5, -6.0)), + ), + "common.items.npc_armor.biped_small.haniwa.chest.guard": ( + vox_spec: ("npc.haniwa.guard.chest", (-6.5, -4.0, -3.0)), + ), + "common.items.npc_armor.biped_small.haniwa.chest.archer": ( + vox_spec: ("npc.haniwa.archer.chest", (-6.5, -4.0, -3.0)), + ), + "common.items.npc_armor.biped_small.haniwa.chest.soldier": ( + vox_spec: ("npc.haniwa.soldier.chest", (-6.5, -4.0, -3.0)), + ), + "common.items.npc_armor.biped_small.myrmidon.chest.hoplite": ( + vox_spec: ("npc.myrmidon.hoplite.chest", (-5.5, -4.0, -3.0)), + ), + "common.items.npc_armor.biped_small.myrmidon.chest.strategian": ( + vox_spec: ("npc.myrmidon.strategian.chest", (-5.5, -4.0, -3.0)), + ), + "common.items.npc_armor.biped_small.myrmidon.chest.marksman": ( + vox_spec: ("npc.myrmidon.marksman.chest", (-5.5, -4.0, -3.0)), + ), + "common.items.npc_armor.biped_small.husk.chest.husk": ( + vox_spec: ("npc.husk.male.chest", (-6.0, -4.5, -4.0)), + ), + "common.items.npc_armor.biped_small.boreal.chest.warrior": ( + vox_spec: 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("npc.gnoll.rogue.hand_r", (-6.0, -2.0, -9.0)), + ), + right: ( + vox_spec: ("npc.gnoll.rogue.hand_r", (0.0, -2.0, -9.0)), + ) + ), + "common.items.npc_armor.biped_small.gnoll.hand.trapper": ( + left: ( + vox_spec: ("npc.gnoll.trapper.hand_r", (-6.0, -2.0, -9.0)), + ), + right: ( + vox_spec: ("npc.gnoll.trapper.hand_r", (0.0, -2.0, -9.0)), + ) + ), + "common.items.npc_armor.biped_small.gnoll.hand.shaman": ( + left: ( + vox_spec: ("npc.gnoll.shaman.hand_r", (-6.0, -2.0, -9.0)), + ), + right: ( + vox_spec: ("npc.gnoll.shaman.hand_r", (0.0, -2.0, -9.0)), + ) + ), + "common.items.npc_armor.biped_small.haniwa.hand.guard": ( + left: ( + vox_spec: ("npc.haniwa.guard.hand_r", (-4.0, -2.0, -8.0)), + ), + right: ( + vox_spec: ("npc.haniwa.guard.hand_r", (0.0, -2.0, -8.0)), + ) + ), + "common.items.npc_armor.biped_small.haniwa.hand.archer": ( + left: ( + vox_spec: ("npc.haniwa.archer.hand_r", (-4.0, -2.0, -8.0)), + ), + right: ( + vox_spec: ("npc.haniwa.archer.hand_r", (0.0, -2.0, -8.0)), + ) + ), + "common.items.npc_armor.biped_small.haniwa.hand.soldier": ( + left: ( + vox_spec: ("npc.haniwa.soldier.hand_r", (-4.0, -2.0, -8.0)), + ), + right: ( + vox_spec: ("npc.haniwa.soldier.hand_r", (0.0, -2.0, -8.0)), + ) + ), + "common.items.npc_armor.biped_small.myrmidon.hand.hoplite": ( + left: ( + vox_spec: ("npc.myrmidon.hoplite.hand_r", (-5.0, -2.0, -9.0)), + ), + right: ( + vox_spec: ("npc.myrmidon.hoplite.hand_r", (0.0, -2.0, -9.0)), + ) + ), + "common.items.npc_armor.biped_small.myrmidon.hand.marksman": ( + left: ( + vox_spec: ("npc.myrmidon.marksman.hand_r", (-5.0, -2.0, -9.0)), + ), + right: ( + vox_spec: ("npc.myrmidon.marksman.hand_r", (0.0, -2.0, -9.0)), + ) + ), + "common.items.npc_armor.biped_small.myrmidon.hand.strategian": ( + left: ( + vox_spec: ("npc.myrmidon.strategian.hand_r", (-5.0, -2.0, -9.0)), + ), + right: ( + vox_spec: ("npc.myrmidon.strategian.hand_r", (0.0, -2.0, -9.0)), + ) + ), + "common.items.npc_armor.biped_small.husk.hand.husk": ( + left: ( + vox_spec: ("npc.husk.male.hand_r", (-7.0, -2.5, -10.0)), + ), + right: ( + vox_spec: ("npc.husk.male.hand_r", (0.0, -2.5, -10.0)), + ) + ), + "common.items.npc_armor.biped_small.boreal.hand.warrior": ( + left: ( + vox_spec: ("npc.boreal.warrior.hand_r", (-6.0, -2.5, -10.0)), + ), + right: ( + vox_spec: ("npc.boreal.warrior.hand_r", (0.0, -2.5, -10.0)), + ) + ), + "common.items.npc_armor.biped_small.bushly.hand.bushly": ( + left: ( + vox_spec: ("npc.bushly.male.hand_r", (-4.0, -3.0, -8.0)), + ), + right: ( + vox_spec: ("npc.bushly.male.hand_r", (0.0, -3.0, -8.0)), + ) + ), + "common.items.npc_armor.biped_small.irrwurz.hand.irrwurz": ( + left: ( + vox_spec: ("npc.irrwurz.male.hand_r", (-6.0, -3.5, -7.0)), + ), + right: ( + vox_spec: ("npc.irrwurz.male.hand_r", (0.0, -3.5, -7.0)), + ) + ), + "common.items.npc_armor.biped_small.iron_dwarf.hand.iron_dwarf": ( + left: ( + vox_spec: ("npc.iron_dwarf.hand_r", (-6.0, -3.5, -8.5)), + ), + right: ( + vox_spec: ("npc.iron_dwarf.hand_r", (0.0, -3.5, -8.5)), + ) + ), + "common.items.npc_armor.biped_small.flamekeeper.hand.flamekeeper": ( + left: ( + vox_spec: ("npc.flamekeeper.hand_r", (-5.0, -2.5, -6.5)), + ), + right: ( + vox_spec: ("npc.flamekeeper.hand_r", (0.0, -2.5, -6.5)), + ) + ), + "common.items.npc_armor.biped_small.shamanic_spirit.hand.shamanic_spirit": ( + left: ( + vox_spec: ("npc.shamanic_spirit.hand_r", (-4.0, -2.0, -9.0)), + ), + right: ( + vox_spec: ("npc.shamanic_spirit.hand_r", (0.0, -2.0, -9.0)), + ) + ), + "common.items.npc_armor.biped_small.jiangshi.hand.jiangshi": ( + left: ( + vox_spec: ("npc.jiangshi.hand_r", (-5.0, -2.0, -11.0)), + ), + right: ( + vox_spec: ("npc.jiangshi.hand_r", (0.0, -2.0, -11.0)), + ) + ), + } +)) \ No newline at end of file diff --git a/assets/voxygen/voxel/biped_small_armor_head_manifest.ron b/assets/voxygen/voxel/biped_small_armor_head_manifest.ron new file mode 100644 index 0000000..01f97ab --- /dev/null +++ b/assets/voxygen/voxel/biped_small_armor_head_manifest.ron @@ -0,0 +1,95 @@ + (( + // (, , ) + default: ( + vox_spec: ("armor.empty", (0.0, 0.0, 0.0)), + ), + map: { + "common.items.npc_armor.biped_small.gnome.head.gnome": ( + vox_spec: ("npc.gnome.male.head", (-8.0, -6.5, -12.0)), + ), + "common.items.npc_armor.biped_small.sahagin.head.spearman": ( + vox_spec: ("npc.sahagin.spearman.head", (-2.5, 0.0, -4.5)), + ), + "common.items.npc_armor.biped_small.sahagin.head.sorcerer": ( + vox_spec: ("npc.sahagin.sorcerer.head", (-2.5, 0.0, -4.5)), + ), + "common.items.npc_armor.biped_small.sahagin.head.sniper": ( + vox_spec: ("npc.sahagin.sniper.head", (-2.5, 0.0, -4.5)), + ), + "common.items.npc_armor.biped_small.adlet.head.hunter": ( + vox_spec: ("npc.adlet.hunter.head", (-7.0, -4.5, -6.0)), + ), + "common.items.npc_armor.biped_small.adlet.head.tracker": ( + vox_spec: ("npc.adlet.tracker.head", (-7.0, -4.5, -6.0)), + ), + "common.items.npc_armor.biped_small.adlet.head.icepicker": ( + vox_spec: ("npc.adlet.icepicker.head", (-7.0, -4.5, -6.0)), + ), + "common.items.npc_armor.biped_small.gnarling.head.mugger": ( + vox_spec: ("npc.gnarling.mugger.head", (-6.5, -5.5, -4.5)), + ), + "common.items.npc_armor.biped_small.gnarling.head.stalker": ( + vox_spec: ("npc.gnarling.stalker.head", (-6.5, -5.5, -4.5)), + ), + "common.items.npc_armor.biped_small.gnarling.head.logger": ( + vox_spec: ("npc.gnarling.logger.head", (-6.5, -5.5, -4.5)), + ), + "common.items.npc_armor.biped_small.gnarling.head.chieftain": ( + vox_spec: ("npc.gnarling.chieftain.head", (-6.5, -5.5, -4.5)), + ), + "common.items.npc_armor.biped_small.mandragora.head.mandragora": ( + vox_spec: ("npc.mandragora.male.head", (0.0, 0.0, 0.0)), + ), + "common.items.npc_armor.biped_small.kappa.head.kappa": ( + vox_spec: ("npc.kappa.male.chest", (-4.5, -5.0, -4.5)), + ), + "Cactid": ( + vox_spec: ("npc.cactid.male.head", (-8.0, -4.0, -7.5)), + ), + "common.items.npc_armor.biped_small.gnoll.head.rogue": ( + vox_spec: ("npc.gnoll.rogue.head", (-4.0, -1.5, -3.0)), + ), + "common.items.npc_armor.biped_small.gnoll.head.shaman": ( + vox_spec: ("npc.gnoll.shaman.head", (-4.0, -1.5, -3.0)), + ), + "common.items.npc_armor.biped_small.gnoll.head.trapper": ( + vox_spec: ("npc.gnoll.trapper.head", (-4.0, -1.5, -3.0)), + ), + "common.items.npc_armor.biped_small.haniwa.head.guard": ( + vox_spec: ("npc.haniwa.guard.head", (-5.5, -5.5, -5.5)), + ), + "common.items.npc_armor.biped_small.haniwa.head.archer": ( + vox_spec: ("npc.haniwa.archer.head", (-5.5, -5.5, -5.5)), + ), + "common.items.npc_armor.biped_small.haniwa.head.soldier": ( + vox_spec: ("npc.haniwa.soldier.head", (-5.5, -5.5, -5.5)), + ), + "common.items.npc_armor.biped_small.myrmidon.head.hoplite": ( + vox_spec: ("npc.myrmidon.hoplite.head", (-4.5, -7.0, -6.5)), + ), + "common.items.npc_armor.biped_small.myrmidon.head.marksman": ( + vox_spec: ("npc.myrmidon.marksman.head", (-4.5, -7.0, -6.5)), + ), + "common.items.npc_armor.biped_small.myrmidon.head.strategian": ( + vox_spec: ("npc.myrmidon.strategian.head", (-4.5, -7.0, -6.5)), + ), + "common.items.npc_armor.biped_small.husk.head.husk": ( + vox_spec: ("npc.husk.male.head", (-6.0, -6.0, -5.5)), + ), + "common.items.npc_armor.biped_small.boreal.head.warrior": ( + vox_spec: ("npc.boreal.warrior.head", (-8.0, -6.0, -8.0)), + ), + "common.items.npc_armor.biped_small.iron_dwarf.head.iron_dwarf": ( + vox_spec: ("npc.iron_dwarf.head", (-6.0, -5.0, -8.5)), + ), + "common.items.npc_armor.biped_small.flamekeeper.head.flamekeeper": ( + vox_spec: ("npc.flamekeeper.head", (-8.0, -7.0, -10.0)), + ), + "common.items.npc_armor.biped_small.shamanic_spirit.head.shamanic_spirit": ( + vox_spec: ("npc.shamanic_spirit.head", (-8.0, -6.5, -8.5)), + ), + "common.items.npc_armor.biped_small.jiangshi.head.jiangshi": ( + vox_spec: ("npc.jiangshi.head", (-8.0, -9.0, -8.5)), + ), + }, +)) \ No newline at end of file diff --git a/assets/voxygen/voxel/biped_small_armor_pants_manifest.ron b/assets/voxygen/voxel/biped_small_armor_pants_manifest.ron new file mode 100644 index 0000000..9bb6075 --- /dev/null +++ b/assets/voxygen/voxel/biped_small_armor_pants_manifest.ron @@ -0,0 +1,100 @@ +(( + default: ( + vox_spec: ("armor.empty", (0.0, 0.0, 0.0)), + ), + map: { + "common.items.npc_armor.biped_small.gnome.pants.gnome": ( + vox_spec: ("npc.gnome.male.pants", (-4.0, -3.5, -2.5)), + ), + "common.items.npc_armor.biped_small.sahagin.pants.spearman": ( + vox_spec: ("npc.sahagin.spearman.pants", (-2.5, -3.5, -2.0)), + ), + "common.items.npc_armor.biped_small.sahagin.pants.sorcerer": ( + vox_spec: ("npc.sahagin.sorcerer.pants", (-2.5, -3.5, -2.0)), + ), + "common.items.npc_armor.biped_small.sahagin.pants.sniper": ( + vox_spec: ("npc.sahagin.sniper.pants", (-2.5, -3.5, -2.0)), + ), + "common.items.npc_armor.biped_small.adlet.pants.hunter": ( + vox_spec: ("npc.adlet.hunter.pants", (-5.0, -4.5, -3.0)), + ), + "common.items.npc_armor.biped_small.adlet.pants.tracker": ( + vox_spec: ("npc.adlet.tracker.pants", (-5.0, -4.5, -3.0)), + ), + "common.items.npc_armor.biped_small.adlet.pants.icepicker": ( + vox_spec: ("npc.adlet.icepicker.pants", (-5.0, -4.5, -3.0)), + ), + "common.items.npc_armor.biped_small.gnarling.pants.mugger": ( + vox_spec: ("npc.gnarling.mugger.pants", (-3.5, -3.0, -2.5)), + ), + "common.items.npc_armor.biped_small.gnarling.pants.stalker": ( + vox_spec: ("npc.gnarling.stalker.pants", (-3.5, -3.0, -2.5)), + ), + "common.items.npc_armor.biped_small.gnarling.pants.logger": ( + vox_spec: ("npc.gnarling.logger.pants", (-3.5, -3.0, -2.5)), + ), + "common.items.npc_armor.biped_small.gnarling.pants.chieftain": ( + vox_spec: ("npc.gnarling.chieftain.pants", (-3.5, -3.0, -3.5)), + ), + "common.items.npc_armor.biped_small.mandragora.pants.mandragora": ( + vox_spec: ("npc.mandragora.male.pants", (-3.0, -3.0, -1.0)), + ), + "common.items.npc_armor.biped_small.kappa.pants.kappa": ( + vox_spec: ("npc.kappa.male.pants", (-3.5, -4.0, -1.5)), + ), + "Cactid": ( + vox_spec: ("npc.cactid.male.pants", (-3.0, -2.0, -1.0)), + ), + "common.items.npc_armor.biped_small.gnoll.pants.rogue": ( + vox_spec: ("npc.gnoll.rogue.pants", (-5.0, -4.0, -3.0)), + ), + "common.items.npc_armor.biped_small.gnoll.pants.shaman": ( + vox_spec: ("npc.gnoll.shaman.pants", (-5.0, -4.0, -3.0)), + ), + "common.items.npc_armor.biped_small.gnoll.pants.trapper": ( + vox_spec: ("npc.gnoll.trapper.pants", (-5.0, -4.0, -3.0)), + ), + "common.items.npc_armor.biped_small.haniwa.pants.guard": ( + vox_spec: ("npc.haniwa.guard.pants", (-4.5, -4.5, -1.5)), + ), + "common.items.npc_armor.biped_small.haniwa.pants.archer": ( + vox_spec: ("npc.haniwa.archer.pants", (-4.5, -4.5, -1.5)), + ), + "common.items.npc_armor.biped_small.haniwa.pants.soldier": ( + vox_spec: ("npc.haniwa.soldier.pants", (-4.5, -4.5, -1.5)), + ), + "common.items.npc_armor.biped_small.myrmidon.pants.hoplite": ( + vox_spec: ("npc.myrmidon.hoplite.pants", (-2.5, -4.5, -1.5)), + ), + "common.items.npc_armor.biped_small.myrmidon.pants.marksman": ( + vox_spec: ("npc.myrmidon.marksman.pants", (-2.5, -4.5, -1.5)), + ), + "common.items.npc_armor.biped_small.myrmidon.pants.strategian": ( + vox_spec: ("npc.myrmidon.strategian.pants", (-2.5, -4.5, -1.5)), + ), + "common.items.npc_armor.biped_small.husk.pants.husk": ( + vox_spec: ("npc.husk.male.pants", (-5.0, -4.5, -6.0)), + ), + "common.items.npc_armor.biped_small.boreal.pants.warrior": ( + vox_spec: ("npc.boreal.warrior.pants", (-7.0, -5.0, -3.5)), + ), + "common.items.npc_armor.biped_small.bushly.pants.bushly": ( + vox_spec: ("npc.bushly.male.pants", (-3.0, -2.0, -1.0)), + ), + "common.items.npc_armor.biped_small.irrwurz.pants.irrwurz": ( + vox_spec: ("npc.irrwurz.male.pants", (-3.5, -4.0, -3.5)), + ), + "common.items.npc_armor.biped_small.iron_dwarf.pants.iron_dwarf": ( + vox_spec: ("npc.iron_dwarf.pants", (-5.0, -1.5, -2.0)), + ), + "common.items.npc_armor.biped_small.flamekeeper.pants.flamekeeper": ( + vox_spec: ("npc.flamekeeper.pants", (-6.0, -2.5, 0.0)), + ), + "common.items.npc_armor.biped_small.shamanic_spirit.pants.shamanic_spirit": ( + vox_spec: ("npc.shamanic_spirit.pants", (-5.0, -4.0, -5.5)), + ), + "common.items.npc_armor.biped_small.jiangshi.pants.jiangshi": ( + vox_spec: ("npc.jiangshi.pants", (-5.0, -4.5, -3.5)), + ), + }, +)) \ No newline at end of file diff --git a/assets/voxygen/voxel/biped_small_armor_tail_manifest.ron b/assets/voxygen/voxel/biped_small_armor_tail_manifest.ron new file mode 100644 index 0000000..49963b0 --- /dev/null +++ b/assets/voxygen/voxel/biped_small_armor_tail_manifest.ron @@ -0,0 +1,58 @@ +(( + default: ( + vox_spec: ("armor.empty", (0.0, 0.0, 0.0)), + ), + map: { + "common.items.npc_armor.biped_small.sahagin.tail.spearman": ( + vox_spec: ("npc.sahagin.spearman.tail", (-1.5, -13.0, -5.0)), + ), + "common.items.npc_armor.biped_small.sahagin.tail.sorcerer": ( + vox_spec: ("npc.sahagin.sorcerer.tail", (-1.5, -13.0, -5.0)), + ), + "common.items.npc_armor.biped_small.sahagin.tail.sniper": ( + vox_spec: ("npc.sahagin.sniper.tail", (-1.5, -13.0, -5.0)), + ), + "common.items.npc_armor.biped_small.adlet.tail.hunter": ( + vox_spec: ("npc.adlet.hunter.tail", (-1.0, -5.0, -1.0)), + ), + "common.items.npc_armor.biped_small.adlet.tail.tracker": ( + vox_spec: ("npc.adlet.tracker.tail", (-1.0, -5.0, -1.0)), + ), + "common.items.npc_armor.biped_small.adlet.tail.icepicker": ( + vox_spec: ("npc.adlet.icepicker.tail", (-1.0, -5.0, -1.0)), + ), + "common.items.npc_armor.biped_small.gnarling.tail.mugger": ( + vox_spec: ("npc.gnarling.mugger.tail", (-1.5, -13.0, -3.0)), + ), + "common.items.npc_armor.biped_small.gnarling.tail.stalker": ( + vox_spec: ("npc.gnarling.stalker.tail", (-1.5, -13.0, -3.0)), + ), + "common.items.npc_armor.biped_small.gnarling.tail.logger": ( + vox_spec: ("npc.gnarling.logger.tail", (-1.5, -13.0, -3.0)), + ), + "common.items.npc_armor.biped_small.gnarling.tail.chieftain": ( + vox_spec: ("npc.gnarling.chieftain.tail", (-1.5, -14.0, -3.0)), + ), + "common.items.npc_armor.biped_small.kappa.tail.kappa": ( + vox_spec: ("npc.kappa.male.tail", (-2.5, -10.0, -5.0)), + ), + "common.items.npc_armor.biped_small.gnoll.tail.rogue": ( + vox_spec: ("npc.gnoll.rogue.tail", (-1.0, -11.0, -1.0)), + ), + "common.items.npc_armor.biped_small.gnoll.tail.shaman": ( + vox_spec: ("npc.gnoll.shaman.tail", (-1.0, -11.0, -1.0)), + ), + "common.items.npc_armor.biped_small.gnoll.tail.trapper": ( + vox_spec: ("npc.gnoll.trapper.tail", (-1.0, -11.0, -1.0)), + ), + "common.items.npc_armor.biped_small.myrmidon.tail.hoplite": ( + vox_spec: ("npc.myrmidon.hoplite.tail", (-2.5, -7.0, -2.5)), + ), + "common.items.npc_armor.biped_small.myrmidon.tail.marksman": ( + vox_spec: ("npc.myrmidon.marksman.tail", (-2.5, -7.0, -2.5)), + ), + "common.items.npc_armor.biped_small.myrmidon.tail.strategian": ( + vox_spec: ("npc.myrmidon.strategian.tail", (-2.5, -7.0, -2.5)), + ), + }, +)) diff --git a/assets/voxygen/voxel/biped_weapon_manifest.ron b/assets/voxygen/voxel/biped_weapon_manifest.ron new file mode 100644 index 0000000..d742ded --- /dev/null +++ b/assets/voxygen/voxel/biped_weapon_manifest.ron @@ -0,0 +1,1859 @@ +({ //Swords + Modular(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.sword.greatsword.bronze-2h", (-1.5, -4.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.sword.katana.bronze-2h", (-1.5, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.sword.longsword.bronze-2h", (-1.5, -3.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.sword.ornate.bronze-2h", (-1.5, -3.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.sword.sabre.bronze-2h", (-1.5, -3.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.sword.sawblade.bronze-2h", (-1.5, -3.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.sword.zweihander.bronze-2h", (-1.5, -3.5, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.sword.greatsword.iron-2h", (-1.5, -4.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.sword.katana.iron-2h", (-1.5, -3.5, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.sword.longsword.iron-2h", (-1.5, -4.5, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.sword.ornate.iron-2h", (-2.5, -5.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.sword.sabre.iron-2h", (-1.5, -4.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.sword.sawblade.iron-2h", (-1.5, -4.5, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.sword.zweihander.iron-2h", (-1.5, -5.5, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.sword.greatsword.steel-2h", (-1.5, -5.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.sword.katana.steel-2h", (-1.5, -3.5, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.sword.longsword.steel-2h", (-1.5, -5.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.sword.ornate.steel-2h", (-1.5, -5.5, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.sword.sabre.steel-2h", (-1.5, -4.5, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.sword.sawblade.steel-2h", (-1.5, -3.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.sword.zweihander.steel-2h", (-1.5, -5.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.sword.greatsword.cobalt-2h", (-1.5, -4.5, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.sword.katana.cobalt-2h", (-2.5, -3.5, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.sword.longsword.cobalt-2h", (-1.5, -5.5, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.sword.ornate.cobalt-2h", (-1.5, -5.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.sword.sabre.cobalt-2h", (-1.5, -4.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.sword.sawblade.cobalt-2h", (-1.5, -3.5, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.sword.zweihander.cobalt-2h", (-1.5, -5.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.sword.greatsword.bloodsteel-2h", (-1.5, -5.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.sword.katana.bloodsteel-2h", (-2.5, -3.0, -6.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.sword.longsword.bloodsteel-2h", (-1.5, -4.5, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.sword.ornate.bloodsteel-2h", (-1.5, -4.5, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.sword.sabre.bloodsteel-2h", (-1.5, -4.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.sword.sawblade.bloodsteel-2h", (-1.5, -2.5, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.sword.zweihander.bloodsteel-2h", (-1.5, -5.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.sword.greatsword.orichalcum-2h", (-1.5, -6.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.sword.katana.orichalcum-2h", (-2.5, -4.5, -7.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.sword.longsword.orichalcum-2h", (-1.5, -4.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.sword.ornate.orichalcum-2h", (-1.5, -5.5, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.sword.sabre.orichalcum-2h", (-1.5, -3.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.sword.sawblade.orichalcum-2h", (-1.5, -3.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.sword.zweihander.orichalcum-2h", (-1.5, -5.5, -4.0)), + color: None + ), + Tool("common.items.weapons.sword.caladbolg"): ( + vox_spec: ("weapon.sword.caladbolg", (-2.5, -5.5, -4.0)), + color: None + ), + Tool("common.items.weapons.sword.cultist"): ( + vox_spec: ("weapon.sword.cultist", (-2.5, -4.0, -6.0)), + color: None + ), + Tool("common.items.weapons.sword.frost-0"): ( + vox_spec: ("weapon.sword.frost-0", (-2.5, -5.5, -5.0)), + color: None + ), + Tool("common.items.weapons.sword.frost-1"): ( + vox_spec: ("weapon.sword.frost-1", (-2.5, -5.5, -5.0)), + color: None + ), + Tool("common.items.weapons.sword.starter"): ( + vox_spec: ("weapon.sword.starter", (-2.5, -4.0, -4.0)), + color: None + ), + // 1h Swords + Modular(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bronze", One)): ( + vox_spec: ("weapon.sword.katana.bronze-1h", (-2.0, -2.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bronze", One)): ( + vox_spec: ("weapon.sword.longsword.bronze-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bronze", One)): ( + vox_spec: ("weapon.sword.ornate.bronze-1h", (-0.5, -3.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bronze", One)): ( + vox_spec: ("weapon.sword.sabre.bronze-1h", (-2.0, -2.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bronze", One)): ( + vox_spec: ("weapon.sword.sawblade.bronze-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.iron", One)): ( + vox_spec: ("weapon.sword.katana.iron-1h", (-2.0, -3.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.iron", One)): ( + vox_spec: ("weapon.sword.longsword.iron-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.iron", One)): ( + vox_spec: ("weapon.sword.ornate.iron-1h", (-1.5, -3.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.iron", One)): ( + vox_spec: ("weapon.sword.sabre.iron-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.iron", One)): ( + vox_spec: ("weapon.sword.sawblade.iron-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.steel", One)): ( + vox_spec: ("weapon.sword.katana.steel-1h", (-2.0, -3.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.steel", One)): ( + vox_spec: ("weapon.sword.longsword.steel-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.steel", One)): ( + vox_spec: ("weapon.sword.ornate.steel-1h", (-2.5, -4.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.steel", One)): ( + vox_spec: ("weapon.sword.sabre.steel-1h", (-1.5, -3.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.steel", One)): ( + vox_spec: ("weapon.sword.sawblade.steel-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.cobalt", One)): ( + vox_spec: ("weapon.sword.katana.cobalt-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.cobalt", One)): ( + vox_spec: ("weapon.sword.longsword.cobalt-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.cobalt", One)): ( + vox_spec: ("weapon.sword.ornate.cobalt-1h", (-2.5, -4.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.cobalt", One)): ( + vox_spec: ("weapon.sword.sabre.cobalt-1h", (-2.0, -4.0, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.cobalt", One)): ( + vox_spec: ("weapon.sword.sawblade.cobalt-1h", (-2.0, -4.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bloodsteel", One)): ( + vox_spec: ("weapon.sword.katana.bloodsteel-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bloodsteel", One)): ( + vox_spec: ("weapon.sword.longsword.bloodsteel-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bloodsteel", One)): ( + vox_spec: ("weapon.sword.ornate.bloodsteel-1h", (-3.0, -3.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bloodsteel", One)): ( + vox_spec: ("weapon.sword.sabre.bloodsteel-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bloodsteel", One)): ( + vox_spec: ("weapon.sword.sawblade.bloodsteel-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.orichalcum", One)): ( + vox_spec: ("weapon.sword.katana.orichalcum-1h", (-2.0, -3.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.orichalcum", One)): ( + vox_spec: ("weapon.sword.longsword.orichalcum-1h", (-2.0, -4.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.orichalcum", One)): ( + vox_spec: ("weapon.sword.ornate.orichalcum-1h", (-2.5, -4.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.orichalcum", One)): ( + vox_spec: ("weapon.sword.sabre.orichalcum-1h", (-2.0, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.orichalcum", One)): ( + vox_spec: ("weapon.sword.sawblade.orichalcum-1h", (-2.0, -4.0, -3.5)), + color: None + ), + Tool("common.items.weapons.sword_1h.starter"): ( + vox_spec: ("weapon.sword.starter_1h", (-2.0, -4.5, -3.0)), + color: None + ), + // Axes + Modular(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.axe.axe.bronze-2h", (-2.0, -8.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.axe.battleaxe.bronze-2h", (-2.0, -8.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.axe.greataxe.bronze-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.axe.jagged.bronze-2h", (-2.0, -8.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.axe.labrys.bronze-2h", (-2.0, -8.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.axe.ornate.bronze-2h", (-2.0, -7.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.axe.poleaxe.bronze-2h", (-2.0, -8.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.axe.axe.iron-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.axe.battleaxe.iron-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.axe.greataxe.iron-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.axe.jagged.iron-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.axe.labrys.iron-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.axe.ornate.iron-2h", (-2.0, -9.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.axe.poleaxe.iron-2h", (-2.0, -7.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.axe.axe.steel-2h", (-2.0, -8.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.axe.battleaxe.steel-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.axe.greataxe.steel-2h", (-2.0, -11.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.axe.jagged.steel-2h", (-2.0, -12.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.axe.labrys.steel-2h", (-2.0, -10.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.axe.ornate.steel-2h", (-2.0, -8.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.axe.poleaxe.steel-2h", (-2.0, -8.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.axe.axe.cobalt-2h", (-2.0, -8.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.axe.battleaxe.cobalt-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.axe.greataxe.cobalt-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.axe.jagged.cobalt-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.axe.labrys.cobalt-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.axe.ornate.cobalt-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.axe.poleaxe.cobalt-2h", (-2.0, -8.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.axe.axe.bloodsteel-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.axe.battleaxe.bloodsteel-2h", (-2.0, -10.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.axe.greataxe.bloodsteel-2h", (-2.0, -10.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.axe.jagged.bloodsteel-2h", (-2.0, -9.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.axe.labrys.bloodsteel-2h", (-2.0, -9.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.axe.ornate.bloodsteel-2h", (-2.0, -10.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.axe.poleaxe.bloodsteel-2h", (-2.0, -8.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.axe.axe.orichalcum-2h", (-2.0, -10.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.axe.battleaxe.orichalcum-2h", (-2.0, -9.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.axe.greataxe.orichalcum-2h", (-2.0, -10.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.axe.jagged.orichalcum-2h", (-2.0, -10.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.axe.labrys.orichalcum-2h", (-2.0, -9.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.axe.ornate.orichalcum-2h", (-2.0, -8.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.axe.poleaxe.orichalcum-2h", (-2.0, -8.0, -3.0)), + color: None + ), + Tool("common.items.weapons.axe.starter_axe"): ( + vox_spec: ("weapon.axe.2haxe_rusty", (-2.5, -7.0, -4.0)), + color: None + ), + Tool("common.items.weapons.axe.malachite_axe-0"): ( + vox_spec: ("weapon.axe.2haxe_malachite-0", (-2.5, -7.0, -5.0)), + color: None + ), + Tool("common.items.weapons.axe.parashu"): ( + vox_spec: ("weapon.axe.parashu", (-2.5, -12.0, -6.0)), + color: None + ), + // 1h Axes + Modular(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bronze", One)): ( + vox_spec: ("weapon.axe.axe.bronze-1h", (-1.5, -2.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bronze", One)): ( + vox_spec: ("weapon.axe.battleaxe.bronze-1h", (-1.5, -2.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bronze", One)): ( + vox_spec: ("weapon.axe.jagged.bronze-1h", (-1.5, -2.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bronze", One)): ( + vox_spec: ("weapon.axe.ornate.bronze-1h", (-1.5, -2.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.iron", One)): ( + vox_spec: ("weapon.axe.axe.iron-1h", (-1.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.iron", One)): ( + vox_spec: ("weapon.axe.battleaxe.iron-1h", (-1.5, -2.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.iron", One)): ( + vox_spec: ("weapon.axe.jagged.iron-1h", (-1.5, -2.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.iron", One)): ( + vox_spec: ("weapon.axe.ornate.iron-1h", (-1.5, -2.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.steel", One)): ( + vox_spec: ("weapon.axe.axe.steel-1h", (-1.5, -5.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.steel", One)): ( + vox_spec: ("weapon.axe.battleaxe.steel-1h", (-1.5, -2.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.steel", One)): ( + vox_spec: ("weapon.axe.jagged.steel-1h", (-1.5, -2.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.steel", One)): ( + vox_spec: ("weapon.axe.ornate.steel-1h", (-1.5, -2.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.cobalt", One)): ( + vox_spec: ("weapon.axe.axe.cobalt-1h", (-1.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.cobalt", One)): ( + vox_spec: ("weapon.axe.battleaxe.cobalt-1h", (-1.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.cobalt", One)): ( + vox_spec: ("weapon.axe.jagged.cobalt-1h", (-1.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.cobalt", One)): ( + vox_spec: ("weapon.axe.ornate.cobalt-1h", (-1.5, -2.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bloodsteel", One)): ( + vox_spec: ("weapon.axe.axe.bloodsteel-1h", (-1.5, -6.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bloodsteel", One)): ( + vox_spec: ("weapon.axe.battleaxe.bloodsteel-1h", (-1.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bloodsteel", One)): ( + vox_spec: ("weapon.axe.jagged.bloodsteel-1h", (-1.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bloodsteel", One)): ( + vox_spec: ("weapon.axe.ornate.bloodsteel-1h", (-1.5, -2.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.orichalcum", One)): ( + vox_spec: ("weapon.axe.axe.orichalcum-1h", (-1.5, -5.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.orichalcum", One)): ( + vox_spec: ("weapon.axe.battleaxe.orichalcum-1h", (-1.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.orichalcum", One)): ( + vox_spec: ("weapon.axe.jagged.orichalcum-1h", (-1.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.orichalcum", One)): ( + vox_spec: ("weapon.axe.ornate.orichalcum-1h", (-1.5, -3.0, -2.5)), + color: None + ), + // Hammers + Modular(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.hammer.greathammer.bronze-2h", (-2.5, -6.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.hammer.greatmace.bronze-2h", (-3.5, -4.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.hammer.hammer.bronze-2h", (-2.5, -6.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.hammer.maul.bronze-2h", (-2.5, -5.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.hammer.ornate.bronze-2h", (-2.5, -5.0, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.hammer.spikedmace.bronze-2h", (-3.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bronze", Two)): ( + vox_spec: ("weapon.hammer.warhammer.bronze-2h", (-2.5, -6.0, -6.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.hammer.greathammer.iron-2h", (-3.5, -7.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.hammer.greatmace.iron-2h", (-3.5, -4.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.hammer.hammer.iron-2h", (-2.5, -5.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.hammer.maul.iron-2h", (-2.5, -7.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.hammer.ornate.iron-2h", (-3.5, -5.0, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.hammer.spikedmace.iron-2h", (-3.5, -4.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.iron", Two)): ( + vox_spec: ("weapon.hammer.warhammer.iron-2h", (-2.5, -5.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.hammer.greathammer.steel-2h", (-3.5, -8.0, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.hammer.greatmace.steel-2h", (-3.5, -4.0, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.hammer.hammer.steel-2h", (-2.5, -6.0, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.hammer.maul.steel-2h", (-2.5, -8.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.hammer.ornate.steel-2h", (-2.5, -6.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.hammer.spikedmace.steel-2h", (-5.5, -6.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.steel", Two)): ( + vox_spec: ("weapon.hammer.warhammer.steel-2h", (-2.5, -6.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.hammer.greathammer.cobalt-2h", (-3.5, -7.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.hammer.greatmace.cobalt-2h", (-4.5, -5.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.hammer.hammer.cobalt-2h", (-2.5, -6.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.hammer.maul.cobalt-2h", (-1.5, -6.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.hammer.ornate.cobalt-2h", (-2.5, -5.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.hammer.spikedmace.cobalt-2h", (-5.5, -6.0, -5.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.cobalt", Two)): ( + vox_spec: ("weapon.hammer.warhammer.cobalt-2h", (-2.5, -6.0, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.hammer.greathammer.bloodsteel-2h", (-4.0, -8.0, -6.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.hammer.greatmace.bloodsteel-2h", (-4.5, -6.0, -6.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.hammer.hammer.bloodsteel-2h", (-2.5, -6.0, -6.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.hammer.maul.bloodsteel-2h", (-1.5, -8.0, -6.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.hammer.ornate.bloodsteel-2h", (-1.5, -6.0, -6.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.hammer.spikedmace.bloodsteel-2h", (-4.5, -6.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bloodsteel", Two)): ( + vox_spec: ("weapon.hammer.warhammer.bloodsteel-2h", (-2.5, -7.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.hammer.greathammer.orichalcum-2h", (-2.5, -6.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.hammer.greatmace.orichalcum-2h", (-4.5, -5.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.hammer.hammer.orichalcum-2h", (-2.5, -5.0, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.hammer.maul.orichalcum-2h", (-1.5, -6.0, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.hammer.ornate.orichalcum-2h", (-2.5, -5.0, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.hammer.spikedmace.orichalcum-2h", (-4.5, -5.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.orichalcum", Two)): ( + vox_spec: ("weapon.hammer.warhammer.orichalcum-2h", (-2.5, -6.0, -3.5)), + color: None + ), + Tool("common.items.tool.craftsman_hammer"): ( + vox_spec: ("weapon.hammer.craftsman", (-2.5, -4.5, -4.5)), + color: None + ), + Tool("common.items.weapons.hammer.hammer_1"): ( + vox_spec: ("weapon.hammer.2hhammer_rusty", (-2.5, -5.5, -4.5)), + color: None + ), + Tool("common.items.weapons.hammer.starter_hammer"): ( + vox_spec: ("weapon.hammer.2hhammer_rusty", (-2.5, -5.5, -4.5)), + color: None + ), + Tool("common.items.weapons.hammer.flimsy_hammer"): ( + vox_spec: ("weapon.hammer.2hhammer_flimsy", (-2.5, -5.5, -4.0)), + color: None + ), + Tool("common.items.weapons.hammer.mjolnir"): ( + vox_spec: ("weapon.hammer.2hhammer_mjolnir", (-2.5, -8.5, -4.0)), + color: None + ), + Tool("common.items.weapons.hammer.cultist_purp_2h-0"): ( + vox_spec: ("weapon.hammer.cult_purp-0", (-3.5, -4.5, -5.0)), + color: None + ), + Tool("common.items.weapons.hammer.burnt_drumstick"): ( + vox_spec: ("weapon.hammer.burnt_drumstick", (-3.0, -6.0, -5.0)), + color: None + ), + // 1h Hammers + Modular(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bronze", One)): ( + vox_spec: ("weapon.hammer.hammer.bronze-1h", (-2.5, -2.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bronze", One)): ( + vox_spec: ("weapon.hammer.ornate.bronze-1h", (-2.5, -3.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bronze", One)): ( + vox_spec: ("weapon.hammer.spikedmace.bronze-1h", (-2.5, -3.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bronze", One)): ( + vox_spec: ("weapon.hammer.warhammer.bronze-1h", (-1.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.iron", One)): ( + vox_spec: ("weapon.hammer.hammer.iron-1h", (-2.5, -2.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.iron", One)): ( + vox_spec: ("weapon.hammer.ornate.iron-1h", (-2.5, -3.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.iron", One)): ( + vox_spec: ("weapon.hammer.spikedmace.iron-1h", (-2.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.iron", One)): ( + vox_spec: ("weapon.hammer.warhammer.bronze-1h", (-1.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.steel", One)): ( + vox_spec: ("weapon.hammer.hammer.steel-1h", (-2.5, -3.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.steel", One)): ( + vox_spec: ("weapon.hammer.ornate.steel-1h", (-2.5, -3.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.steel", One)): ( + vox_spec: ("weapon.hammer.spikedmace.steel-1h", (-2.5, -3.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.steel", One)): ( + vox_spec: ("weapon.hammer.warhammer.steel-1h", (-1.5, -4.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.cobalt", One)): ( + vox_spec: ("weapon.hammer.hammer.cobalt-1h", (-2.5, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.cobalt", One)): ( + vox_spec: ("weapon.hammer.ornate.cobalt-1h", (-2.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.cobalt", One)): ( + vox_spec: ("weapon.hammer.spikedmace.cobalt-1h", (-3.5, -4.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.cobalt", One)): ( + vox_spec: ("weapon.hammer.warhammer.cobalt-1h", (-2.5, -4.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bloodsteel", One)): ( + vox_spec: ("weapon.hammer.hammer.bloodsteel-1h", (-2.5, -3.0, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bloodsteel", One)): ( + vox_spec: ("weapon.hammer.ornate.bloodsteel-1h", (-1.5, -4.0, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bloodsteel", One)): ( + vox_spec: ("weapon.hammer.spikedmace.bloodsteel-1h", (-2.5, -4.0, -4.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bloodsteel", One)): ( + vox_spec: ("weapon.hammer.warhammer.bloodsteel-1h", (-2.5, -5.0, -3.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.orichalcum", One)): ( + vox_spec: ("weapon.hammer.hammer.orichalcum-1h", (-2.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.orichalcum", One)): ( + vox_spec: ("weapon.hammer.ornate.orichalcum-1h", (-1.5, -4.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.orichalcum", One)): ( + vox_spec: ("weapon.hammer.spikedmace.orichalcum-1h", (-3.5, -5.0, -2.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.orichalcum", One)): ( + vox_spec: ("weapon.hammer.warhammer.orichalcum-1h", (-2.5, -5.0, -3.5)), + color: None + ), + // Daggers + Tool("common.items.weapons.dagger.starter_dagger"): ( + vox_spec: ("weapon.dagger.dagger_rusty", (-2.5, -3.0, -3.0)), + color: None + ), + Tool("common.items.weapons.dagger.basic_0"): ( + vox_spec: ("weapon.dagger.dagger_basic-0", (-2.5, -3.0, -3.0)), + color: None + ), + Tool("common.items.weapons.dagger.cultist_0"): ( + vox_spec: ("weapon.dagger.dagger_cult-0", (-2.5, -3.0, -3.0)), + color: None + ), + // Shields + Tool("common.items.weapons.shield.shield_1"): ( + vox_spec: ("weapon.shield.wood-0", (-2.5, -7.5, -5.5)), + color: None + ), + Tool("common.items.weapons.shield.starter_shield"): ( + vox_spec: ("weapon.shield.wood-1", (-3.5, -7.5, -5.5)), + color: None + ), + // Bows + Modular(("common.items.modular.weapon.primary.bow.bow", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.bow.bow.wood", (-1.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.composite", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.bow.composite.wood", (-1.0, -3.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.bow.greatbow.wood", (-1.0, -4.5, -12.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.bow.longbow.wood", (-1.0, -4.5, -12.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.bow.ornate.wood", (-1.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.bow.shortbow.wood", (-1.0, -4.5, -9.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.bow.warbow.wood", (-1.0, -4.5, -11.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.bow", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.bow.bow.bamboo", (-1.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.composite", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.bow.composite.bamboo", (-1.0, -3.5, -12.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.bow.greatbow.bamboo", (-1.0, -4.5, -12.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.bow.longbow.bamboo", (-1.0, -3.5, -12.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.bow.ornate.bamboo", (-1.0, -5.5, -11.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.bow.shortbow.bamboo", (-1.0, -4.5, -9.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.bow.warbow.bamboo", (-1.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.bow", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.bow.bow.hardwood", (-1.0, -3.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.composite", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.bow.composite.hardwood", (-2.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.bow.greatbow.hardwood", (-1.5, -2.5, -12.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.bow.longbow.hardwood", (-1.0, -2.5, -11.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.bow.ornate.hardwood", (-1.0, -4.5, -11.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.bow.shortbow.hardwood", (-1.0, -4.5, -9.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.bow.warbow.hardwood", (-1.0, -3.5, -11.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.bow", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.bow.bow.ironwood", (-2.0, -4.5, -11.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.composite", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.bow.composite.ironwood", (-2.0, -3.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.bow.greatbow.ironwood", (-2.0, -3.5, -11.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.bow.longbow.ironwood", (-2.0, -4.5, -12.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.bow.ornate.ironwood", (-0.5, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.bow.shortbow.ironwood", (-2.0, -4.5, -9.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.bow.warbow.ironwood", (-2.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.bow", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.bow.bow.frostwood", (-2.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.composite", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.bow.composite.frostwood", (-2.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.bow.greatbow.frostwood", (-2.0, -5.5, -12.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.bow.longbow.frostwood", (-1.0, -4.5, -11.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.bow.ornate.frostwood", (-1.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.bow.shortbow.frostwood", (-2.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.bow.warbow.frostwood", (-2.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.bow", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.bow.bow.eldwood", (-2.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.composite", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.bow.composite.eldwood", (-2.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.bow.greatbow.eldwood", (-2.0, -4.5, -11.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.bow.longbow.eldwood", (-2.0, -4.5, -12.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.bow.ornate.eldwood", (-2.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.bow.shortbow.eldwood", (-1.0, -4.5, -10.5)), + color: None + ), + Modular(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.bow.warbow.eldwood", (-2.0, -4.5, -10.5)), + color: None + ), + Tool("common.items.weapons.bow.sagitta"): ( + vox_spec: ("weapon.bow.sagitta", (-2.5, -7.0, -12.5)), + color: None + ), + Tool("common.items.weapons.bow.starter"): ( + vox_spec: ("weapon.bow.starter", (-0.5, -3.0, -8.5)), + color: None + ), + Tool("common.items.weapons.bow.velorite"): ( + vox_spec: ("weapon.bow.velorite", (-2.5, -4.0, -15.0)), + color: None + ), + Tool("common.items.debug.velorite_bow_debug"): ( + vox_spec: ("weapon.bow.velorite", (-2.5, -4.0, -15.0)), + color: Some((73, 63, 59)) + ), + // Farming Equipment + Tool("common.items.weapons.tool.broom"): ( + vox_spec: ("weapon.tool.broom-0", (-2.5, -4.0, -4.0)), + color: None + ), + Tool("common.items.weapons.tool.hoe"): ( + vox_spec: ("weapon.tool.hoe_green", (-2.5, -4.5, -4.0)), + color: None + ), + Tool("common.items.weapons.tool.pitchfork"): ( + vox_spec: ("weapon.tool.pitchfork-0", (-1.0, -3.5, -4.0)), + color: None + ), + Tool("common.items.weapons.tool.fishing_rod"): ( + vox_spec: ("weapon.tool.fishing_rod_blue-0", (-2.5, -4.5, -4.0)), + color: None + ), + Tool("common.items.weapons.tool.rake"): ( + vox_spec: ("weapon.tool.rake-0", (-1.0, -5.5, -4.0)), + color: None + ), + Tool("common.items.weapons.tool.pickaxe"): ( + vox_spec: ("weapon.tool.pickaxe_green-0", (-2.5, -7.5, -4.0)), + color: None + ), + Tool("common.items.weapons.tool.shovel-0"): ( + vox_spec: ("weapon.tool.shovel_green", (-1.0, -2.5, -4.0)), + color: None + ), + Tool("common.items.weapons.tool.shovel-1"): ( + vox_spec: ("weapon.tool.shovel_gold", (-1.0, -2.5, -4.0)), + color: None + ), + Tool("common.items.tool.instruments.lyre"): ( + vox_spec: ("weapon.tool.wooden_lyre", (-3.5, -7.0, 6.0)), + color: None + ), + Tool("common.items.tool.instruments.wildskin_drum"): ( + vox_spec: ("weapon.tool.wildskin_drum", (-4.5, -8.0, 8.0)), + color: None + ), + Tool("common.items.tool.instruments.icy_talharpa"): ( + vox_spec: ("weapon.tool.icy_talharpa", (-3.5, -7.0, 6.0)), + color: None + ), + Tool("common.items.tool.instruments.flute"): ( + vox_spec: ("weapon.tool.wooden_flute", (-4.5, -4.5, 8.0)), + color: None + ), + Tool("common.items.tool.instruments.glass_flute"): ( + vox_spec: ("weapon.tool.glass_flute", (-4.5, -4.5, 8.0)), + color: None + ), + Tool("common.items.tool.instruments.double_bass"): ( + vox_spec: ("weapon.tool.wooden_bass", (-3.5, -6.0, 0.0)), + color: None + ), + Tool("common.items.tool.instruments.washboard"): ( + vox_spec: ("weapon.tool.washboard", (-3.0, -6.0, 9.0)), + color: None + ), + Tool("common.items.tool.instruments.kalimba"): ( + vox_spec: ("weapon.tool.wooden_kalimba", (-3.5, -7.0, 6.0)), + color: None + ), + Tool("common.items.tool.instruments.melodica"): ( + vox_spec: ("weapon.tool.melodica", (-3.5, -4.5, 8.0)), + color: None + ), + Tool("common.items.tool.instruments.lute"): ( + vox_spec: ("weapon.tool.wooden_lute", (-2.5, -6.0, 4.0)), + color: None + ), + Tool("common.items.tool.instruments.steeltonguedrum"): ( + vox_spec: ("weapon.tool.steeltonguedrum", (-4.5, -8.0, 8.0)), + color: None + ), + Tool("common.items.tool.instruments.shamisen"): ( + vox_spec: ("weapon.tool.shamisen", (-2.5, -6.0, 0.0)), + color: None + ), + Tool("common.items.tool.instruments.guitar"): ( + vox_spec: ("weapon.tool.wooden_guitar", (-4.5, -6.0, 0.0)), + color: None + ), + Tool("common.items.tool.instruments.guitar_dark"): ( + vox_spec: ("weapon.tool.black_velvet_guitar", (-4.5, -6.0, 0.0)), + color: None + ), + Tool("common.items.tool.instruments.sitar"): ( + vox_spec: ("weapon.tool.wooden_sitar", (-4.0, -6.0, 5.0)), + color: None + ), + // Staves + Modular(("common.items.modular.weapon.primary.staff.brand", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.staff.brand.wood", (-1.0, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.staff.grandstaff.wood", (-1.5, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.staff.longpole.wood", (-1.5, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.staff.ornate.wood", (-1.5, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.pole", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.staff.pole.wood", (-1.5, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.rod", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.staff.rod.wood", (-1.5, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.staff", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.staff.staff.wood", (-0.5, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.brand", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.staff.brand.bamboo", (-0.5, -3.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.staff.grandstaff.bamboo", (-1.5, -5.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.staff.longpole.bamboo", (-1.5, -3.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.staff.ornate.bamboo", (-1.5, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.pole", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.staff.pole.bamboo", (-1.5, -3.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.rod", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.staff.rod.bamboo", (-1.5, -4.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.staff", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.staff.staff.bamboo", (-1.5, -3.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.brand", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.staff.brand.hardwood", (-1.5, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.staff.grandstaff.hardwood", (-1.5, -6.5, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.staff.longpole.hardwood", (-1.5, -5.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.staff.ornate.hardwood", (-1.5, -6.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.pole", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.staff.pole.hardwood", (-1.5, -5.5, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.rod", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.staff.rod.hardwood", (-2.5, -4.5, -7.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.staff", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.staff.staff.hardwood", (-1.5, -4.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.brand", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.staff.brand.ironwood", (-1.5, -4.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.staff.grandstaff.ironwood", (-2.5, -6.5, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.staff.longpole.ironwood", (-2.5, -5.5, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.staff.ornate.ironwood", (-2.5, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.pole", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.staff.pole.ironwood", (-2.5, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.rod", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.staff.rod.ironwood", (-3.5, -4.5, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.staff", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.staff.staff.ironwood", (-2.5, -2.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.brand", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.staff.brand.frostwood", (-1.5, -3.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.staff.grandstaff.frostwood", (-1.5, -6.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.staff.longpole.frostwood", (-1.5, -4.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.staff.ornate.frostwood", (-1.5, -4.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.pole", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.staff.pole.frostwood", (-3.5, -3.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.rod", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.staff.rod.frostwood", (-1.5, -6.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.staff", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.staff.staff.frostwood", (-2.5, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.brand", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.staff.brand.eldwood", (-1.5, -4.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.staff.grandstaff.eldwood", (-1.5, -5.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.staff.longpole.eldwood", (-1.5, -5.5, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.staff.ornate.eldwood", (-1.5, -2.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.pole", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.staff.pole.eldwood", (-0.5, -3.5, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.rod", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.staff.rod.eldwood", (-2.5, -6.5, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.staff.staff", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.staff.staff.eldwood", (-2.5, -3.5, -4.0)), + color: None + ), + Tool("common.items.weapons.staff.staff_1"): ( + vox_spec: ("weapon.staff.firestaff_starter", (-2.5, -3.0, -3.0)), + color: None + ), + Tool("common.items.weapons.staff.starter_staff"): ( + vox_spec: ("weapon.staff.firestaff_starter", (-2.5, -3.0, -3.0)), + color: None + ), + Tool("common.items.weapons.staff.cultist_staff"): ( + vox_spec: ("weapon.staff.firestaff_cultist", (-2.5, -2.5, -4.0)), + color: None + ), + Tool("common.items.weapons.staff.laevateinn"): ( + vox_spec: ("weapon.staff.laevateinn", (-2.5, -4.5, -6.0)), + color: None + ), + // Sceptres + Modular(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.sceptre.arbor.wood", (-1.5, -5.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.sceptre.cane.wood", (-1.5, -3.0, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.sceptre.crook.wood", (-0.5, -4.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.sceptre.crozier.wood", (-1.5, -5.0, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.sceptre.grandsceptre.wood", (-0.5, -5.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.sceptre.ornate.wood", (-1.5, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.wood", Two)): ( + vox_spec: ("weapon.sceptre.sceptre.wood", (-0.5, -5.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.sceptre.arbor.bamboo", (-2.5, -3.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.sceptre.cane.bamboo", (-1.5, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.sceptre.crook.bamboo", (-1.5, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.sceptre.crozier.bamboo", (-1.5, -3.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.sceptre.grandsceptre.bamboo", (-2.5, -3.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.sceptre.ornate.bamboo", (-0.5, -3.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.bamboo", Two)): ( + vox_spec: ("weapon.sceptre.sceptre.bamboo", (-2.5, -3.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.sceptre.arbor.hardwood", (-1.5, -5.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.sceptre.cane.hardwood", (-1.5, -5.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.sceptre.crook.hardwood", (-2.5, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.sceptre.crozier.hardwood", (-6.5, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.sceptre.grandsceptre.hardwood", (-4.5, -6.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.sceptre.ornate.hardwood", (-2.5, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.hardwood", Two)): ( + vox_spec: ("weapon.sceptre.sceptre.hardwood", (-1.5, -6.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.sceptre.arbor.ironwood", (-1.5, -6.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.sceptre.cane.ironwood", (-1.5, -3.0, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.sceptre.crook.ironwood", (-0.5, -5.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.sceptre.crozier.ironwood", (-4.5, -3.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.sceptre.grandsceptre.ironwood", (-1.5, -7.0, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.sceptre.ornate.ironwood", (-4.5, -3.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.ironwood", Two)): ( + vox_spec: ("weapon.sceptre.sceptre.ironwood", (-5.5, -6.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.sceptre.arbor.frostwood", (-1.5, -6.0, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.sceptre.cane.frostwood", (-3.5, -3.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.sceptre.crook.frostwood", (-1.5, -3.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.sceptre.crozier.frostwood", (-4.5, -2.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.sceptre.grandsceptre.frostwood", (-4.5, -7.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.sceptre.ornate.frostwood", (-3.5, -3.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.frostwood", Two)): ( + vox_spec: ("weapon.sceptre.sceptre.frostwood", (-1.5, -6.0, -4.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.sceptre.arbor.eldwood", (-3.5, -6.0, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.sceptre.cane.eldwood", (-4.5, -3.0, -3.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.sceptre.crook.eldwood", (-1.5, -4.0, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.sceptre.crozier.eldwood", (-2.5, -8.0, -5.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.sceptre.grandsceptre.eldwood", (-2.5, -8.0, -6.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.sceptre.ornate.eldwood", (-5.5, -4.0, -7.0)), + color: None + ), + Modular(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.eldwood", Two)): ( + vox_spec: ("weapon.sceptre.sceptre.eldwood", (-4.5, -3.0, -3.0)), + color: None + ), + Tool("common.items.weapons.sceptre.starter_sceptre"): ( + vox_spec: ("weapon.sceptre.wood-simple", (-2.5, -2.5, -6.0)), + color: None + ), + Tool("common.items.weapons.sceptre.root_evil"): ( + vox_spec: ("weapon.sceptre.root_evil", (-2.5, -2.5, -6.0)), + color: None + ), + Tool("common.items.weapons.sceptre.belzeshrub"): ( + vox_spec: ("weapon.tool.broom_belzeshrub_purple", (-3.0, -4.0, -4.0)), + color: None + ), + Tool("common.items.weapons.sceptre.sceptre_velorite_0"): ( + vox_spec: ("weapon.sceptre.ore-nature", (-2.0, -6.0, -5.0)), + color: None + ), + Tool("common.items.weapons.sceptre.caduceus"): ( + vox_spec: ("weapon.sceptre.caduceus", (-2.5, -4.5, -6.0)), + color: None + ), + Tool("common.items.weapons.sceptre.amethyst"): ( + vox_spec: ("weapon.sceptre.amethyst", (-2.5, -4.5, -9.5)), + color: None + ), + // Picks + Tool("common.items.tool.pickaxe_stone"): ( + vox_spec: ("weapon.tool.pickaxe_stone", (-2.5, -7.5, -4.0)), + color: None + ), + Tool("common.items.tool.pickaxe_steel"): ( + vox_spec: ("weapon.tool.pickaxe_green-1", (-2.5, -9.5, -4.0)), + color: None + ), + // Misc + Tool("common.items.debug.admin_stick"): ( + vox_spec: ("weapon.tool.broom_belzeshrub_purple", (-3.0, -4.0, -4.0)), + color: None + ), + Tool("common.items.debug.admin_sword"): ( + vox_spec: ("weapon.sword.frost-1", (-2.0, -4.5, -7.5)), + color: None + ), + Tool("common.items.weapons.tool.golf_club"): ( + vox_spec: ("weapon.tool.golf_club", (-5.5, -4.0, -4.0)), + color: None + ), + Tool("common.items.tool.pickaxe_velorite"): ( + vox_spec: ("weapon.tool.pickaxe_velorite", (-2.5, -7.5, -4.0)), + color: None + ), + // NPC hostile dwarves + Tool("common.items.npc_weapons.sword.pickaxe_velorite_sword"): ( + vox_spec: ("weapon.tool.pickaxe_velorite", (-2.5, -7.5, -4.0)), + color: None + ), + // Misc + Tool("common.items.weapons.empty.empty"): ( + vox_spec: ("armor.empty", (-3.0, -3.5, 1.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.husk"): ( + vox_spec: ("armor.empty", (-3.0, -3.5, 1.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.bushly"): ( + vox_spec: ("armor.empty", (-3.0, -3.5, 1.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.irrwurz"): ( + vox_spec: ("armor.empty", (-3.0, -3.5, 1.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.cardinal"): ( + vox_spec: ("weapon.sceptre.caduceus", (-2.5, -4.5, -6.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.flamekeeper_staff"): ( + vox_spec: ("weapon.biped_small.staff.flamekeeper_staff", (-2.5, -4.5, -6.0)), + color: None + ), + Tool("common.items.npc_weapons.hammer.forgemaster_hammer"): ( + vox_spec: ("weapon.hammer.forgemaster_hammer", (-8.0, -13.0, -6.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.iron_dwarf"): ( + vox_spec: ("armor.empty", (-3.0, -3.5, 1.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.shamanic_spirit"): ( + vox_spec: ("weapon.biped_small.misc.magic_shamanic_spirit", (-2.5, -4.5, -6.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.jiangshi"): ( + vox_spec: ("armor.empty", (-3.0, -3.5, 1.0)), + color: None + ), +//BIPEDLARGE + Tool("common.items.npc_weapons.hammer.ogre_hammer"): ( + vox_spec: ("weapon.hammer.2hhammer_ogre", (-5.0, -5.5, -7.0)), + color: None + ), + Tool("common.items.npc_weapons.staff.ogre_staff"): ( + vox_spec: ("weapon.staff.firestaff_ogre", (-2.5, -5.5, -6.0)), + color: None + ), + Tool("common.items.npc_weapons.hammer.cyclops_hammer"): ( + vox_spec: ("weapon.hammer.2hhammer_cyclops-0", (-5.0, -6.5, -10.0)), + color: None + ), + Tool("common.items.npc_weapons.hammer.troll_hammer"): ( + vox_spec: ("weapon.hammer.2hhammer_troll", (-4.0, -6.0, -7.0)), + color: None + ), + Tool("common.items.npc_weapons.sword.dullahan_sword"): ( + vox_spec: ("weapon.sword.greatsword_2h_dullahan", (-2.5, -9.0, -10.0)), + color: None + ), + Tool("common.items.npc_weapons.staff.saurok_staff"): ( + vox_spec: ("weapon.staff.firestaff_saurok", (-3.0, -3.0, -6.0)), + color: None + ), + Tool("common.items.npc_weapons.sword.saurok_sword"): ( + vox_spec: ("weapon.sword.long_2h_saurok", (-2.5, -4.0, -5.0)), + color: None + ), + Tool("common.items.npc_weapons.sword.adlet_elder_sword"): ( + vox_spec: ("weapon.sword.adlet_elder_sword", (-2.5, -5.0, -5.0)), + color: None + ), + Tool("common.items.npc_weapons.sword.haniwa_general_sword"): ( + vox_spec: ("weapon.sword.haniwa_general_sword", (-2.5, -5.0, -5.0)), + color: None + ), + Tool("common.items.npc_weapons.bow.saurok_bow"): ( + vox_spec: ("weapon.bow.longbow_saurok", (-2.5, -4.0, -16.5)), + color: None + ), + Tool("common.items.npc_weapons.staff.mindflayer_staff"): ( + vox_spec: ("weapon.staff.firestaff_mindflayer", (-5.5, -3.5, -8.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.beast_claws"): ( + vox_spec: ("armor.empty", (0.0, 0.0, 0.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.tursus_claws"): ( + vox_spec: ("armor.empty", (0.0, 0.0, 0.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.wendigo_magic"): ( + vox_spec: ("armor.empty", (0.0, 0.0, 0.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.tidal_claws"): ( + vox_spec: ("armor.empty", (0.0, 0.0, 0.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.husk_brute"): ( + vox_spec: ("armor.empty", (0.0, 0.0, 0.0)), + color: None + ), + Tool("common.items.npc_weapons.axe.minotaur_axe"): ( + vox_spec: ("weapon.axe.2haxe_minotaur", (-2.5, -9.0, -8.0)), + color: None + ), + Tool("common.items.npc_weapons.hammer.yeti_hammer"): ( + vox_spec: ("weapon.hammer.2hhammer_yeti", (-7.5, -7.0, -7.0)), + color: None + ), + Tool("common.items.npc_weapons.hammer.harvester_scythe"): ( + vox_spec: ("weapon.hammer.2hhammer_harvester", (-2.5, -7.5, -6.0)), + color: None + ), + Tool("common.items.npc_weapons.axe.oni_blue_axe"): ( + vox_spec: ("weapon.axe.2haxe_oni_blue", (-2.5, -2.0, -12.0)), + color: None + ), + Tool("common.items.npc_weapons.hammer.oni_red_hammer"): ( + vox_spec: ("weapon.hammer.2hhammer_oni_red", (-3.0, -4.5, -12.0)), + color: None + ), + Tool("common.items.npc_weapons.sword.bipedlarge-cultist"): ( + vox_spec: ("weapon.sword.cultist", (-2.5, -4.0, -6.0)), + color: None + ), + Tool("common.items.npc_weapons.hammer.bipedlarge-cultist"): ( + vox_spec: ("weapon.hammer.cult_purp-0", (-3.5, -4.5, -5.0)), + color: None + ), + Tool("common.items.npc_weapons.bow.bipedlarge-velorite"): ( + vox_spec: ("weapon.bow.velorite", (-2.5, -4.0, -15.0)), + color: None + ), + Tool("common.items.npc_weapons.staff.bipedlarge-cultist"): ( + vox_spec: ("weapon.staff.firestaff_cultist", (-2.5, -2.5, -4.0)), + color: None + ), + //BIPEDSMALL + Tool("common.items.npc_weapons.biped_small.gnarling.chieftain"): ( + vox_spec: ("weapon.biped_small.staff.chieftain", (-1.5, -4.5, -4.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.gnarling.stalker"): ( + vox_spec: ("weapon.biped_small.blowgun.stalker", (-2.5, -2.5, -1.5)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.gnarling.logger"): ( + vox_spec: ("weapon.biped_small.axe.logger", (-0.5, -3.0, -4.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.gnarling.mugger"): ( + vox_spec: ("weapon.biped_small.dagger.mugger", (-0.5, -4.5, -1.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.adlet.hunter"): ( + vox_spec: ("weapon.biped_small.spear.hunter", (-0.5, -2.0, -5.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.adlet.icepicker"): ( + vox_spec: ("weapon.biped_small.axe.icepicker", (-1.5, -6.5, -4.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.adlet.tracker"): ( + vox_spec: ("weapon.biped_small.bow.tracker", (-0.5, -5.5, -9.5)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.gnoll.rogue"): ( + vox_spec: ("weapon.biped_small.dagger.rogue", (-0.5, -3.0, -1.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.gnoll.trapper"): ( + vox_spec: ("weapon.biped_small.blowgun.trapper", (-1.5, -1.5, -1.5)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.gnoll.shaman"): ( + vox_spec: ("weapon.biped_small.staff.shaman", (-2.5, -3.0, -4.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.sahagin.sniper"): ( + vox_spec: ("weapon.biped_small.bow.sniper", (-0.5, -5.5, -9.5)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.sahagin.sorcerer"): ( + vox_spec: ("weapon.biped_small.staff.sorcerer", (-0.5, -4.0, -4.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.sahagin.spearman"): ( + vox_spec: ("weapon.biped_small.spear.spearman", (-0.5, -3.0, -5.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.haniwa.guard"): ( + vox_spec: ("weapon.biped_small.spear.guard", (-0.5, -3.0, -5.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.haniwa.soldier"): ( + vox_spec: ("weapon.biped_small.dagger.soldier", (-0.5, -3.0, -2.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.haniwa.archer"): ( + vox_spec: ("weapon.biped_small.bow.archer", (-0.5, -4.5, -10.5)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.myrmidon.hoplite"): ( + vox_spec: ("weapon.biped_small.spear.hoplite", (-0.5, -2.0, -5.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.myrmidon.marksman"): ( + vox_spec: ("weapon.biped_small.bow.marksman", (-0.5, -5.0, -10.5)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.myrmidon.strategian"): ( + vox_spec: ("weapon.biped_small.axe.strategian", (-0.5, -6.0, -4.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.mandragora"): ( + vox_spec: ("armor.empty", (0.0, 0.0, 0.0)), + color: None + ), + Tool("common.items.npc_weapons.axe.gigas_frost_axe"): ( + vox_spec: ("weapon.axe.2haxe_gigas_frost", (-3.0, -15.5, -14.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.boreal.bow"): ( + vox_spec: ("weapon.biped_small.bow.boreal_bow", (-2.5, -6.0, -12.0)), + color: None + ), + Tool("common.items.npc_weapons.biped_small.boreal.hammer"): ( + vox_spec: ("weapon.biped_small.hammer.boreal_hammer", (-2.5, -6.0, -4.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.sea_bishop_sceptre"): ( + vox_spec: ("weapon.sceptre.sceptre_sea_bishop", (-3.5, -4.0, 3.0)), + color: None + ), + Tool("common.items.npc_weapons.bow.terracotta_besieger_bow"): ( + vox_spec: ("weapon.bow.terracotta_besieger_bow", (-8.0, -13.5, -12.5)), + color: None + ), + Tool("common.items.npc_weapons.unique.terracotta_demolisher_fist"): ( + vox_spec: ("armor.empty", (-3.0, -3.5, 1.0)), + color: None + ), + Tool("common.items.npc_weapons.hammer.terracotta_punisher_club"): ( + vox_spec: ("weapon.hammer.terracotta_punisher_club", (-5.0, -6.5, -10.0)), + color: None + ), + Tool("common.items.npc_weapons.sword.terracotta_pursuer_sword"): ( + vox_spec: ("weapon.sword.terracotta_pursuer_sword", (-2.5, -5.0, -10.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.cursekeeper_sceptre"): ( + vox_spec: ("weapon.sceptre.sceptre_cursekeeper", (-5.5, -4.5, -3.0)), + color: None + ), + Tool("common.items.npc_weapons.unique.cursekeeper_sceptre_fake"): ( + vox_spec: ("weapon.sceptre.sceptre_cursekeeper", (-5.5, -4.5, -3.0)), + color: None + ), +}) diff --git a/assets/voxygen/voxel/bird_large_central_manifest.ron b/assets/voxygen/voxel/bird_large_central_manifest.ron new file mode 100644 index 0000000..b030b6b --- /dev/null +++ b/assets/voxygen/voxel/bird_large_central_manifest.ron @@ -0,0 +1,418 @@ +({ + (Phoenix, Male): ( + head: ( + offset: (-4.0, -4.0, 0.0), + central: ("npc.phoenix.male.head"), + ), + beak: ( + offset: (-2.0, 0.0, -3.0), + central: ("npc.phoenix.male.beak"), + ), + neck: ( + offset: (-4.0, 0.0, 0.0), + central: ("npc.phoenix.male.neck"), + ), + chest: ( + offset: (-6.0, -9.5, -7.5), + central: ("npc.phoenix.male.chest"), + ), + tail_front: ( + offset: (-10.0, -14.0, -3.0), + central: ("npc.phoenix.male.tail_front"), + ), + tail_rear: ( + offset: (-9.0, -30.0, -2.0), + central: ("npc.phoenix.male.tail_rear"), + ) + ), + (Phoenix, Female): ( + head: ( + offset: (-4.0, -4.0, 0.0), + central: ("npc.phoenix.male.head"), + ), + beak: ( + offset: (-2.0, 0.0, -3.0), + central: ("npc.phoenix.male.beak"), + ), + neck: ( + offset: (-4.0, 0.0, 0.0), + central: ("npc.phoenix.male.neck"), + ), + chest: ( + offset: (-6.0, -9.5, -7.5), + central: ("npc.phoenix.male.chest"), + ), + tail_front: ( + offset: (-10.0, -14.0, -3.0), + central: ("npc.phoenix.male.tail_front"), + ), + tail_rear: ( + offset: (-9.0, -30.0, -2.0), + central: ("npc.phoenix.male.tail_rear"), + ) + ), + (Cockatrice, Male): ( + head: ( + offset: (-4.5, -6.0, -3.5), + central: ("npc.cockatrice.male.head"), + ), + beak: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.cockatrice.male.beak"), + ), + neck: ( + offset: (-3.5, 0.0, -6.0), + central: ("npc.cockatrice.male.neck"), + ), + chest: ( + offset: (-5.5, -10.0, -9.5), + central: ("npc.cockatrice.male.chest"), + ), + tail_front: ( + offset: (-2.5, -9.0, -6.0), + central: ("npc.cockatrice.male.tail_front"), + ), + tail_rear: ( + offset: (-2.5, -13.0, -3.0), + central: ("npc.cockatrice.male.tail_rear"), + ) + ), + (Cockatrice, Female): ( + head: ( + offset: (-4.5, -6.0, -3.5), + central: ("npc.cockatrice.male.head"), + ), + beak: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.cockatrice.male.beak"), + ), + neck: ( + offset: (-3.5, 0.0, -6.0), + central: ("npc.cockatrice.male.neck"), + ), + chest: ( + offset: (-5.5, -10.0, -9.5), + central: ("npc.cockatrice.male.chest"), + ), + tail_front: ( + offset: (-2.5, -9.0, -6.0), + central: ("npc.cockatrice.male.tail_front"), + ), + tail_rear: ( + offset: (-2.5, -13.0, -3.0), + central: ("npc.cockatrice.male.tail_rear"), + ) + ), + (Roc, Male): ( + head: ( + offset: (-4.5, -4.0, -6.0), + central: ("npc.roc.male.head"), + ), + beak: ( + offset: (-3.5, 0.0, -8.0), + central: ("npc.roc.male.beak"), + ), + neck: ( + offset: (-5.5, 0.0, -10.5), + central: ("npc.roc.male.neck"), + ), + chest: ( + offset: (-8.5, -12.5, -13.5), + central: ("npc.roc.male.chest"), + ), + tail_front: ( + offset: (-4.5, -9.0, -8.0), + central: ("npc.roc.male.tail_front"), + ), + tail_rear: ( + offset: (-9.5, -28.0, -6.0), + central: ("npc.roc.male.tail_rear"), + ) + ), + (Roc, Female): ( + head: ( + offset: (-4.5, -4.0, -6.0), + central: ("npc.roc.male.head"), + ), + beak: ( + offset: (-3.5, 0.0, -8.0), + central: ("npc.roc.male.beak"), + ), + neck: ( + offset: (-5.5, 0.0, -10.5), + central: ("npc.roc.male.neck"), + ), + chest: ( + offset: (-8.5, -12.5, -13.5), + central: ("npc.roc.male.chest"), + ), + tail_front: ( + offset: (-4.5, -9.0, -8.0), + central: ("npc.roc.male.tail_front"), + ), + tail_rear: ( + offset: (-9.5, -28.0, -6.0), + central: ("npc.roc.male.tail_rear"), + ) + ), + (FlameWyvern, Male): ( + head: ( + offset: (-7.5, -5.0, 0.0), + central: ("npc.wyvern_flame.male.head"), + ), + beak: ( + offset: (-6.5, 0.0, -7.0), + central: ("npc.wyvern_flame.male.beak"), + ), + neck: ( + offset: (-3.5, 0.0, -5.0), + central: ("npc.wyvern_flame.male.neck"), + ), + chest: ( + offset: (-8.5, -12.0, -10.0), + central: ("npc.wyvern_flame.male.chest"), + ), + tail_front: ( + offset: (-3.5, -12.0, -8.5), + central: ("npc.wyvern_flame.male.tail_front"), + ), + tail_rear: ( + offset: (-5.5, -27.0, -8.0), + central: ("npc.wyvern_flame.male.tail_rear"), + ) + ), + (FlameWyvern, Female): ( + head: ( + offset: (-7.5, -5.0, 0.0), + central: ("npc.wyvern_flame.male.head"), + ), + beak: ( + offset: (-6.5, 0.0, -7.0), + central: ("npc.wyvern_flame.male.beak"), + ), + neck: ( + offset: (-3.5, 0.0, -5.0), + central: ("npc.wyvern_flame.male.neck"), + ), + chest: ( + offset: (-8.5, -12.0, -10.0), + central: ("npc.wyvern_flame.male.chest"), + ), + tail_front: ( + offset: (-3.5, -12.0, -8.5), + central: ("npc.wyvern_flame.male.tail_front"), + ), + tail_rear: ( + offset: (-5.5, -27.0, -8.0), + central: ("npc.wyvern_flame.male.tail_rear"), + ) + ), + (CloudWyvern, Male): ( + head: ( + offset: (-3.5, -5.0, 0.0), + central: ("npc.wyvern_cloud.male.head"), + ), + beak: ( + offset: (-2.5, 0.0, -6.0), + central: ("npc.wyvern_cloud.male.beak"), + ), + neck: ( + offset: (-2.5, 0.0, -5.0), + central: ("npc.wyvern_cloud.male.neck"), + ), + chest: ( + offset: (-6.5, -12.0, -10.0), + central: ("npc.wyvern_cloud.male.chest"), + ), + tail_front: ( + offset: (-10.5, -14.0, -7.5), + central: ("npc.wyvern_cloud.male.tail_front"), + ), + tail_rear: ( + offset: (-11.5, -29.0, -7.0), + central: ("npc.wyvern_cloud.male.tail_rear"), + ) + ), + (CloudWyvern, Female): ( + head: ( + offset: (-3.5, -5.0, 0.0), + central: ("npc.wyvern_cloud.male.head"), + ), + beak: ( + offset: (-2.5, 0.0, -6.0), + central: ("npc.wyvern_cloud.male.beak"), + ), + neck: ( + offset: (-2.5, 0.0, -5.0), + central: ("npc.wyvern_cloud.male.neck"), + ), + chest: ( + offset: (-6.5, -12.0, -10.0), + central: ("npc.wyvern_cloud.male.chest"), + ), + tail_front: ( + offset: (-10.5, -14.0, -7.5), + central: ("npc.wyvern_cloud.male.tail_front"), + ), + tail_rear: ( + offset: (-11.5, -29.0, -7.0), + central: ("npc.wyvern_cloud.male.tail_rear"), + ) + ), + (FrostWyvern, Male): ( + head: ( + offset: (-15.5, -5.0, 0.0), + central: ("npc.wyvern_frost.male.head"), + ), + beak: ( + offset: (-2.5, 1.0, -5.0), + central: ("npc.wyvern_frost.male.beak"), + ), + neck: ( + offset: (-3.5, 0.0, -5.0), + central: ("npc.wyvern_frost.male.neck"), + ), + chest: ( + offset: (-6.5, -12.0, -10.0), + central: ("npc.wyvern_frost.male.chest"), + ), + tail_front: ( + offset: (-3.5, -12.0, -7.5), + central: ("npc.wyvern_frost.male.tail_front"), + ), + tail_rear: ( + offset: (-8.5, -26.0, -7.0), + central: ("npc.wyvern_frost.male.tail_rear"), + ) + ), + (FrostWyvern, Female): ( + head: ( + offset: (-15.5, -5.0, 0.0), + central: ("npc.wyvern_frost.male.head"), + ), + beak: ( + offset: (-2.5, 1.0, -5.0), + central: ("npc.wyvern_frost.male.beak"), + ), + neck: ( + offset: (-3.5, 0.0, -5.0), + central: ("npc.wyvern_frost.male.neck"), + ), + chest: ( + offset: (-6.5, -12.0, -10.0), + central: ("npc.wyvern_frost.male.chest"), + ), + tail_front: ( + offset: (-3.5, -12.0, -7.5), + central: ("npc.wyvern_frost.male.tail_front"), + ), + tail_rear: ( + offset: (-8.5, -26.0, -7.0), + central: ("npc.wyvern_frost.male.tail_rear"), + ) + ), + (SeaWyvern, Male): ( + head: ( + offset: (-3.5, -1.0, -1.0), + central: ("npc.wyvern_sea.male.head"), + ), + beak: ( + offset: (-3.5, 2.0, -6.0), + central: ("npc.wyvern_sea.male.beak"), + ), + neck: ( + offset: (-3.5, -2.0, -6.0), + central: ("npc.wyvern_sea.male.neck"), + ), + chest: ( + offset: (-6.5, -12.0, -10.0), + central: ("npc.wyvern_sea.male.chest"), + ), + tail_front: ( + offset: (-2.5, -13.0, -4.5), + central: ("npc.wyvern_sea.male.tail_front"), + ), + tail_rear: ( + offset: (-10.5, -39.0, -4.0), + central: ("npc.wyvern_sea.male.tail_rear"), + ) + ), + (SeaWyvern, Female): ( + head: ( + offset: (-3.5, -1.0, -1.0), + central: ("npc.wyvern_sea.male.head"), + ), + beak: ( + offset: (-3.5, 2.0, -6.0), + central: ("npc.wyvern_sea.male.beak"), + ), + neck: ( + offset: (-3.5, -2.0, -6.0), + central: ("npc.wyvern_sea.male.neck"), + ), + chest: ( + offset: (-6.5, -12.0, -10.0), + central: ("npc.wyvern_sea.male.chest"), + ), + tail_front: ( + offset: (-2.5, -13.0, -4.5), + central: ("npc.wyvern_sea.male.tail_front"), + ), + tail_rear: ( + offset: (-10.5, -39.0, -4.0), + central: ("npc.wyvern_sea.male.tail_rear"), + ) + ), + (WealdWyvern, Male): ( + head: ( + offset: (-4.5, -7.0, 0.0), + central: ("npc.wyvern_weald.male.head"), + ), + beak: ( + offset: (-2.5, 1.0, -9.0), + central: ("npc.wyvern_weald.male.beak"), + ), + neck: ( + offset: (-2.5, 0.0, -2.0), + central: ("npc.wyvern_weald.male.neck"), + ), + chest: ( + offset: (-6.5, -12.0, -10.0), + central: ("npc.wyvern_weald.male.chest"), + ), + tail_front: ( + offset: (-2.5, -12.0, -6.5), + central: ("npc.wyvern_weald.male.tail_front"), + ), + tail_rear: ( + offset: (-10.5, -34.0, -6.0), + central: ("npc.wyvern_weald.male.tail_rear"), + ) + ), + (WealdWyvern, Female): ( + head: ( + offset: (-4.5, -7.0, 0.0), + central: ("npc.wyvern_weald.male.head"), + ), + beak: ( + offset: (-2.5, 1.0, -9.0), + central: ("npc.wyvern_weald.male.beak"), + ), + neck: ( + offset: (-2.5, 0.0, -2.0), + central: ("npc.wyvern_weald.male.neck"), + ), + chest: ( + offset: (-6.5, -12.0, -10.0), + central: ("npc.wyvern_weald.male.chest"), + ), + tail_front: ( + offset: (-2.5, -12.0, -6.5), + central: ("npc.wyvern_weald.male.tail_front"), + ), + tail_rear: ( + offset: (-10.5, -34.0, -6.0), + central: ("npc.wyvern_weald.male.tail_rear"), + ) + ), +}) \ No newline at end of file diff --git a/assets/voxygen/voxel/bird_large_lateral_manifest.ron b/assets/voxygen/voxel/bird_large_lateral_manifest.ron new file mode 100644 index 0000000..acc3773 --- /dev/null +++ b/assets/voxygen/voxel/bird_large_lateral_manifest.ron @@ -0,0 +1,674 @@ +({ + (Phoenix, Male): ( + wing_in_l: ( + offset: (-10.0, -12.0, -1.5), + lateral: ("npc.phoenix.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -12.0, -1.5), + lateral: ("npc.phoenix.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-7.0, -15.0, -0.5), + lateral: ("npc.phoenix.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -15.0, -0.5), + lateral: ("npc.phoenix.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-18.0, -18.0, -2.0), + lateral: ("npc.phoenix.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -18.0, -2.0), + lateral: ("npc.phoenix.male.wing_out_r"), + ), + leg_l: ( + offset: (-4.0, -5.0, -4.5), + lateral: ("npc.phoenix.male.leg_r"), + ), + leg_r: ( + offset: (-4.0, -5.0, -4.5), + lateral: ("npc.phoenix.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -4.5, -9.0), + lateral: ("npc.phoenix.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -4.5, -9.0), + lateral: ("npc.phoenix.male.foot_r"), + ) + ), + (Phoenix, Female): ( + wing_in_l: ( + offset: (-10.0, -12.0, -1.5), + lateral: ("npc.phoenix.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -12.0, -1.5), + lateral: ("npc.phoenix.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-7.0, -15.0, -0.5), + lateral: ("npc.phoenix.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -15.0, -0.5), + lateral: ("npc.phoenix.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-18.0, -18.0, -2.0), + lateral: ("npc.phoenix.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -18.0, -2.0), + lateral: ("npc.phoenix.male.wing_out_r"), + ), + leg_l: ( + offset: (-4.0, -5.0, -4.5), + lateral: ("npc.phoenix.male.leg_r"), + ), + leg_r: ( + offset: (-4.0, -5.0, -4.5), + lateral: ("npc.phoenix.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -4.5, -9.0), + lateral: ("npc.phoenix.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -4.5, -9.0), + lateral: ("npc.phoenix.male.foot_r"), + ) + ), + (Cockatrice, Male): ( + wing_in_l: ( + offset: (-7.0, -8.0, -2.0), + lateral: ("npc.cockatrice.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -8.0, -2.0), + lateral: ("npc.cockatrice.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-5.0, -9.0, -2.0), + lateral: ("npc.cockatrice.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -9.0, -2.0), + lateral: ("npc.cockatrice.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-10.0, -11.0, -2.0), + lateral: ("npc.cockatrice.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -11.0, -2.0), + lateral: ("npc.cockatrice.male.wing_out_r"), + ), + leg_l: ( + offset: (-3.0, -4.5, -4.0), + lateral: ("npc.cockatrice.male.leg_r"), + ), + leg_r: ( + offset: (-3.0, -4.5, -4.0), + lateral: ("npc.cockatrice.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -5.5, -10.0), + lateral: ("npc.cockatrice.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -5.5, -10.0), + lateral: ("npc.cockatrice.male.foot_r"), + ) + ), + (Cockatrice, Female): ( + wing_in_l: ( + offset: (-7.0, -8.0, -2.0), + lateral: ("npc.cockatrice.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -8.0, -2.0), + lateral: ("npc.cockatrice.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-5.0, -9.0, -2.0), + lateral: ("npc.cockatrice.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -9.0, -2.0), + lateral: ("npc.cockatrice.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-10.0, -11.0, -2.0), + lateral: ("npc.cockatrice.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -11.0, -2.0), + lateral: ("npc.cockatrice.male.wing_out_r"), + ), + leg_l: ( + offset: (-3.0, -4.5, -4.0), + lateral: ("npc.cockatrice.male.leg_r"), + ), + leg_r: ( + offset: (-3.0, -4.5, -4.0), + lateral: ("npc.cockatrice.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -5.5, -10.0), + lateral: ("npc.cockatrice.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -5.5, -10.0), + lateral: ("npc.cockatrice.male.foot_r"), + ) + ), + (Roc, Male): ( + wing_in_l: ( + offset: (-13.0, -14.0, -2.5), + lateral: ("npc.roc.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -14.0, -2.5), + lateral: ("npc.roc.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-11.0, -18.0, -2.0), + lateral: ("npc.roc.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -18.0, -2.0), + lateral: ("npc.roc.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-20.0, -18.0, -2.0), + lateral: ("npc.roc.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -18.0, -2.0), + lateral: ("npc.roc.male.wing_out_r"), + ), + leg_l: ( + offset: (-4.0, -5.5, -7.5), + lateral: ("npc.roc.male.leg_r"), + ), + leg_r: ( + offset: (-4.0, -5.5, -7.5), + lateral: ("npc.roc.male.leg_r"), + ), + foot_l: ( + offset: (-5.5, -3.0, -12.0), + lateral: ("npc.roc.male.foot_r"), + ), + foot_r: ( + offset: (-5.5, -3.0, -12.0), + lateral: ("npc.roc.male.foot_r"), + ) + ), + (Roc, Female): ( + wing_in_l: ( + offset: (-13.0, -14.0, -2.5), + lateral: ("npc.roc.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -14.0, -2.5), + lateral: ("npc.roc.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-11.0, -18.0, -2.0), + lateral: ("npc.roc.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -18.0, -2.0), + lateral: ("npc.roc.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-20.0, -18.0, -2.0), + lateral: ("npc.roc.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -18.0, -2.0), + lateral: ("npc.roc.male.wing_out_r"), + ), + leg_l: ( + offset: (-4.0, -5.5, -7.5), + lateral: ("npc.roc.male.leg_r"), + ), + leg_r: ( + offset: (-4.0, -5.5, -7.5), + lateral: ("npc.roc.male.leg_r"), + ), + foot_l: ( + offset: (-5.5, -3.0, -12.0), + lateral: ("npc.roc.male.foot_r"), + ), + foot_r: ( + offset: (-5.5, -3.0, -12.0), + lateral: ("npc.roc.male.foot_r"), + ) + ), + (FlameWyvern, Male): ( + wing_in_l: ( + offset: (-24.0, -15.5, -4.5), + lateral: ("npc.wyvern_flame.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -15.5, -4.5), + lateral: ("npc.wyvern_flame.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-17.0, -30.0, -4.0), + lateral: ("npc.wyvern_flame.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -30.0, -4.0), + lateral: ("npc.wyvern_flame.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-22.0, -32.0, -4.0), + lateral: ("npc.wyvern_flame.male.wing_out_r"), + ), + wing_out_r: ( + offset: (-3.0, -32.0, -4.0), + lateral: ("npc.wyvern_flame.male.wing_out_r"), + ), + leg_l: ( + offset: (-3.0, -4.5, -8.0), + lateral: ("npc.wyvern_flame.male.leg_r"), + ), + leg_r: ( + offset: (-3.0, -4.5, -8.0), + lateral: ("npc.wyvern_flame.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_flame.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_flame.male.foot_r"), + ) + ), + (FlameWyvern, Female): ( + wing_in_l: ( + offset: (-24.0, -15.5, -4.5), + lateral: ("npc.wyvern_flame.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -15.5, -4.5), + lateral: ("npc.wyvern_flame.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-16.0, -30.0, -4.0), + lateral: ("npc.wyvern_flame.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -30.0, -4.0), + lateral: ("npc.wyvern_flame.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-22.0, -32.0, -4.0), + lateral: ("npc.wyvern_flame.male.wing_out_r"), + ), + wing_out_r: ( + offset: (-3.0, -32.0, -4.0), + lateral: ("npc.wyvern_flame.male.wing_out_r"), + ), + leg_l: ( + offset: (-3.0, -4.5, -8.0), + lateral: ("npc.wyvern_flame.male.leg_r"), + ), + leg_r: ( + offset: (-3.0, -4.5, -8.0), + lateral: ("npc.wyvern_flame.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_flame.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_flame.male.foot_r"), + ) + ), + (CloudWyvern, Male): ( + wing_in_l: ( + offset: (-24.0, -15.5, -4.5), + lateral: ("npc.wyvern_cloud.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -15.5, -4.5), + lateral: ("npc.wyvern_cloud.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-17.0, -29.0, -4.0), + lateral: ("npc.wyvern_cloud.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -29.0, -4.0), + lateral: ("npc.wyvern_cloud.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-23.0, -31.0, -3.0), + lateral: ("npc.wyvern_cloud.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -31.0, -3.0), + lateral: ("npc.wyvern_cloud.male.wing_out_r"), + ), + leg_l: ( + offset: (-3.5, -5.0, -8.0), + lateral: ("npc.wyvern_cloud.male.leg_r"), + ), + leg_r: ( + offset: (-3.5, -5.0, -8.0), + lateral: ("npc.wyvern_cloud.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_cloud.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_cloud.male.foot_r"), + ) + ), + (CloudWyvern, Female): ( + wing_in_l: ( + offset: (-24.0, -15.5, -4.5), + lateral: ("npc.wyvern_cloud.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -15.5, -4.5), + lateral: ("npc.wyvern_cloud.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-17.0, -29.0, -4.0), + lateral: ("npc.wyvern_cloud.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -29.0, -4.0), + lateral: ("npc.wyvern_cloud.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-23.0, -31.0, -3.0), + lateral: ("npc.wyvern_cloud.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -31.0, -3.0), + lateral: ("npc.wyvern_cloud.male.wing_out_r"), + ), + leg_l: ( + offset: (-3.5, -5.0, -8.0), + lateral: ("npc.wyvern_cloud.male.leg_r"), + ), + leg_r: ( + offset: (-3.5, -5.0, -8.0), + lateral: ("npc.wyvern_cloud.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_cloud.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_cloud.male.foot_r"), + ) + ), + (FrostWyvern, Male): ( + wing_in_l: ( + offset: (-24.0, -15.5, -4.5), + lateral: ("npc.wyvern_frost.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -15.5, -4.5), + lateral: ("npc.wyvern_frost.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-17.0, -30.0, -4.0), + lateral: ("npc.wyvern_frost.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -30.0, -4.0), + lateral: ("npc.wyvern_frost.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-24.0, -32.0, -4.0), + lateral: ("npc.wyvern_frost.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -32.0, -4.0), + lateral: ("npc.wyvern_frost.male.wing_out_r"), + ), + leg_l: ( + offset: (-3.5, -5.0, -8.0), + lateral: ("npc.wyvern_frost.male.leg_r"), + ), + leg_r: ( + offset: (-3.5, -5.0, -8.0), + lateral: ("npc.wyvern_frost.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_frost.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_frost.male.foot_r"), + ) + ), + (FrostWyvern, Female): ( + wing_in_l: ( + offset: (-24.0, -15.5, -4.5), + lateral: ("npc.wyvern_frost.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -15.5, -4.5), + lateral: ("npc.wyvern_frost.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-17.0, -30.0, -4.0), + lateral: ("npc.wyvern_frost.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -30.0, -4.0), + lateral: ("npc.wyvern_frost.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-24.0, -32.0, -4.0), + lateral: ("npc.wyvern_frost.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -32.0, -4.0), + lateral: ("npc.wyvern_frost.male.wing_out_r"), + ), + leg_l: ( + offset: (-3.5, -5.0, -8.0), + lateral: ("npc.wyvern_frost.male.leg_r"), + ), + leg_r: ( + offset: (-3.5, -5.0, -8.0), + lateral: ("npc.wyvern_frost.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_frost.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_frost.male.foot_r"), + ) + ), + (SeaWyvern, Male): ( + wing_in_l: ( + offset: (-24.0, -15.5, -4.5), + lateral: ("npc.wyvern_sea.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -15.5, -4.5), + lateral: ("npc.wyvern_sea.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-17.0, -30.0, -4.0), + lateral: ("npc.wyvern_sea.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -30.0, -4.0), + lateral: ("npc.wyvern_sea.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-21.0, -31.0, -4.0), + lateral: ("npc.wyvern_sea.male.wing_out_r"), + ), + wing_out_r: ( + offset: (-3.0, -31.0, -4.0), + lateral: ("npc.wyvern_sea.male.wing_out_r"), + ), + leg_l: ( + offset: (-3.0, -4.5, -8.0), + lateral: ("npc.wyvern_sea.male.leg_r"), + ), + leg_r: ( + offset: (-3.0, -4.5, -8.0), + lateral: ("npc.wyvern_sea.male.leg_r"), + ), + foot_l: ( + offset: (-5.5, -6.5, -13.0), + lateral: ("npc.wyvern_sea.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_sea.male.foot_r"), + ) + ), + (SeaWyvern, Female): ( + wing_in_l: ( + offset: (-24.0, -15.5, -4.5), + lateral: ("npc.wyvern_sea.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -15.5, -4.5), + lateral: ("npc.wyvern_sea.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-17.0, -30.0, -4.0), + lateral: ("npc.wyvern_sea.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -30.0, -4.0), + lateral: ("npc.wyvern_sea.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-21.0, -31.0, -4.0), + lateral: ("npc.wyvern_sea.male.wing_out_r"), + ), + wing_out_r: ( + offset: (-3.0, -31.0, -4.0), + lateral: ("npc.wyvern_sea.male.wing_out_r"), + ), + leg_l: ( + offset: (-3.0, -4.5, -8.0), + lateral: ("npc.wyvern_sea.male.leg_r"), + ), + leg_r: ( + offset: (-3.0, -4.5, -8.0), + lateral: ("npc.wyvern_sea.male.leg_r"), + ), + foot_l: ( + offset: (-5.5, -6.5, -13.0), + lateral: ("npc.wyvern_sea.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_sea.male.foot_r"), + ) + ), + (WealdWyvern, Male): ( + wing_in_l: ( + offset: (-24.0, -15.5, -4.5), + lateral: ("npc.wyvern_weald.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -15.5, -4.5), + lateral: ("npc.wyvern_weald.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-17.0, -34.0, -4.0), + lateral: ("npc.wyvern_weald.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -34.0, -4.0), + lateral: ("npc.wyvern_weald.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-18.0, -29.0, -3.0), + lateral: ("npc.wyvern_weald.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -29.0, -3.0), + lateral: ("npc.wyvern_weald.male.wing_out_r"), + ), + leg_l: ( + offset: (-3.0, -4.5, -8.0), + lateral: ("npc.wyvern_weald.male.leg_r"), + ), + leg_r: ( + offset: (-3.0, -4.5, -8.0), + lateral: ("npc.wyvern_weald.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_weald.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_weald.male.foot_r"), + ) + ), + (WealdWyvern, Female): ( + wing_in_l: ( + offset: (-24.0, -15.5, -4.5), + lateral: ("npc.wyvern_weald.male.wing_in_r"), + ), + wing_in_r: ( + offset: (0.0, -15.5, -4.5), + lateral: ("npc.wyvern_weald.male.wing_in_r"), + ), + wing_mid_l: ( + offset: (-17.0, -34.0, -4.0), + lateral: ("npc.wyvern_weald.male.wing_mid_r"), + ), + wing_mid_r: ( + offset: (0.0, -34.0, -4.0), + lateral: ("npc.wyvern_weald.male.wing_mid_r"), + ), + wing_out_l: ( + offset: (-18.0, -29.0, -3.0), + lateral: ("npc.wyvern_weald.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -29.0, -3.0), + lateral: ("npc.wyvern_weald.male.wing_out_r"), + ), + leg_l: ( + offset: (-3.0, -4.5, -8.0), + lateral: ("npc.wyvern_weald.male.leg_r"), + ), + leg_r: ( + offset: (-3.0, -4.5, -8.0), + lateral: ("npc.wyvern_weald.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_weald.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -6.5, -13.0), + lateral: ("npc.wyvern_weald.male.foot_r"), + ) + ), +}) \ No newline at end of file diff --git a/assets/voxygen/voxel/bird_medium_central_manifest.ron b/assets/voxygen/voxel/bird_medium_central_manifest.ron new file mode 100644 index 0000000..b6083b6 --- /dev/null +++ b/assets/voxygen/voxel/bird_medium_central_manifest.ron @@ -0,0 +1,450 @@ +({ + (SnowyOwl, Male): ( + head: ( + offset: (-3.5, -4.0, -3.5), + central: ("npc.snowy_owl.male.head"), + ), + chest: ( + offset: (-3.5, -5.5, -4.0), + central: ("npc.snowy_owl.male.chest"), + ), + tail: ( + offset: (-2.5, -3.0, -1.5), + central: ("npc.snowy_owl.male.tail"), + ), + ), + (SnowyOwl, Female): ( + head: ( + offset: (-3.5, -4.0, -3.5), + central: ("npc.snowy_owl.male.head"), + ), + chest: ( + offset: (-3.5, -5.5, -4.0), + central: ("npc.snowy_owl.male.chest"), + ), + tail: ( + offset: (-2.5, -3.0, -1.5), + central: ("npc.snowy_owl.male.tail"), + ), + ), + (HornedOwl, Male): ( + head: ( + offset: (-4.5, -4.0, -4.5), + central: ("npc.horned_owl.male.head"), + ), + chest: ( + offset: (-3.5, -5.5, -4.0), + central: ("npc.horned_owl.male.chest"), + ), + tail: ( + offset: (-2.5, -3.0, -2.5), + central: ("npc.horned_owl.male.tail"), + ), + ), + (HornedOwl, Female): ( + head: ( + offset: (-4.5, -4.0, -4.5), + central: ("npc.horned_owl.male.head"), + ), + chest: ( + offset: (-3.5, -5.5, -4.0), + central: ("npc.horned_owl.male.chest"), + ), + tail: ( + offset: (-2.5, -3.0, -2.5), + central: ("npc.horned_owl.male.tail"), + ), + ), + (Duck, Male): ( + head: ( + offset: (-2.0, -1.5, -2.5), + central: ("npc.duck.male.head"), + ), + chest: ( + offset: (-3.0, -4.5, -3.0), + central: ("npc.duck.male.chest"), + ), + tail: ( + offset: (-2.0, -1.5, -3.0), + central: ("npc.duck.male.tail"), + ) + ), + (Duck, Female): ( + head: ( + offset: (-2.0, -1.5, -2.5), + central: ("npc.duck.female.head"), + ), + chest: ( + offset: (-3.0, -4.5, -3.0), + central: ("npc.duck.female.chest"), + ), + tail: ( + offset: (-2.0, -1.5, -3.0), + central: ("npc.duck.female.tail"), + ) + ), + (Cockatiel, Male): ( + head: ( + offset: (-1.5, -3.0, -3.5), + central: ("npc.cockatiel.male.head"), + ), + chest: ( + offset: (-1.5, -3.0, -2.5), + central: ("npc.cockatiel.male.chest"), + ), + tail: ( + offset: (-1.5, -8.0, -1.0), + central: ("npc.cockatiel.male.tail"), + ), + ), + (Cockatiel, Female): ( + head: ( + offset: (-1.5, -3.0, -3.5), + central: ("npc.cockatiel.male.head"), + ), + chest: ( + offset: (-1.5, -3.0, -2.5), + central: ("npc.cockatiel.male.chest"), + ), + tail: ( + offset: (-1.5, -8.0, -1.0), + central: ("npc.cockatiel.male.tail"), + ), + ), + (Chicken, Male): ( + head: ( + offset: (-1.5, -3.0, -3.0), + central: ("npc.chicken.male.head"), + ), + chest: ( + offset: (-2.5, -4.5, -3.5), + central: ("npc.chicken.male.chest"), + ), + tail: ( + offset: (-1.5, -3.0, -4.0), + central: ("npc.chicken.male.tail"), + ) + ), + (Chicken, Female): ( + head: ( + offset: (-1.5, -3.0, -4.0), + central: ("npc.chicken.female.head"), + ), + chest: ( + offset: (-2.5, -5.0, -3.5), + central: ("npc.chicken.female.chest"), + ), + tail: ( + offset: (-1.5, -3.5, -3.5), + central: ("npc.chicken.female.tail"), + ) + ), + (Bat, Male): ( + head: ( + offset: (-4.5, 2.0, -11.0), + central: ("npc.bat.male.head"), + ), + chest: ( + offset: (-3.5, -5.0, -6.5), + central: ("npc.bat.male.chest"), + ), + tail: ( + offset: (-2.5, -1.5, -1.5), + central: ("npc.bat.male.tail"), + ) + ), + (Bat, Female): ( + head: ( + offset: (-4.5, 2.0, -11.0), + central: ("npc.bat.male.head"), + ), + chest: ( + offset: (-3.5, -5.0, -6.5), + central: ("npc.bat.male.chest"), + ), + tail: ( + offset: (-2.5, -1.5, -1.5), + central: ("npc.bat.male.tail"), + ) + ), + (Penguin, Male): ( + head: ( + offset: (-1.5, -2.0, -2.0), + central: ("npc.penguin.male.head"), + ), + chest: ( + offset: (-3.5, -4.0, -5.5), + central: ("npc.penguin.male.chest"), + ), + tail: ( + offset: (-2.5, -4.5, -1.5), + central: ("npc.penguin.male.tail"), + ), + ), + (Penguin, Female): ( + head: ( + offset: (-1.5, -2.0, -2.0), + central: ("npc.penguin.male.head"), + ), + chest: ( + offset: (-3.5, -4.0, -5.5), + central: ("npc.penguin.male.chest"), + ), + tail: ( + offset: (-2.5, -4.5, -1.5), + central: ("npc.penguin.male.tail"), + ), + ), + (Goose, Male): ( + head: ( + offset: (-2.0, -4.5, -6.0), + central: ("npc.goose.male.head"), + ), + chest: ( + offset: (-4.0, -5.5, -3.0), + central: ("npc.goose.male.chest"), + ), + tail: ( + offset: (-2.0, -3.0, -2.5), + central: ("npc.goose.male.tail"), + ), + ), + (Goose, Female): ( + head: ( + offset: (-2.0, -4.5, -6.0), + central: ("npc.goose.male.head"), + ), + chest: ( + offset: (-4.0, -5.5, -3.0), + central: ("npc.goose.male.chest"), + ), + tail: ( + offset: (-2.0, -3.0, -2.5), + central: ("npc.goose.male.tail"), + ), + ), + (Peacock, Male): ( + head: ( + offset: (-1.5, -4.5, -7.0), + central: ("npc.peacock.male.head"), + ), + chest: ( + offset: (-2.5, -5.5, -3.5), + central: ("npc.peacock.male.chest"), + ), + tail: ( + offset: (-10.5, -14.0, -2.5), + central: ("npc.peacock.male.tail"), + ), + ), + (Peacock, Female): ( + head: ( + offset: (-1.5, -4.5, -7.0), + central: ("npc.peacock.female.head"), + ), + chest: ( + offset: (-2.5, -5.5, -3.5), + central: ("npc.peacock.female.chest"), + ), + tail: ( + offset: (-2.5, -7.0, -4.5), + central: ("npc.peacock.female.tail"), + ), + ), + (Eagle, Male): ( + head: ( + offset: (-2.0, -5.0, -3.5), + central: ("npc.eagle.male.head"), + ), + chest: ( + offset: (-3.0, -6.0, -4.0), + central: ("npc.eagle.male.chest"), + ), + tail: ( + offset: (-4.0, -3.5, -1.5), + central: ("npc.eagle.male.tail"), + ), + ), + (Eagle, Female): ( + head: ( + offset: (-2.0, -4.5, -3.5), + central: ("npc.eagle.female.head"), + ), + chest: ( + offset: (-3.0, -6.0, -4.0), + central: ("npc.eagle.female.chest"), + ), + tail: ( + offset: (-4.0, -3.5, -1.5), + central: ("npc.eagle.female.tail"), + ), + ), + (Parrot, Male): ( + head: ( + offset: (-1.5, -4.0, -3.0), + central: ("npc.parrot.male.head"), + ), + chest: ( + offset: (-2.5, -4.5, -3.5), + central: ("npc.parrot.male.chest"), + ), + tail: ( + offset: (-1.5, -10.0, -3.5), + central: ("npc.parrot.male.tail"), + ), + ), + (Parrot, Female): ( + head: ( + offset: (-1.5, -5.5, -4.0), + central: ("npc.parrot.female.head"), + ), + chest: ( + offset: (-2.5, -4.5, -3.5), + central: ("npc.parrot.female.chest"), + ), + tail: ( + offset: (-1.5, -10.0, -3.5), + central: ("npc.parrot.female.tail"), + ), + ), + (Crow, Male): ( + head: ( + offset: (-1.5, -4.5, -2.5), + central: ("npc.crow.male.head"), + ), + chest: ( + offset: (-2.5, -4.0, -3.0), + central: ("npc.crow.male.chest"), + ), + tail: ( + offset: (-3.5, -3.5, -1.5), + central: ("npc.crow.male.tail"), + ), + ), + (Crow, Female): ( + head: ( + offset: (-1.5, -4.5, -2.5), + central: ("npc.crow.male.head"), + ), + chest: ( + offset: (-2.5, -4.0, -3.0), + central: ("npc.crow.male.chest"), + ), + tail: ( + offset: (-3.5, -3.5, -1.5), + central: ("npc.crow.male.tail"), + ), + ), + (Dodo, Male): ( + head: ( + offset: (-2.5, -6.0, -6.0), + central: ("npc.dodo.male.head"), + ), + chest: ( + offset: (-4.5, -5.5, -4.0), + central: ("npc.dodo.male.chest"), + ), + tail: ( + offset: (-2.5, -4.0, -3.5), + central: ("npc.dodo.male.tail"), + ), + ), + (Dodo, Female): ( + head: ( + offset: (-2.5, -6.0, -6.0), + central: ("npc.dodo.male.head"), + ), + chest: ( + offset: (-4.5, -5.5, -4.0), + central: ("npc.dodo.male.chest"), + ), + tail: ( + offset: (-2.5, -4.0, -3.5), + central: ("npc.dodo.male.tail"), + ), + ), + (Parakeet, Male): ( + head: ( + offset: (-1.5, -3.0, -2.0), + central: ("npc.parakeet.male.head"), + ), + chest: ( + offset: (-1.5, -3.0, -2.5), + central: ("npc.parakeet.male.chest"), + ), + tail: ( + offset: (-1.5, -4.0, -2.0), + central: ("npc.parakeet.male.tail"), + ), + ), + (Parakeet, Female): ( + head: ( + offset: (-1.5, -3.0, -2.0), + central: ("npc.parakeet.male.head"), + ), + chest: ( + offset: (-1.5, -3.0, -2.5), + central: ("npc.parakeet.male.chest"), + ), + tail: ( + offset: (-1.5, -4.0, -2.0), + central: ("npc.parakeet.male.tail"), + ), + ), + (Puffin, Male): ( + head: ( + offset: (-2.5, -5.0, -3.5), + central: ("npc.puffin.male.head"), + ), + chest: ( + offset: (-2.5, -5.0, -4.0), + central: ("npc.puffin.male.chest"), + ), + tail: ( + offset: (-2.5, -3.5, -2.0), + central: ("npc.puffin.male.tail"), + ), + ), + (Puffin, Female): ( + head: ( + offset: (-2.5, -5.0, -3.5), + central: ("npc.puffin.male.head"), + ), + chest: ( + offset: (-2.5, -5.0, -4.0), + central: ("npc.puffin.male.chest"), + ), + tail: ( + offset: (-2.5, -3.5, -2.0), + central: ("npc.puffin.male.tail"), + ), + ), + (Toucan, Male): ( + head: ( + offset: (-1.5, -2.0, -3.0), + central: ("npc.toucan.male.head"), + ), + chest: ( + offset: (-2.5, -4.5, -3.5), + central: ("npc.toucan.male.chest"), + ), + tail: ( + offset: (-3.5, -5.0, -4.0), + central: ("npc.toucan.male.tail"), + ), + ), + (Toucan, Female): ( + head: ( + offset: (-1.5, -2.0, -3.0), + central: ("npc.toucan.female.head"), + ), + chest: ( + offset: (-2.5, -4.5, -3.5), + central: ("npc.toucan.female.chest"), + ), + tail: ( + offset: (-3.5, -5.0, -4.0), + central: ("npc.toucan.female.tail"), + ), + ), +}) \ No newline at end of file diff --git a/assets/voxygen/voxel/bird_medium_lateral_manifest.ron b/assets/voxygen/voxel/bird_medium_lateral_manifest.ron new file mode 100644 index 0000000..61f526d --- /dev/null +++ b/assets/voxygen/voxel/bird_medium_lateral_manifest.ron @@ -0,0 +1,834 @@ +({ + (SnowyOwl, Male): ( + wing_in_l: ( + offset: (-5.0, -4.0, -0.5), + lateral: ("npc.snowy_owl.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -4.0, -0.5), + lateral: ("npc.snowy_owl.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-10.0, -7.0, -1.0), + lateral: ("npc.snowy_owl.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -7.0, -1.0), + lateral: ("npc.snowy_owl.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, 0.0, -6.5), + lateral: ("npc.snowy_owl.male.leg_r"), + ), + leg_r: ( + offset: (-1.5, 0.0, -6.5), + lateral: ("npc.snowy_owl.male.leg_r"), + ), + ), + (SnowyOwl, Female): ( + wing_in_l: ( + offset: (-5.0, -4.0, -0.5), + lateral: ("npc.snowy_owl.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -4.0, -0.5), + lateral: ("npc.snowy_owl.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-10.0, -7.0, -1.0), + lateral: ("npc.snowy_owl.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -7.0, -1.0), + lateral: ("npc.snowy_owl.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, 0.0, -6.5), + lateral: ("npc.snowy_owl.male.leg_r"), + ), + leg_r: ( + offset: (-1.5, 0.0, -6.5), + lateral: ("npc.snowy_owl.male.leg_r"), + ), + ), + (HornedOwl, Male): ( + wing_in_l: ( + offset: (-5.0, -4.0, -0.5), + lateral: ("npc.horned_owl.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -4.0, -0.5), + lateral: ("npc.horned_owl.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-10.0, -7.0, -1.0), + lateral: ("npc.horned_owl.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -7.0, -1.0), + lateral: ("npc.horned_owl.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.0, 0.0, -6.5), + lateral: ("npc.horned_owl.male.leg_r"), + ), + leg_r: ( + offset: (-1.0, 0.0, -6.5), + lateral: ("npc.horned_owl.male.leg_r"), + ), + ), + (HornedOwl, Female): ( + wing_in_l: ( + offset: (-5.0, -4.0, -0.5), + lateral: ("npc.horned_owl.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -4.0, -0.5), + lateral: ("npc.horned_owl.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-10.0, -7.0, -1.0), + lateral: ("npc.horned_owl.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -7.0, -1.0), + lateral: ("npc.horned_owl.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.0, 0.0, -6.5), + lateral: ("npc.horned_owl.male.leg_r"), + ), + leg_r: ( + offset: (-1.0, 0.0, -6.5), + lateral: ("npc.horned_owl.male.leg_r"), + ), + ), + (Duck, Male): ( + wing_in_l: ( + offset: (-3.0, -2.0, -0.5), + lateral: ("npc.duck.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -2.0, -0.5), + lateral: ("npc.duck.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-4.0, -4.0, -1.0), + lateral: ("npc.duck.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -4.0, -1.0), + lateral: ("npc.duck.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, -1.5, -4.0), + lateral: ("npc.duck.male.leg_r"), + ), + leg_r: ( + offset: (-1.5, -1.5, -4.0), + lateral: ("npc.duck.male.leg_r"), + ) + ), + (Duck, Female): ( + wing_in_l: ( + offset: (-3.0, -2.0, -0.5), + lateral: ("npc.duck.female.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -2.0, -0.5), + lateral: ("npc.duck.female.wing_in_r"), + ), + wing_out_l: ( + offset: (-4.0, -4.0, -1.0), + lateral: ("npc.duck.female.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -4.0, -1.0), + lateral: ("npc.duck.female.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, -1.5, -4.0), + lateral: ("npc.duck.female.leg_r"), + ), + leg_r: ( + offset: (-1.5, -1.5, -4.0), + lateral: ("npc.duck.female.leg_r"), + ) + ), + (Cockatiel, Male): ( + wing_in_l: ( + offset: (-3.0, -2.0, -0.5), + lateral: ("npc.cockatiel.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -2.0, -0.5), + lateral: ("npc.cockatiel.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-5.0, -4.0, -1.0), + lateral: ("npc.cockatiel.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -4.0, -1.0), + lateral: ("npc.cockatiel.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.0, -1.0, -4.0), + lateral: ("npc.cockatiel.male.leg_r"), + ), + leg_r: ( + offset: (-1.0, -1.0, -4.0), + lateral: ("npc.cockatiel.male.leg_r"), + ) + ), + (Cockatiel, Female): ( + wing_in_l: ( + offset: (-3.0, -2.0, -0.5), + lateral: ("npc.cockatiel.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -2.0, -0.5), + lateral: ("npc.cockatiel.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-5.0, -4.0, -1.0), + lateral: ("npc.cockatiel.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -4.0, -1.0), + lateral: ("npc.cockatiel.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.0, -1.0, -4.0), + lateral: ("npc.cockatiel.male.leg_r"), + ), + leg_r: ( + offset: (-1.0, -1.0, -4.0), + lateral: ("npc.cockatiel.male.leg_r"), + ) + ), + (Chicken, Male): ( + wing_in_l: ( + offset: (-3.0, -2.0, -0.5), + lateral: ("npc.chicken.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -2.0, -0.5), + lateral: ("npc.chicken.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-3.0, -4.0, -1.0), + lateral: ("npc.chicken.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -4.0, -1.0), + lateral: ("npc.chicken.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, -2.5, -6.0), + lateral: ("npc.chicken.male.leg_r"), + ), + leg_r: ( + offset: (-1.5, -2.5, -6.0), + lateral: ("npc.chicken.male.leg_r"), + ) + ), + (Chicken, Female): ( + wing_in_l: ( + offset: (-3.0, -2.0, -0.5), + lateral: ("npc.chicken.female.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -2.0, -0.5), + lateral: ("npc.chicken.female.wing_in_r"), + ), + wing_out_l: ( + offset: (-3.0, -4.0, -1.0), + lateral: ("npc.chicken.female.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -4.0, -1.0), + lateral: ("npc.chicken.female.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, -2.5, -6.0), + lateral: ("npc.chicken.female.leg_r"), + ), + leg_r: ( + offset: (-1.5, -2.5, -6.0), + lateral: ("npc.chicken.female.leg_r"), + ) + ), + (Bat, Male): ( + wing_in_l: ( + offset: (-5.0, -6.0, -1.0), + lateral: ("npc.bat.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -6.0, -1.0), + lateral: ("npc.bat.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-9.0, -10.0, -1.0), + lateral: ("npc.bat.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -10.0, -1.0), + lateral: ("npc.bat.male.wing_out_r"), + ), + leg_l: ( + offset: (-2.0, 2.0, -8.5), + lateral: ("npc.bat.male.leg_r"), + ), + leg_r: ( + offset: (-2.0, 2.0, -8.5), + lateral: ("npc.bat.male.leg_r"), + ) + ), + (Bat, Female): ( + wing_in_l: ( + offset: (-5.0, -6.0, -1.0), + lateral: ("npc.bat.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -6.0, -1.0), + lateral: ("npc.bat.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-9.0, -10.0, -1.0), + lateral: ("npc.bat.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -10.0, -1.0), + lateral: ("npc.bat.male.wing_out_r"), + ), + leg_l: ( + offset: (-2.0, 2.0, -8.5), + lateral: ("npc.bat.male.leg_r"), + ), + leg_r: ( + offset: (-2.0, 2.0, -8.5), + lateral: ("npc.bat.male.leg_r"), + ) + ), + (Penguin, Male): ( + wing_in_l: ( + offset: (-3.0, -1.5, -0.5), + lateral: ("npc.penguin.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -1.5, -0.5), + lateral: ("npc.penguin.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-6.0, -3.0, -1.0), + lateral: ("npc.penguin.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -3.0, -1.0), + lateral: ("npc.penguin.male.wing_out_r"), + ), + leg_l: ( + offset: (-2.5, 0.0, -6.0), + lateral: ("npc.penguin.male.leg_r"), + ), + leg_r: ( + offset: (-2.5, 0.0, -6.0), + lateral: ("npc.penguin.male.leg_r"), + ), + ), + (Penguin, Female): ( + wing_in_l: ( + offset: (-3.0, -1.5, -0.5), + lateral: ("npc.penguin.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -1.5, -0.5), + lateral: ("npc.penguin.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-6.0, -3.0, -1.0), + lateral: ("npc.penguin.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -3.0, -1.0), + lateral: ("npc.penguin.male.wing_out_r"), + ), + leg_l: ( + offset: (-2.5, 0.0, -6.0), + lateral: ("npc.penguin.male.leg_r"), + ), + leg_r: ( + offset: (-2.5, 0.0, -6.0), + lateral: ("npc.penguin.male.leg_r"), + ), + ), + (Goose, Male): ( + wing_in_l: ( + offset: (-4.0, -3.0, -0.5), + lateral: ("npc.goose.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -3.0, -0.5), + lateral: ("npc.goose.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-10.0, -6.0, -1.0), + lateral: ("npc.goose.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -6.0, -1.0), + lateral: ("npc.goose.male.wing_out_r"), + ), + leg_l: ( + offset: (-2.5, 0.0, -6.0), + lateral: ("npc.goose.male.leg_r"), + ), + leg_r: ( + offset: (-2.5, 0.0, -6.0), + lateral: ("npc.goose.male.leg_r"), + ), + ), + (Goose, Female): ( + wing_in_l: ( + offset: (-4.0, -3.0, -0.5), + lateral: ("npc.goose.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -3.0, -0.5), + lateral: ("npc.goose.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-10.0, -6.0, -1.0), + lateral: ("npc.goose.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -6.0, -1.0), + lateral: ("npc.goose.male.wing_out_r"), + ), + leg_l: ( + offset: (-2.5, 0.0, -6.0), + lateral: ("npc.goose.male.leg_r"), + ), + leg_r: ( + offset: (-2.5, 0.0, -6.0), + lateral: ("npc.goose.male.leg_r"), + ), + ), + (Peacock, Male): ( + wing_in_l: ( + offset: (-5.0, -4.0, -0.5), + lateral: ("npc.peacock.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -4.0, -0.5), + lateral: ("npc.peacock.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-7.0, -8.0, -1.0), + lateral: ("npc.peacock.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -8.0, -1.0), + lateral: ("npc.peacock.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, 0.0, -9.5), + lateral: ("npc.peacock.male.leg_r"), + ), + leg_r: ( + offset: (-1.5, 0.0, -9.5), + lateral: ("npc.peacock.male.leg_r"), + ), + ), + (Peacock, Female): ( + wing_in_l: ( + offset: (-5.0, -4.0, -0.5), + lateral: ("npc.peacock.female.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -4.0, -0.5), + lateral: ("npc.peacock.female.wing_in_r"), + ), + wing_out_l: ( + offset: (-7.0, -8.0, -1.0), + lateral: ("npc.peacock.female.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -8.0, -1.0), + lateral: ("npc.peacock.female.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, 0.0, -9.5), + lateral: ("npc.peacock.female.leg_r"), + ), + leg_r: ( + offset: (-1.5, 0.0, -9.5), + lateral: ("npc.peacock.female.leg_r"), + ), + ), + (Eagle, Male): ( + wing_in_l: ( + offset: (-8.0, -4.5, -0.5), + lateral: ("npc.eagle.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -4.5, -0.5), + lateral: ("npc.eagle.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-12.0, -8.0, -1.0), + lateral: ("npc.eagle.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -8.0, -1.0), + lateral: ("npc.eagle.male.wing_out_r"), + ), + leg_l: ( + offset: (-2.0, 0.0, -6.0), + lateral: ("npc.eagle.male.leg_r"), + ), + leg_r: ( + offset: (-2.0, 0.0, -6.0), + lateral: ("npc.eagle.male.leg_r"), + ), + ), + (Eagle, Female): ( + wing_in_l: ( + offset: (-8.0, -4.5, -0.5), + lateral: ("npc.eagle.female.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -4.5, -0.5), + lateral: ("npc.eagle.female.wing_in_r"), + ), + wing_out_l: ( + offset: (-12.0, -8.0, -1.0), + lateral: ("npc.eagle.female.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -8.0, -1.0), + lateral: ("npc.eagle.female.wing_out_r"), + ), + leg_l: ( + offset: (-2.0, 0.0, -6.0), + lateral: ("npc.eagle.female.leg_r"), + ), + leg_r: ( + offset: (-2.0, 0.0, -6.0), + lateral: ("npc.eagle.female.leg_r"), + ), + ), + (Parrot, Male): ( + wing_in_l: ( + offset: (-5.0, -3.0, -0.5), + lateral: ("npc.parrot.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -3.0, -0.5), + lateral: ("npc.parrot.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-10.0, -6.0, -1.0), + lateral: ("npc.parrot.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -6.0, -1.0), + lateral: ("npc.parrot.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, 0.0, -3.0), + lateral: ("npc.parrot.male.leg_r"), + ), + leg_r: ( + offset: (-1.5, 0.0, -3.0), + lateral: ("npc.parrot.male.leg_r"), + ), + ), + (Parrot, Female): ( + wing_in_l: ( + offset: (-5.0, -3.0, -0.5), + lateral: ("npc.parrot.female.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -3.0, -0.5), + lateral: ("npc.parrot.female.wing_in_r"), + ), + wing_out_l: ( + offset: (-10.0, -6.0, -1.0), + lateral: ("npc.parrot.female.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -6.0, -1.0), + lateral: ("npc.parrot.female.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, 0.0, -3.0), + lateral: ("npc.parrot.female.leg_r"), + ), + leg_r: ( + offset: (-1.5, 0.0, -3.0), + lateral: ("npc.parrot.female.leg_r"), + ), + ), + (Crow, Male): ( + wing_in_l: ( + offset: (-5.0, -3.0, -0.5), + lateral: ("npc.crow.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -3.0, -0.5), + lateral: ("npc.crow.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-9.0, -6.0, -1.0), + lateral: ("npc.crow.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -6.0, -1.0), + lateral: ("npc.crow.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, 0.0, -3.0), + lateral: ("npc.crow.male.leg_r"), + ), + leg_r: ( + offset: (-1.5, 0.0, -3.0), + lateral: ("npc.crow.male.leg_r"), + ), + ), + (Crow, Female): ( + wing_in_l: ( + offset: (-5.0, -3.0, -0.5), + lateral: ("npc.crow.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -3.0, -0.5), + lateral: ("npc.crow.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-9.0, -6.0, -1.0), + lateral: ("npc.crow.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -6.0, -1.0), + lateral: ("npc.crow.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, 0.0, -3.0), + lateral: ("npc.crow.male.leg_r"), + ), + leg_r: ( + offset: (-1.5, 0.0, -3.0), + lateral: ("npc.crow.male.leg_r"), + ), + ), + (Dodo, Male): ( + wing_in_l: ( + offset: (-3.0, -3.0, -0.5), + lateral: ("npc.dodo.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -3.0, -0.5), + lateral: ("npc.dodo.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-4.0, -6.0, -1.0), + lateral: ("npc.dodo.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -6.0, -1.0), + lateral: ("npc.dodo.male.wing_out_r"), + ), + leg_l: ( + offset: (-2.0, 0.0, -4.0), + lateral: ("npc.dodo.male.leg_r"), + ), + leg_r: ( + offset: (-2.0, 0.0, -4.0), + lateral: ("npc.dodo.male.leg_r"), + ), + ), + (Dodo, Female): ( + wing_in_l: ( + offset: (-3.0, -3.0, -0.5), + lateral: ("npc.dodo.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -3.0, -0.5), + lateral: ("npc.dodo.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-4.0, -6.0, -1.0), + lateral: ("npc.dodo.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -6.0, -1.0), + lateral: ("npc.dodo.male.wing_out_r"), + ), + leg_l: ( + offset: (-2.0, 0.0, -4.0), + lateral: ("npc.dodo.male.leg_r"), + ), + leg_r: ( + offset: (-2.0, 0.0, -4.0), + lateral: ("npc.dodo.male.leg_r"), + ), + ), + (Parakeet, Male): ( + wing_in_l: ( + offset: (-3.0, -2.0, -0.5), + lateral: ("npc.parakeet.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -2.0, -0.5), + lateral: ("npc.parakeet.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-5.0, -2.0, -1.0), + lateral: ("npc.parakeet.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -2.0, -1.0), + lateral: ("npc.parakeet.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.0, 0.0, -2.0), + lateral: ("npc.parakeet.male.leg_r"), + ), + leg_r: ( + offset: (-1.0, 0.0, -2.0), + lateral: ("npc.parakeet.male.leg_r"), + ), + ), + (Parakeet, Female): ( + wing_in_l: ( + offset: (-3.0, -2.0, -0.5), + lateral: ("npc.parakeet.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -2.0, -0.5), + lateral: ("npc.parakeet.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-5.0, -2.0, -1.0), + lateral: ("npc.parakeet.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -2.0, -1.0), + lateral: ("npc.parakeet.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.0, 0.0, -2.0), + lateral: ("npc.parakeet.male.leg_r"), + ), + leg_r: ( + offset: (-1.0, 0.0, -2.0), + lateral: ("npc.parakeet.male.leg_r"), + ), + ), + (Puffin, Male): ( + wing_in_l: ( + offset: (-5.0, -3.0, -0.5), + lateral: ("npc.puffin.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -3.0, -0.5), + lateral: ("npc.puffin.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-10.0, -6.0, -1.0), + lateral: ("npc.puffin.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -6.0, -1.0), + lateral: ("npc.puffin.male.wing_out_r"), + ), + leg_l: ( + offset: (-2.5, 0.0, -3.5), + lateral: ("npc.puffin.male.leg_r"), + ), + leg_r: ( + offset: (-2.5, 0.0, -3.5), + lateral: ("npc.puffin.male.leg_r"), + ), + ), + (Puffin, Female): ( + wing_in_l: ( + offset: (-5.0, -3.0, -0.5), + lateral: ("npc.puffin.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -3.0, -0.5), + lateral: ("npc.puffin.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-10.0, -6.0, -1.0), + lateral: ("npc.puffin.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -6.0, -1.0), + lateral: ("npc.puffin.male.wing_out_r"), + ), + leg_l: ( + offset: (-2.5, 0.0, -3.5), + lateral: ("npc.puffin.male.leg_r"), + ), + leg_r: ( + offset: (-2.5, 0.0, -3.5), + lateral: ("npc.puffin.male.leg_r"), + ), + ), + (Toucan, Male): ( + wing_in_l: ( + offset: (-5.0, -3.0, -0.5), + lateral: ("npc.toucan.male.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -3.0, -0.5), + lateral: ("npc.toucan.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-10.0, -6.0, -1.0), + lateral: ("npc.toucan.male.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -6.0, -1.0), + lateral: ("npc.toucan.male.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, 0.0, -3.0), + lateral: ("npc.toucan.male.leg_r"), + ), + leg_r: ( + offset: (-1.5, 0.0, -3.0), + lateral: ("npc.toucan.male.leg_r"), + ), + ), + (Toucan, Female): ( + wing_in_l: ( + offset: (-5.0, -3.0, -0.5), + lateral: ("npc.toucan.female.wing_in_r"), + ), + wing_in_r: ( + offset: (-0.0, -3.0, -0.5), + lateral: ("npc.toucan.female.wing_in_r"), + ), + wing_out_l: ( + offset: (-10.0, -6.0, -1.0), + lateral: ("npc.toucan.female.wing_out_r"), + ), + wing_out_r: ( + offset: (0.0, -6.0, -1.0), + lateral: ("npc.toucan.female.wing_out_r"), + ), + leg_l: ( + offset: (-1.5, 0.0, -3.0), + lateral: ("npc.toucan.female.leg_r"), + ), + leg_r: ( + offset: (-1.5, 0.0, -3.0), + lateral: ("npc.toucan.female.leg_r"), + ), + ), +}) \ No newline at end of file diff --git a/assets/voxygen/voxel/char_template.vox b/assets/voxygen/voxel/char_template.vox new file mode 100644 index 0000000..f8e08e1 Binary files /dev/null and b/assets/voxygen/voxel/char_template.vox differ diff --git a/assets/voxygen/voxel/crustacean_central_manifest.ron b/assets/voxygen/voxel/crustacean_central_manifest.ron new file mode 100644 index 0000000..a9630ff --- /dev/null +++ b/assets/voxygen/voxel/crustacean_central_manifest.ron @@ -0,0 +1,30 @@ +({ + (Crab, Male): ( + chest: ( + offset: (-5.0, -4.5, 2.0), + central: ("npc.crab.crab"), + ), + tail_f: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail_b: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + ), + (Crab, Female): ( + chest: ( + offset: (-5.0, -4.5, 2.0), + central: ("npc.crab.crab"), + ), + tail_f: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail_b: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + ), +}) \ No newline at end of file diff --git a/assets/voxygen/voxel/crustacean_lateral_manifest.ron b/assets/voxygen/voxel/crustacean_lateral_manifest.ron new file mode 100644 index 0000000..91cd03c --- /dev/null +++ b/assets/voxygen/voxel/crustacean_lateral_manifest.ron @@ -0,0 +1,127 @@ + +({ + (Crab, Male): ( + arm_l: ( + offset: (-6.0, 0.5, 2.0), + lateral: ("npc.crab.crab"), + model_index: 1, + ), + pincer_l0: ( + offset: (-9.0, 2.5, 1.0), + lateral: ("npc.crab.crab"), + model_index: 5, + ), + pincer_l1: ( + offset: (-5.0, 4.5, 2.0), + lateral: ("npc.crab.crab"), + model_index: 6, + ), + arm_r: ( + offset: (3.0, 0.5, 2.0), + lateral: ("npc.crab.crab"), + model_index: 1, + ), + pincer_r0: ( + offset: (2.0, 2.5, 1.0), + lateral: ("npc.crab.crab"), + model_index: 5, + ), + pincer_r1: ( + offset: (2.0, 4.5, 2.0), + lateral: ("npc.crab.crab"), + model_index: 6, + ), + leg_fl: ( + offset: (-8.5, -2.5, 0.0), + lateral: ("npc.crab.crab"), + model_index: 4, + ), + leg_cl: ( + offset: (-8.5, -2.5, 0.0), + lateral: ("npc.crab.crab"), + model_index: 3, + ), + leg_bl: ( + offset: (-7.5, -3.0, 0.0), + lateral: ("npc.crab.crab"), + model_index: 2, + ), + leg_fr: ( + offset: (3.5, -2.5, 0.0), + lateral: ("npc.crab.crab"), + model_index: 4, + ), + leg_cr: ( + offset: (3.5, -2.5, 0.0), + lateral: ("npc.crab.crab"), + model_index: 3, + ), + leg_br: ( + offset: (2.5, -3.0, 0.0), + lateral: ("npc.crab.crab"), + model_index: 2, + ), + ), + (Crab, Female): ( + arm_l: ( + offset: (-6.0, 0.5, 2.0), + lateral: ("npc.crab.crab"), + model_index: 1, + ), + pincer_l0: ( + offset: (-9.0, 2.5, 1.0), + lateral: ("npc.crab.crab"), + model_index: 5, + ), + pincer_l1: ( + offset: (-5.0, 4.5, 2.0), + lateral: ("npc.crab.crab"), + model_index: 6, + ), + arm_r: ( + offset: (3.0, 0.5, 2.0), + lateral: ("npc.crab.crab"), + model_index: 1, + ), + pincer_r0: ( + offset: (2.0, 2.5, 1.0), + lateral: ("npc.crab.crab"), + model_index: 5, + ), + pincer_r1: ( + offset: (2.0, 4.5, 2.0), + lateral: ("npc.crab.crab"), + model_index: 6, + ), + leg_fl: ( + offset: (-8.5, -2.5, 0.0), + lateral: ("npc.crab.crab"), + model_index: 4, + ), + leg_cl: ( + offset: (-8.5, -2.5, 0.0), + lateral: ("npc.crab.crab"), + model_index: 3, + ), + leg_bl: ( + offset: (-7.5, -3.0, 0.0), + lateral: ("npc.crab.crab"), + model_index: 2, + ), + leg_fr: ( + offset: (3.5, -2.5, 0.0), + lateral: ("npc.crab.crab"), + model_index: 4, + ), + leg_cr: ( + offset: (3.5, -2.5, 0.0), + lateral: ("npc.crab.crab"), + model_index: 3, + ), + leg_br: ( + offset: (2.5, -3.0, 0.0), + lateral: ("npc.crab.crab"), + model_index: 2, + ), + ), +}) \ No newline at end of file diff --git a/assets/voxygen/voxel/dragon_central_manifest.ron b/assets/voxygen/voxel/dragon_central_manifest.ron new file mode 100644 index 0000000..e19af6f --- /dev/null +++ b/assets/voxygen/voxel/dragon_central_manifest.ron @@ -0,0 +1,62 @@ +({ + (Reddragon, Male): ( + upper: ( + offset: (-6.5, -2.0, -6.0), + central: ("npc.reddragon.male.head_upper"), + ), + lower: ( + offset: (-2.5, -2.0, -5.0), + central: ("npc.reddragon.male.head_lower"), + ), + jaw: ( + offset: (-3.5, -2.0, -1.5), + central: ("npc.reddragon.male.jaw"), + ), + chest_front: ( + offset: (-6.5, -6.0, -7.5), + central: ("npc.reddragon.male.chest_front"), + ), + chest_rear: ( + offset: (-6.5, -13.0, -7.0), + central: ("npc.reddragon.male.chest_rear"), + ), + tail_front: ( + offset: (-2.5, -12.0, -3.5), + central: ("npc.reddragon.male.tail_front"), + ), + tail_rear: ( + offset: (-3.5, -16.0, -3.0), + central: ("npc.reddragon.male.tail_rear"), + ) + ), + (Reddragon, Female): ( + upper: ( + offset: (-6.5, -2.0, -6.0), + central: ("npc.reddragon.male.head_upper"), + ), + lower: ( + offset: (-2.5, -2.0, -5.0), + central: ("npc.reddragon.male.head_lower"), + ), + jaw: ( + offset: (-3.5, -2.0, -1.5), + central: ("npc.reddragon.male.jaw"), + ), + chest_front: ( + offset: (-6.5, -6.0, -7.5), + central: ("npc.reddragon.male.chest_front"), + ), + chest_rear: ( + offset: (-6.5, -13.0, -7.0), + central: ("npc.reddragon.male.chest_rear"), + ), + tail_front: ( + offset: (-2.5, -12.0, -3.5), + central: ("npc.reddragon.male.tail_front"), + ), + tail_rear: ( + offset: (-3.5, -16.0, -3.0), + central: ("npc.reddragon.male.tail_rear"), + ) + ), +}) diff --git a/assets/voxygen/voxel/dragon_lateral_manifest.ron b/assets/voxygen/voxel/dragon_lateral_manifest.ron new file mode 100644 index 0000000..d7d7319 --- /dev/null +++ b/assets/voxygen/voxel/dragon_lateral_manifest.ron @@ -0,0 +1,70 @@ +({ + (Reddragon, Male): ( + wing_in_l: ( + offset: (-24.0, -3.0, 0.0), + lateral: ("npc.reddragon.male.wing_in_l"), + ), + wing_in_r: ( + offset: (0.0, -3.0, 0.0), + lateral: ("npc.reddragon.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-29.0, -3.0, -4.0), + lateral: ("npc.reddragon.male.wing_out_l"), + ), + wing_out_r: ( + offset: (0.0, -3.0, -4.0), + lateral: ("npc.reddragon.male.wing_out_r"), + ), + foot_fl: ( + offset: (-5.5, -4.0, -1.5), + lateral: ("npc.reddragon.male.foot_fl"), + ), + foot_fr: ( + offset: (-5.5, -4.0, -1.5), + lateral: ("npc.reddragon.male.foot_fr"), + ), + foot_bl: ( + offset: (-5.5, -4.0, -3.0), + lateral: ("npc.reddragon.male.foot_bl"), + ), + foot_br: ( + offset: (-5.5, -4.0, -3.0), + lateral: ("npc.reddragon.male.foot_br"), + ) + ), + (Reddragon, Female): ( + wing_in_l: ( + offset: (-24.0, -3.0, 0.0), + lateral: ("npc.reddragon.male.wing_in_l"), + ), + wing_in_r: ( + offset: (0.0, -3.0, 0.0), + lateral: ("npc.reddragon.male.wing_in_r"), + ), + wing_out_l: ( + offset: (-29.0, -3.0, -4.0), + lateral: ("npc.reddragon.male.wing_out_l"), + ), + wing_out_r: ( + offset: (0.0, -3.0, -4.0), + lateral: ("npc.reddragon.male.wing_out_r"), + ), + foot_fl: ( + offset: (-5.5, -4.0, -1.5), + lateral: ("npc.reddragon.male.foot_fl"), + ), + foot_fr: ( + offset: (-5.5, -4.0, -1.5), + lateral: ("npc.reddragon.male.foot_fr"), + ), + foot_bl: ( + offset: (-5.5, -4.0, -3.0), + lateral: ("npc.reddragon.male.foot_bl"), + ), + foot_br: ( + offset: (-5.5, -4.0, -3.0), + lateral: ("npc.reddragon.male.foot_br"), + ) + ), +}) \ No newline at end of file diff --git a/assets/voxygen/voxel/figure/accessory/danari/horns-0.vox 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b/assets/voxygen/voxel/figure/head/orc/male.vox differ diff --git a/assets/voxygen/voxel/figure/head_test2.vox b/assets/voxygen/voxel/figure/head_test2.vox new file mode 100644 index 0000000..4055900 Binary files /dev/null and b/assets/voxygen/voxel/figure/head_test2.vox differ diff --git a/assets/voxygen/voxel/fish_medium_central_manifest.ron b/assets/voxygen/voxel/fish_medium_central_manifest.ron new file mode 100644 index 0000000..cbdc61e --- /dev/null +++ b/assets/voxygen/voxel/fish_medium_central_manifest.ron @@ -0,0 +1,90 @@ +({ + (Marlin, Male): ( + head: ( + offset: (-2.5, 0.0, -3.0), + central: ("npc.marlin.male.head"), + ), + jaw: ( + offset: (-4.0, 0.0, -1.5), + central: ("armor.empty"), + ), + chest_front: ( + offset: (-2.5, -5.0, -2.5), + central: ("npc.marlin.male.chest_front"), + ), + chest_back: ( + offset: (-2.5, -7.0, -3.5), + central: ("npc.marlin.male.chest_back"), + ), + tail: ( + offset: (-0.5, -11.0, -4.5), + central: ("npc.marlin.male.tail"), + ), + ), + (Marlin, Female): ( + head: ( + offset: (-2.5, 0.0, -3.0), + central: ("npc.marlin.male.head"), + ), + jaw: ( + offset: (-4.0, 0.0, -1.5), + central: ("armor.empty"), + ), + chest_front: ( + offset: (-2.5, -5.0, -2.5), + central: ("npc.marlin.male.chest_front"), + ), + chest_back: ( + offset: (-2.5, -7.0, -3.5), + central: ("npc.marlin.male.chest_back"), + ), + tail: ( + offset: (-0.5, -11.0, -4.5), + central: ("npc.marlin.male.tail"), + ), + ), + (Icepike, Male): ( + head: ( + offset: (-2.5, 0.0, -6.0), + central: ("npc.icepike.male.head"), + ), + jaw: ( + offset: (-1.5, 0.0, -4.0), + central: ("npc.icepike.male.jaw"), + ), + chest_front: ( + offset: (-2.5, -4.0, -7.0), + central: ("npc.icepike.male.chest_front"), + ), + chest_back: ( + offset: (-1.5, -1.5, -3.0), + central: ("npc.icepike.male.chest_back"), + ), + tail: ( + offset: (-0.5, -10.0, -4.5), + central: ("npc.icepike.male.tail"), + ), + ), + (Icepike, Female): ( + head: ( + offset: (-2.5, 0.0, -6.0), + central: ("npc.icepike.male.head"), + ), + jaw: ( + offset: (-1.5, 0.0, -4.0), + central: ("npc.icepike.male.jaw"), + ), + chest_front: ( + offset: (-2.5, -4.0, -7.0), + central: ("npc.icepike.male.chest_front"), + ), + chest_back: ( + offset: (-1.5, -1.5, -3.0), + central: ("npc.icepike.male.chest_back"), + ), + tail: ( + offset: (-0.5, -10.0, -4.5), + central: ("npc.icepike.male.tail"), + ), + ), +}) diff --git a/assets/voxygen/voxel/fish_medium_lateral_manifest.ron b/assets/voxygen/voxel/fish_medium_lateral_manifest.ron new file mode 100644 index 0000000..d53de2e --- /dev/null +++ b/assets/voxygen/voxel/fish_medium_lateral_manifest.ron @@ -0,0 +1,42 @@ +({ + (Marlin, Male): ( + fin_l: ( + offset: (-3.0, -5.0, -4.0), + lateral: ("npc.marlin.male.fin_r"), + ), + fin_r: ( + offset: (0.0, -5.0, -4.0), + lateral: ("npc.marlin.male.fin_r"), + ), + ), + (Marlin, Female): ( + fin_l: ( + offset: (-3.0, -5.0, -4.0), + lateral: ("npc.marlin.male.fin_r"), + ), + fin_r: ( + offset: (0.0, -5.0, -4.0), + lateral: ("npc.marlin.male.fin_r"), + ), + ), + (Icepike, Male): ( + fin_l: ( + offset: (-1.0, -7.0, -3.0), + lateral: ("npc.icepike.male.fin_r"), + ), + fin_r: ( + offset: (-1.0, -7.0, -3.0), + lateral: ("npc.icepike.male.fin_r"), + ), + ), + (Icepike, Female): ( + fin_l: ( + offset: (-1.0, -7.0, -3.0), + lateral: ("npc.icepike.male.fin_r"), + ), + fin_r: ( + offset: (-1.0, -7.0, -3.0), + lateral: ("npc.icepike.male.fin_r"), + ), + ), +}) diff --git a/assets/voxygen/voxel/fish_small_central_manifest.ron b/assets/voxygen/voxel/fish_small_central_manifest.ron new file mode 100644 index 0000000..eee61b0 --- /dev/null +++ b/assets/voxygen/voxel/fish_small_central_manifest.ron @@ -0,0 +1,42 @@ +({ + (Clownfish, Male): ( + chest: ( + offset: (-1.5, -7.5, -5.0), + central: ("npc.clownfish.male.chest"), + ), + tail: ( + offset: (-0.5, -5.0, -2.5), + central: ("npc.clownfish.male.tail"), + ), + ), + (Clownfish, Female): ( + chest: ( + offset: (-1.5, -7.5, -5.0), + central: ("npc.clownfish.male.chest"), + ), + tail: ( + offset: (-0.5, -5.0, -2.5), + central: ("npc.clownfish.male.tail"), + ), + ), + (Piranha, Male): ( + chest: ( + offset: (-1.5, -5.5, -5.5), + central: ("npc.piranha.male.chest"), + ), + tail: ( + offset: (-0.5, -5.0, -3.5), + central: ("npc.piranha.male.tail"), + ), + ), + (Piranha, Female): ( + chest: ( + offset: (-1.5, -5.5, -5.5), + central: ("npc.piranha.male.chest"), + ), + tail: ( + offset: (-0.5, -5.0, -3.5), + central: ("npc.piranha.male.tail"), + ), + ), +}) diff --git a/assets/voxygen/voxel/fish_small_lateral_manifest.ron b/assets/voxygen/voxel/fish_small_lateral_manifest.ron new file mode 100644 index 0000000..05149d8 --- /dev/null +++ b/assets/voxygen/voxel/fish_small_lateral_manifest.ron @@ -0,0 +1,42 @@ +({ + (Clownfish, Male): ( + fin_l: ( + offset: (-0.5, -3.0, -4.0), + lateral: ("npc.clownfish.male.fin"), + ), + fin_r: ( + offset: (-0.5, -3.0, -4.0), + lateral: ("npc.clownfish.male.fin"), + ), + ), + (Clownfish, Female): ( + fin_l: ( + offset: (-0.5, -3.0, -4.0), + lateral: ("npc.clownfish.male.fin"), + ), + fin_r: ( + offset: (-0.5, -3.0, -4.0), + lateral: ("npc.clownfish.male.fin"), + ), + ), + (Piranha, Male): ( + fin_l: ( + offset: (-0.5, -4.0, -3.0), + lateral: ("npc.piranha.male.fin"), + ), + fin_r: ( + offset: (-0.5, -4.0, -3.0), + lateral: ("npc.piranha.male.fin"), + ), + ), + (Piranha, Female): ( + fin_l: ( + offset: (-0.5, -4.0, -3.0), + lateral: ("npc.piranha.male.fin"), + ), + fin_r: ( + offset: (-0.5, -4.0, -3.0), + lateral: ("npc.piranha.male.fin"), + ), + ), +}) diff --git a/assets/voxygen/voxel/glider/basic_red.vox b/assets/voxygen/voxel/glider/basic_red.vox new file mode 100644 index 0000000..b74c00d Binary files /dev/null and b/assets/voxygen/voxel/glider/basic_red.vox differ diff --git a/assets/voxygen/voxel/glider/basic_white.vox b/assets/voxygen/voxel/glider/basic_white.vox new file mode 100644 index 0000000..6dcb62d Binary files /dev/null and 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b/assets/voxygen/voxel/glider/woodraptor.vox new file mode 100644 index 0000000..b4fead3 Binary files /dev/null and b/assets/voxygen/voxel/glider/woodraptor.vox differ diff --git a/assets/voxygen/voxel/golem_central_manifest.ron b/assets/voxygen/voxel/golem_central_manifest.ron new file mode 100644 index 0000000..5b30ffe --- /dev/null +++ b/assets/voxygen/voxel/golem_central_manifest.ron @@ -0,0 +1,344 @@ +({ + (StoneGolem, Male): ( + head: ( + offset: (-3.5, -4.0, -0.0), + central: ("npc.stonegolem.male.head"), + ), + jaw: ( + offset: (-3.5, -4.0, -0.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-10.5, -10.5, -10.5), + central: ("npc.stonegolem.male.chest_upper"), + ), + torso_lower: ( + offset: (-4.5, -4.5, -7.0), + central: ("npc.stonegolem.male.chest_lower"), + ), + ), + (StoneGolem, Female): ( + head: ( + offset: (-3.5, -4.0, -0.0), + central: ("npc.stonegolem.male.head"), + ), + jaw: ( + offset: (-3.5, -4.0, -0.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-10.5, -10.5, -10.5), + central: ("npc.stonegolem.male.chest_upper"), + ), + torso_lower: ( + offset: (-4.5, -4.5, -7.0), + central: ("npc.stonegolem.male.chest_lower"), + ), + ), + (Treant, Male): ( + head: ( + offset: (-6.0, -6.5, 5.0), + central: ("npc.treant.male.head"), + ), + jaw: ( + offset: (-7.0, 0.0, -3.0), + central: ("npc.treant.male.jaw"), + ), + torso_upper: ( + offset: (-18.0, -16.0, -15.5), + central: ("npc.treant.male.chest_upper"), + ), + torso_lower: ( + offset: (-8.0, -15.0, -10.0), + central: ("npc.treant.male.chest_lower"), + ), + ), + (Treant, Female): ( + head: ( + offset: (-6.0, -6.5, 5.0), + central: ("npc.treant.male.head"), + ), + jaw: ( + offset: (-7.0, 0.0, -3.0), + central: ("npc.treant.male.jaw"), + ), + torso_upper: ( + offset: (-18.0, -16.0, -15.5), + central: ("npc.treant.male.chest_upper"), + ), + torso_lower: ( + offset: (-8.0, -15.0, -10.0), + central: ("npc.treant.male.chest_lower"), + ), + ), + (Gravewarden, Male): ( + head: ( + offset: (-10.5, -3.0, -3.0), + central: ("npc.gravewarden.male.head"), + ), + jaw: ( + offset: (-9.5, 0.0, -3.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-9.5, -7.0, -6.5), + central: ("npc.gravewarden.male.chest_upper"), + ), + torso_lower: ( + offset: (-9.5, -7.0, -8.0), + central: ("npc.gravewarden.male.chest_lower"), + ), + ), + (Gravewarden, Female): ( + head: ( + offset: (-10.5, -3.0, -3.0), + central: ("npc.gravewarden.male.head"), + ), + jaw: ( + offset: (-9.5, 0.0, -3.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-9.5, -7.0, -6.5), + central: ("npc.gravewarden.male.chest_upper"), + ), + torso_lower: ( + offset: (-9.5, -7.0, -8.0), + central: ("npc.gravewarden.male.chest_lower"), + ), + ), + (ClayGolem, Male): ( + head: ( + offset: (-7.5, -3.5, -3.0), + central: ("npc.claygolem.male.claygolem"), + model_index: 0, + ), + jaw: ( + offset: (-9.5, 0.0, -3.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-13.5, -7.5, -8.0), + central: ("npc.claygolem.male.claygolem"), + model_index: 1, + ), + torso_lower: ( + offset: (-8.5, -7.0, -7.0), + central: ("npc.claygolem.male.claygolem"), + model_index: 2, + ), + ), + (ClayGolem, Female): ( + head: ( + offset: (-7.5, -3.5, -3.0), + central: ("npc.claygolem.male.claygolem"), + model_index: 0, + ), + jaw: ( + offset: (-9.5, 0.0, -3.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-13.5, -7.5, -8.0), + central: ("npc.claygolem.male.claygolem"), + model_index: 1, + ), + torso_lower: ( + offset: (-8.5, -7.0, -7.0), + central: ("npc.claygolem.male.claygolem"), + model_index: 2, + ), + ), + (AncientEffigy, Male): ( + head: ( + offset: (-7.5, -3.0, -5.0), + central: ("npc.ancienteffigy.male.ancienteffigy"), + model_index: 0, + ), + jaw: ( + offset: (-9.5, 0.0, -3.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-11.5, -5.0, -5.5), + central: ("npc.ancienteffigy.male.ancienteffigy"), + model_index: 1, + ), + torso_lower: ( + offset: (-7.5, -5.5, -5.5), + central: ("npc.ancienteffigy.male.ancienteffigy"), + model_index: 2, + ), + ), + (AncientEffigy, Female): ( + head: ( + offset: (-7.5, -3.0, -5.0), + central: ("npc.ancienteffigy.male.ancienteffigy"), + model_index: 0, + ), + jaw: ( + offset: (-9.5, 0.0, -3.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-11.5, -5.0, -5.5), + central: ("npc.ancienteffigy.male.ancienteffigy"), + model_index: 1, + ), + torso_lower: ( + offset: (-7.5, -5.5, -5.5), + central: ("npc.ancienteffigy.male.ancienteffigy"), + model_index: 2, + ), + ), + (WoodGolem, Male): ( + head: ( + offset: (-6.5, -4.5, -3.0), + central: ("npc.woodgolem.male.head"), + ), + jaw: ( + offset: (-9.5, 0.0, -3.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-6.5, -7.0, -4.5), + central: ("npc.woodgolem.male.chest_upper"), + ), + torso_lower: ( + offset: (-2.5, -3.5, -7.0), + central: ("npc.woodgolem.male.chest_lower"), + ), + ), + (WoodGolem, Female): ( + head: ( + offset: (-6.5, -4.5, -3.0), + central: ("npc.woodgolem.male.head"), + ), + jaw: ( + offset: (-9.5, 0.0, -3.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-6.5, -7.0, -4.5), + central: ("npc.woodgolem.male.chest_upper"), + ), + torso_lower: ( + offset: (-2.5, -3.5, -7.0), + central: ("npc.woodgolem.male.chest_lower"), + ), + ), + (CoralGolem, Male): ( + head: ( + offset: (-8.5, -2.5, -7.0), + central: ("npc.coralgolem.male.head"), + ), + jaw: ( + offset: (-9.5, 0.0, -3.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-11.5, -16.0, -11.5), + central: ("npc.coralgolem.male.chest_upper"), + ), + torso_lower: ( + offset: (-4.5, -4.0, -8.0), + central: ("npc.coralgolem.male.chest_lower"), + ), + ), + (CoralGolem, Female): ( + head: ( + offset: (-8.5, -2.5, -7.0), + central: ("npc.coralgolem.male.head"), + ), + jaw: ( + offset: (-9.5, 0.0, -3.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-11.5, -16.0, -11.5), + central: ("npc.coralgolem.male.chest_upper"), + ), + torso_lower: ( + offset: (-4.5, -4.0, -8.0), + central: ("npc.coralgolem.male.chest_lower"), + ), + ), + (Mogwai, Male): ( + head: ( + offset: (-14.0, -9.5, -10.5), + central: ("npc.mogwai.male.mogwai"), + model_index: 0, + ), + jaw: ( + offset: (-8.0, 8.0, -3.5), + central: ("npc.mogwai.male.mogwai"), + model_index: 1, + ), + torso_upper: ( + offset: (-11.5, -5.0, -5.5), + central: ("armor.empty"), + + ), + torso_lower: ( + offset: (-7.5, -5.5, -5.5), + central: ("armor.empty"), + ), + ), + (Mogwai, Female): ( + head: ( + offset: (-14.0, -9.5, -10.5), + central: ("npc.mogwai.male.mogwai"), + model_index: 0, + ), + jaw: ( + offset: (-8.0, 8.0, -3.5), + central: ("npc.mogwai.male.mogwai"), + model_index: 1, + ), + torso_upper: ( + offset: (-11.5, -5.0, -5.5), + central: ("armor.empty"), + + ), + torso_lower: ( + offset: (-7.5, -5.5, -5.5), + central: ("armor.empty"), + ), + ), + (IronGolem, Male): ( + head: ( + offset: (-6.5, -7.0, -0.0), + central: ("npc.irongolem.male.head"), + ), + jaw: ( + offset: (-3.5, -4.0, -0.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-10.5, -11.5, -10.5), + central: ("npc.irongolem.male.chest_upper"), + ), + torso_lower: ( + offset: (-10.5, -8.0, -10.0), + central: ("npc.irongolem.male.chest_lower"), + ), + ), + (IronGolem, Female): ( + head: ( + offset: (-6.5, -7.0, -0.0), + central: ("npc.irongolem.male.head"), + ), + jaw: ( + offset: (-3.5, -4.0, -0.0), + central: ("armor.empty"), + ), + torso_upper: ( + offset: (-10.5, -11.5, -10.5), + central: ("npc.irongolem.male.chest_upper"), + ), + torso_lower: ( + offset: (-10.5, -8.0, -10.0), + central: ("npc.irongolem.male.chest_lower"), + ), + ), +}) diff --git a/assets/voxygen/voxel/golem_lateral_manifest.ron b/assets/voxygen/voxel/golem_lateral_manifest.ron new file mode 100644 index 0000000..6a54de4 --- /dev/null +++ b/assets/voxygen/voxel/golem_lateral_manifest.ron @@ -0,0 +1,634 @@ +({ + (StoneGolem, Male): ( + shoulder_l: ( + offset: (-18.0, -7.5, -7.0), + lateral: ("npc.stonegolem.male.shoulder_l"), + ), + shoulder_r: ( + offset: (0.0, -7.5, -7.0), + lateral: ("npc.stonegolem.male.shoulder_r"), + ), + hand_l: ( + offset: (-9.0, -11.5, -26.0), + lateral: ("npc.stonegolem.male.hand_l"), + ), + hand_r: ( + offset: (-9.0, -11.5, -26.0), + lateral: ("npc.stonegolem.male.hand_r"), + ), + leg_l: ( + offset: (-7.0, -3.5, -9.0), + lateral: ("npc.stonegolem.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -3.5, -9.0), + lateral: ("npc.stonegolem.male.leg_r"), + ), + foot_l: ( + offset: (-4.5, -4.5, -11.0), + lateral: ("npc.stonegolem.male.foot_l"), + ), + foot_r: ( + offset: (-4.5, -4.5, -11.0), + lateral: ("npc.stonegolem.male.foot_r"), + ) + ), + (StoneGolem, Female): ( + shoulder_l: ( + offset: (-18.0, -7.5, -7.0), + lateral: ("npc.stonegolem.male.shoulder_l"), + ), + shoulder_r: ( + offset: (0.0, -7.5, -7.0), + lateral: ("npc.stonegolem.male.shoulder_r"), + ), + hand_l: ( + offset: (-9.0, -11.5, -26.0), + lateral: ("npc.stonegolem.male.hand_l"), + ), + hand_r: ( + offset: (-9.0, -11.5, -26.0), + lateral: ("npc.stonegolem.male.hand_r"), + ), + leg_l: ( + offset: (-7.0, -3.5, -9.0), + lateral: ("npc.stonegolem.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -3.5, -9.0), + lateral: ("npc.stonegolem.male.leg_r"), + ), + foot_l: ( + offset: (-4.5, -4.5, -11.0), + lateral: ("npc.stonegolem.male.foot_l"), + ), + foot_r: ( + offset: (-4.5, -4.5, -11.0), + lateral: ("npc.stonegolem.male.foot_r"), + ) + ), + (Treant, Male): ( + shoulder_l: ( + offset: (-16.0, -7.0, -8.5), + lateral: ("npc.treant.male.shoulder_l"), + ), + shoulder_r: ( + offset: (0.0, -7.0, -8.5), + lateral: ("npc.treant.male.shoulder_r"), + ), + hand_l: ( + offset: (-5.5, -5.5, -17.0), + lateral: ("npc.treant.male.hand_l"), + ), + hand_r: ( + offset: (-5.5, -5.5, -17.0), + lateral: ("npc.treant.male.hand_r"), + ), + leg_l: ( + offset: (-6.0, -9.5, -9.0), + lateral: ("npc.treant.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -9.5, -9.0), + lateral: ("npc.treant.male.leg_r"), + ), + foot_l: ( + offset: (-4.5, -4.5, -8.0), + lateral: ("npc.treant.male.foot_l"), + ), + foot_r: ( + offset: (-4.5, -4.5, -8.0), + lateral: ("npc.treant.male.foot_r"), + ) + ), + (Treant, Female): ( + shoulder_l: ( + offset: (-16.0, -7.0, -8.5), + lateral: ("npc.treant.male.shoulder_l"), + ), + shoulder_r: ( + offset: (0.0, -7.0, -8.5), + lateral: ("npc.treant.male.shoulder_r"), + ), + hand_l: ( + offset: (-5.5, -5.5, -17.0), + lateral: ("npc.treant.male.hand_l"), + ), + hand_r: ( + offset: (-5.5, -5.5, -17.0), + lateral: ("npc.treant.male.hand_r"), + ), + leg_l: ( + offset: (-6.0, -9.5, -9.0), + lateral: ("npc.treant.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -9.5, -9.0), + lateral: ("npc.treant.male.leg_r"), + ), + foot_l: ( + offset: (-4.5, -4.5, -8.0), + lateral: ("npc.treant.male.foot_l"), + ), + foot_r: ( + offset: (-4.5, -4.5, -8.0), + lateral: ("npc.treant.male.foot_r"), + ) + ), + (Gravewarden, Male): ( + shoulder_l: ( + offset: (-13.0, -3.5, -6.5), + lateral: ("npc.gravewarden.male.shoulder_l"), + ), + shoulder_r: ( + offset: (0.0, -3.5, -6.5), + lateral: ("npc.gravewarden.male.shoulder_r"), + ), + hand_l: ( + offset: (-7.5, -6.5, -17.0), + lateral: ("npc.gravewarden.male.hand_l"), + ), + hand_r: ( + offset: (-7.5, -6.5, -17.0), + lateral: ("npc.gravewarden.male.hand_r"), + ), + leg_l: ( + offset: (-8.0, -4.0, -10.0), + lateral: ("npc.gravewarden.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -4.0, -10.0), + lateral: ("npc.gravewarden.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -3.0, -7.0), + lateral: ("npc.gravewarden.male.foot_l"), + ), + foot_r: ( + offset: (-2.5, -3.0, -7.0), + lateral: ("npc.gravewarden.male.foot_r"), + ) + ), + (Gravewarden, Female): ( + shoulder_l: ( + offset: (-13.0, -3.5, -6.5), + lateral: ("npc.gravewarden.male.shoulder_l"), + ), + shoulder_r: ( + offset: (0.0, -3.5, -6.5), + lateral: ("npc.gravewarden.male.shoulder_r"), + ), + hand_l: ( + offset: (-7.5, -6.5, -17.0), + lateral: ("npc.gravewarden.male.hand_l"), + ), + hand_r: ( + offset: (-7.5, -6.5, -17.0), + lateral: ("npc.gravewarden.male.hand_r"), + ), + leg_l: ( + offset: (-8.0, -4.0, -10.0), + lateral: ("npc.gravewarden.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -4.0, -10.0), + lateral: ("npc.gravewarden.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -3.0, -7.0), + lateral: ("npc.gravewarden.male.foot_l"), + ), + foot_r: ( + offset: (-2.5, -3.0, -7.0), + lateral: ("npc.gravewarden.male.foot_r"), + ) + ), + (ClayGolem, Male): ( + shoulder_l: ( + offset: (-9.0, -2.5, -4.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 3, + ), + shoulder_r: ( + offset: (0.0, -2.5, -4.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 4, + ), + hand_l: ( + offset: (-5.5, -5.0, -18.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 5, + ), + hand_r: ( + offset: (-5.5, -5.0, -18.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 6, + ), + leg_l: ( + offset: (-7.0, -4.0, -7.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 7, + ), + leg_r: ( + offset: (0.0, -4.0, -7.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 8, + ), + foot_l: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 9, + ), + foot_r: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 10, + ), + ), + (ClayGolem, Female): ( + shoulder_l: ( + offset: (-9.0, -2.5, -4.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 3, + ), + shoulder_r: ( + offset: (0.0, -2.5, -4.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 4, + ), + hand_l: ( + offset: (-5.5, -5.0, -18.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 5, + ), + hand_r: ( + offset: (-5.5, -5.0, -18.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 6, + ), + leg_l: ( + offset: (-7.0, -4.0, -7.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 7, + ), + leg_r: ( + offset: (0.0, -4.0, -7.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 8, + ), + foot_l: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 9, + ), + foot_r: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("npc.claygolem.male.claygolem"), + model_index: 10, + ), + ), + (AncientEffigy, Male): ( + shoulder_l: ( + offset: (-9.0, -2.5, -4.0), + lateral: ("armor.empty"), + + ), + shoulder_r: ( + offset: (0.0, -2.5, -4.0), + lateral: ("armor.empty"), + ), + hand_l: ( + offset: (-5.5, -5.0, -18.0), + lateral: ("armor.empty"), + ), + hand_r: ( + offset: (-5.5, -5.0, -18.0), + lateral: ("armor.empty"), + ), + leg_l: ( + offset: (-7.0, -4.0, -7.0), + lateral: ("armor.empty"), + ), + leg_r: ( + offset: (0.0, -4.0, -7.0), + lateral: ("armor.empty"), + ), + foot_l: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("armor.empty"), + ), + foot_r: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("armor.empty"), + ), + ), + (AncientEffigy, Female): ( + shoulder_l: ( + offset: (-9.0, -2.5, -4.0), + lateral: ("armor.empty"), + + ), + shoulder_r: ( + offset: (0.0, -2.5, -4.0), + lateral: ("armor.empty"), + ), + hand_l: ( + offset: (-5.5, -5.0, -18.0), + lateral: ("armor.empty"), + ), + hand_r: ( + offset: (-5.5, -5.0, -18.0), + lateral: ("armor.empty"), + ), + leg_l: ( + offset: (-7.0, -4.0, -7.0), + lateral: ("armor.empty"), + ), + leg_r: ( + offset: (0.0, -4.0, -7.0), + lateral: ("armor.empty"), + ), + foot_l: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("armor.empty"), + ), + foot_r: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("armor.empty"), + ), + ), + (WoodGolem, Male): ( + shoulder_l: ( + offset: (-9.0, -5.5, -5.5), + lateral: ("npc.woodgolem.male.shoulder_l"), + ), + shoulder_r: ( + offset: (0.0, -5.5, -5.5), + lateral: ("npc.woodgolem.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.0, -6.5, -14.0), + lateral: ("npc.woodgolem.male.hand_l"), + ), + hand_r: ( + offset: (-4.0, -6.5, -14.0), + lateral: ("npc.woodgolem.male.hand_r"), + ), + leg_l: ( + offset: (-4.0, -3.5, -4.5), + lateral: ("npc.woodgolem.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -3.5, -4.5), + lateral: ("npc.woodgolem.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -4.0, -8.0), + lateral: ("npc.woodgolem.male.foot_l"), + ), + foot_r: ( + offset: (-3.5, -4.0, -8.0), + lateral: ("npc.woodgolem.male.foot_r"), + ) + ), + (WoodGolem, Female): ( + shoulder_l: ( + offset: (-9.0, -5.5, -5.5), + lateral: ("npc.woodgolem.male.shoulder_l"), + ), + shoulder_r: ( + offset: (0.0, -5.5, -5.5), + lateral: ("npc.woodgolem.male.shoulder_r"), + ), + hand_l: ( + offset: (-4.0, -6.5, -14.0), + lateral: ("npc.woodgolem.male.hand_l"), + ), + hand_r: ( + offset: (-4.0, -6.5, -14.0), + lateral: ("npc.woodgolem.male.hand_r"), + ), + leg_l: ( + offset: (-4.0, -3.5, -4.5), + lateral: ("npc.woodgolem.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -3.5, -4.5), + lateral: ("npc.woodgolem.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -4.0, -8.0), + lateral: ("npc.woodgolem.male.foot_l"), + ), + foot_r: ( + offset: (-3.5, -4.0, -8.0), + lateral: ("npc.woodgolem.male.foot_r"), + ) + ), + (CoralGolem, Male): ( + shoulder_l: ( + offset: (-7.5, -6.5, -6.5), + lateral: ("npc.coralgolem.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-7.5, -6.5, -6.5), + lateral: ("npc.coralgolem.male.shoulder_r"), + ), + hand_l: ( + offset: (-7.0, -6.0, -15.0), + lateral: ("npc.coralgolem.male.hand_l"), + ), + hand_r: ( + offset: (-7.0, -6.0, -15.0), + lateral: ("npc.coralgolem.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -3.5, -4.0), + lateral: ("npc.coralgolem.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -3.5, -4.0), + lateral: ("npc.coralgolem.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -4.5, -9.0), + lateral: ("npc.coralgolem.male.foot_l"), + ), + foot_r: ( + offset: (-3.5, -4.5, -9.0), + lateral: ("npc.coralgolem.male.foot_r"), + ) + ), + (CoralGolem, Female): ( + shoulder_l: ( + offset: (-7.5, -6.5, -6.5), + lateral: ("npc.coralgolem.male.shoulder_l"), + ), + shoulder_r: ( + offset: (-7.5, -6.5, -6.5), + lateral: ("npc.coralgolem.male.shoulder_r"), + ), + hand_l: ( + offset: (-7.0, -6.0, -15.0), + lateral: ("npc.coralgolem.male.hand_l"), + ), + hand_r: ( + offset: (-7.0, -6.0, -15.0), + lateral: ("npc.coralgolem.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -3.5, -4.0), + lateral: ("npc.coralgolem.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -3.5, -4.0), + lateral: ("npc.coralgolem.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -4.5, -9.0), + lateral: ("npc.coralgolem.male.foot_l"), + ), + foot_r: ( + offset: (-3.5, -4.5, -9.0), + lateral: ("npc.coralgolem.male.foot_r"), + ) + ), + (Mogwai, Male): ( + shoulder_l: ( + offset: (-9.0, -2.5, -4.0), + lateral: ("armor.empty"), + + ), + shoulder_r: ( + offset: (0.0, -2.5, -4.0), + lateral: ("armor.empty"), + ), + hand_l: ( + offset: (-5.5, -5.0, -18.0), + lateral: ("armor.empty"), + ), + hand_r: ( + offset: (-5.5, -5.0, -18.0), + lateral: ("armor.empty"), + ), + leg_l: ( + offset: (-7.0, -4.0, -7.0), + lateral: ("armor.empty"), + ), + leg_r: ( + offset: (0.0, -4.0, -7.0), + lateral: ("armor.empty"), + ), + foot_l: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("armor.empty"), + ), + foot_r: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("armor.empty"), + ), + ), + (Mogwai, Female): ( + shoulder_l: ( + offset: (-9.0, -2.5, -4.0), + lateral: ("armor.empty"), + + ), + shoulder_r: ( + offset: (0.0, -2.5, -4.0), + lateral: ("armor.empty"), + ), + hand_l: ( + offset: (-5.5, -5.0, -18.0), + lateral: ("armor.empty"), + ), + hand_r: ( + offset: (-5.5, -5.0, -18.0), + lateral: ("armor.empty"), + ), + leg_l: ( + offset: (-7.0, -4.0, -7.0), + lateral: ("armor.empty"), + ), + leg_r: ( + offset: (0.0, -4.0, -7.0), + lateral: ("armor.empty"), + ), + foot_l: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("armor.empty"), + ), + foot_r: ( + offset: (-4.0, -5.0, -7.0), + lateral: ("armor.empty"), + ), + ), + (IronGolem, Male): ( + shoulder_l: ( + offset: (-20.0, -8.5, -8.0), + lateral: ("npc.irongolem.male.shoulder_l"), + ), + shoulder_r: ( + offset: (0.0, -7.5, -8.0), + lateral: ("npc.irongolem.male.shoulder_r"), + ), + hand_l: ( + offset: (-8.0, -7.5, -22.0), + lateral: ("npc.irongolem.male.hand_l"), + ), + hand_r: ( + offset: (-8.0, -7.5, -22.0), + lateral: ("npc.irongolem.male.hand_r"), + ), + leg_l: ( + offset: (-6.0, -3.5, -10.0), + lateral: ("npc.irongolem.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -3.5, -10.0), + lateral: ("npc.irongolem.male.leg_r"), + ), + foot_l: ( + offset: (-4.5, -5.0, -10.5), + lateral: ("npc.irongolem.male.foot_l"), + ), + foot_r: ( + offset: (-4.5, -5.0, -10.5), + lateral: ("npc.irongolem.male.foot_r"), + ) + ), + (IronGolem, Female): ( + shoulder_l: ( + offset: (-20.0, -8.5, -8.0), + lateral: ("npc.irongolem.male.shoulder_l"), + ), + shoulder_r: ( + offset: (0.0, -7.5, -8.0), + lateral: ("npc.irongolem.male.shoulder_r"), + ), + hand_l: ( + offset: (-8.0, -7.5, -22.0), + lateral: ("npc.irongolem.male.hand_l"), + ), + hand_r: ( + offset: (-8.0, -7.5, -22.0), + lateral: ("npc.irongolem.male.hand_r"), + ), + leg_l: ( + offset: (-6.0, -3.5, -10.0), + lateral: ("npc.irongolem.male.leg_l"), + ), + leg_r: ( + offset: (0.0, -3.5, -10.0), + lateral: ("npc.irongolem.male.leg_r"), + ), + foot_l: ( + offset: (-4.5, -5.0, -10.5), + lateral: ("npc.irongolem.male.foot_l"), + ), + foot_r: ( + offset: (-4.5, -5.0, -10.5), + lateral: ("npc.irongolem.male.foot_r"), + ) + ), +}) diff --git a/assets/voxygen/voxel/humanoid_armor_back_manifest.ron b/assets/voxygen/voxel/humanoid_armor_back_manifest.ron new file mode 100644 index 0000000..301c7e7 --- /dev/null +++ b/assets/voxygen/voxel/humanoid_armor_back_manifest.ron @@ -0,0 +1,156 @@ +(( + default: ( + vox_spec: ("armor.empty", (0.0, 0.0, 0.0)), + color: None + ), + map: { + "common.items.armor.misc.back.short_0": ( + vox_spec: ("armor.misc.back.short-0", (-5.0, -1.5, -11.0)), + color: None + ), + "common.items.armor.misc.back.admin": ( + vox_spec: ("armor.misc.back.admin", (-5.0, -1.5, -11.0)), + color: None + ), + "common.items.debug.admin_back": ( + vox_spec: ("armor.misc.back.admin", (-5.0, -1.5, -11.0)), + color: None + ), + "common.items.armor.misc.back.dungeon_purple": ( + vox_spec: ("armor.misc.back.dungeon_purple", (-5.0, -1.5, -14.0)), + color: None + ), + "common.items.armor.misc.back.short_1": ( + vox_spec: ("armor.misc.back.short-1", (-5.0, -1.5, -11.0)), + color: None + ), + "common.items.armor.ferocious.back": ( + vox_spec: ("armor.ferocious.back", (-5.0, -1.5, -14.0)), + color: None + ), + "common.items.armor.boreal.back": ( + vox_spec: ("armor.boreal.back", (-5.0, -2.5, -13.0)), + color: None + ), + "common.items.armor.brinestone.back": ( + vox_spec: ("armor.brinestone.back", (-5.0, -2.5, -12.0)), + color: None + ), + "common.items.armor.misc.back.backpack": ( + vox_spec: ("armor.misc.back.backpack", (-7.0, -5.5, -10.0)), + color: None + ), + "common.items.npc_armor.back.backpack_blue": ( + vox_spec: ("armor.misc.back.backpack-grey", (-7.0, -5.5, -10.0)), + color: Some((76, 72, 178)) + ), + "common.items.armor.velorite_mage.back": ( + vox_spec: ("armor.velorite_battlemage.back", (-5.0, -1.5, -14.0)), + color: None + ), + "common.items.debug.admin_back": ( + vox_spec: ("armor.velorite_battlemage.back", (-5.0, -1.5, -14.0)), + color: None + ), + "common.items.debug.admin_back": ( + vox_spec: ("armor.velorite_battlemage.back", (-5.0, -1.5, -14.0)), + color: None + ), + "common.items.debug.dungeon_purple": ( + vox_spec: ("armor.velorite_battlemage.back", (-5.0, -1.5, -14.0)), + color: None + ), + "common.items.npc_armor.back.leather_blue": ( + vox_spec: ("armor.leather_blue.back", (-5.0, -1.5, -10.0)), + color: None + ), + "common.items.armor.hide.rawhide.back": ( + vox_spec: ("armor.hide.rawhide.back", (-4.0, -1.5, -7.0)), + color: None + ), + "common.items.armor.hide.leather.back": ( + vox_spec: ("armor.hide.leather.back", (-5.0, -1.5, -11.0)), + color: None + ), + "common.items.armor.miner.back": ( + vox_spec: ("armor.hide.leather.back", (-5.0, -1.5, -11.0)), + color: None + ), + "common.items.armor.hide.scale.back": ( + vox_spec: ("armor.hide.scale.back", (-5.0, -1.5, -10.0)), + color: None + ), + "common.items.armor.hide.carapace.back": ( + vox_spec: ("armor.hide.carapace.back", (-5.0, -1.5, -10.5)), + color: None + ), + "common.items.armor.hide.primal.back": ( + vox_spec: ("armor.hide.primal.back", (-5.0, -3.5, -10.0)), + color: None + ), + "common.items.armor.hide.dragonscale.back": ( + vox_spec: ("armor.hide.dragonscale.back", (-7.0, -2.5, -12.0)), + color: None + ), + "common.items.armor.savage.back": ( + vox_spec: ("armor.savage.back", (-5.0, -2.5, -11.0)), + color: None + ), + "common.items.armor.cloth.linen.back": ( + vox_spec: ("armor.cloth.linen.back", (-4.0, -1.5, -8.0)), + color: None + ), + "common.items.armor.cloth.woolen.back": ( + vox_spec: ("armor.cloth.woolen.back", (-5.0, -1.5, -8.0)), + color: None + ), + "common.items.armor.cloth.silken.back": ( + vox_spec: ("armor.cloth.silken.back", (-4.0, -1.5, -11.0)), + color: None + ), + "common.items.armor.witch.back": ( + vox_spec: ("armor.witch.back", (-4.0, -1.5, -11.0)), + color: None + ), + "common.items.armor.cloth.druid.back": ( + vox_spec: ("armor.cloth.druid.back", (-5.0, -2.5, -11.0)), + color: None + ), + "common.items.armor.cloth.moonweave.back": ( + vox_spec: ("armor.cloth.moonweave.back", (-4.0, -1.5, -12.5)), + color: None + ), + "common.items.armor.cloth.sunsilk.back": ( + vox_spec: ("armor.cloth.sunsilk.back", (-5.0, -1.5, -12.5)), + color: None + ), + "common.items.armor.mail.bronze.back": ( + vox_spec: ("armor.mail.bronze.back", (-4.0, -1.5, -7.0)), + color: None + ), + "common.items.armor.mail.iron.back": ( + vox_spec: ("armor.mail.iron.back", (-4.0, -1.5, -10.0)), + color: None + ), + "common.items.armor.mail.steel.back": ( + vox_spec: ("armor.mail.steel.back", (-4.0, -1.5, -10.0)), + color: None + ), + "common.items.armor.mail.cobalt.back": ( + vox_spec: ("armor.mail.cobalt.back", (-4.0, -1.5, -11.0)), + color: None + ), + "common.items.armor.mail.bloodsteel.back": ( + vox_spec: ("armor.mail.bloodsteel.back", (-3.5, -2.5, -12.0)), + color: None + ), + "common.items.armor.mail.orichalcum.back": ( + vox_spec: ("armor.mail.orichalcum", (-5.0, -4.5, -12.5), 0), + color: None + ), + "common.items.armor.merchant.back": ( + vox_spec: ("armor.merchant.back", (-8.0, -8.5, -11.0)), + color: None + ), + }, +)) diff --git a/assets/voxygen/voxel/humanoid_armor_belt_manifest.ron b/assets/voxygen/voxel/humanoid_armor_belt_manifest.ron new file mode 100644 index 0000000..a94eaa8 --- /dev/null +++ b/assets/voxygen/voxel/humanoid_armor_belt_manifest.ron @@ -0,0 +1,196 @@ +(( + default: ( + vox_spec: ("armor.misc.belt.none", (-5.0, -3.5, 2.0)), + color: None + ), + map: { + "Dark": ( + vox_spec: ("armor.misc.belt.dark", (-4.0, -3.5, 2.0)), + color: None + ), + "TurqCloth": ( + vox_spec: ("armor.misc.belt.cloth_turq", (-4.0, -3.5, -6.0)), + color: None + ), + "BloodCloth": ( + vox_spec: ("armor.misc.belt.cloth_blood", (-4.0, -3.5, -6.0)), + color: Some((29, 26, 33)) + ), + "BlackCloth": ( + vox_spec: ("armor.misc.belt.cloth_black", (-4.0, -3.5, -6.0)), + color: Some((29, 26, 33)) + ), + "common.items.armor.assassin.belt": ( + vox_spec: ("armor.assassin.belt", (-5.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.ferocious.belt": ( + vox_spec: ("armor.ferocious.belt", (-4.0, -3.5, -1.0)), + color: None + ), + "common.items.armor.boreal.belt": ( + vox_spec: ("armor.boreal.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.brinestone.belt": ( + vox_spec: ("armor.brinestone.belt", (-4.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.cloth_purple.belt": ( + vox_spec: ("armor.cloth_purple.belt", (-5.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.cloth_blue.belt": ( + vox_spec: ("armor.cloth_blue.belt", (-5.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.cloth_green.belt": ( + vox_spec: ("armor.cloth_green.belt", (-5.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.cultist.belt": ( + vox_spec: ("armor.cultist.belt", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.leather_plate.belt": ( + vox_spec: ("armor.leather_plate.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.twigs.belt": ( + vox_spec: ("armor.twigs.belt", (-4.0, -3.5, -1.0)), + color: None + ), + "common.items.armor.twigsleaves.belt": ( + vox_spec: ("armor.twigsleaves.belt", (-4.0, -3.5, -1.0)), + color: None + ), + "common.items.armor.twigsflowers.belt": ( + vox_spec: ("armor.twigsflowers.belt", (-4.0, -3.5, -1.0)), + color: None + ), + "common.items.armor.tarasque.belt":( + vox_spec: ("armor.tarasque.belt", (-5.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.bonerattler.belt":( + vox_spec: ("armor.bonerattler.belt", (-5.0, -4.5, 2.0)), + color: None + ), + "common.items.armor.velorite_mage.belt": ( + vox_spec: ("armor.velorite_battlemage.belt", (-5.0, -3.5, 2.0)), + color: None + ), + "common.items.debug.cultist_belt": ( + vox_spec: ("armor.velorite_battlemage.belt", (-5.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.hide.rawhide.belt": ( + vox_spec: ("armor.hide.rawhide.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.hide.leather.belt": ( + vox_spec: ("armor.hide.leather.belt", (-5.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.miner.belt": ( + vox_spec: ("armor.hide.leather.belt", (-5.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.hide.scale.belt":( + vox_spec: ("armor.hide.scale.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.hide.carapace.belt":( + vox_spec: ("armor.hide.carapace.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.hide.primal.belt":( + vox_spec: ("armor.hide.primal.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.hide.dragonscale.belt":( + vox_spec: ("armor.hide.dragonscale.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.savage.belt":( + vox_spec: ("armor.savage.belt", (-4.0, -4.5, 2.0)), + color: None + ), + "common.items.armor.witch.belt":( + vox_spec: ("armor.witch.belt", (-4.0, -3.5, -2.0)), + color: None + ), + "common.items.armor.pirate.belt":( + vox_spec: ("armor.pirate.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.alchemist.belt":( + vox_spec: ("armor.alchemist", (-4.0, -3.5, 2.0), 2), + color: None + ), + "common.items.armor.blacksmith.belt":( + vox_spec: ("armor.blacksmith.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.chef.belt":( + vox_spec: ("armor.chef.belt", (-4.0, -4.5, 2.0)), + color: None + ), + "common.items.armor.cloth.linen.belt":( + vox_spec: ("armor.cloth.linen.belt", (-4.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.cloth.woolen.belt":( + vox_spec: ("armor.cloth.woolen.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.cloth.silken.belt":( + vox_spec: ("armor.cloth.silken.belt", (-4.0, -3.5, -2.0)), + color: None + ), + "common.items.armor.cloth.druid.belt":( + vox_spec: ("armor.cloth.druid.belt", (-4.0, -3.5, -1.0)), + color: None + ), + "common.items.armor.cloth.moonweave.belt":( + vox_spec: ("armor.cloth.moonweave.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.cloth.sunsilk.belt":( + vox_spec: ("armor.cloth.sunsilk.belt", (-4.0, -3.5, -2.0)), + color: None + ), + "common.items.armor.mail.bronze.belt":( + vox_spec: ("armor.mail.bronze.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.mail.iron.belt":( + vox_spec: ("armor.mail.iron.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.mail.steel.belt":( + vox_spec: ("armor.mail.steel.belt", (-5.0, -4.5, 2.0)), + color: None + ), + "common.items.armor.mail.cobalt.belt":( + vox_spec: ("armor.mail.cobalt.belt", (-5.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.mail.bloodsteel.belt":( + vox_spec: ("armor.mail.bloodsteel.belt", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.mail.orichalcum.belt":( + vox_spec: ("armor.mail.orichalcum", (-4.0, -3.5, 1.0), 1), + color: None + ), + "common.items.armor.cardinal.belt": ( + vox_spec: ("armor.cardinal.belt", (-4.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.merchant.belt": ( + vox_spec: ("armor.merchant.belt", (-5.0, -3.5, 2.0)), + color: None + ), + }, +)) diff --git a/assets/voxygen/voxel/humanoid_armor_chest_manifest.ron b/assets/voxygen/voxel/humanoid_armor_chest_manifest.ron new file mode 100644 index 0000000..9b2d8ae --- /dev/null +++ b/assets/voxygen/voxel/humanoid_armor_chest_manifest.ron @@ -0,0 +1,266 @@ +(( + default: ( + vox_spec: ("armor.misc.chest.none", (-7.0, -3.5, 2.0)), + color: None + ), + map: { + "Blue": ( + vox_spec: ("armor.misc.chest.grayscale", (-7.0, -3.5, 2.0)), + color: Some((44, 74, 109)) + ), + "Brown": ( + vox_spec: ("armor.misc.chest.grayscale", (-7.0, -3.5, 2.0)), + color: Some((90, 49, 43)) + ), + "Dark": ( + vox_spec: ("armor.misc.chest.grayscale", (-7.0, -3.5, 2.0)), + color: Some((73, 63, 59)) + ), + "Green": ( + vox_spec: ("armor.misc.chest.grayscale", (-7.0, -3.5, 2.0)), + color: Some((59, 95, 67)) + ), + "Orange": ( + vox_spec: ("armor.misc.chest.grayscale", (-7.0, -3.5, 2.0)), + color: Some((109, 58, 58)) + ), + "Midnight": ( + vox_spec: ("armor.misc.chest.grayscale", (-7.0, -3.5, 2.0)), + color: Some((29, 26, 33)) + ), + "common.items.armor.ferocious.chest": ( + vox_spec: ("armor.ferocious.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.boreal.chest": ( + vox_spec: ("armor.boreal.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.brinestone.chest": ( + vox_spec: ("armor.brinestone.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.assassin.chest": ( + vox_spec: ("armor.assassin.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "Kimono": ( + vox_spec: ("armor.misc.chest.cloth_red_kimono", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.npc_armor.chest.plate_red": ( + vox_spec: ("armor.misc.chest.plate_grey", (-7.0, -3.5, 2.0)), + color: Some((124, 38, 46)) + ), + "common.items.npc_armor.chest.leather_blue": ( + vox_spec: ("armor.leather_blue.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.cloth_purple.chest": ( + vox_spec: ("armor.cloth_purple.chest", (-7.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.cloth_blue.chest": ( + vox_spec: ("armor.cloth_blue.chest", (-7.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.cloth_green.chest": ( + vox_spec: ("armor.cloth_green.chest", (-7.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.rugged.chest": ( + vox_spec: ("armor.rugged.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.misc.chest.worker_purple_brown": ( + vox_spec: ("armor.misc.chest.worker_purp_brown", (-7.0, -3.5, 2.0)), + color: None + ), + // Villagers + "common.items.armor.misc.chest.worker_green_0": ( + vox_spec: ("armor.misc.chest.worker_white", (-7.0, -3.5, 2.0)), + color: Some((88, 108, 65)) + ), + "common.items.armor.misc.chest.worker_green_1": ( + vox_spec: ("armor.misc.chest.shirt_white", (-7.0, -3.5, 2.0)), + color: Some((88, 108, 65)) + ), + "common.items.armor.misc.chest.worker_red_0": ( + vox_spec: ("armor.misc.chest.worker_white", (-7.0, -3.5, 2.0)), + color: Some((124, 38, 46)) + ), + "common.items.armor.misc.chest.worker_red_1": ( + vox_spec: ("armor.misc.chest.shirt_white", (-7.0, -3.5, 2.0)), + color: Some((124, 38, 46)) + ), + "common.items.armor.misc.chest.worker_purple_0": ( + vox_spec: ("armor.misc.chest.worker_white", (-7.0, -3.5, 2.0)), + color: Some((64, 47, 56)) + ), + "common.items.armor.misc.chest.worker_purple_1": ( + vox_spec: ("armor.misc.chest.shirt_white", (-7.0, -3.5, 2.0)), + color: Some((64, 47, 56)) + ), + "common.items.armor.misc.chest.worker_yellow_0": ( + vox_spec: ("armor.misc.chest.worker_white", (-7.0, -3.5, 2.0)), + color: Some((184, 132, 40)) + ), + "common.items.armor.misc.chest.worker_yellow_1": ( + vox_spec: ("armor.misc.chest.shirt_white", (-7.0, -3.5, 2.0)), + color: Some((184, 132, 40)) + ), + "common.items.armor.misc.chest.worker_orange_0": ( + vox_spec: ("armor.misc.chest.worker_white", (-7.0, -3.5, 2.0)), + color: Some((135, 82, 67)) + ), + "common.items.armor.misc.chest.worker_orange_1": ( + vox_spec: ("armor.misc.chest.shirt_white", (-7.0, -3.5, 2.0)), + color: Some((135, 82, 67)) + ), + "common.items.armor.twigs.chest": ( + vox_spec: ("armor.twigs.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.twigsleaves.chest": ( + vox_spec: ("armor.twigsleaves.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.twigsflowers.chest": ( + vox_spec: ("armor.twigsflowers.chest", (-7.0, -3.5, 2.0)), + color: None + ), + // Cultists + "common.items.armor.cultist.chest": ( + vox_spec: ("armor.cultist.chest", (-7.0, -3.5, 2.0)), + color: Some((30, 0, 64)) + ), + "common.items.armor.leather_plate.chest": ( + vox_spec: ("armor.leather_plate.chest", (-8.0, -4.5, 2.0)), + color: None + ), + "common.items.armor.tarasque.chest":( + vox_spec: ("armor.tarasque.chest", (-8.0, -4.5, 2.0)), + color: None + ), + "common.items.armor.bonerattler.chest":( + vox_spec: ("armor.bonerattler.chest", (-7.0, -4.5, 2.0)), + color: None + ), + "common.items.armor.velorite_mage.chest": ( + vox_spec: ("armor.velorite_battlemage.chest", (-7.0, -3.5, 1.0)), + color: None + ), + "common.items.debug.cultist_chest_blue": ( + vox_spec: ("armor.velorite_battlemage.chest", (-7.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.hide.rawhide.chest": ( + vox_spec: ("armor.hide.rawhide.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.hide.leather.chest": ( + vox_spec: ("armor.hide.leather.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.miner.chest": ( + vox_spec: ("armor.miner.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.hide.scale.chest": ( + vox_spec: ("armor.hide.scale.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.hide.carapace.chest": ( + vox_spec: ("armor.hide.carapace.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.hide.primal.chest": ( + vox_spec: ("armor.hide.primal.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.hide.dragonscale.chest": ( + vox_spec: ("armor.hide.dragonscale.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.savage.chest": ( + vox_spec: ("armor.hide.savage.chest", (-7.0, -4.0, 1.0)), + color: None + ), + "common.items.armor.witch.chest": ( + vox_spec: ("armor.witch.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.pirate.chest": ( + vox_spec: ("armor.pirate.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.alchemist.chest": ( + vox_spec: ("armor.alchemist", (-7.0, -3.5, 2.0), 1), + color: None + ), + "common.items.armor.blacksmith.chest": ( + vox_spec: ("armor.blacksmith.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.chef.chest": ( + vox_spec: ("armor.chef.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.cloth.linen.chest": ( + vox_spec: ("armor.cloth.linen.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.cloth.woolen.chest": ( + vox_spec: ("armor.cloth.woolen.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.cloth.silken.chest": ( + vox_spec: ("armor.cloth.silken.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.cloth.druid.chest": ( + vox_spec: ("armor.cloth.druid.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.cloth.moonweave.chest": ( + vox_spec: ("armor.cloth.moonweave.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.cloth.sunsilk.chest": ( + vox_spec: ("armor.cloth.sunsilk.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.mail.bronze.chest": ( + vox_spec: ("armor.mail.bronze.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.mail.iron.chest": ( + vox_spec: ("armor.mail.iron.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.mail.steel.chest": ( + vox_spec: ("armor.mail.steel.chest", (-8.0, -4.5, 2.0)), + color: None + ), + "common.items.armor.mail.cobalt.chest": ( + vox_spec: ("armor.mail.cobalt.chest", (-8.0, -4.5, 2.0)), + color: None + ), + "common.items.armor.mail.bloodsteel.chest": ( + vox_spec: ("armor.mail.bloodsteel.chest", (-8.0, -4.5, 2.0)), + color: None + ), + "common.items.armor.mail.orichalcum.chest": ( + vox_spec: ("armor.mail.orichalcum", (-7.0, -3.5, 2.0), 2), + color: None + ), + "common.items.armor.cardinal.chest": ( + vox_spec: ("armor.cardinal.chest", (-7.0, -3.5, 2.0)), + color: None + ), + "common.items.armor.merchant.chest": ( + vox_spec: ("armor.merchant.chest", (-7.0, -3.5, 1.0)), + color: None + ), + }, +)) diff --git a/assets/voxygen/voxel/humanoid_armor_foot_manifest.ron b/assets/voxygen/voxel/humanoid_armor_foot_manifest.ron new file mode 100644 index 0000000..a45eb7d --- /dev/null +++ b/assets/voxygen/voxel/humanoid_armor_foot_manifest.ron @@ -0,0 +1,192 @@ +(( + default: ( + vox_spec: ("armor.misc.foot.none", (-2.5, -3.5, -2.0)), + color: None + ), + map: { + "Dark": ( + vox_spec: ("armor.misc.foot.dark", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.assassin.foot": ( + vox_spec: ("armor.assassin.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "Jester": ( + vox_spec: ("armor.misc.foot.dark_jester_elf", (-2.5, -3.0, -2.0)), + color: None + ), + "common.items.armor.cloth_purple.foot": ( + vox_spec: ("armor.cloth_purple.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.ferocious.foot": ( + vox_spec: ("armor.ferocious.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.boreal.foot": ( + vox_spec: ("armor.boreal.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.brinestone.foot": ( + vox_spec: ("armor.brinestone.foot", (-2.5, -4.5, -2.0)), + color: None + ), + "common.items.armor.cloth_blue.foot": ( + vox_spec: ("armor.cloth_blue.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.cloth_green.foot": ( + vox_spec: ("armor.cloth_green.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.misc.foot.sandals": ( + vox_spec: ("armor.misc.foot.cloth_sandal", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.cultist.foot": ( + vox_spec: ("armor.cultist.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.leather_plate.foot": ( + vox_spec: ("armor.leather_plate.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.misc.foot.jackalope_slippers": ( + vox_spec: ("armor.misc.foot.jackalope", (-2.5, -4.5, -2.0)), + color: None + ), + "common.items.armor.twigs.foot": ( + vox_spec: ("armor.twigs.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.twigsleaves.foot": ( + vox_spec: ("armor.twigsleaves.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.twigsflowers.foot": ( + vox_spec: ("armor.twigsflowers.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.tarasque.foot":( + vox_spec: ("armor.tarasque.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.bonerattler.foot":( + vox_spec: ("armor.bonerattler.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.velorite_mage.foot": ( + vox_spec: ("armor.velorite_battlemage.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.debug.cultist_boots": ( + vox_spec: ("armor.velorite_battlemage.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.hide.rawhide.foot": ( + vox_spec: ("armor.hide.rawhide.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.hide.leather.foot": ( + vox_spec: ("armor.hide.leather.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.miner.foot": ( + vox_spec: ("armor.hide.leather.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.hide.scale.foot": ( + vox_spec: ("armor.hide.scale.foot", (-2.5, -4.5, -2.0)), + color: None + ), + "common.items.armor.hide.carapace.foot": ( + vox_spec: ("armor.hide.carapace.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.hide.primal.foot": ( + vox_spec: ("armor.hide.primal.foot", (-2.5, -4.5, -2.0)), + color: None + ), + "common.items.armor.hide.dragonscale.foot": ( + vox_spec: ("armor.hide.dragonscale.foot", (-2.5, -5.5, -2.0)), + color: None + ), + "common.items.armor.savage.foot": ( + vox_spec: ("armor.savage.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.witch.foot": ( + vox_spec: ("armor.witch.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.pirate.foot": ( + vox_spec: ("armor.pirate.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.cloth.linen.foot": ( + vox_spec: ("armor.cloth.linen.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.cloth.woolen.foot": ( + vox_spec: ("armor.cloth.woolen.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.cloth.silken.foot": ( + vox_spec: ("armor.cloth.silken.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.cloth.druid.foot": ( + vox_spec: ("armor.cloth.druid.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.cloth.moonweave.foot": ( + vox_spec: ("armor.cloth.moonweave.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.cloth.sunsilk.foot": ( + vox_spec: ("armor.cloth.sunsilk.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.mail.bronze.foot": ( + vox_spec: ("armor.mail.bronze.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.mail.iron.foot": ( + vox_spec: ("armor.mail.iron.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.mail.steel.foot": ( + vox_spec: ("armor.mail.steel.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.mail.cobalt.foot": ( + vox_spec: ("armor.mail.cobalt.foot", (-2.5, -4.5, -2.0)), + color: None + ), + "common.items.armor.mail.bloodsteel.foot": ( + vox_spec: ("armor.mail.bloodsteel.foot", (-2.5, -4.5, -2.0)), + color: None + ), + "common.items.armor.mail.orichalcum.foot": ( + vox_spec: ("armor.mail.orichalcum", (-2.5, -4.5, -1.0), 3), + color: None + ), + "common.items.armor.cardinal.foot": ( + vox_spec: ("armor.cardinal.foot",(-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.merchant.foot": ( + vox_spec: ("armor.merchant.foot", (-2.5, -3.5, -2.0)), + color: None + ), + "common.items.armor.misc.foot.ski": ( + vox_spec: ("armor.misc.foot.ski", (-2.5, -15.5, -2.0)), + color: None + ), + "common.items.armor.misc.foot.iceskate": ( + vox_spec: ("armor.misc.foot.iceskate", (-2.5, -4.5, -2.0)), + color: None + ), + }, +)) diff --git a/assets/voxygen/voxel/humanoid_armor_hand_manifest.ron b/assets/voxygen/voxel/humanoid_armor_hand_manifest.ron new file mode 100644 index 0000000..e4783cc --- /dev/null +++ b/assets/voxygen/voxel/humanoid_armor_hand_manifest.ron @@ -0,0 +1,434 @@ +(( + default: ( + left: ( + vox_spec: ("armor.misc.hand.none", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.misc.hand.none", (-1.5, -1.5, -2.5)), + color: None + ) + ), + map: { + "common.items.armor.assassin.hand": ( + left: ( + vox_spec: ("armor.assassin.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.assassin.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "Cloth": ( + left: ( + vox_spec: ("armor.misc.hand.cloth_basic", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.misc.hand.cloth_basic", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.ferocious.hand": ( + left: ( + vox_spec: ("armor.ferocious.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.ferocious.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.boreal.hand": ( + left: ( + vox_spec: ("armor.boreal.hand", (-2.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.boreal.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.brinestone.hand": ( + left: ( + vox_spec: ("armor.brinestone.hand", (-3.5, -1.5, -3.5)), + color: None + ), + right: ( + vox_spec: ("armor.brinestone.hand", (-1.5, -1.5, -3.5)), + color: None + ) + ), + "common.items.armor.cloth_purple.hand": ( + left: ( + vox_spec: ("armor.cloth_purple.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.cloth_purple.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.cloth_blue.hand": ( + left: ( + vox_spec: ("armor.cloth_blue.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.cloth_blue.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.cloth_green.hand": ( + left: ( + vox_spec: ("armor.cloth_green.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.cloth_green.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.cultist.hand": ( + left: ( + vox_spec: ("armor.cultist.hand", (-2.5, -2.5, -2.5)), + color: Some((30, 0, 64)) + ), + right: ( + vox_spec: ("armor.cultist.hand", (-2.2, -2.5, -2.5)), + color: Some((30, 0, 64)) + ) + ), + "common.items.armor.leather_plate.hand": ( + left: ( + vox_spec: ("armor.leather_plate.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.leather_plate.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.twigs.hand": ( + left: ( + vox_spec: ("armor.twigs.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.twigs.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.twigsleaves.hand": ( + left: ( + vox_spec: ("armor.twigsleaves.hand", (-2.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.twigsleaves.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.twigsflowers.hand": ( + left: ( + vox_spec: ("armor.twigsflowers.hand", (-2.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.twigsflowers.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.tarasque.hand": ( + left: ( + vox_spec: ("armor.tarasque.hand", (-2.5, -2.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.tarasque.hand", (-2.5, -2.5, -2.5)), + color: None + ) + ), + "common.items.armor.bonerattler.hand": ( + left: ( + vox_spec: ("armor.bonerattler.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.bonerattler.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.velorite_mage.hand": ( + left: ( + vox_spec: ("armor.velorite_battlemage.hand", (-2.5, -2.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.velorite_battlemage.hand", (-2.5, -2.5, -2.5)), + color: None + ) + ), + "common.items.debug.cultist_hands_blue": ( + left: ( + vox_spec: ("armor.velorite_battlemage.hand", (-2.5, -2.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.velorite_battlemage.hand", (-2.5, -2.5, -2.5)), + color: None + ) + ), + "common.items.armor.hide.rawhide.hand": ( + left: ( + vox_spec: ("armor.hide.rawhide.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.hide.rawhide.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.hide.leather.hand": ( + left: ( + vox_spec: ("armor.hide.leather.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.hide.leather.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.miner.hand": ( + left: ( + vox_spec: ("armor.mail.bronze.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.mail.bronze.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.hide.scale.hand": ( + left: ( + vox_spec: ("armor.hide.scale.hand", (-3.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.hide.scale.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.hide.carapace.hand": ( + left: ( + vox_spec: ("armor.hide.carapace.hand", (-3.5, -2.5, -3.5)), + color: None + ), + right: ( + vox_spec: ("armor.hide.carapace.hand", (-1.5, -2.5, -3.5)), + color: None + ) + ), + "common.items.armor.hide.primal.hand": ( + left: ( + vox_spec: ("armor.hide.primal.hand", (-3.5, -2.5, -3.5)), + color: None + ), + right: ( + vox_spec: ("armor.hide.primal.hand", (-1.5, -2.5, -3.5)), + color: None + ) + ), + "common.items.armor.hide.dragonscale.hand": ( + left: ( + vox_spec: ("armor.hide.dragonscale.hand", (-5.5, -1.5, -3.5)), + color: None + ), + right: ( + vox_spec: ("armor.hide.dragonscale.hand", (-1.5, -1.5, -3.5)), + color: None + ) + ), + "common.items.armor.savage.hand": ( + left: ( + vox_spec: ("armor.savage.hand", (-2.5, -2.5, -3.5)), + color: None + ), + right: ( + vox_spec: ("armor.savage.hand", (-1.5, -2.5, -3.5)), + color: None + ) + ), + "common.items.armor.witch.hand": ( + left: ( + vox_spec: ("armor.witch.hand", (-2.5, -2.5, -3.5)), + color: None + ), + right: ( + vox_spec: ("armor.witch.hand", (-1.5, -2.5, -3.5)), + color: None + ) + ), + "common.items.armor.pirate.hand": ( + left: ( + vox_spec: ("armor.pirate.hand", (-2.5, -2.5, -3.5)), + color: None + ), + right: ( + vox_spec: ("armor.pirate.hand", (-1.5, -2.5, -3.5)), + color: None + ) + ), + "common.items.armor.blacksmith.hand": ( + left: ( + vox_spec: ("armor.blacksmith.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.blacksmith.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.cloth.linen.hand": ( + left: ( + vox_spec: ("armor.cloth.linen.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.cloth.linen.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.cloth.woolen.hand": ( + left: ( + vox_spec: ("armor.cloth.woolen.hand", (-2.5, -2.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.cloth.woolen.hand", (-2.5, -2.5, -2.5)), + color: None + ) + ), + "common.items.armor.cloth.silken.hand": ( + left: ( + vox_spec: ("armor.cloth.silken.hand", (-2.5, -2.5, -3.5)), + color: None + ), + right: ( + vox_spec: ("armor.cloth.silken.hand", (-1.5, -2.5, -3.5)), + color: None + ) + ), + "common.items.armor.cloth.druid.hand": ( + left: ( + vox_spec: ("armor.cloth.druid.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.cloth.druid.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.cloth.moonweave.hand": ( + left: ( + vox_spec: ("armor.cloth.moonweave.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.cloth.moonweave.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.cloth.sunsilk.hand": ( + left: ( + vox_spec: ("armor.cloth.sunsilk.hand", (-2.5, -2.5, -3.5)), + color: None + ), + right: ( + vox_spec: ("armor.cloth.sunsilk.hand", (-1.5, -2.5, -3.5)), + color: None + ) + ), + "common.items.armor.mail.bronze.hand": ( + left: ( + vox_spec: ("armor.mail.bronze.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.mail.bronze.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.mail.iron.hand": ( + left: ( + vox_spec: ("armor.mail.iron.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.mail.iron.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.mail.steel.hand": ( + left: ( + vox_spec: ("armor.mail.steel.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.mail.steel.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + "common.items.armor.mail.cobalt.hand": ( + left: ( + vox_spec: ("armor.mail.cobalt.hand", (-3.5, -2.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.mail.cobalt.hand", (-1.5, -2.5, -2.5)), + color: None + ) + ), + "common.items.armor.mail.bloodsteel.hand": ( + left: ( + vox_spec: ("armor.mail.bloodsteel.hand", (-4.5, -2.5, -2.5)), + color: None + ), + right: ( + vox_spec: ("armor.mail.bloodsteel.hand", (-1.5, -2.5, -2.5)), + color: None + ) + ), + "common.items.armor.mail.orichalcum.hand": ( + left: ( + vox_spec: ("armor.mail.orichalcum", (-4.5, -2.5, -3.5), 4), + color: None + ), + right: ( + vox_spec: ("armor.mail.orichalcum", (-0.5, -2.5, -3.5), 4), + color: None + ) + ), + "common.items.armor.cardinal.hand": ( + left: ( + vox_spec: ("armor.cardinal.hand", (-2.5, -2.5, -3.5)), + color: None + ), + right: ( + vox_spec: ("armor.cardinal.hand", (-1.5, -2.5, -3.5)), + color: None + ) + ), + "common.items.armor.merchant.hand": ( + left: ( + vox_spec: ("armor.merchant.hand", (-1.5, -1.5, -2.5)), + color: None + ), + right:( + vox_spec: ("armor.merchant.hand", (-1.5, -1.5, -2.5)), + color: None + ) + ), + }, +)) diff --git a/assets/voxygen/voxel/humanoid_armor_head_manifest.ron b/assets/voxygen/voxel/humanoid_armor_head_manifest.ron new file mode 100644 index 0000000..3510af2 --- /dev/null +++ b/assets/voxygen/voxel/humanoid_armor_head_manifest.ron @@ -0,0 +1,1650 @@ +(( + default: ( + vox_spec: ("armor.empty", (0.0, 0.0, 0.0)), + color: None + ), + map: { + (Danari, Male, "common.items.armor.misc.head.exclamation"): ( + vox_spec: ("armor.misc.head.exclamation", (-10.0, -10.0, 20.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.exclamation"): ( + vox_spec: ("armor.misc.head.exclamation", (-13.0, -10.0, 18.0)), + color: None + ), + (Human, Male, "common.items.armor.misc.head.exclamation"): ( + vox_spec: ("armor.misc.head.exclamation", (-12.0, -11.0, 18.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.exclamation"): ( + vox_spec: ("armor.misc.head.exclamation", (-11.0, -12.0, 18.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.exclamation"): ( + vox_spec: ("armor.misc.head.exclamation", (-14.0, -11.0, 18.0)), + color: None + ),//fix + (Elf, Male, "common.items.armor.misc.head.exclamation"): ( + vox_spec: ("armor.misc.head.exclamation", (-11.0, -11.0, 18.0)), + color: None + ), + // + (Human, Male, "common.items.armor.witch.hat"): ( + vox_spec: ("armor.witch.hat", (-4.0, -5.0, 5.0)), + color: None + ), + (Human, Female, "common.items.armor.witch.hat"): ( + vox_spec: ("armor.witch.hat", (-4.0, -5.0, 5.0)), + color: None + ), + (Elf, Male, "common.items.armor.witch.hat"): ( + vox_spec: ("armor.witch.hat", (-3.0, -5.0, 5.0)), + color: None + ), + (Elf, Female, "common.items.armor.witch.hat"): ( + vox_spec: ("armor.witch.hat", (-3.0, -6.0, 5.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.witch.hat"): ( + vox_spec: ("armor.witch.hat", (-5.0, -4.0, 5.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.witch.hat"): ( + vox_spec: ("armor.witch.hat", (-5.0, -4.0, 5.0)), + color: None + ), + (Danari, Male, "common.items.armor.witch.hat"): ( + vox_spec: ("armor.witch.hat", (-2.0, -5.0, 7.0)), + color: None + ), + (Danari, Female, "common.items.armor.witch.hat"): ( + vox_spec: ("armor.witch.hat", (-2.0, -5.0, 7.0)), + color: None + ), + (Draugr, Male, "common.items.armor.witch.hat"): ( + vox_spec: ("armor.witch.hat", (-6.0, -5.0, 7.0)), + color: None + ), + (Draugr, Female, "common.items.armor.witch.hat"): ( + vox_spec: ("armor.witch.hat", (-6.0, -5.0, 6.0)), + color: None + ), + (Orc, Male, "common.items.armor.witch.hat"): ( + vox_spec: ("armor.witch.hat", (-3.0, -3.0, 8.0)), + color: None + ), + (Orc, Female, "common.items.armor.witch.hat"): ( + vox_spec: ("armor.witch.hat", (-3.0, -6.0, 5.0)), + color: None + ), +// + (Human, Male, "common.items.armor.misc.head.hog_hood"): ( + vox_spec: ("armor.misc.head.hog_hood", (-4.0, -5, -8.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.hog_hood"): ( + vox_spec: ("armor.misc.head.hog_hood", (-4.0, -4, -8.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.hog_hood"): ( + vox_spec: ("armor.misc.head.hog_hood", (-3.0, -5.0, -8.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.hog_hood"): ( + vox_spec: ("armor.misc.head.hog_hood", (-3.0, -5.0, -8.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.hog_hood"): ( + vox_spec: ("armor.misc.head.hog_hood", (-5.0, -4.0, -8)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.hog_hood"): ( + vox_spec: ("armor.misc.head.hog_hood", (-5.0, -4.0, -8.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.hog_hood"): ( + vox_spec: ("armor.misc.head.hog_hood", (-2.0, -5, -6)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.hog_hood"): ( + vox_spec: ("armor.misc.head.hog_hood", (-2.0, -5, -6)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.hog_hood"): ( + vox_spec: ("armor.misc.head.hog_hood", (-6.0, -5.0, -7.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.hog_hood"): ( + vox_spec: ("armor.misc.head.hog_hood", (-6.0, -5.0, -8.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.hog_hood"): ( + vox_spec: ("armor.misc.head.hog_hood", (-3.0, -4.0, -6.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.hog_hood"): ( + vox_spec: ("armor.misc.head.hog_hood", (-3.0, -6.0, -8.0)), + color: None + ), +// + (Human, Male, "common.items.armor.misc.head.howl_cowl"): ( + vox_spec: ("armor.misc.head.howl_cowl", (-4.0, -5, -8.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.howl_cowl"): ( + vox_spec: ("armor.misc.head.howl_cowl", (-4.0, -4, -8.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.howl_cowl"): ( + vox_spec: ("armor.misc.head.howl_cowl", (-3.0, -5.0, -8.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.howl_cowl"): ( + vox_spec: ("armor.misc.head.howl_cowl", (-3.0, -5.0, -8.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.howl_cowl"): ( + vox_spec: ("armor.misc.head.howl_cowl", (-5.0, -4.0, -8)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.howl_cowl"): ( + vox_spec: ("armor.misc.head.howl_cowl", (-5.0, -4.0, -8.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.howl_cowl"): ( + vox_spec: ("armor.misc.head.howl_cowl", (-2.0, -5, -6)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.howl_cowl"): ( + vox_spec: ("armor.misc.head.howl_cowl", (-2.0, -5, -6)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.howl_cowl"): ( + vox_spec: ("armor.misc.head.howl_cowl", (-6.0, -5.0, -7.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.howl_cowl"): ( + vox_spec: ("armor.misc.head.howl_cowl", (-6.0, -5.0, -8.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.howl_cowl"): ( + vox_spec: ("armor.misc.head.howl_cowl", (-3.0, -4.0, -6.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.howl_cowl"): ( + vox_spec: ("armor.misc.head.howl_cowl", (-3.0, -6.0, -8.0)), + color: None + ), +// + (Human, Male, "common.items.armor.misc.head.bear_bonnet"): ( + vox_spec: ("armor.misc.head.bear_bonnet", (-4.0, -5, -8.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.bear_bonnet"): ( + vox_spec: ("armor.misc.head.bear_bonnet", (-4.0, -4, -8.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.bear_bonnet"): ( + vox_spec: ("armor.misc.head.bear_bonnet", (-3.0, -5.0, -8.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.bear_bonnet"): ( + vox_spec: ("armor.misc.head.bear_bonnet", (-3.0, -5.0, -8.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.bear_bonnet"): ( + vox_spec: ("armor.misc.head.bear_bonnet", (-5.0, -4.0, -8)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.bear_bonnet"): ( + vox_spec: ("armor.misc.head.bear_bonnet", (-5.0, -4.0, -8.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.bear_bonnet"): ( + vox_spec: ("armor.misc.head.bear_bonnet", (-2.0, -5, -6)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.bear_bonnet"): ( + vox_spec: ("armor.misc.head.bear_bonnet", (-2.0, -5, -6)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.bear_bonnet"): ( + vox_spec: ("armor.misc.head.bear_bonnet", (-6.0, -5.0, -7.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.bear_bonnet"): ( + vox_spec: ("armor.misc.head.bear_bonnet", (-6.0, -5.0, -8.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.bear_bonnet"): ( + vox_spec: ("armor.misc.head.bear_bonnet", (-3.0, -4.0, -6.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.bear_bonnet"): ( + vox_spec: ("armor.misc.head.bear_bonnet", (-3.0, -6.0, -8.0)), + color: None + ), + // + (Danari, Male, "common.items.armor.misc.head.bamboo_twig"): ( + vox_spec: ("armor.misc.head.bamboo_twig", (1.0, 2.0, -2.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.bamboo_twig"): ( + vox_spec: ("armor.misc.head.bamboo_twig", (1.0, 2.0, -2.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.bamboo_twig"): ( + vox_spec: ("armor.misc.head.bamboo_twig", (-2.0, 3.0, -5.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.bamboo_twig"): ( + vox_spec: ("armor.misc.head.bamboo_twig", (-2.0, 3.0, -4.0)), + color: None + ), + (Human, Male, "common.items.armor.misc.head.bamboo_twig"): ( + vox_spec: ("armor.misc.head.bamboo_twig", (-1.0, 2.0, -4.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.bamboo_twig"): ( + vox_spec: ("armor.misc.head.bamboo_twig", (-1.0, 3.0, -4.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.bamboo_twig"): ( + vox_spec: ("armor.misc.head.bamboo_twig", (-3.0, 1.0, -2.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.bamboo_twig"): ( + vox_spec: ("armor.misc.head.bamboo_twig", (-3.0, 1.0, -3.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.bamboo_twig"): ( + vox_spec: ("armor.misc.head.bamboo_twig", (-0.0, 2.0, -4.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.bamboo_twig"): ( + vox_spec: ("armor.misc.head.bamboo_twig", (-0.0, 2.0, -4.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.bamboo_twig"): ( + vox_spec: ("armor.misc.head.bamboo_twig", (1.0, 3.0, -1.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.bamboo_twig"): ( + vox_spec: ("armor.misc.head.bamboo_twig", (0.0, 0.0, -3.0)), + color: None + ), +// + (Human, Male, "common.items.armor.misc.head.wanderers_hat"): ( + vox_spec: ("armor.misc.head.wanderers_hat", (-4, -6.0, 4.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.wanderers_hat"): ( + vox_spec: ("armor.misc.head.wanderers_hat", (-4, -5.0, 4.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.wanderers_hat"): ( + vox_spec: ("armor.misc.head.wanderers_hat", (-3, -6.0, 4.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.wanderers_hat"): ( + vox_spec: ("armor.misc.head.wanderers_hat", (-3, -6.0, 4.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.wanderers_hat"): ( + vox_spec: ("armor.misc.head.wanderers_hat", (-5, -5.0, 3.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.wanderers_hat"): ( + vox_spec: ("armor.misc.head.wanderers_hat", (-5, -5.0, 4.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.wanderers_hat"): ( + vox_spec: ("armor.misc.head.wanderers_hat", (-2, -6.0, 6.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.wanderers_hat"): ( + vox_spec: ("armor.misc.head.wanderers_hat", (-2, -6.0, 6.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.wanderers_hat"): ( + vox_spec: ("armor.misc.head.wanderers_hat", (-6, -6.0, 5.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.wanderers_hat"): ( + vox_spec: ("armor.misc.head.wanderers_hat", (-6, -6.0, 5.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.wanderers_hat"): ( + vox_spec: ("armor.misc.head.wanderers_hat", (-3.0, -4.0, 5.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.wanderers_hat"): ( + vox_spec: ("armor.misc.head.wanderers_hat", (-3.0, -7.0, 4.0)), + color: None + ), + + // + (Human, Male, "common.items.armor.pirate.hat"): ( + vox_spec: ("armor.pirate.hat", (-4.0, -4.0, 5.0)), + color: None + ), + (Human, Female, "common.items.armor.pirate.hat"): ( + vox_spec: ("armor.pirate.hat", (-4.0, -4.0, 5.0)), + color: None + ), + (Elf, Male, "common.items.armor.pirate.hat"): ( + vox_spec: ("armor.pirate.hat", (-3.0, -4.0, 5.0)), + color: None + ), + (Elf, Female, "common.items.armor.pirate.hat"): ( + vox_spec: ("armor.pirate.hat", (-3.0, -5.0, 5.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.pirate.hat"): ( + vox_spec: ("armor.pirate.hat", (-5.0, -3.0, 5.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.pirate.hat"): ( + vox_spec: ("armor.pirate.hat", (-5.0, -3.0, 5.0)), + color: None + ), + (Danari, Male, "common.items.armor.pirate.hat"): ( + vox_spec: ("armor.pirate.hat", (-2.0, -4.0, 7.0)), + color: None + ), + (Danari, Female, "common.items.armor.pirate.hat"): ( + vox_spec: ("armor.pirate.hat", (-2.0, -4.0, 7.0)), + color: None + ), + (Draugr, Male, "common.items.armor.pirate.hat"): ( + vox_spec: ("armor.pirate.hat", (-6.0, -4.0, 7.0)), + color: None + ), + (Draugr, Female, "common.items.armor.pirate.hat"): ( + vox_spec: ("armor.pirate.hat", (-6.0, -4.0, 6.0)), + color: None + ), + (Orc, Male, "common.items.armor.pirate.hat"): ( + vox_spec: ("armor.pirate.hat", (-3.0, -2.0, 8.0)), + color: None + ), + (Orc, Female, "common.items.armor.pirate.hat"): ( + vox_spec: ("armor.pirate.hat", (-3.0, -5.0, 5.0)), + color: None + ), + // + (Human, Male, "common.items.armor.blacksmith.hat"): ( + vox_spec: ("armor.blacksmith.hat", (-4.0, 0.0, -3.0)), + color: None + ), + (Human, Female, "common.items.armor.blacksmith.hat"): ( + vox_spec: ("armor.blacksmith.hat", (-4.0, 1.0, -3.0)), + color: None + ), + (Elf, Male, "common.items.armor.blacksmith.hat"): ( + vox_spec: ("armor.blacksmith.hat", (-3.0, 0.0, -3.0)), + color: None + ), + (Elf, Female, "common.items.armor.blacksmith.hat"): ( + vox_spec: ("armor.blacksmith.hat", (-3.0, -1.0, -3.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.blacksmith.hat"): ( + vox_spec: ("armor.blacksmith.hat", (-5.0, 1.0, -3.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.blacksmith.hat"): ( + vox_spec: ("armor.blacksmith.hat", (-5.0, 1.0, -3.0)), + color: None + ), + (Danari, Male, "common.items.armor.blacksmith.hat"): ( + vox_spec: ("armor.blacksmith.hat", (-2.0, 0.0, -1.0)), + color: None + ), + (Danari, Female, "common.items.armor.blacksmith.hat"): ( + vox_spec: ("armor.blacksmith.hat", (-2.0, 1.0, -1.0)), + color: None + ), + (Draugr, Male, "common.items.armor.blacksmith.hat"): ( + vox_spec: ("armor.blacksmith.hat", (-6.0, 0.0, -1.0)), + color: None + ), + (Draugr, Female, "common.items.armor.blacksmith.hat"): ( + vox_spec: ("armor.blacksmith.hat", (-6.0, 0.0, -2.0)), + color: None + ), + (Orc, Male, "common.items.armor.blacksmith.hat"): ( + vox_spec: ("armor.blacksmith.hat", (-3.0, 2.0, 0.0)), + color: None + ), + (Orc, Female, "common.items.armor.blacksmith.hat"): ( + vox_spec: ("armor.blacksmith.hat", (-3.0, -1.0, -3.0)), + color: None + ), + // Alchemist Goggles + (Human, Male, "common.items.armor.alchemist.hat"): ( + vox_spec: ("armor.alchemist", (2.0, 9.0, 1.0), 0), + color: None + ), + (Human, Female, "common.items.armor.alchemist.hat"): ( + vox_spec: ("armor.alchemist", (2.0, 10.0, 1.0), 0), + color: None + ), + (Elf, Male, "common.items.armor.alchemist.hat"): ( + vox_spec: ("armor.alchemist", (3.0, 9.0, 1.0), 0), + color: None + ), + (Elf, Female, "common.items.armor.alchemist.hat"): ( + vox_spec: ("armor.alchemist", (3.0, 8.0, 1.0), 0), + color: None + ), + (Dwarf, Male, "common.items.armor.alchemist.hat"): ( + vox_spec: ("armor.alchemist", (1.0, 10.0, 1.0), 0), + color: None + ), + (Dwarf, Female, "common.items.armor.alchemist.hat"): ( + vox_spec: ("armor.alchemist", (1.0, 10.0, 1.0), 0), + color: None + ), + (Danari, Male, "common.items.armor.alchemist.hat"): ( + vox_spec: ("armor.alchemist", (4.0, 9.0, 3.0), 0), + color: None + ), + (Danari, Female, "common.items.armor.alchemist.hat"): ( + vox_spec: ("armor.alchemist", (4.0, 10.0, 3.0), 0), + color: None + ), + (Draugr, Male, "common.items.armor.alchemist.hat"): ( + vox_spec: ("armor.alchemist", (0.0, 9.0, 3.0), 0), + color: None + ), + (Draugr, Female, "common.items.armor.alchemist.hat"): ( + vox_spec: ("armor.alchemist", (0.0, 9.0, 2.0), 0), + color: None + ), + (Orc, Male, "common.items.armor.alchemist.hat"): ( + vox_spec: ("armor.alchemist", (3.0, 11.0, 4.0), 0), + color: None + ), + (Orc, Female, "common.items.armor.alchemist.hat"): ( + vox_spec: ("armor.alchemist", (3.0, 8.0, 1.0), 0), + color: None + ), + // Chef hat + (Human, Male, "common.items.armor.chef.hat"): ( + vox_spec: ("armor.chef.hat", (-4.0, -5.0, 5.0)), + color: None + ), + (Human, Female, "common.items.armor.chef.hat"): ( + vox_spec: ("armor.chef.hat", (-4.0, -5.0, 5.0)), + color: None + ), + (Elf, Male, "common.items.armor.chef.hat"): ( + vox_spec: ("armor.chef.hat", (-3.0, -5.0, 5.0)), + color: None + ), + (Elf, Female, "common.items.armor.chef.hat"): ( + vox_spec: ("armor.chef.hat", (-3.0, -6.0, 5.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.chef.hat"): ( + vox_spec: ("armor.chef.hat", (-5.0, -4.0, 5.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.chef.hat"): ( + vox_spec: ("armor.chef.hat", (-5.0, -4.0, 5.0)), + color: None + ), + (Danari, Male, "common.items.armor.chef.hat"): ( + vox_spec: ("armor.chef.hat", (-2.0, -5.0, 7.0)), + color: None + ), + (Danari, Female, "common.items.armor.chef.hat"): ( + vox_spec: ("armor.chef.hat", (-2.0, -5.0, 7.0)), + color: None + ), + (Draugr, Male, "common.items.armor.chef.hat"): ( + vox_spec: ("armor.chef.hat", (-6.0, -5.0, 7.0)), + color: None + ), + (Draugr, Female, "common.items.armor.chef.hat"): ( + vox_spec: ("armor.chef.hat", (-6.0, -5.0, 6.0)), + color: None + ), + (Orc, Male, "common.items.armor.chef.hat"): ( + vox_spec: ("armor.chef.hat", (-3.0, -3.0, 8.0)), + color: None + ), + (Orc, Female, "common.items.armor.chef.hat"): ( + vox_spec: ("armor.chef.hat", (-3.0, -6.0, 5.0)), + color: None + ), + // Straw hat + (Human, Male, "common.items.armor.misc.head.straw"): ( + vox_spec: ("armor.misc.head.straw", (-4.0, -5.0, 5.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.straw"): ( + vox_spec: ("armor.misc.head.straw", (-4.0, -5.0, 5.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.straw"): ( + vox_spec: ("armor.misc.head.straw", (-3.0, -5.0, 5.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.straw"): ( + vox_spec: ("armor.misc.head.straw", (-3.0, -6.0, 5.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.straw"): ( + vox_spec: ("armor.misc.head.straw", (-5.0, -4.0, 5.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.straw"): ( + vox_spec: ("armor.misc.head.straw", (-5.0, -4.0, 5.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.straw"): ( + vox_spec: ("armor.misc.head.straw", (-2.0, -4.0, 7.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.straw"): ( + vox_spec: ("armor.misc.head.straw", (-2.0, -6.0, 7.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.straw"): ( + vox_spec: ("armor.misc.head.straw", (-6.0, -5.0, 7.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.straw"): ( + vox_spec: ("armor.misc.head.straw", (-6.0, -5.0, 6.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.straw"): ( + vox_spec: ("armor.misc.head.straw", (-3.0, -4.0, 7.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.straw"): ( + vox_spec: ("armor.misc.head.straw", (-3.0, -6.0, 5.0)), + color: None + ), + // + (Human, Male, "common.items.armor.misc.head.crown"): ( + vox_spec: ("armor.misc.head.crown", (-4.0, -5.0, 5.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.crown"): ( + vox_spec: ("armor.misc.head.crown", (-4.0, -5.0, 5.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.crown"): ( + vox_spec: ("armor.misc.head.crown", (-3.0, -5.0, 5.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.crown"): ( + vox_spec: ("armor.misc.head.crown", (-3.0, -6.0, 5.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.crown"): ( + vox_spec: ("armor.misc.head.crown", (-5.0, -4.0, 5.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.crown"): ( + vox_spec: ("armor.misc.head.crown", (-5.0, -4.0, 5.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.crown"): ( + vox_spec: ("armor.misc.head.crown", (-2.0, -5.0, 7.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.crown"): ( + vox_spec: ("armor.misc.head.crown", (-2.0, -5.0, 7.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.crown"): ( + vox_spec: ("armor.misc.head.crown", (-6.0, -5.0, 7.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.crown"): ( + vox_spec: ("armor.misc.head.crown", (-6.0, -5.0, 6.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.crown"): ( + vox_spec: ("armor.misc.head.crown", (-3.0, -3.0, 8.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.crown"): ( + vox_spec: ("armor.misc.head.crown", (-3.0, -6.0, 5.0)), + color: None + ), + // + (Human, Male, "common.items.armor.misc.head.mitre"): ( + vox_spec: ("armor.misc.head.mitre", (-4.0, -5.0, 5.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.mitre"): ( + vox_spec: ("armor.misc.head.mitre", (-4.0, -5.0, 5.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.mitre"): ( + vox_spec: ("armor.misc.head.mitre", (-3.0, -5.0, 7.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.mitre"): ( + vox_spec: ("armor.misc.head.mitre", (-3.0, -6.0, 5.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.mitre"): ( + vox_spec: ("armor.misc.head.mitre", (-5.0, -4.0, 5.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.mitre"): ( + vox_spec: ("armor.misc.head.mitre", (-5.0, -4.0, 5.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.mitre"): ( + vox_spec: ("armor.misc.head.mitre", (-2.0, -5.0, 7.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.mitre"): ( + vox_spec: ("armor.misc.head.mitre", (-2.0, -4.0, 7.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.mitre"): ( + vox_spec: ("armor.misc.head.mitre", (-6.0, -5.0, 7.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.mitre"): ( + vox_spec: ("armor.misc.head.mitre", (-6.0, -5.0, 6.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.mitre"): ( + vox_spec: ("armor.misc.head.mitre", (-3.0, -3.0, 8.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.mitre"): ( + vox_spec: ("armor.misc.head.mitre", (-3.0, -6.0, 5.0)), + color: None + ), + // + (Danari, Male, "common.items.armor.misc.head.headband"): ( + vox_spec: ("armor.misc.head.headband.danari_m", (4.0, 2.0, 7.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.headband"): ( + vox_spec: ("armor.misc.head.headband.danari_f", (4.0, 2.0, 7.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.headband"): ( + vox_spec: ("armor.misc.head.headband.dwarf_m", (2.0, 3.0, 6.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.headband"): ( + vox_spec: ("armor.misc.head.headband.dwarf_f", (2.0, 3.0, 5.0)), + color: None + ), + (Human, Male, "common.items.armor.misc.head.headband"): ( + vox_spec: ("armor.misc.head.headband.human_m", (2.0, 2.0, 5.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.headband"): ( + vox_spec: ("armor.misc.head.headband.human_f", (2.0, 3.0, 5.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.headband"): ( + vox_spec: ("armor.misc.head.headband.orc_m", (4.0, 3.0, 7.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.headband"): ( + vox_spec: ("armor.misc.head.headband.orc_f", (3.0, 1.0, 5.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.headband"): ( + vox_spec: ("armor.misc.head.headband.draugr_m", (0.0, 2.0, 7.0)), + color: Some((44, 74, 109)) + ), + (Draugr, Female, "common.items.armor.misc.head.headband"): ( + vox_spec: ("armor.misc.head.headband.draugr_f", (0.0, 2.0, 6.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.headband"): ( + vox_spec: ("armor.misc.head.headband.elf_m", (3.0, 2.0, 5.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.headband"): ( + vox_spec: ("armor.misc.head.headband.elf_f", (3.0, 2.0, 5.0)), + color: None + ), + // + (Human, Female, "common.items.armor.misc.head.helmet"): ( + vox_spec: ("armor.misc.head.helmet", (-4.0, -5.0, -1.0)), + color: None + ), + (Human, Male, "common.items.armor.misc.head.helmet"): ( + vox_spec: ("armor.misc.head.helmet", (-4.0, -5.0, -1.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.helmet"): ( + vox_spec: ("armor.misc.head.helmet", (-3.0, -5.0, -1.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.helmet"): ( + vox_spec: ("armor.misc.head.helmet", (-3.0, -5.0, -1.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.helmet"): ( + vox_spec: ("armor.misc.head.helmet", (-3.0, -7.0, -1.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.helmet"): ( + vox_spec: ("armor.misc.head.helmet_orc_m", (-3.0, -4.0, 0.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.helmet"): ( + vox_spec: ("armor.misc.head.helmet", (-5.0, -5.0, -1.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.helmet"): ( + vox_spec: ("armor.misc.head.helmet", (-5.0, -5.0, -1.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.helmet"): ( + vox_spec: ("armor.misc.head.helmet", (-6.0, -5.0, -1.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.helmet"): ( + vox_spec: ("armor.misc.head.helmet", (-6.0, -5.0, 1.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.helmet"): ( + vox_spec: ("armor.misc.head.helmet", (-2.0, -6.0, 1.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.helmet"): ( + vox_spec: ("armor.misc.head.helmet", (-2.0, -6.0, 1.0)), + color: None + ), + // + (Danari, Male, "common.items.armor.misc.head.bandana.red"): ( + vox_spec: ("armor.misc.head.bandana.red", (-2.0, -2.0, -8.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.bandana.red"): ( + vox_spec: ("armor.misc.head.bandana.red", (-2.0, -2.0, -8.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.bandana.red"): ( + vox_spec: ("armor.misc.head.bandana.red", (-5.0, -1.0, -10.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.bandana.red"): ( + vox_spec: ("armor.misc.head.bandana.red", (-5.0, -1.0, -10.0)), + color: None + ), + (Human, Male, "common.items.armor.misc.head.bandana.red"): ( + vox_spec: ("armor.misc.head.bandana.red", (-4.0, -2.0, -10.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.bandana.red"): ( + vox_spec: ("armor.misc.head.bandana.red", (-4.0, -1.0, -10.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.bandana.red"): ( + vox_spec: ("armor.misc.head.bandana.red", (-6.0, -2.0, -8.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.bandana.red"): ( + vox_spec: ("armor.misc.head.bandana.red", (-6.0, -2.0, -9.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.bandana.red"): ( + vox_spec: ("armor.misc.head.bandana.red", (-3.0, -2.0, -10.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.bandana.red"): ( + vox_spec: ("armor.misc.head.bandana.red", (-3.0, -2.0, -10.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.bandana.red"): ( + vox_spec: ("armor.misc.head.bandana.red", (-3.0, 0.0, -7.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.bandana.red"): ( + vox_spec: ("armor.misc.head.bandana.red", (-3.0, -3.0, -10.0)), + color: None + ), + // + (Danari, Male, "common.items.armor.misc.head.bandana.thief"): ( + vox_spec: ("armor.misc.head.bandana.thief", (-2.0, -2.0, -8.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.bandana.thief"): ( + vox_spec: ("armor.misc.head.bandana.thief", (-2.0, -2.0, -8.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.bandana.thief"): ( + vox_spec: ("armor.misc.head.bandana.thief", (-5.0, -1.0, -10.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.bandana.thief"): ( + vox_spec: ("armor.misc.head.bandana.thief", (-5.0, -1.0, -10.0)), + color: None + ), + (Human, Male, "common.items.armor.misc.head.bandana.thief"): ( + vox_spec: ("armor.misc.head.bandana.thief", (-4.0, -2.0, -10.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.bandana.thief"): ( + vox_spec: ("armor.misc.head.bandana.thief", (-4.0, -1.0, -10.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.bandana.thief"): ( + vox_spec: ("armor.misc.head.bandana.thief", (-6.0, -2.0, -8.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.bandana.thief"): ( + vox_spec: ("armor.misc.head.bandana.thief", (-6.0, -2.0, -9.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.bandana.thief"): ( + vox_spec: ("armor.misc.head.bandana.thief", (-3.0, -2.0, -10.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.bandana.thief"): ( + vox_spec: ("armor.misc.head.bandana.thief", (-3.0, -2.0, -10.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.bandana.thief"): ( + vox_spec: ("armor.misc.head.bandana.thief", (-3.0, 0.0, -7.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.bandana.thief"): ( + vox_spec: ("armor.misc.head.bandana.thief", (-3.0, -3.0, -10.0)), + color: None + ), +// + (Danari, Male, "common.items.armor.cultist.bandana"): ( + vox_spec: ("armor.cultist.bandana", (-2.0, -2.0, -8.0)), + color: None + ), + (Danari, Female, "common.items.armor.cultist.bandana"): ( + vox_spec: ("armor.cultist.bandana", (-2.0, -2.0, -8.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.cultist.bandana"): ( + vox_spec: ("armor.cultist.bandana", (-5.0, -1.0, -10.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.cultist.bandana"): ( + vox_spec: ("armor.cultist.bandana", (-5.0, -1.0, -10.0)), + color: None + ), + (Human, Male, "common.items.armor.cultist.bandana"): ( + vox_spec: ("armor.cultist.bandana", (-4.0, -2.0, -10.0)), + color: None + ), + (Human, Female, "common.items.armor.cultist.bandana"): ( + vox_spec: ("armor.cultist.bandana", (-4.0, -1.0, -10.0)), + color: None + ), + (Draugr, Male, "common.items.armor.cultist.bandana"): ( + vox_spec: ("armor.cultist.bandana", (-6.0, -2.0, -8.0)), + color: None + ), + (Draugr, Female, "common.items.armor.cultist.bandana"): ( + vox_spec: ("armor.cultist.bandana", (-6.0, -2.0, -9.0)), + color: None + ), + (Elf, Male, "common.items.armor.cultist.bandana"): ( + vox_spec: ("armor.cultist.bandana", (-3.0, -2.0, -10.0)), + color: None + ), + (Elf, Female, "common.items.armor.cultist.bandana"): ( + vox_spec: ("armor.cultist.bandana", (-3.0, -2.0, -10.0)), + color: None + ), + (Orc, Male, "common.items.armor.cultist.bandana"): ( + vox_spec: ("armor.cultist.bandana", (-3.0, 0.0, -7.0)), + color: None + ), + (Orc, Female, "common.items.armor.cultist.bandana"): ( + vox_spec: ("armor.cultist.bandana", (-3.0, -3.0, -10.0)), + color: None + ), + // + (Human, Male, "common.items.armor.misc.head.hood"): ( + vox_spec: ("armor.misc.head.hood", (-4.0, -6.0, -4.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.hood"): ( + vox_spec: ("armor.misc.head.hood", (-4.0, -6.0, -4.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.hood"): ( + vox_spec: ("armor.misc.head.hood", (-3.0, -6.0, -4.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.hood"): ( + vox_spec: ("armor.misc.head.hood", (-3.0, -7.0, -4.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.hood"): ( + vox_spec: ("armor.misc.head.hood", (-5.0, -5.0, -4.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.hood"): ( + vox_spec: ("armor.misc.head.hood", (-5.0, -5.0, -4.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.hood"): ( + vox_spec: ("armor.misc.head.hood", (-2.0, -6.0, -2.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.hood"): ( + vox_spec: ("armor.misc.head.hood", (-2.0, -5.0, -2.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.hood"): ( + vox_spec: ("armor.misc.head.hood", (-6.0, -6.0, -2.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.hood"): ( + vox_spec: ("armor.misc.head.hood", (-6.0, -6.0, -3.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.hood"): ( + vox_spec: ("armor.misc.head.hood", (-3.0, -5.0, -2.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.hood"): ( + vox_spec: ("armor.misc.head.hood", (-3.0, -7.0, -4.0)), + color: None + ), + // + (Human, Male, "common.items.armor.misc.head.hood_dark"): ( + vox_spec: ("armor.misc.head.hood_dark", (-4.0, -6.0, -5.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.hood_dark"): ( + vox_spec: ("armor.misc.head.hood_dark", (-4.0, -6.0, -5.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.hood_dark"): ( + vox_spec: ("armor.misc.head.hood_dark", (-3.0, -7.0, -5.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.hood_dark"): ( + vox_spec: ("armor.misc.head.hood_dark", (-3.0, -7.0, -5.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.hood_dark"): ( + vox_spec: ("armor.misc.head.hood_dark", (-5.0, -6.0, -5.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.hood_dark"): ( + vox_spec: ("armor.misc.head.hood_dark", (-5.0, -6.0, -5.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.hood_dark"): ( + vox_spec: ("armor.misc.head.hood_dark", (-2.0, -7.0, -3.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.hood_dark"): ( + vox_spec: ("armor.misc.head.hood_dark", (-2.0, -6.0, -3.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.hood_dark"): ( + vox_spec: ("armor.misc.head.hood_dark", (-6.0, -7.0, -3.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.hood_dark"): ( + vox_spec: ("armor.misc.head.hood_dark", (-6.0, -7.0, -4.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.hood_dark"): ( + vox_spec: ("armor.misc.head.hood_dark", (-3.0, -5.0, -4.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.hood_dark"): ( + vox_spec: ("armor.misc.head.hood_dark", (-3.0, -8.0, -5.0)), + color: None + ), + // + (Human, Male, "common.items.armor.misc.head.spikeguard"): ( + vox_spec: ("armor.misc.head.spikeguard", (-4.0, -5.0, 6.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.spikeguard"): ( + vox_spec: ("armor.misc.head.spikeguard", (-4.0, -5.0, 8.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.spikeguard"): ( + vox_spec: ("armor.misc.head.spikeguard", (-3.0, -4.0, 7.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.spikeguard"): ( + vox_spec: ("armor.misc.head.spikeguard", (-3.0, -5.0, 8.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.spikeguard"): ( + vox_spec: ("armor.misc.head.spikeguard", (-5.0, -3.0, 7.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.spikeguard"): ( + vox_spec: ("armor.misc.head.spikeguard", (-5.0, -3.0, 7.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.spikeguard"): ( + vox_spec: ("armor.misc.head.spikeguard", (-2.0, -5.0, 8.5)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.spikeguard"): ( + vox_spec: ("armor.misc.head.spikeguard", (-2.0, -5.0, 9.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.spikeguard"): ( + vox_spec: ("armor.misc.head.spikeguard", (-6.0, -4.0, 8.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.spikeguard"): ( + vox_spec: ("armor.misc.head.spikeguard", (-6.0, -4.0, 7.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.spikeguard"): ( + vox_spec: ("armor.misc.head.spikeguard", (-3.0, -3.0, 8.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.spikeguard"): ( + vox_spec: ("armor.misc.head.spikeguard", (-3.0, -5.0, 7.0)), + color: None + ), + // + (Human, Female, "common.items.armor.misc.head.facegourd"): ( + vox_spec: ("armor.misc.head.facegourd", (-4.0, -5.0, -1.0)), + color: None + ), + (Human, Male, "common.items.armor.misc.head.facegourd"): ( + vox_spec: ("armor.misc.head.facegourd", (-4.0, -5.0, -1.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.facegourd"): ( + vox_spec: ("armor.misc.head.facegourd", (-3.0, -6.0, -1.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.facegourd"): ( + vox_spec: ("armor.misc.head.facegourd", (-3.0, -6.0, -1.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.facegourd"): ( + vox_spec: ("armor.misc.head.facegourd", (-3.0, -6.0, -1.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.facegourd"): ( + vox_spec: ("armor.misc.head.facegourd", (-3.0, -6.0, 2.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.facegourd"): ( + vox_spec: ("armor.misc.head.facegourd", (-5.0, -5.0, -1.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.facegourd"): ( + vox_spec: ("armor.misc.head.facegourd", (-5.0, -5.0, -1.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.facegourd"): ( + vox_spec: ("armor.misc.head.facegourd", (-6.0, -5.0, -1.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.facegourd"): ( + vox_spec: ("armor.misc.head.facegourd", (-6.0, -5.0, 1.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.facegourd"): ( + vox_spec: ("armor.misc.head.facegourd", (-2.0, -6.0, 1.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.facegourd"): ( + vox_spec: ("armor.misc.head.facegourd", (-2.0, -6.0, 1.0)), + color: None + ), + // Cardinal Mitre + (Human, Male, "common.items.armor.cardinal.mitre"): ( + vox_spec: ("armor.cardinal.mitre", (-4.0, -5.0, 5.0)), + color: None + ), + (Human, Female, "common.items.armor.cardinal.mitre"): ( + vox_spec: ("armor.cardinal.mitre", (-4.0, -5.0, 5.0)), + color: None + ), + (Elf, Male, "common.items.armor.cardinal.mitre"): ( + vox_spec: ("armor.cardinal.mitre", (-3.0, -5.0, 7.0)), + color: None + ), + (Elf, Female, "common.items.armor.cardinal.mitre"): ( + vox_spec: ("armor.cardinal.mitre", (-3.0, -6.0, 5.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.cardinal.mitre"): ( + vox_spec: ("armor.cardinal.mitre", (-5.0, -4.0, 5.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.cardinal.mitre"): ( + vox_spec: ("armor.cardinal.mitre", (-5.0, -4.0, 5.0)), + color: None + ), + (Danari, Male, "common.items.armor.cardinal.mitre"): ( + vox_spec: ("armor.cardinal.mitre", (-2.0, -5.0, 7.0)), + color: None + ), + (Danari, Female, "common.items.armor.cardinal.mitre"): ( + vox_spec: ("armor.cardinal.mitre", (-2.0, -4.0, 7.0)), + color: None + ), + (Draugr, Male, "common.items.armor.cardinal.mitre"): ( + vox_spec: ("armor.cardinal.mitre", (-6.0, -5.0, 7.0)), + color: None + ), + (Draugr, Female, "common.items.armor.cardinal.mitre"): ( + vox_spec: ("armor.cardinal.mitre", (-6.0, -5.0, 6.0)), + color: None + ), + (Orc, Male, "common.items.armor.cardinal.mitre"): ( + vox_spec: ("armor.cardinal.mitre", (-3.0, -3.0, 8.0)), + color: None + ), + (Orc, Female, "common.items.armor.cardinal.mitre"): ( + vox_spec: ("armor.cardinal.mitre", (-3.0, -6.0, 5.0)), + color: None + ), + // Merchant Turban + (Human, Male, "common.items.armor.merchant.turban"): ( + vox_spec: ("armor.merchant.turban", (-4.0, -7.0, -6.0)), + color: None + ), + (Human, Female, "common.items.armor.merchant.turban"): ( + vox_spec: ("armor.merchant.turban", (-4.0, -6.0, -6.0)), + color: None + ), + (Elf, Male, "common.items.armor.merchant.turban"): ( + vox_spec: ("armor.merchant.turban", (-3.0, -7.0, -6.0)), + color: None + ), + (Elf, Female, "common.items.armor.merchant.turban"): ( + vox_spec: ("armor.merchant.turban", (-3.0, -7.0, -6.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.merchant.turban"): ( + vox_spec: ("armor.merchant.turban", (-5.0, -6.0, -6.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.merchant.turban"): ( + vox_spec: ("armor.merchant.turban", (-5.0, -6.0, -6.0)), + color: None + ), + (Danari, Male, "common.items.armor.merchant.turban"): ( + vox_spec: ("armor.merchant.turban", (-2.0, -7.0, -4.0)), + color: None + ), + (Danari, Female, "common.items.armor.merchant.turban"): ( + vox_spec: ("armor.merchant.turban", (-2.0, -7.0, -4.0)), + color: None + ), + (Draugr, Male, "common.items.armor.merchant.turban"): ( + vox_spec: ("armor.merchant.turban", (-6.0, -7.0, -4.0)), + color: None + ), + (Draugr, Female, "common.items.armor.merchant.turban"): ( + vox_spec: ("armor.merchant.turban", (-6.0, -7.0, -5.0)), + color: None + ), + (Orc, Male, "common.items.armor.merchant.turban"): ( + vox_spec: ("armor.merchant.turban", (-3.0, -5.0, -4.0)), + color: None + ), + (Orc, Female, "common.items.armor.merchant.turban"): ( + vox_spec: ("armor.merchant.turban", (-3.0, -8.0, -6.0)), + color: None + ), + //Winged Coronet -1, 5 + (Human, Male, "common.items.armor.misc.head.winged_coronet"): ( + vox_spec: ("armor.misc.head.winged_coronet", (-4.0, -4.0, -1.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.winged_coronet"): ( + vox_spec: ("armor.misc.head.winged_coronet", (-4.0, -3.0, -1.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.winged_coronet"): ( + vox_spec: ("armor.misc.head.winged_coronet", (-3.0, -4.0, -1.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.winged_coronet"): ( + vox_spec: ("armor.misc.head.winged_coronet", (-3.0, -4.0, -1.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.winged_coronet"): ( + vox_spec: ("armor.misc.head.winged_coronet", (-5.0, -3.0, -2.5)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.winged_coronet"): ( + vox_spec: ("armor.misc.head.winged_coronet", (-5.0, -3.0, -2.5)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.winged_coronet"): ( + vox_spec: ("armor.misc.head.winged_coronet", (-2.0, -4.0, 0.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.winged_coronet"): ( + vox_spec: ("armor.misc.head.winged_coronet", (-2.0, -4.0, 0.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.winged_coronet"): ( + vox_spec: ("armor.misc.head.winged_coronet", (-6.0, -5.0, 0.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.winged_coronet"): ( + vox_spec: ("armor.misc.head.winged_coronet", (-6.0, -5.0, -1.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.winged_coronet"): ( + vox_spec: ("armor.misc.head.winged_coronet", (-3.0, -2.0, 1.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.winged_coronet"): ( + vox_spec: ("armor.misc.head.winged_coronet", (-3.0, -5.0, -1.0)), + color: None + ), + // Boreal Warhelmet + (Human, Male, "common.items.armor.misc.head.boreal_warhelm"): ( + vox_spec: ("armor.misc.head.boreal_warhelm", (-4.0, -5.0, -4.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.boreal_warhelm"): ( + vox_spec: ("armor.misc.head.boreal_warhelm", (-4.0, -5.0, -4.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.boreal_warhelm"): ( + vox_spec: ("armor.misc.head.boreal_warhelm", (-3.0, -6.0, -4.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.boreal_warhelm"): ( + vox_spec: ("armor.misc.head.boreal_warhelm", (-3.0, -6.0, -4.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.boreal_warhelm"): ( + vox_spec: ("armor.misc.head.boreal_warhelm", (-5.0, -5.0, -4.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.boreal_warhelm"): ( + vox_spec: ("armor.misc.head.boreal_warhelm", (-5.0, -5.0, -4.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.boreal_warhelm"): ( + vox_spec: ("armor.misc.head.boreal_warhelm", (-2.0, -6.0, -2.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.boreal_warhelm"): ( + vox_spec: ("armor.misc.head.boreal_warhelm", (-2.0, -6.0, -2.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.boreal_warhelm"): ( + vox_spec: ("armor.misc.head.boreal_warhelm", (-6.0, -6.0, -3.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.boreal_warhelm"): ( + vox_spec: ("armor.misc.head.boreal_warhelm", (-6.0, -6.0, -3.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.boreal_warhelm"): ( + vox_spec: ("armor.misc.head.boreal_warhelm", (-3.0, -4.0, -2.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.boreal_warhelm"): ( + vox_spec: ("armor.misc.head.boreal_warhelm", (-3.0, -7.0, -4.0)), + color: None + ), + // Brinestone Crown + (Human, Male, "common.items.armor.brinestone.crown"): ( + vox_spec: ("armor.brinestone.crown", (-4.0, -4.0, -1.0)), + color: None + ), + (Human, Female, "common.items.armor.brinestone.crown"): ( + vox_spec: ("armor.brinestone.crown", (-4.0, -4.0, -1.0)), + color: None + ), + (Elf, Male, "common.items.armor.brinestone.crown"): ( + vox_spec: ("armor.brinestone.crown", (-3.0, -4.0, -0.0)), + color: None + ), + (Elf, Female, "common.items.armor.brinestone.crown"): ( + vox_spec: ("armor.brinestone.crown", (-3.0, -4.0, -0.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.brinestone.crown"): ( + vox_spec: ("armor.brinestone.crown", (-5.0, -3.0, -1.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.brinestone.crown"): ( + vox_spec: ("armor.brinestone.crown", (-5.0, -3.0, -1.0)), + color: None + ), + (Danari, Male, "common.items.armor.brinestone.crown"): ( + vox_spec: ("armor.brinestone.crown", (-2.0, -4.0, 1.0)), + color: None + ), + (Danari, Female, "common.items.armor.brinestone.crown"): ( + vox_spec: ("armor.brinestone.crown", (-2.0, -4.0, 2.0)), + color: None + ), + (Draugr, Male, "common.items.armor.brinestone.crown"): ( + vox_spec: ("armor.brinestone.crown", (-6.0, -4.0, 0.0)), + color: None + ), + (Draugr, Female, "common.items.armor.brinestone.crown"): ( + vox_spec: ("armor.brinestone.crown", (-6.0, -4.0, -1.0)), + color: None + ), + (Orc, Male, "common.items.armor.brinestone.crown"): ( + vox_spec: ("armor.brinestone.crown", (-3.0, -2.0, 1.0)), + color: None + ), + (Orc, Female, "common.items.armor.brinestone.crown"): ( + vox_spec: ("armor.brinestone.crown", (-3.0, -5.0, -1.0)), + color: None + ), + // Woolly Wintercap (Christmas hat+event) + (Human, Male, "common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): ( + vox_spec: ("armor.misc.head.woolly_wintercap", (-4.0, -7.0, -3.0)), + color: None + ), + (Human, Female, "common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): ( + vox_spec: ("armor.misc.head.woolly_wintercap", (-4.0, -7.0, -3.0)), + color: None + ), + (Elf, Male, "common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): ( + vox_spec: ("armor.misc.head.woolly_wintercap", (-3.0, -7.0, -4.0)), + color: None + ), + (Elf, Female, "common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): ( + vox_spec: ("armor.misc.head.woolly_wintercap", (-3.0, -8.0, -4.0)), + color: None + ), + (Dwarf, Male, "common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): ( + vox_spec: ("armor.misc.head.woolly_wintercap", (-5.0, -6.0, -3.0)), + color: None + ), + (Dwarf, Female, "common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): ( + vox_spec: ("armor.misc.head.woolly_wintercap", (-5.0, -6.0, -3.0)), + color: None + ), + (Danari, Male, "common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): ( + vox_spec: ("armor.misc.head.woolly_wintercap", (-2.0, -7.0, -2.0)), + color: None + ), + (Danari, Female, "common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): ( + vox_spec: ("armor.misc.head.woolly_wintercap", (-2.0, -7.0, -2.0)), + color: None + ), + (Draugr, Male, "common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): ( + vox_spec: ("armor.misc.head.woolly_wintercap", (-6.0, -7.0, -3.0)), + color: None + ), + (Draugr, Female, "common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): ( + vox_spec: ("armor.misc.head.woolly_wintercap", (-6.0, -7.0, -4.0)), + color: None + ), + (Orc, Male, "common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): ( + vox_spec: ("armor.misc.head.woolly_wintercap", (-3.0, -5.0, -2.0)), + color: None + ), + (Orc, Female, "common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): ( + vox_spec: ("armor.misc.head.woolly_wintercap", (-3.0, -8.0, -4.0)), + color: None + ), + // Hare Hat (Easter hat+event) + (Human, Male, "common.items.armor.misc.head.hare_hat"): ( + vox_spec: ("armor.misc.head.hare_hat", (-4.0, -6.0, -4.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.hare_hat"): ( + vox_spec: ("armor.misc.head.hare_hat", (-4.0, -5.0, -4.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.hare_hat"): ( + vox_spec: ("armor.misc.head.hare_hat", (-3.0, -6.0, -5.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.hare_hat"): ( + vox_spec: ("armor.misc.head.hare_hat", (-3.0, -6.0, -5.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.hare_hat"): ( + vox_spec: ("armor.misc.head.hare_hat", (-5.0, -5.0, -5.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.hare_hat"): ( + vox_spec: ("armor.misc.head.hare_hat", (-5.0, -5.0, -5.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.hare_hat"): ( + vox_spec: ("armor.misc.head.hare_hat", (-2.0, -6.0, -2.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.hare_hat"): ( + vox_spec: ("armor.misc.head.hare_hat", (-2.0, -6.0, -2.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.hare_hat"): ( + vox_spec: ("armor.misc.head.hare_hat", (-6.0, -6.0, -3.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.hare_hat"): ( + vox_spec: ("armor.misc.head.hare_hat", (-6.0, -6.0, -4.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.hare_hat"): ( + vox_spec: ("armor.misc.head.hare_hat", (-3.0, -5.0, -3.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.hare_hat"): ( + vox_spec: ("armor.misc.head.hare_hat", (-3.0, -7.0, -5.0)), + color: None + ), + // Cat Capuche (April Fools hat+event) + (Human, Male, "common.items.armor.misc.head.cat_capuche"): ( + vox_spec: ("armor.misc.head.cat_capuche", (-4.0, -6.0, -4.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.cat_capuche"): ( + vox_spec: ("armor.misc.head.cat_capuche", (-4.0, -5.0, -4.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.cat_capuche"): ( + vox_spec: ("armor.misc.head.cat_capuche", (-3.0, -6.0, -5.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.cat_capuche"): ( + vox_spec: ("armor.misc.head.cat_capuche", (-3.0, -6.0, -5.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.cat_capuche"): ( + vox_spec: ("armor.misc.head.cat_capuche", (-5.0, -5.0, -5.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.cat_capuche"): ( + vox_spec: ("armor.misc.head.cat_capuche", (-5.0, -5.0, -5.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.cat_capuche"): ( + vox_spec: ("armor.misc.head.cat_capuche", (-2.0, -6.0, -2.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.cat_capuche"): ( + vox_spec: ("armor.misc.head.cat_capuche", (-2.0, -6.0, -2.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.cat_capuche"): ( + vox_spec: ("armor.misc.head.cat_capuche", (-6.0, -6.0, -3.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.cat_capuche"): ( + vox_spec: ("armor.misc.head.cat_capuche", (-6.0, -6.0, -4.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.cat_capuche"): ( + vox_spec: ("armor.misc.head.cat_capuche", (-3.0, -5.0, -3.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.cat_capuche"): ( + vox_spec: ("armor.misc.head.cat_capuche", (-3.0, -7.0, -5.0)), + color: None + ), + // Gnarling Chieftain Mask + (Human, Male, "common.items.armor.misc.head.gnarling_mask"): ( + vox_spec: ("armor.misc.head.gnarling_mask", (-4.0, 1.0, -2.0)), + color: None + ), + (Human, Female, "common.items.armor.misc.head.gnarling_mask"): ( + vox_spec: ("armor.misc.head.gnarling_mask", (-4.0, 1.0, -1.0)), + color: None + ), + (Elf, Male, "common.items.armor.misc.head.gnarling_mask"): ( + vox_spec: ("armor.misc.head.gnarling_mask", (-3.0, 1.0, -2.0)), + color: None + ), + (Elf, Female, "common.items.armor.misc.head.gnarling_mask"): ( + vox_spec: ("armor.misc.head.gnarling_mask", (-3.0, 1.0, -2.0)), + color: None + ), + (Dwarf, Male, "common.items.armor.misc.head.gnarling_mask"): ( + vox_spec: ("armor.misc.head.gnarling_mask", (-5.0, 2.0, -2.0)), + color: None + ), + (Dwarf, Female, "common.items.armor.misc.head.gnarling_mask"): ( + vox_spec: ("armor.misc.head.gnarling_mask", (-5.0, 2.0, -1.0)), + color: None + ), + (Danari, Male, "common.items.armor.misc.head.gnarling_mask"): ( + vox_spec: ("armor.misc.head.gnarling_mask", (-2.0, 0.0, 2.0)), + color: None + ), + (Danari, Female, "common.items.armor.misc.head.gnarling_mask"): ( + vox_spec: ("armor.misc.head.gnarling_mask", (-2.0, 1.0, 2.0)), + color: None + ), + (Draugr, Male, "common.items.armor.misc.head.gnarling_mask"): ( + vox_spec: ("armor.misc.head.gnarling_mask", (-6.0, 1.0, 0.0)), + color: None + ), + (Draugr, Female, "common.items.armor.misc.head.gnarling_mask"): ( + vox_spec: ("armor.misc.head.gnarling_mask", (-6.0, 1.0, 0.0)), + color: None + ), + (Orc, Male, "common.items.armor.misc.head.gnarling_mask"): ( + vox_spec: ("armor.misc.head.gnarling_mask", (-3.0, 1.0, 0.0)), + color: None + ), + (Orc, Female, "common.items.armor.misc.head.gnarling_mask"): ( + vox_spec: ("armor.misc.head.gnarling_mask", (-3.0, 0.0, -1.0)), + color: None + ), + // Miner + (Human, Male, "common.items.armor.miner.helmet"): ( + vox_spec: ("armor.miner.helmet", (-4.0, -6.0, -1.0)), + color: Some((146, 32, 32)), + ), + (Human, Female, "common.items.armor.miner.helmet"): ( + vox_spec: ("armor.miner.helmet", (-4.0, -6.0, -1.0)), + color: Some((146, 32, 32)), + ), + (Elf, Male, "common.items.armor.miner.helmet"): ( + vox_spec: ("armor.miner.helmet", (-3.0, -6.0, -1.0)), + color: Some((146, 32, 32)), + ), + (Elf, Female, "common.items.armor.miner.helmet"): ( + vox_spec: ("armor.miner.helmet", (-3.0, -6.0, -1.0)), + color: Some((146, 32, 32)), + ), + (Dwarf, Male, "common.items.armor.miner.helmet"): ( + vox_spec: ("armor.miner.helmet", (-5.0, -5.0, -1.0)), + color: Some((146, 32, 32)), + ), + (Dwarf, Female, "common.items.armor.miner.helmet"): ( + vox_spec: ("armor.miner.helmet", (-5.0, -5.0, -1.0)), + color: Some((146, 32, 32)), + ), + (Danari, Male, "common.items.armor.miner.helmet"): ( + vox_spec: ("armor.miner.helmet", (-2.0, -6.0, 1.0)), + color: Some((146, 32, 32)), + ), + (Danari, Female, "common.items.armor.miner.helmet"): ( + vox_spec: ("armor.miner.helmet", (-2.0, -6.0, 1.0)), + color: Some((146, 32, 32)), + ), + (Draugr, Male, "common.items.armor.miner.helmet"): ( + vox_spec: ("armor.miner.helmet", (-6.0, -6.0, 0.0)), + color: Some((146, 32, 32)), + ), + (Draugr, Female, "common.items.armor.miner.helmet"): ( + vox_spec: ("armor.miner.helmet", (-6.0, -6.0, -1.0)), + color: Some((146, 32, 32)), + ), + (Orc, Male, "common.items.armor.miner.helmet"): ( + vox_spec: ("armor.miner.helmet", (-3.0, -5.0, 1.0)), + color: Some((146, 32, 32)), + ), + (Orc, Female, "common.items.armor.miner.helmet"): ( + vox_spec: ("armor.miner.helmet", (-3.0, -7.0, -1.0)), + color: Some((146, 32, 32)), + ), + // Orichalcum Helmet + (Human, Male, "common.items.armor.mail.orichalcum.head"): ( + vox_spec: ("armor.mail.orichalcum", (-4.0, -6.0, -2.0), 5), + color: None + ), + (Human, Female, "common.items.armor.mail.orichalcum.head"): ( + vox_spec: ("armor.mail.orichalcum", (-4.0, -5.0, -2.0), 5), + color: None + ), + (Elf, Male, "common.items.armor.mail.orichalcum.head"): ( + vox_spec: ("armor.mail.orichalcum", (-3.0, -6.0, -2.0), 5), + color: None + ), + (Elf, Female, "common.items.armor.mail.orichalcum.head"): ( + vox_spec: ("armor.mail.orichalcum", (-3.0, -6.0, -2.0), 5), + color: None + ), + (Dwarf, Male, "common.items.armor.mail.orichalcum.head"): ( + vox_spec: ("armor.mail.orichalcum", (-5.0, -5.0, -2.0), 5), + color: None + ), + (Dwarf, Female, "common.items.armor.mail.orichalcum.head"): ( + vox_spec: ("armor.mail.orichalcum", (-5.0, -5.0, -2.0), 5), + color: None + ), + (Danari, Male, "common.items.armor.mail.orichalcum.head"): ( + vox_spec: ("armor.mail.orichalcum", (-2.0, -6.0, 0.0), 5), + color: None + ), + (Danari, Female, "common.items.armor.mail.orichalcum.head"): ( + vox_spec: ("armor.mail.orichalcum", (-2.0, -6.0, 0.0), 5), + color: None + ), + (Draugr, Male, "common.items.armor.mail.orichalcum.head"): ( + vox_spec: ("armor.mail.orichalcum", (-6.0, -6.0, 0.0), 5), + color: None + ), + (Draugr, Female, "common.items.armor.mail.orichalcum.head"): ( + vox_spec: ("armor.mail.orichalcum", (-6.0, -6.0, -1.0), 5), + color: None + ), + (Orc, Male, "common.items.armor.mail.orichalcum.head"): ( + vox_spec: ("armor.mail.orichalcum", (-3.0, -4.5, 1.0), 5), + color: None + ), + (Orc, Female, "common.items.armor.mail.orichalcum.head"): ( + vox_spec: ("armor.mail.orichalcum", (-3.0, -7.0, -2.0), 5), + color: None + ), + } +)) diff --git a/assets/voxygen/voxel/humanoid_armor_pants_manifest.ron b/assets/voxygen/voxel/humanoid_armor_pants_manifest.ron new file mode 100644 index 0000000..9f5c38e --- /dev/null +++ b/assets/voxygen/voxel/humanoid_armor_pants_manifest.ron @@ -0,0 +1,224 @@ +(( + default: ( + vox_spec: ("armor.misc.pants.none", (-5.0, -3.5, 1.0)), + color: Some((28, 66, 109)) + ), + map: { + "Blue": ( + vox_spec: ("armor.misc.pants.grayscale", (-5.0, -3.5, 1.0)), + color: Some((28, 66, 109)) + ), + "Brown": ( + vox_spec: ("armor.misc.pants.grayscale", (-5.0, -3.5, 1.0)), + color: Some((54, 30, 26)) + ), + "Dark": ( + vox_spec: ("armor.misc.pants.grayscale", (-5.0, -3.5, 1.0)), + color: Some((24, 19, 17)) + ), + "common.items.armor.misc.pants.hunting": ( + vox_spec: ("armor.misc.pants.grayscale", (-5.0, -3.5, 1.0)), + color: Some((49, 95, 59)) + ), + "Orange": ( + vox_spec: ("armor.misc.pants.grayscale", (-5.0, -3.5, 1.0)), + color: Some((148, 52, 33)) + ), + "common.items.armor.assassin.pants": ( + vox_spec: ("armor.assassin.pants", (-5.0, -3.5, 1.0)), + color: None + ), + "Kimono": ( + vox_spec: ("armor.misc.pants.cloth_red_kimono", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.ferocious.pants": ( + vox_spec: ("armor.ferocious.pants", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.boreal.pants": ( + vox_spec: ("armor.boreal.pants", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.brinestone.pants": ( + vox_spec: ("armor.brinestone.pants", (-7.0, -3.5, -1.0)), + color: None + ), + "common.items.npc_armor.pants.plate_red": ( + vox_spec: ("armor.misc.pants.plate_grey", (-5.0, -3.5, 1.0)), + color: Some((124, 38, 46)) + ), + "common.items.armor.cloth_purple.pants": ( + vox_spec: ("armor.cloth_purple.pants", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.cloth_blue.pants": ( + vox_spec: ("armor.cloth_blue.pants", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.cloth_green.pants": ( + vox_spec: ("armor.cloth_green.pants", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.rugged.pants": ( + vox_spec: ("armor.rugged.pants", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.misc.pants.worker_blue": ( + vox_spec: ("armor.misc.pants.worker_blue", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.misc.pants.worker_brown": ( + vox_spec: ("armor.misc.pants.worker_brown", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.cultist.pants": ( + vox_spec: ("armor.cultist.pants", (-5.0, -3.5, 1.0)), + color: Some((30, 0, 64)) + ), + "common.items.armor.leather_plate.pants": ( + vox_spec: ("armor.leather_plate.pants", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.twigs.pants": ( + vox_spec: ("armor.twigs.pants", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.twigsleaves.pants": ( + vox_spec: ("armor.twigsleaves.pants", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.twigsflowers.pants": ( + vox_spec: ("armor.twigsflowers.pants", (-6.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.tarasque.pants":( + vox_spec: ("armor.tarasque.pants", (-6.0, -4.5, 1.0)), + color: None + ), + "common.items.armor.bonerattler.pants":( + vox_spec: ("armor.bonerattler.pants", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.velorite_mage.pants": ( + vox_spec: ("armor.velorite_battlemage.pants", (-6.0, -3.5, -2.0)), + color: None + ), + "common.items.debug.cultist_legs_blue": ( + vox_spec: ("armor.velorite_battlemage.pants", (-6.0, -3.5, -2.0)), + color: None + ), + "common.items.npc_armor.pants.leather_blue": ( + vox_spec: ("armor.leather_blue.pants", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.hide.rawhide.pants": ( + vox_spec: ("armor.hide.rawhide.pants", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.hide.leather.pants": ( + vox_spec: ("armor.hide.leather.pants", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.miner.pants": ( + vox_spec: ("armor.miner.pants", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.hide.scale.pants": ( + vox_spec: ("armor.hide.scale.pants", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.hide.carapace.pants": ( + vox_spec: ("armor.hide.carapace.pants", (-6.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.hide.primal.pants": ( + vox_spec: ("armor.hide.primal.pants", (-6.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.hide.dragonscale.pants": ( + vox_spec: ("armor.hide.dragonscale.pants", (-5.0, -3.5, -1.0)), + color: None + ), + "common.items.armor.savage.pants": ( + vox_spec: ("armor.savage.pants", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.witch.pants": ( + vox_spec: ("armor.witch.pants", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.pirate.pants": ( + vox_spec: ("armor.pirate.pants", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.alchemist.pants": ( + vox_spec: ("armor.alchemist", (-5.0, -3.5, 0.0), 3), + color: None + ), + "common.items.armor.blacksmith.pants": ( + vox_spec: ("armor.blacksmith.pants", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.chef.pants": ( + vox_spec: ("armor.chef.pants", (-5.0, -4.0, 0.0)), + color: None + ), + "common.items.armor.cloth.linen.pants": ( + vox_spec: ("armor.cloth.linen.pants", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.cloth.woolen.pants": ( + vox_spec: ("armor.cloth.woolen.pants", (-6.0, -4.5, 1.0)), + color: None + ), + "common.items.armor.cloth.silken.pants": ( + vox_spec: ("armor.cloth.silken.pants", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.cloth.druid.pants": ( + vox_spec: ("armor.cloth.druid.pants", (-5.0, -3.5, -1.0)), + color: None + ), + "common.items.armor.cloth.moonweave.pants": ( + vox_spec: ("armor.cloth.moonweave.pants", (-6.0, -4.5, 0.0)), + color: None + ), + "common.items.armor.cloth.sunsilk.pants": ( + vox_spec: ("armor.cloth.sunsilk.pants", (-6.0, -4.5, 0.0)), + color: None + ), + "common.items.armor.mail.bronze.pants": ( + vox_spec: ("armor.mail.bronze.pants", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.mail.iron.pants": ( + vox_spec: ("armor.mail.iron.pants", (-5.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.mail.steel.pants": ( + vox_spec: ("armor.mail.steel.pants", (-6.0, -3.5, 1.0)), + color: None + ), + "common.items.armor.mail.cobalt.pants": ( + vox_spec: ("armor.mail.cobalt.pants", (-6.0, -5.5, 1.0)), + color: None + ), + "common.items.armor.mail.bloodsteel.pants": ( + vox_spec: ("armor.mail.bloodsteel.pants", (-7.0, -4.5, 0.0)), + color: None + ), + "common.items.armor.mail.orichalcum.pants": ( + vox_spec: ("armor.mail.orichalcum", (-6.0, -3.5, 0.0), 6), + color: None + ), + "common.items.armor.cardinal.pants": ( + vox_spec: ("armor.cardinal.pants", (-5.0, -3.5, 0.0)), + color: None + ), + "common.items.armor.merchant.pants": ( + vox_spec: ("armor.merchant.pants", (-5.0, -3.5, 0.0)), + color: None + ), + }, +)) diff --git a/assets/voxygen/voxel/humanoid_armor_shoulder_manifest.ron b/assets/voxygen/voxel/humanoid_armor_shoulder_manifest.ron new file mode 100644 index 0000000..91ac8ba --- /dev/null +++ b/assets/voxygen/voxel/humanoid_armor_shoulder_manifest.ron @@ -0,0 +1,505 @@ +(( + //This shouldn't be the none option, but what is? + default: ( + left: ( + vox_spec: ("armor.empty", (-3.0, -3.5, 1.0)), + color: None + ), + right: ( + vox_spec: ("armor.empty", (-2.0, -3.5, 1.0)), + color: None + ) + ), + map: { + "Brown1": ( + left: ( + vox_spec: ("armor.shoulder.brown_right", (-3.0, -3.5, 1.0)), + color: None + ), + right: ( + vox_spec: ("armor.shoulder.brown_right", (-2.0, -3.5, 1.0)), + color: None + ) + ), + "common.items.armor.assassin.shoulder": ( + left: ( + vox_spec: ("armor.assassin.shoulder", (-5.0, -3.5, 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.assassin.shoulder", (-1.0, -3.5, 0.0)), + color: None + ) + ), + "Chain": ( + left: ( + vox_spec: ("armor.shoulder.chain", (-4.0, -3.5, 1.0)), + color: None + ), + right: ( + vox_spec: ("armor.misc.shoulder.chain", (-2.0, -3.5, 1.0)), + color: None + ) + ), + "common.items.armor.ferocious.shoulder": ( + left: ( + vox_spec: ("armor.ferocious.shoulder", (-6.0, -2.5, -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.ferocious.shoulder", (-3.0, -2.5, -1.0)), + color: None + ) + ), + "common.items.armor.boreal.shoulder": ( + left: ( + vox_spec: ("armor.boreal.shoulder", (-4.0, -3.5, -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.boreal.shoulder", (-1.0, -3.5, -1.0)), + color: None + ) + ), + "common.items.armor.brinestone.shoulder": ( + left: ( + vox_spec: ("armor.brinestone.shoulder", (-6.0, -3.5, -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.brinestone.shoulder", (-2.0, -3.5, -1.0)), + color: None + ) + ), + "common.items.armor.cloth_purple.shoulder": ( + left: ( + vox_spec: ("armor.cloth_purple.shoulder", (-4.0, -3.5, 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.cloth_purple.shoulder", (-1.0, -3.5, 0.0)), + color: None + ) + ), + "common.items.armor.cloth_blue.shoulder_0": ( + left: ( + vox_spec: ("armor.cloth_blue.shoulder_0", (-4.0, -3.5, 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.cloth_blue.shoulder_0", (-1.0, -3.5, 0.0)), + color: None + ) + ), + "common.items.armor.cloth_green.shoulder": ( + left: ( + vox_spec: ("armor.cloth_green.shoulder", (-4.0, -3.5, 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.cloth_green.shoulder", (-1.0, -3.5, 0.0)), + color: None + ) + ), + "common.items.armor.cultist.shoulder": ( + left: ( + vox_spec: ("armor.cultist.shoulder", (-3.0, -3.5, -1.0)), + color: Some((30, 0, 64)) + ), + right: ( + vox_spec: ("armor.cultist.shoulder", (-2.0, -3.5, -1.0)), + color: Some((30, 0, 64)) + ) + ), + "common.items.armor.leather_plate.shoulder": ( + left: ( + vox_spec: ("armor.leather_plate.shoulder", (-4.0, -3.5 , 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.leather_plate.shoulder", (-0.9, -3.5, 0.0)), + color: None + ) + ), + "common.items.armor.twigs.shoulder": ( + left: ( + vox_spec: ("armor.twigs.shoulder", (-5.0, -4.0 , -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.twigs.shoulder", (-1.0, -4.0, -1.0)), + color: None + ) + ), + "common.items.armor.twigsleaves.shoulder": ( + left: ( + vox_spec: ("armor.twigsleaves.shoulder", (-6.0, -5.0 , -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.twigsleaves.shoulder", (-1.0, -5.0, -1.0)), + color: None + ) + ), + "common.items.armor.twigsflowers.shoulder": ( + left: ( + vox_spec: ("armor.twigsflowers.shoulder", (-6.0, -4.0 , -2.0)), + color: None + ), + right: ( + vox_spec: ("armor.twigsflowers.shoulder", (-1.0, -4.0, -2.0)), + color: None + ), + ), + "common.items.armor.cloth_blue.shoulder_1": ( + left: ( + vox_spec: ("armor.cloth_blue.shoulder_1", (-4.0, -2.5, 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.cloth_blue.shoulder_1", (-1.0, -2.5, 0.0)), + color: None + ) + ), + "common.items.armor.misc.shoulder.iron_spikes": ( + left: ( + vox_spec: ("armor.misc.shoulder.iron_spikes", (-6.0, -3.5, -2.0)), + color: None + ), + right: ( + vox_spec: ("armor.misc.shoulder.iron_spikes", (-1.0, -3.5, -2.0)), + color: None + ) + ), + "common.items.armor.misc.shoulder.leather_iron_3": ( + left: ( + vox_spec: ("armor.misc.shoulder.leather_iron_3", (-4.0, -2.5, -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.misc.shoulder.leather_iron_3", (-2.0, -2.5, -1.0)), + color: None + ) + ), + "common.items.armor.misc.shoulder.leather_iron_2": ( + left: ( + vox_spec: ("armor.misc.shoulder.leather_iron_2", (-5.0, -2.5, 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.misc.shoulder.leather_iron_2", (-2.0, -2.5, 0.0)), + color: None + ) + ), + "common.items.armor.misc.shoulder.leather_iron_1": ( + left: ( + vox_spec: ("armor.misc.shoulder.leather_iron_1", (-5.0, -2.5, 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.misc.shoulder.leather_iron_1", (-2.0, -2.5, 0.0)), + color: None + ) + ), + "common.items.armor.misc.shoulder.leather_iron_0": ( + left: ( + vox_spec: ("armor.misc.shoulder.leather_iron_0", (-6.0, -2.5, 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.misc.shoulder.leather_iron_0", (-2.0, -2.5, 0.0)), + color: None + ) + ), + "common.items.armor.misc.shoulder.leather_strip": ( + left: ( + vox_spec: ("armor.misc.shoulder.leather_strip", (-3.0, -2.5, -2.0)), + color: None + ), + right: ( + vox_spec: ("armor.misc.shoulder.leather_strip", (-2.0, -2.5, -2.0)), + color: None + ) + ), + "common.items.armor.tarasque.shoulder": ( + left: ( + vox_spec: ("armor.tarasque.shoulder", (-4.0, -3.5 , -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.tarasque.shoulder", (-1.0, -3.5, -1.0)), + color: None + ) + ), + "common.items.armor.bonerattler.shoulder": ( + left: ( + vox_spec: ("armor.bonerattler.shoulder", (-4.0, -3.5 , 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.bonerattler.shoulder", (-1.0, -3.5, 0.0)), + color: None + ) + ), + "common.items.armor.velorite_mage.shoulder": ( + left: ( + vox_spec: ("armor.velorite_battlemage.shoulder", (-6.0, -4.0 , 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.velorite_battlemage.shoulder", (-1.0, -4.0, 0.0)), + color: None + ) + ), + "common.items.debug.cultist_shoulder_blue": ( + left: ( + vox_spec: ("armor.velorite_battlemage.shoulder", (-6.0, -4.0 , 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.velorite_battlemage.shoulder", (-1.0, -4.0, 0.0)), + color: None + ) + ), + "common.items.armor.hide.rawhide.shoulder": ( + left: ( + vox_spec: ("armor.hide.rawhide.shoulder", (-4.0, -3.5, 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.hide.rawhide.shoulder", (-1.0, -3.5, 0.0)), + color: None + ) + ), + "common.items.armor.hide.leather.shoulder": ( + left: ( + vox_spec: ("armor.hide.leather.shoulder", (-5.0, -3.5, -2.0)), + color: None + ), + right: ( + vox_spec: ("armor.hide.leather.shoulder", (-1.0, -3.5, -2.0)), + color: None + ) + ), + "common.items.armor.miner.shoulder": ( + left: ( + vox_spec: ("armor.hide.leather.shoulder", (-5.0, -3.5, -2.0)), + color: None + ), + right: ( + vox_spec: ("armor.hide.leather.shoulder", (-1.0, -3.5, -2.0)), + color: None + ) + ), + "common.items.armor.hide.scale.shoulder": ( + left: ( + vox_spec: ("armor.hide.scale.shoulder", (-5.0, -3.5, -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.hide.scale.shoulder", (-1.0, -3.5, -1.0)), + color: None + ) + ), + "common.items.armor.hide.carapace.shoulder": ( + left: ( + vox_spec: ("armor.hide.carapace.shoulder", (-6.0, -3.5, -3.0)), + color: None + ), + right: ( + vox_spec: ("armor.hide.carapace.shoulder", (-1.0, -3.5, -3.0)), + color: None + ) + ), + "common.items.armor.hide.primal.shoulder": ( + left: ( + vox_spec: ("armor.hide.primal.shoulder", (-6.0, -3.5, -3.0)), + color: None + ), + right: ( + vox_spec: ("armor.hide.primal.shoulder", (-1.0, -3.5, -3.0)), + color: None + ) + ), + "common.items.armor.hide.dragonscale.shoulder": ( + left: ( + vox_spec: ("armor.hide.dragonscale.shoulder", (-8.0, -3.5 , -2.0)), + color: None + ), + right: ( + vox_spec: ("armor.hide.dragonscale.shoulder", (-1.0, -3.5, -2.0)), + color: None + ) + ), + "common.items.armor.savage.shoulder": ( + left: ( + vox_spec: ("armor.savage.shoulder", (-5.0, -3.5 , -2.0)), + color: None + ), + right: ( + vox_spec: ("armor.savage.shoulder", (-1.0, -3.5, -2.0)), + color: None + ) + ), + "common.items.armor.witch.shoulder": ( + left: ( + vox_spec: ("armor.witch.shoulder", (-5.0, -3.5, -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.witch.shoulder", (-1.0, -3.5, -1.0)), + color: None + ) + ), + "common.items.armor.pirate.shoulder": ( + left: ( + vox_spec: ("armor.pirate.shoulder", (-5.0, -3.5 , -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.empty", (-3.0, -3.5, 1.0)), + color: None + ) + ), + "common.items.armor.cloth.linen.shoulder": ( + left: ( + vox_spec: ("armor.cloth.linen.shoulder", (-3.0, -3.5 , 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.cloth.linen.shoulder", (-1.0, -3.5, 0.0)), + color: None + ) + ), + "common.items.armor.cloth.woolen.shoulder": ( + left: ( + vox_spec: ("armor.cloth.woolen.shoulder", (-5.0, -3.5, -2.0)), + color: None + ), + right: ( + vox_spec: ("armor.cloth.woolen.shoulder", (-1.0, -3.5, -2.0)), + color: None + ) + ), + "common.items.armor.cloth.silken.shoulder": ( + left: ( + vox_spec: ("armor.cloth.silken.shoulder", (-5.0, -3.5 , -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.cloth.silken.shoulder", (-1.0, -3.5, -1.0)), + color: None + ) + ), + "common.items.armor.cloth.druid.shoulder": ( + left: ( + vox_spec: ("armor.cloth.druid.shoulder", (-5.0, -4.5 , -4.0)), + color: None + ), + right: ( + vox_spec: ("armor.cloth.druid.shoulder", (-1.0, -4.5, -4.0)), + color: None + ) + ), + "common.items.armor.cloth.moonweave.shoulder": ( + left: ( + vox_spec: ("armor.cloth.moonweave.shoulder", (-5.0, -3.5 , -3.0)), + color: None + ), + right: ( + vox_spec: ("armor.cloth.moonweave.shoulder", (-1.0, -3.5, -3.0)), + color: None + ) + ), + "common.items.armor.cloth.sunsilk.shoulder": ( + left: ( + vox_spec: ("armor.cloth.sunsilk.shoulder", (-6.0, -3.5 , -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.cloth.sunsilk.shoulder", (-1.0, -3.5, -1.0)), + color: None + ) + ), + "common.items.armor.mail.bronze.shoulder": ( + left: ( + vox_spec: ("armor.mail.bronze.shoulder", (-5.0, -3.5 , 0.0)), + color: None + ), + right: ( + vox_spec: ("armor.mail.bronze.shoulder", (-1.0, -3.5, 0.0)), + color: None + ) + ), + "common.items.armor.mail.iron.shoulder": ( + left: ( + vox_spec: ("armor.mail.iron.shoulder", (-5.0, -3.5, -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.mail.iron.shoulder", (-1.0, -3.5, -1.0)), + color: None + ) + ), + "common.items.armor.mail.steel.shoulder": ( + left: ( + vox_spec: ("armor.mail.steel.shoulder", (-6.0, -3.5 , -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.mail.steel.shoulder", (-1.0, -3.5, -1.0)), + color: None + ) + ), + "common.items.armor.mail.cobalt.shoulder": ( + left: ( + vox_spec: ("armor.mail.cobalt.shoulder", (-6.0, -4.5 , -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.mail.cobalt.shoulder", (-1.0, -4.5, -1.0)), + color: None + ) + ), + "common.items.armor.mail.bloodsteel.shoulder": ( + left: ( + vox_spec: ("armor.mail.bloodsteel.shoulder", (-8.0, -5.5, -3.0)), + color: None + ), + right: ( + vox_spec: ("armor.mail.bloodsteel.shoulder", (-1.0, -5.5, -3.0)), + color: None + ) + ), + "common.items.armor.mail.orichalcum.shoulder": ( + left: ( + vox_spec: ("armor.mail.orichalcum", (-6.0, -3.5, -2.0), 7), + color: None + ), + right: ( + vox_spec: ("armor.mail.orichalcum", (-1.0, -3.5, -2.0), 7), + color: None + ) + ), + "common.items.armor.cardinal.shoulder": ( + left: ( + vox_spec: ("armor.cardinal.shoulder", (-5.0, -2.5, -1.0)), + color: None + ), + right: ( + vox_spec: ("armor.empty", (-0.5, -4.0, -2.0)), + color: None + ) + ), + "common.items.armor.merchant.shoulder": ( + left: ( + vox_spec: ("armor.merchant.shoulder_l", (-3.0, -4.0 , -8.0)), + color: None + ), + right: ( + vox_spec: ("armor.empty", (0.0, 0.0 , 0.0)), + color: None + ), + ), + }, +)) diff --git a/assets/voxygen/voxel/humanoid_color_manifest.ron b/assets/voxygen/voxel/humanoid_color_manifest.ron new file mode 100644 index 0000000..79d0351 --- /dev/null +++ b/assets/voxygen/voxel/humanoid_color_manifest.ron @@ -0,0 +1,440 @@ +#![enable(unwrap_newtypes)] + +( + // NOTE: You can't change the legnths of these arrays without updating num_hair_colors() in + // common/src/comp/body/humanoid.rs. That's because this is a hack; we should really use enum + // variants for hair colors like we do all the other stuff. Once we fix that, this will no + // longer be something you need to worry about. + hair_colors: ( + Danari: [ + (166, 168, 138), // Philosopher's Grey + (211, 226, 171), // Fresh Blonde + (34, 69, 27), // Dark Green + (53, 119, 40), // Seaweed Green + (14, 69, 47), // Sea Green + (19, 53, 52), // Deepsea Blue + (20, 38, 61), // Deep Blue + (21, 22, 53), // Midnight Blue + (143, 122, 185), // Lilac + (56, 51, 78), // Magic Purple + (101, 83, 95), // Matte Purple + (101, 57, 90), // Witch Purple + (107, 32, 60), // Grape Purple + (146, 32, 45), // Autumn Red + (88, 26, 29), // Wine Red + (147, 195, 234), // Icy Blue + (20, 19, 17), // Black + ], + Dwarf: [ + (226, 213, 208), // White + (160, 150, 147), // Light silver + (94, 88, 86), // Silver + (152, 96, 47), // Light brown + (102, 50, 27), // Rust brown + (107, 76, 51), // Oak + (185, 144, 98), // Birch + (64, 32, 18), // Skin7 + (86, 71, 78), // Soot + (57, 56, 61), // Raven Black + (101, 83, 95), // Matte Purple + (44, 38, 45), // Deep Purple + (135, 38, 39), // Dark Red + (88, 26, 29), // Wine Red + (191, 228, 254), // Ice NobleBlue + (176, 81, 55), // Bright Red + (152, 59, 36), // Autumn Red + (146, 166, 172), // Matte Green + (77, 94, 74), // Moss Green + (48, 61, 52), // Dark Green + (20, 19, 17), // Black + ], + Elf: [ + (66, 83, 113), // Mysterious Blue + (13, 76, 41), // Rainforest Green + (245, 232, 175), // Cream Blonde + (245, 240, 209), // Silver Blonde + (228, 223, 141), // Platinum Blonde + (176, 81, 55), // Light Red + (152, 59, 36), // Autumn Red + (201, 196, 178), // Silver + (250, 243, 238), // White + (86, 71, 78), // Ash + (57, 56, 61), // Raven Black + (111, 87, 108), // Dark Purple + (101, 57, 90), // Witch Purple + (135, 38, 39), // Dark Red + (88, 26, 29), // Wine Red + (103, 191, 254), // Ice Blue + (92, 80, 144), // Kingfisher Blue + (146, 198, 238), // Lagoon Blue + (80, 156, 211), // Candy Pink + (216, 146, 114), // Matte Pink + (146, 166, 172), // Matte Green + (84, 139, 107), // Grass Green + (48, 61, 52), // Dark Green + (20, 19, 17), // Black + ], + Human: [ + (210, 204, 130), // Platinum Blonde + (220, 199, 119), // Cream Blonde + (212, 156, 73), // Gold Blonde + (176, 106, 41), // Summer Blonde + (216, 146, 114), // Matte Pink + (203, 200, 98), // Light + (107, 76, 51), // Oak + (97, 46, 19), // Light Brown + (64, 32, 18), // Dark Brown + (57, 56, 61), // Raven Black + (47, 36, 30), // Deep Brown + (89, 55, 49), // Matte Red + (135, 38, 39), // Dark Red + (88, 26, 29), // Wine Red + (138, 50, 9), // Orange + (154, 70, 10), // Bright Orange + (239, 242, 245), // White + (204, 201, 199), // Gray 1 + (146, 141, 136), // Gray 2 + (97, 92, 88), // Gray 3 + (56, 55, 54), // Gray 4 + (20, 19, 17), // Black + ], + Orc: [ + (66, 66, 59), // Wise Grey + (119, 119, 109), // Silver + (242, 233, 215), // White + (64, 32, 18), // Skin7 + (54, 30, 26), // Dark Skin7 + (86, 72, 71), // Ash + (57, 56, 61), // Raven Black + (37, 45, 37), // Dark Green + (44, 38, 45), // Deep Purple + (135, 38, 39), // Dark Red + (88, 26, 29), // Wine Red + (36, 42, 53), // Dark Blue + (20, 19, 17), // Black + ], + Draugr: [ + (245, 232, 175), // Cream Blonde + (193, 182, 152), // Dead Blonde + (135, 131, 83), // Rotten Blonde + (50, 40, 32), // Grey Brown + (147, 160, 157), // Grey + (223, 242, 241), // White + (110, 111, 94), // Acid Grey + (86, 72, 71), // Ash + (57, 56, 61), // Raven Black + (101, 83, 95), // Matte Purple + (78, 59, 73), // Darker Purple + (81, 43, 86), // Punky Purple + (111, 37, 37), // Blood Red + (53, 24, 25), // Hellish Red + (84, 146, 193), // Ghostly Blue + (92, 80, 144), // Sea Green + (146, 198, 238), // Lagoon Blue + (66, 66, 59), // Decayed Grey + (30, 47, 61), // Deep Blue + (40, 75, 91), // Night Blue + (40, 131, 123), // Rotten Green + (125, 172, 161), // Matte Green + (70, 94, 57), // Swamp Green + (48, 61, 52), // Dark Green + (20, 19, 17), // Black + ], + ), + // Alphabetical Order + eye_colors_light: ( + AmberOrange: (137, 46, 1), + AmberYellow: (226, 168, 54), + BrightBrown: (73, 41, 13), + CornflowerBlue: (18, 66, 90), + CuriousGreen: (110, 167, 113), + EmeraldGreen: (67, 160, 48), + ExoticPurple: (95, 32, 111), + FrozenBlue: (53, 214, 255), + GhastlyYellow: (228, 234, 56), + LoyalBrown: (73, 42, 36), + MagicPurple: (137, 4, 177), + NobleBlue: (89, 185, 226), + PineGreen: (0, 78, 56), + PumpkinOrange: (242, 136, 43), + RubyRed: (143, 21, 21), + RegalPurple: (108, 49, 160), + RustBrown: (102, 42, 18), + SapphireBlue: (17, 49, 90), + SulfurYellow: (235, 198, 94), + ToxicGreen: (82, 223, 1), + ViciousRed: (169, 0,47), + VigorousBlack: (71, 59, 49), + ), + eye_colors_dark: ( + AmberOrange: (112, 40, 1), + AmberYellow: (193, 135, 21), + BrightBrown: (54, 31, 11), + CornflowerBlue: (13, 47, 64), + CuriousGreen: (81, 124, 84), + EmeraldGreen: (50, 119, 36), + ExoticPurple: (69, 23, 80), + FrozenBlue: (0, 196, 250), + GhastlyYellow: (205, 212, 29), + LoyalBrown: (54, 30, 26), + MagicPurple: (110, 3, 143), + NobleBlue: (65, 154, 193), + PineGreen: (0, 54, 38), + PumpkinOrange: (226, 108, 11), + RubyRed: (94, 19, 19), + RegalPurple: (80, 36, 119), + RustBrown: (78, 33, 15), + SapphireBlue: (13, 35, 64), + SulfurYellow: (152, 132, 7), + ToxicGreen: (68, 185, 1), + ViciousRed: (135, 0, 35), + VigorousBlack: (32, 32, 32), + ), + eye_white: (255, 255, 255), + skin_colors_plain: ( + // Human Skin colors + HumanOne: (228, 173, 146), + HumanTwo: (223, 168, 143), + HumanThree: (215, 161, 138), + HumanFour: (207, 154, 133), + HumanFive: (198, 142, 120), + HumanSix: (190, 135, 115), + HumanSeven: (182, 125, 104), + HumanEight: (174, 119, 99), + HumanNine: (165, 109, 89), + HumanTen: (157, 102, 84), + HumanEleven: (149, 96, 80), + HumanTwelve: (132, 81, 67), + HumanThirteen: (124, 75, 63), + HumanFourteen: (116, 69, 59), + HumanFifteen: (108, 61, 52), + HumanSixteen: (91, 50, 43), + HumanSeventeen: (75, 40, 35), + HumanEighteen: (58, 30, 27), + // Dwarf skin colors + DwarfOne: (228, 183, 160), + DwarfTwo: (217, 173, 152), + DwarfThree: (209, 170, 152), + DwarfFour: (198, 160, 144), + DwarfFive: (190, 159, 146), + DwarfSix: (176, 146, 135), + DwarfSeven: (168, 142, 133), + DwarfEight: (160, 138, 131), + DwarfNine: (152, 130, 124), + DwarfTen: (143, 122, 117), + DwarfEleven: (135, 119, 115), + DwarfTwelve: (127, 113, 108), + DwarfThirteen: (119, 108, 101), + DwarfFourteen: (111, 103, 98), + // Elf skin colors + ElfOne: (250, 205, 205), + ElfTwo: (242, 191, 192), + ElfThree: (234, 178, 178), + ElfFour: (226, 171, 178), + ElfFive: (217, 164, 180), + ElfSix: (209, 158, 183), + ElfSeven: (201, 146, 184), + ElfEight: (193, 140, 187), + ElfNine: (171, 127, 176), + ElfTen: (146, 111, 160), + ElfEleven: (159, 161, 209), + ElfTwelve: (146, 148, 201), + ElfThirteen: (133, 135, 193), + ElfFourteen: (122, 124, 185), + ElfFifteen: (111, 112, 168), + ElfSixteen: (132, 119, 110), + ElfSeventeen: (116, 106, 100), + ElfEighteen: (100, 93, 89), + // Orc skin colors + OrcOne: (61, 130, 42), + OrcTwo: (82, 117, 36), + OrcThree: (71, 94, 42), + OrcFour: (48, 130, 47), + OrcFive: (59, 102, 51), + OrcSix: (97, 54, 29), + OrcSeven: (97, 65, 29), + OrcEight: (105, 48, 31), + // Danari skin colors + DanariOne: (43, 166, 224), + DanariTwo: (61, 158, 215), + DanariThree: (65, 150, 207), + DanariFour: (64, 123, 182), + DanariFive: (34, 132, 181), + DanariSix: (79, 168, 207), + DanariSeven: (101, 186, 198), + // Draugr skin colors + DraugrOne: (153, 163, 157), + DraugrTwo: (119, 149, 135), + DraugrThree: (145, 182, 165), + DraugrFour: (99, 124, 116), + DraugrFive: (186, 210, 215), + DraugrSix: (215, 211, 207), + DraugrSeven: (132, 129, 127), + DraugrEight: (163, 149, 146), + DraugrNine: (131, 159, 163), + ), + skin_colors_light: ( + // Human Skin colors + HumanOne: (239, 182, 153), + HumanTwo: (231, 176, 148), + HumanThree: (223, 169, 143), + HumanFour: (215, 162, 138), + HumanFive: (207, 148, 125), + HumanSix: (198, 140, 119), + HumanSeven: (190, 133, 114), + HumanEight: (182, 127, 109), + HumanNine: (174, 117, 100), + HumanTen: (165, 110, 95), + HumanEleven: (157, 98, 84), + HumanTwelve: (141, 83, 72), + HumanThirteen: (132, 77, 67), + HumanFourteen: (124, 72, 63), + HumanFifteen: (116, 66, 59), + HumanSixteen: (100, 54, 49), + HumanSeventeen: (83, 44, 40), + HumanEighteen: (67, 35, 32), + // Dwarf skin colors + DwarfOne: (233, 190, 166), + DwarfTwo: (226, 179, 156), + DwarfThree: (217, 176, 158), + DwarfFour: (207, 167, 150), + DwarfFive: (198, 165, 152), + DwarfSix: (185, 153, 142), + DwarfSeven: (176, 148, 139), + DwarfEight: (165, 142, 135), + DwarfNine: (160, 138, 131), + DwarfTen: (152, 130, 124), + DwarfEleven: (143, 126, 122), + DwarfTwelve: (135, 120, 115), + DwarfThirteen: (127, 116, 108), + DwarfFourteen: (119, 111, 105), + // Elf skin colors + ElfOne: (255, 210, 210), + ElfTwo: (250, 198, 198), + ElfThree: (242, 184, 184), + ElfFour: (234, 178, 184), + ElfFive: (226, 171, 189), + ElfSix: (217, 164, 190), + ElfSeven: (209, 152, 192), + ElfEight: (201, 146, 195), + ElfNine: (180, 134, 185), + ElfTen: (160, 122, 176), + ElfEleven: (164, 165, 217), + ElfTwelve: (152, 153, 209), + ElfThirteen: (139, 140, 201), + ElfFourteen: (127, 127, 193), + ElfFifteen: (115, 115, 176), + ElfSixteen: (141, 127, 117), + ElfSeventeen: (124, 114, 107), + ElfEighteen: (108, 101, 96), + // Orc skin colors + OrcOne: (83, 165, 56), + OrcTwo: (92, 132, 46), + OrcThree: (84, 110, 54), + OrcFour: (61, 152, 62), + OrcFive: (68, 119, 59), + OrcSix: (113, 63, 34), + OrcSeven: (113, 76, 34), + OrcEight: (122, 54, 36), + // Danari skin colors + DanariOne: (45, 177, 239), + DanariTwo: (66, 170, 231), + DanariThree: (68, 153, 215), + DanariFour: (67, 128, 190), + DanariFive: (35, 136, 188), + DanariSix: (89, 175, 215), + DanariSeven: (106, 195, 207), + // Draugr skin colors + DraugrOne: (168, 179, 172), + DraugrTwo: (126, 157, 141), + DraugrThree: (159, 198, 176), + DraugrFour: (117, 141, 134), + DraugrFive: (200, 219, 223), + DraugrSix: (223, 219, 215), + DraugrSeven: (141, 138, 136), + DraugrEight: (179, 163, 160), + DraugrNine: (139, 169, 174), + ), + skin_colors_dark: ( + // Human Skin colors + HumanOne: (222, 166, 142), + HumanTwo: (215, 161, 138), + HumanThree: (207, 154, 133), + HumanFour: (198, 147, 127), + HumanFive: (190, 134, 115), + HumanSix: (182, 128, 110), + HumanSeven: (174, 117, 100), + HumanEight: (165, 114, 99), + HumanNine: (157, 104, 90), + HumanTen: (149, 98, 85), + HumanEleven: (141, 88, 76), + HumanTwelve: (124, 74, 63), + HumanThirteen: (116, 68, 59), + HumanFourteen: (108, 63, 55), + HumanFifteen: (100, 58, 50), + HumanSixteen: (83, 47, 41), + HumanSeventeen: (67, 37, 33), + HumanEighteen: (50, 27, 24), + // Dwarf skin colors + DwarfOne: (222, 176, 154), + DwarfTwo: (209, 164, 145), + DwarfThree: (201, 159, 141), + DwarfFour: (190, 152, 138), + DwarfFive: (182, 151, 140), + DwarfSix: (168, 138, 129), + DwarfSeven: (160, 133, 126), + DwarfEight: (160, 133, 126), + DwarfNine: (143, 122, 117), + DwarfTen: (135, 115, 110), + DwarfEleven: (127, 112, 108), + DwarfTwelve: (119, 106, 101), + DwarfThirteen: (111, 101, 94), + DwarfFourteen:(102, 95, 90), + // Elf skin colors + ElfOne: (242, 199, 200), + ElfTwo: (234, 185, 186), + ElfThree: (226, 171, 171), + ElfFour: (217, 164, 170), + ElfFive: (209, 158, 174), + ElfSix: (201, 152, 176), + ElfSeven: (193, 140, 177), + ElfEight: (185, 134, 179), + ElfNine: (164, 121, 168), + ElfTen: (138, 105, 152), + ElfEleven: (152, 154, 201), + ElfTwelve: (140, 142, 193), + ElfThirteen: (128, 130, 185), + ElfFourteen: (116, 118, 176), + ElfFifteen: (106, 107, 160), + ElfSixteen: (124, 111, 103), + ElfSeventeen: (108, 99, 93), + ElfEighteen: (91, 85, 81), + // Orc skin colors + OrcOne: (55, 114, 36), + OrcTwo: (70, 104, 29), + OrcThree: (60, 83, 32), + OrcFour: (42, 114, 42), + OrcFive: (50, 89, 44), + OrcSix: (84, 47, 25), + OrcSeven: (84, 56, 25), + OrcEight: (97, 43, 28), + // Danari skin colors + DanariOne: (41, 157, 215), + DanariTwo: (59, 155, 207), + DanariThree: (62, 141, 198), + DanariFour: (61, 117, 174), + DanariFive: (34, 132, 181), + DanariSix: (69, 157, 198), + DanariSeven: (84, 177, 190), + // Draugr skin colors + DraugrOne: (137, 146, 140), + DraugrTwo: (105, 132, 119), + DraugrThree: (131, 165, 148), + DraugrFour: (85, 108, 102), + DraugrFive: (171, 193, 198), + DraugrSix: (198, 195, 191), + DraugrSeven: (124, 121, 119), + DraugrEight: (174, 168, 162), + DraugrNine: (119, 145, 149), + ), +) diff --git a/assets/voxygen/voxel/humanoid_glider_manifest.ron b/assets/voxygen/voxel/humanoid_glider_manifest.ron new file mode 100644 index 0000000..6bc0e60 --- /dev/null +++ b/assets/voxygen/voxel/humanoid_glider_manifest.ron @@ -0,0 +1,76 @@ +(( + default: ( + vox_spec: ("armor.empty", (0.0, 0.0, 0.0)), + color: None + ), + map: { + "common.items.glider.cloverleaf": ( + vox_spec: ("glider.cloverleaf", (-19.0, -5.0, 0.0)), + color: None + ), + "common.items.glider.basic_white": ( + vox_spec: ("glider.basic_white", (-25.0, -20.0, 0.0)), + color: None + ), + "common.items.glider.basic_red": ( + vox_spec: ("glider.basic_red", (-25.0, -20.0, 0.0)), + color: None + ), + "common.items.glider.blue": ( + vox_spec: ("glider.blue", (-26.0, -26.0, 0.0)), + color: None + ), + "common.items.glider.morpho": ( + vox_spec: ("glider.butterfly1", (-26.0, -13.0, 0.0)), + color: None + ), + "common.items.glider.monarch": ( + vox_spec: ("glider.butterfly2", (-26.0, -13.0, 0.0)), + color: None + ), + "common.items.glider.butterfly3": ( + vox_spec: ("glider.butterfly3", (-26.0, -13.0, 0.0)), + color: None + ), + "common.items.glider.moth": ( + vox_spec: ("glider.moth", (-26.0, -22.0, 0.0)), + color: None + ), + "common.items.glider.sandraptor": ( + vox_spec: ("glider.sandraptor", (-26.0, -25.0, 0.0)), + color: None + ), + "common.items.glider.snowraptor": ( + vox_spec: ("glider.snowraptor", (-26.0, -25.0, 0.0)), + color: None + ), + "common.items.glider.woodraptor": ( + vox_spec: ("glider.woodraptor", (-26.0, -25.0, 0.0)), + color: None + ), + "common.items.glider.sunset": ( + vox_spec: ("glider.sunset", (-26.0, -26.0, 0.0)), + color: None + ), + "common.items.glider.moonrise": ( + vox_spec: ("glider.moonrise", (-26.0, -26.0, 0.0)), + color: None + ), + "common.items.glider.skullgrin": ( + vox_spec: ("glider.cultists", (-26.0, -26.0, 0.0)), + color: None + ), + "common.items.glider.leaves": ( + vox_spec: ("glider.leaves", (-26.0, -26.0, 0.0)), + color: None + ), + "common.items.glider.winter_wings": ( + vox_spec: ("glider.winter_wings", (-26.0, -26.0, 0.0)), + color: None + ), + "common.items.debug.glider": ( + vox_spec: ("glider.cloverleaf", (-19.0, -5.0, 0.0)), + color: None + ), + }, +)) diff --git a/assets/voxygen/voxel/humanoid_head_manifest.ron b/assets/voxygen/voxel/humanoid_head_manifest.ron new file mode 100644 index 0000000..4eafc7e --- /dev/null +++ b/assets/voxygen/voxel/humanoid_head_manifest.ron @@ -0,0 +1,548 @@ +({ + (Human, Male): ( + offset: (-7.0, -2.5, -2.0), + head: ("figure.head.human.male", (0, 2, 0)), + eyes: [ + Some(("figure.eyes.general.male_default-0", (3, 9, 2))), + Some(("figure.eyes.general.male_brow_col-0", (3, 9, 2))), + Some(("figure.eyes.general.male_bushy-0", (3, 9, 2))), + Some(("figure.eyes.general.male_as_hair-0", (3, 9, 2))), + Some(("figure.eyes.general.male_heterochromia-0", (3, 9, 2))), + Some(("figure.eyes.general.male_scar-0", (3, 9, 2))), + Some(("figure.eyes.general.male_blind-0", (3, 9, 2))), + Some(("figure.eyes.general.male_old", (3, 9, 2))), + ], + hair: [ + None, + Some(("figure.hair.human.male-0", (1, 1, 1))), + Some(("figure.hair.human.male-1", (2, 1, 0))), + Some(("figure.hair.human.male-2", (0, -1, 0))), + Some(("figure.hair.human.male-3", (0, -1, 0))), + Some(("figure.hair.human.male-4", (2, 2, 0))), + Some(("figure.hair.human.male-5", (1, 1, 0))), + Some(("figure.hair.human.male-6", (0, 0, 0))), + Some(("figure.hair.human.male-7", (1, -2, 1))), + Some(("figure.hair.human.male-8", (1, 1, 0))), + Some(("figure.hair.human.male-9", (1, 1, 0))), + Some(("figure.hair.human.male-10", (1, 1, 0))), + Some(("figure.hair.human.male-11", (1, 1, 0))), + Some(("figure.hair.human.male-12", (2, 1, 2))), + Some(("figure.hair.human.male-13", (1, 1, 0))), + Some(("figure.hair.human.male-14", (2, -3, 0))), + Some(("figure.hair.human.male-15", (1, 0, -2))), + Some(("figure.hair.human.male-16", (0, -1, 0))), + Some(("figure.hair.human.male-17", (2, -3, -1))), + Some(("figure.hair.human.male-18", (1, -2, 0))), + Some(("figure.hair.human.male-19", (1, 0, -2))), + Some(("figure.hair.human.male-20", (0, 1, -3))), + ], + beard: [ + None, + Some(("figure.beard.human.human-0", (4, 6, -2))), + Some(("figure.beard.human.human-1", (5, 10, -2))), + Some(("figure.beard.human.human-2", (3, 7, -3))), + Some(("figure.beard.human.human-3", (2, 7, -1))), + Some(("figure.beard.human.human-4", (3, 10, 0))), + Some(("figure.beard.human.human-5", (2, 7, -3))), + Some(("figure.beard.human.human-6", (4, 10, -1))), + Some(("figure.beard.human.human-7", (2, 7, -1))), + Some(("figure.beard.human.human-8", (5, 7, -1))), + ], + accessory: [None], + ), + (Human, Female): ( + offset: (-7.0, -4.0, -2.0), + head: ("figure.head.human.female", (0, 3, 0)), + eyes: [ + Some(("figure.eyes.general.female_default-0", (2, 10, 2))), + Some(("figure.eyes.general.female_styled-0", (2, 10, 2))), + Some(("figure.eyes.general.female_as_hair-0", (2, 10, 2))), + Some(("figure.eyes.general.female_heterochromia-0", (2, 10, 2))), + Some(("figure.eyes.general.female_scar-0", (2, 10, 2))), + Some(("figure.eyes.general.female_blind-0", (2, 10, 2))), + ], + hair: [ + Some(("figure.hair.human.female-0", (-1, -1, 0))), + Some(("figure.hair.human.female-1", (1, 1, -1))), + Some(("figure.hair.human.female-2", (1, 0, 0))), + Some(("figure.hair.human.female-3", (1, -1, -5))), + Some(("figure.hair.human.female-4", (2, 1, 0))), + Some(("figure.hair.human.female-5", (-2, 1, -2))), + Some(("figure.hair.human.female-6", (1, 0, -6))), + Some(("figure.hair.human.female-7", (-1, -1, 0))), + Some(("figure.hair.human.female-8", (1, 1, 0))), + Some(("figure.hair.human.female-9", (1, 1, -4))), + Some(("figure.hair.human.female-10", (0, -1, 0))), + Some(("figure.hair.human.female-11", (0, 0, -4))), + Some(("figure.hair.human.female-12", (1, -1, 0))), + Some(("figure.hair.human.female-13", (1, 1, -1))), + Some(("figure.hair.human.female-14", (0, 0, -1))), + Some(("figure.hair.human.female-15", (0, -2, -1))), + Some(("figure.hair.human.female-16", (1, -3, -2))), + Some(("figure.hair.human.female-17", (1, -4, -1))), + Some(("figure.hair.human.female-18", (-1, -3, -1))), + Some(("figure.hair.human.female-19", (-4, 0, -1))), + ], + beard: [None], + accessory: [None], + ), + (Orc, Male): ( + offset: (-8.0, -5.0, -2.0), + head: ("figure.head.orc.male", (0, 3, 0)), + eyes: [ + Some(("figure.eyes.orc.male-0", (5, 10, 6))), + Some(("figure.eyes.orc.male-1", (5, 10, 5))), + ], + hair: [ + Some(("figure.hair.dwarf.bald", (0, 3, -1))), + Some(("figure.hair.orc.male-0", (4, 2, -1))), + Some(("figure.hair.orc.male-1", (0, 2, 1))), + Some(("figure.hair.orc.male-2", (3, 2, 1))), + Some(("figure.hair.orc.male-3", (3, 2, 1))), + Some(("figure.hair.orc.male-4", (3, -2, 1))), + Some(("figure.hair.orc.male-5", (4, 0, 5))), + Some(("figure.hair.orc.male-6", (3, 2, 0))), + Some(("figure.hair.orc.male-7", (4, -2, 2))), + Some(("figure.hair.orc.male-8", (6, 0, 3))), + Some(("figure.hair.orc.male-9", (5, 0, -1))), + Some(("figure.hair.orc.male-10", (3, -1, 0))), + Some(("figure.hair.orc.male-11", (4, -3, 2))), + Some(("figure.hair.orc.male-12", (3, -1, 3))), + Some(("figure.hair.orc.male-13", (4, 3, 4))), + ], + beard: [ + None, + Some(("figure.beard.orc.orc-0", (7, 11, 0))), + Some(("figure.beard.orc.orc-1", (3, 8, -2))), + Some(("figure.beard.orc.orc-2", (7, 11, -1))), + Some(("figure.beard.orc.orc-3", (4, 10, -1))), + Some(("figure.beard.orc.orc-4", (3, 8, -1))), + Some(("figure.beard.orc.orc-5", (4, 8, -2))), + ], + accessory: [ + Some(("figure.accessory.orc.teeth-0", (5, 11, 3))), + Some(("figure.accessory.orc.teeth-1", (5, 11, 3))), + Some(("figure.accessory.orc.teeth-2", (5, 11, 3))), + Some(("figure.accessory.orc.teeth-3", (5, 11, 3))), + Some(("figure.accessory.orc.earring-male-0", (2, 7, 3))), + Some(("figure.accessory.orc.earring-male-1", (2, 7, 3))), + Some(("figure.accessory.orc.earring-male-2", (2, 6, 1))), + Some(("figure.accessory.orc.warpaint-male-0", (0, 7, 3))), + Some(("figure.accessory.orc.warpaint-male-1", (5, 7, 0))), + Some(("figure.accessory.orc.warpaint-male-2", (4, 8, 3))), + Some(("figure.accessory.orc.warpaint-male-3", (4, 6, 0))), + Some(("figure.accessory.orc.male_eyepatch", (0, 3, 0))), + ], + ), + (Orc, Female): ( + offset: (-8.0, -2.5, -2.0), + head: ("figure.head.orc.female", (0, 0, 0)), + eyes: [ + Some(("figure.eyes.general.female_default-0", (3, 8, 2))), + Some(("figure.eyes.general.female_styled-0", (3, 8, 2))), + Some(("figure.eyes.general.female_as_hair-0", (3, 8, 2))), + Some(("figure.eyes.general.female_heterochromia-0", (3, 8, 2))), + Some(("figure.eyes.general.female_scar-0", (3, 8, 2))), + Some(("figure.eyes.general.female_blind-0", (3, 8, 2))), + ], + hair: [ + Some(("figure.hair.orc.female-0", (2, 0, 0))), + Some(("figure.hair.orc.female-1", (3, -5, 0))), + Some(("figure.hair.orc.female-2", (2, -1, 0))), + Some(("figure.hair.orc.female-3", (2, -7, 0))), + Some(("figure.hair.orc.female-4", (0, -1, -1))), + Some(("figure.hair.orc.female-5", (2, 0, -2))), + Some(("figure.hair.orc.female-6", (2, -3, 0))), + Some(("figure.hair.orc.female-7", (2, 0, 0))), + Some(("figure.hair.orc.female-8", (-1, -4, 0))), + Some(("figure.hair.orc.female-9", (3, -2, 0))), + Some(("figure.hair.orc.female-10", (2, 0, -1))), + Some(("figure.hair.orc.female-11", (2, -3, 0))), + Some(("figure.hair.orc.female-12", (0, 0, -2))), + Some(("figure.hair.orc.female-13", (2, -3, 0))), + Some(("figure.hair.orc.female-14", (3, -4, 0))), + ], + beard: [None], + accessory: [ + None, + Some(("figure.accessory.orc.earring-female-0", (2, 4, 1))), + Some(("figure.accessory.orc.earring-female-1", (1, 4, 2))), + Some(("figure.accessory.orc.earring-female-2", (1, 4, 0))), + Some(("figure.accessory.orc.earring-female-3", (1, 3, 1))), + Some(("figure.accessory.orc.warpaint-female-0", (3, 4, 1))), + Some(("figure.accessory.orc.warpaint-female-1", (0, 4, 3))), + Some(("figure.accessory.orc.warpaint-female-2", (3, 6, 0))), + Some(("figure.accessory.orc.warpaint-female-3", (3, 7, 0))), + ], + ), + (Elf, Male): ( + offset: (-8.0, -2.5, -2.0), + head: ("figure.head.elf.male", (0, 2, 0)), + eyes: [ + Some(("figure.eyes.general.male_default-0", (4, 9, 2))), + Some(("figure.eyes.general.male_brow_col-0", (4, 9, 2))), + Some(("figure.eyes.general.male_bushy-0", (4, 9, 2))), + Some(("figure.eyes.general.male_bushy-1", (3, 9, 2))), + Some(("figure.eyes.general.male_as_hair-0", (4, 9, 2))), + Some(("figure.eyes.general.male_heterochromia-0", (4, 9, 2))), + Some(("figure.eyes.general.male_scar-0", (4, 9, 2))), + Some(("figure.eyes.general.male_blind-0", (4, 9, 2))), + ], + hair: [ + Some(("figure.hair.elf.male-0", (2, 0, -2))), + Some(("figure.hair.elf.male-1", (2, 0, -2))), + Some(("figure.hair.elf.male-2", (2, 0, -2))), + Some(("figure.hair.elf.male-3", (2, -3, 0))), + Some(("figure.hair.elf.male-4", (2, -4, -1))), + Some(("figure.hair.elf.male-5", (1, -1, -2))), + Some(("figure.hair.elf.male-6", (2, -1, -6))), + Some(("figure.hair.elf.male-7", (2, -3, 0))), + Some(("figure.hair.elf.male-8", (2, -1, 0))), + Some(("figure.hair.elf.male-9", (2, 0, -1))), + Some(("figure.hair.elf.male-10", (1, -3, -1))), + Some(("figure.hair.elf.male-11", (2, -4, -2))), + Some(("figure.hair.elf.male-12", (0, -3, -1))), + Some(("figure.hair.elf.male-13", (2, -4, -1))), + Some(("figure.hair.elf.male-14", (1, -2, -2))), + ], + beard: [ + None, + Some(("figure.beard.elf.elf-0", (5, 10, -1))), + Some(("figure.beard.elf.elf-1", (5, 10, -4))), + Some(("figure.beard.elf.elf-2", (5, 10, -3))), + Some(("figure.beard.elf.elf-3", (7, 9, -3))), + Some(("figure.beard.elf.elf-4", (3, 7, -3))), + Some(("figure.beard.elf.elf-5", (3, 7, -5))), + Some(("figure.beard.elf.elf-6", (5, 8, -4))), + ], + accessory: [ + None, + Some(("figure.accessory.elf.earrings-0", (1, 5, 1))), + Some(("figure.accessory.elf.earrings-1", (1, 5, 1))), + Some(("figure.accessory.elf.earrings-2", (1, 5, 1))), + Some(("figure.accessory.elf.earrings-3", (1, 5, 0))), + ], + ), + (Elf, Female): ( + offset: (-8.0, -5.0, -2.0), + head: ("figure.head.elf.female", (0, 2, 0)), + eyes: [ + Some(("figure.eyes.general.female_styled-0", (3, 9, 2))), + Some(("figure.eyes.general.female_default-0", (3, 9, 2))), + Some(("figure.eyes.general.female_as_hair-0", (3, 9, 2))), + Some(("figure.eyes.general.female_heterochromia-0", (3, 9, 2))), + Some(("figure.eyes.general.female_scar-0", (3, 9, 2))), + Some(("figure.eyes.general.female_blind-0", (3, 9, 2))), + ], + hair: [ + Some(("figure.hair.elf.female-0", (2, -2, 0))), + Some(("figure.hair.elf.female-1", (2, -1, 0))), + Some(("figure.hair.elf.female-2", (1, 0, 0))), + Some(("figure.hair.elf.female-3", (2, 0, -6))), + Some(("figure.hair.elf.female-4", (2, 0, -2))), + Some(("figure.hair.elf.female-5", (1, 1, -3))), + Some(("figure.hair.elf.female-6", (2, 0, -2))), + Some(("figure.hair.elf.female-7", (2, 0, -1))), + Some(("figure.hair.elf.female-8", (2, 0, -1))), + Some(("figure.hair.elf.female-9", (1, -2, -1))), + Some(("figure.hair.elf.female-10", (0, -2, 0))), + Some(("figure.hair.elf.female-11", (2, -1, -2))), + Some(("figure.hair.elf.female-12", (2, -3, -1))), + Some(("figure.hair.elf.female-13", (2, -3, -1))), + Some(("figure.hair.elf.female-14", (1, -1, 0))), + Some(("figure.hair.elf.female-15", (1, -1, -1))), + Some(("figure.hair.elf.female-16", (1, -1, -1))), + Some(("figure.hair.elf.female-17", (1, -1, -1))), + Some(("figure.hair.elf.female-18", (2, -1, -1))), + Some(("figure.hair.elf.female-19", (2, 0, -1))), + Some(("figure.hair.elf.female-20", (1, -1, -1))), + Some(("figure.hair.elf.female-21", (2, -3, -2))), + ], + beard: [None], + accessory: [ + None, + Some(("figure.accessory.elf.headband-0", (6, 9, 4))), + Some(("figure.accessory.elf.earrings-0", (1, 5, 1))), + Some(("figure.accessory.elf.earrings-1", (1, 5, 1))), + Some(("figure.accessory.elf.earrings-2", (1, 5, 1))), + Some(("figure.accessory.elf.earrings-3", (1, 5, 0))), + ], + ), + (Dwarf, Male): ( + offset: (-6.0, -4.5, -2.0), + head: ("figure.head.dwarf.male", (0, 3, 0)), + eyes: [ + Some(("figure.eyes.general.male_bushy-0", (2, 10, 2))), + Some(("figure.eyes.general.male_default-0", (2, 10, 2))), + Some(("figure.eyes.general.male_brow_col-0", (2, 10, 2))), + Some(("figure.eyes.general.male_as_hair-0", (2, 10, 2))), + Some(("figure.eyes.general.male_heterochromia-0", (2, 10, 2))), + Some(("figure.eyes.general.male_scar-0", (2, 10, 2))), + Some(("figure.eyes.general.male_blind-0", (2, 10, 2))), + Some(("figure.eyes.general.male_old", (1, 10, 1))), + Some(("figure.eyes.general.male_old_blind", (1, 10, 1))), + ], + hair: [ + Some(("figure.hair.dwarf.bald", (0, 3, 1))), + Some(("figure.hair.dwarf.male-0", (1, 1, -2))), + Some(("figure.hair.dwarf.male-1", (4, 0, 1))), + Some(("figure.hair.dwarf.male-2", (0, 2, -1))), + Some(("figure.hair.dwarf.male-3", (1, -1, -4))), + Some(("figure.hair.dwarf.male-4", (1, -4, -1))), + Some(("figure.hair.dwarf.male-5", (1, -3, -1))), + Some(("figure.hair.dwarf.male-6", (1, -5, 0))), + Some(("figure.hair.dwarf.male-7", (1, -2, -1))), + Some(("figure.hair.dwarf.male-8", (1, 0, -2))), + Some(("figure.hair.dwarf.male-9", (1, 1, 0))), + Some(("figure.hair.dwarf.male-10", (1, -3, 0))), + Some(("figure.hair.dwarf.male-11", (0, -1, -1))), + Some(("figure.hair.dwarf.male-12", (1, -2, -1))), + Some(("figure.hair.dwarf.male-13", (1, 0, -1))), + ], + beard: [ + Some(("figure.beard.dwarf.dwarf-0", (4, 9, -2))), + Some(("figure.beard.dwarf.dwarf-1", (1, 7, -8))), + Some(("figure.beard.dwarf.dwarf-2", (1, 7, -4))), + Some(("figure.beard.dwarf.dwarf-3", (0, 8, -2))), + Some(("figure.beard.dwarf.dwarf-4", (4, 9, -4))), + Some(("figure.beard.dwarf.dwarf-5", (0, 7, -5))), + Some(("figure.beard.dwarf.dwarf-6", (0, 6, -5))), + Some(("figure.beard.dwarf.dwarf-7", (1, 7, -2))), + Some(("figure.beard.dwarf.dwarf-8", (1, 7, -6))), + Some(("figure.beard.dwarf.dwarf-9", (1, 7, -2))), + Some(("figure.beard.dwarf.dwarf-10", (1, 8, -3))), + Some(("figure.beard.dwarf.dwarf-11", (1, 7, -4))), + Some(("figure.beard.dwarf.dwarf-12", (1, 7, -2))), + Some(("figure.beard.dwarf.dwarf-13", (1, 7, -5))), + Some(("figure.beard.dwarf.dwarf-14", (1, 7, -5))), + Some(("figure.beard.dwarf.dwarf-15", (1, 7, -8))), + Some(("figure.beard.dwarf.dwarf-16", (1, 7, -10))), + Some(("figure.beard.dwarf.dwarf-17", (1, 7, -5))), + Some(("figure.beard.dwarf.dwarf-18", (1, 7, -5))), + Some(("figure.beard.dwarf.dwarf-19", (1, 7, -8))), + Some(("figure.beard.dwarf.dwarf-20", (0, 7,-7))), + Some(("figure.beard.dwarf.dwarf-21", (1, 7, -7))), + Some(("figure.beard.dwarf.dwarf-22", (1, 7, -6))), + ], + accessory: [ + None, + Some(("figure.accessory.dwarf.earring-0", (0, 3, 0))), + Some(("figure.accessory.dwarf.earring-1", (0, 3, 0))), + Some(("figure.accessory.dwarf.earrings-0", (0, 3, 0))), + Some(("figure.accessory.dwarf.earrings-1", (0, 3, 0))), + Some(("figure.accessory.dwarf.earrings-2", (0, 3, 0))), + Some(("figure.accessory.dwarf.earrings-3", (0, 3, 0))), + ], + ), + (Dwarf, Female): ( + offset: (-6.0, -4.5, -2.0), + head: ("figure.head.dwarf.female", (0, 3, 0)), + eyes: [ + Some(("figure.eyes.general.female_default-0", (1, 10, 2))), + Some(("figure.eyes.general.female_styled-0", (1, 10, 2))), + Some(("figure.eyes.general.female_as_hair-0", (1, 10, 2))), + Some(("figure.eyes.general.female_heterochromia-0", (1, 10, 2))), + Some(("figure.eyes.general.female_scar-0", (1, 10, 2))), + Some(("figure.eyes.general.female_blind-0", (1, 10, 2))), + ], + hair: [ + Some(("figure.hair.dwarf.female-0", (1, 0, -5))), + Some(("figure.hair.dwarf.female-1", (0, 0, 0))), + Some(("figure.hair.dwarf.female-2", (0, 2, -1))), + Some(("figure.hair.dwarf.female-3", (1, 1, -2))), + Some(("figure.hair.dwarf.female-4", (-1, -1, -3))), + Some(("figure.hair.dwarf.female-5", (1, -1, -2))), + Some(("figure.hair.dwarf.female-6", (0, -1, 0))), + Some(("figure.hair.dwarf.female-7", (0, 1, -2))), + Some(("figure.hair.dwarf.female-8", (1, 1, -3))), + Some(("figure.hair.dwarf.female-9", (1, 1, -1))), + Some(("figure.hair.dwarf.female-10", (1, 0, -6))), + Some(("figure.hair.dwarf.female-11", (1, -2, -1))), + Some(("figure.hair.dwarf.female-12", (0, 0, -3))), + Some(("figure.hair.dwarf.female-13", (1, -3, 0))), + Some(("figure.hair.dwarf.female-14", (1, -1, -1))), + ], + beard: [None], + accessory: [ + None, + Some(("figure.accessory.dwarf.earring-0", (0, 3, 0))), + Some(("figure.accessory.dwarf.earring-1", (0, 3, 0))), + Some(("figure.accessory.dwarf.earrings-0", (0, 3, 0))), + Some(("figure.accessory.dwarf.earrings-1", (0, 3, 0))), + Some(("figure.accessory.dwarf.earrings-2", (0, 3, 0))), + Some(("figure.accessory.dwarf.earrings-3", (0, 3, 0))), + ], + ), + (Draugr, Male): ( + offset: (-5.0, -4.0, -1.5), + head: ("figure.head.draugr.male", (0, 2, 0)), + eyes: [ + Some(("figure.eyes.draugr.male-0", (2, 8, 3))), + Some(("figure.eyes.draugr.male-1", (2, 8, 3))), + Some(("figure.eyes.draugr.male-2", (2, 8, 3))), + Some(("figure.eyes.draugr.male-3", (2, 8, 3))), + Some(("figure.eyes.draugr.male-4", (2, 8, 4))), + Some(("figure.eyes.draugr.male-5", (2, 8, 4))), + Some(("figure.eyes.draugr.male-6", (2, 8, 4))), + Some(("figure.eyes.draugr.male-7", (2, 8, 4))), + ], + hair: [ + Some(("figure.hair.dwarf.bald", (-1, 1, 1))), + Some(("figure.hair.draugr.male-0", (-1, 1, 1))), + Some(("figure.hair.draugr.male-1", (3, -2, 3))), + Some(("figure.hair.draugr.male-2", (2, 1, 3))), + Some(("figure.hair.draugr.male-3", (-1, 1, 2))), + Some(("figure.hair.draugr.male-4", (-2, 0, -1))), + Some(("figure.hair.draugr.male-5", (-1, 1, -1))), + Some(("figure.hair.draugr.male-6", (0, 1, 0))), + Some(("figure.hair.draugr.male-7", (-1, 1, 0))), + Some(("figure.hair.draugr.male-8", (1, -3, 1))), + Some(("figure.hair.draugr.male-9", (0, -1, 0))), + Some(("figure.hair.draugr.male-10", (-1, 1, -1))), + Some(("figure.hair.draugr.male-11", (1, -2, 3))), + Some(("figure.hair.draugr.male-12", (0, -2, 2))), + Some(("figure.hair.draugr.male-13", (3, 1, 4))), + ], + beard: [ + None, + Some(("figure.beard.draugr.male-0", (2, 9, -3))), + Some(("figure.beard.draugr.male-1", (0, 7, -3))), + Some(("figure.beard.draugr.male-2", (4, 9, -2))), + Some(("figure.beard.draugr.male-3", (0, 7, -3))), + Some(("figure.beard.draugr.male-4", (1, 8, -2))), + ], + accessory: [ + None, + Some(("figure.accessory.draugr.male_eyepatch", (3, 2, 4))), + ], + ), + (Draugr, Female): ( + offset: (-5.0, -4.0, -2.0), + head: ("figure.head.draugr.female", (0, 2, 0)), + eyes: [ + Some(("figure.eyes.draugr.female-0", (2, 8, 3))), + Some(("figure.eyes.draugr.female-1", (2, 8, 3))), + Some(("figure.eyes.draugr.female-2", (2, 8, 3))), + ], + hair: [ + None, + Some(("figure.hair.draugr.female-0", (1, 1, 0))), + Some(("figure.hair.draugr.female-1", (-2, 0, -1))), + Some(("figure.hair.draugr.female-2", (3, 1, -1))), + Some(("figure.hair.draugr.female-3", (0, -3, -0))), + Some(("figure.hair.draugr.female-4", (-1, 1, 1))), + Some(("figure.hair.draugr.female-5", (-1, 1, 0))), + Some(("figure.hair.draugr.female-6", (-1, 1, -2))), + Some(("figure.hair.draugr.female-7", (-1, -4, 1))), + Some(("figure.hair.draugr.female-8", (-1, 1, -1))), + Some(("figure.hair.draugr.female-9", (3, -2, 1))), + Some(("figure.hair.draugr.female-10", (-1, -4, 0))), + Some(("figure.hair.draugr.female-11", (-1, -4, 1))), + Some(("figure.hair.draugr.female-12", (-1, -1, 0))), + Some(("figure.hair.draugr.female-13", (-1, 0, -2))), + ], + beard: [None], + accessory: [ + None, + Some(("figure.accessory.draugr.female_eyepatch", (3, 2, 3))), + ], + ), + (Danari, Male): ( + offset: (-9.0, -4.0, -2.0), + head: ("figure.head.danari.male", (0, 2, 2)), + eyes: [ + Some(("figure.eyes.general.male_bushy-0", (5, 9, 4))), + Some(("figure.eyes.general.male_default-0", (5, 9, 4))), + Some(("figure.eyes.general.male_brow_col-0", (5, 9, 4))), + Some(("figure.eyes.general.male_as_hair-0", (5, 9, 4))), + Some(("figure.eyes.general.male_heterochromia-0", (5, 9, 4))), + Some(("figure.eyes.general.male_scar-0", (5, 9, 4))), + Some(("figure.eyes.general.male_blind-0", (5, 9, 4))), + Some(("figure.eyes.general.male_old", (4, 9, 3))), + ], + hair: [ + None, + Some(("figure.hair.danari.male-0", (3, 1, 2))), + Some(("figure.hair.danari.male-1", (3, 1, 2))), + Some(("figure.hair.danari.male-2", (3, -2, 3))), + Some(("figure.hair.danari.male-3", (4, -2, 3))), + Some(("figure.hair.danari.male-4", (3, 0, 3))), + Some(("figure.hair.danari.male-5", (3, -4, 3))), + Some(("figure.hair.danari.male-6", (4, 1, 2))), + Some(("figure.hair.danari.male-7", (2, 0, 0))), + Some(("figure.hair.danari.male-8", (4, -2, 2))), + Some(("figure.hair.danari.male-9", (2, 0, 2))), + Some(("figure.hair.danari.male-10", (2, 0, 2))), + Some(("figure.hair.danari.male-11", (3, 1, 2))), + Some(("figure.hair.danari.male-12", (3, -2, 4))), + Some(("figure.hair.danari.male-13", (3, 0, 2))), + ], + beard: [ + None, + Some(("figure.beard.danari.danari-0", (4, 6, -1))), + Some(("figure.beard.danari.danari-1", (4, 6, -1))), + Some(("figure.beard.danari.danari-2", (6, 8, -1))), + Some(("figure.beard.danari.danari-3", (4, 6, -1))), + Some(("figure.beard.danari.danari-4", (3, 6, -2))), + Some(("figure.beard.danari.danari-5", (3, 6, 1))), + Some(("figure.beard.danari.danari-6", (4, 6, 1))), + Some(("figure.beard.danari.danari-7", (4, 6, -2))), + Some(("figure.beard.danari.danari-8", (4, 6, -4))), + Some(("figure.beard.danari.danari-9", (4, 6, -4))), + Some(("figure.beard.danari.danari-10", (4, 6, -1))), + Some(("figure.beard.danari.danari-11", (4, 6, -2))), + Some(("figure.beard.danari.danari-12", (6, 6, 0))), + Some(("figure.beard.danari.danari-13", (6, 10, -2))), + Some(("figure.beard.danari.danari-14", (6, 10, 2))), + ], + accessory: [ + Some(("figure.accessory.danari.horns-0", (4, 8, 8))), + Some(("figure.accessory.danari.horns-1", (4, 4, 8))), + Some(("figure.accessory.danari.horns-2", (4, 1, 8))), + Some(("figure.accessory.danari.horns-3", (5, 8, 8))), + Some(("figure.accessory.danari.horns-4", (3, 7, 8))), + Some(("figure.accessory.danari.horns-5", (2, 5, 8))), + Some(("figure.accessory.danari.horns-6", (3, 6, 8))), + ], + ), + (Danari, Female): ( + offset: (-9.0, -4.0, -2.0), + head: ("figure.head.danari.female", (1, 2, 2)), + eyes: [ + Some(("figure.eyes.general.female_default-0", (4, 9, 4))), + Some(("figure.eyes.general.female_styled-0", (4, 9, 4))), + Some(("figure.eyes.general.female_as_hair-0", (4, 9, 4))), + Some(("figure.eyes.general.female_heterochromia-0", (4, 9, 4))), + Some(("figure.eyes.general.female_scar-0", (4, 9, 4))), + Some(("figure.eyes.general.female_blind-0", (4, 9, 4))), + ], + hair: [ + Some(("figure.hair.danari.female-0", (3, -4, 1))), + Some(("figure.hair.danari.female-1", (2, -1, 2))), + Some(("figure.hair.danari.female-2", (3, 1, 1))), + Some(("figure.hair.danari.female-3", (2, 0, 0))), + Some(("figure.hair.danari.female-4", (3, -3, 2))), + Some(("figure.hair.danari.female-5", (2, -1, 3))), + Some(("figure.hair.danari.female-6", (3, 0, 0))), + Some(("figure.hair.danari.female-7", (3, -2, 2))), + Some(("figure.hair.danari.female-8", (3, 0, 0))), + Some(("figure.hair.danari.female-9", (3, 1, 1))), + Some(("figure.hair.danari.female-10", (3, 0, 2))), + Some(("figure.hair.danari.female-11", (3, 0, 2))), + Some(("figure.hair.danari.female-12", (2, 0, 1))), + Some(("figure.hair.danari.female-13", (3, 0, 2))), + Some(("figure.hair.danari.female-14", (3, -3, 3))), + ], + beard: [None], + accessory: [ + Some(("figure.accessory.danari.horns-0", (4, 8, 8))), + Some(("figure.accessory.danari.horns-1", (4, 4, 8))), + Some(("figure.accessory.danari.horns-2", (4, 1, 8))), + Some(("figure.accessory.danari.horns-3", (5, 8, 8))), + Some(("figure.accessory.danari.horns-4", (3, 7, 8))), + Some(("figure.accessory.danari.horns-5", (2, 5, 8))), + Some(("figure.accessory.danari.horns-6", (3, 6, 8))), + ], + ), + // More here +}) diff --git a/assets/voxygen/voxel/humanoid_lantern_manifest.ron b/assets/voxygen/voxel/humanoid_lantern_manifest.ron new file mode 100644 index 0000000..b1fe2ac --- /dev/null +++ b/assets/voxygen/voxel/humanoid_lantern_manifest.ron @@ -0,0 +1,44 @@ +(( + default: ( + vox_spec: ("armor.empty", (0.0, 0.0, 0.0)), + color: None + ), + map: { + "common.items.lantern.green_0": ( + vox_spec: ("lantern.green-0", (-2.5, -2.0, -9.0)), + color: None + ), + "common.items.boss_drops.lantern": ( + vox_spec: ("lantern.magic_lantern", (-2.0, -2.0, -7.0)), + color: None + ), + "common.items.lantern.black_0": ( + vox_spec: ("lantern.black-0", (-2.5, -2.0, -8.5)), + color: None + ), + "common.items.lantern.red_0": ( + vox_spec: ("lantern.red-0", (-2.0, -2.0, -7.0)), + color: None + ), + "common.items.lantern.blue_0": ( + vox_spec: ("lantern.blue-0", (-2.5, -2.0, -8.0)), + color: None + ), + "common.items.lantern.geode_purp": ( + vox_spec: ("lantern.geode_purp", (-2.5, -2.5, -9.5)), + color: None + ), + "common.items.lantern.pumpkin": ( + vox_spec: ("lantern.pumpkin", (-4.0, -4.0, -8.5)), + color: None + ), + "common.items.lantern.polaris": ( + vox_spec: ("lantern.polaris", (-3.5, -4.0, -8.5)), + color: None + ), + "common.items.lantern.delvers_lamp": ( + vox_spec: ("lantern.delvers_lamp", (-3.5, -4.0, -8.5)), + color: None + ), + }, +)) diff --git a/assets/voxygen/voxel/item_drop_manifest.ron b/assets/voxygen/voxel/item_drop_manifest.ron new file mode 100644 index 0000000..8481ac7 --- /dev/null +++ b/assets/voxygen/voxel/item_drop_manifest.ron @@ -0,0 +1,1319 @@ +// specifier +({ + // Bows + ModularWeapon(("common.items.modular.weapon.primary.bow.bow", "common.items.log.wood", Two)): "voxel.weapon.bow.bow.wood", + ModularWeapon(("common.items.modular.weapon.primary.bow.composite", "common.items.log.wood", Two)): "voxel.weapon.bow.composite.wood", + ModularWeapon(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.wood", Two)): "voxel.weapon.bow.greatbow.wood", + ModularWeapon(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.wood", Two)): "voxel.weapon.bow.longbow.wood", + ModularWeapon(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.wood", Two)): "voxel.weapon.bow.ornate.wood", + ModularWeapon(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.wood", Two)): "voxel.weapon.bow.shortbow.wood", + ModularWeapon(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.wood", Two)): "voxel.weapon.bow.warbow.wood", + ModularWeapon(("common.items.modular.weapon.primary.bow.bow", "common.items.log.bamboo", Two)): "voxel.weapon.bow.bow.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.bow.composite", "common.items.log.bamboo", Two)): "voxel.weapon.bow.composite.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.bamboo", Two)): "voxel.weapon.bow.greatbow.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.bamboo", Two)): "voxel.weapon.bow.longbow.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.bamboo", Two)): "voxel.weapon.bow.ornate.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.bamboo", Two)): "voxel.weapon.bow.shortbow.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.bamboo", Two)): "voxel.weapon.bow.warbow.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.bow.bow", "common.items.log.hardwood", Two)): "voxel.weapon.bow.bow.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.composite", "common.items.log.hardwood", Two)): "voxel.weapon.bow.composite.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.hardwood", Two)): "voxel.weapon.bow.greatbow.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.hardwood", Two)): "voxel.weapon.bow.longbow.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.hardwood", Two)): "voxel.weapon.bow.ornate.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.hardwood", Two)): "voxel.weapon.bow.shortbow.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.hardwood", Two)): "voxel.weapon.bow.warbow.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.bow", "common.items.log.ironwood", Two)): "voxel.weapon.bow.bow.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.composite", "common.items.log.ironwood", Two)): "voxel.weapon.bow.composite.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.ironwood", Two)): "voxel.weapon.bow.greatbow.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.ironwood", Two)): "voxel.weapon.bow.longbow.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.ironwood", Two)): "voxel.weapon.bow.ornate.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.ironwood", Two)): "voxel.weapon.bow.shortbow.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.ironwood", Two)): "voxel.weapon.bow.warbow.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.bow", "common.items.log.frostwood", Two)): "voxel.weapon.bow.bow.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.composite", "common.items.log.frostwood", Two)): "voxel.weapon.bow.composite.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.frostwood", Two)): "voxel.weapon.bow.greatbow.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.frostwood", Two)): "voxel.weapon.bow.longbow.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.frostwood", Two)): "voxel.weapon.bow.ornate.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.frostwood", Two)): "voxel.weapon.bow.shortbow.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.frostwood", Two)): "voxel.weapon.bow.warbow.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.bow", "common.items.log.eldwood", Two)): "voxel.weapon.bow.bow.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.composite", "common.items.log.eldwood", Two)): "voxel.weapon.bow.composite.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.eldwood", Two)): "voxel.weapon.bow.greatbow.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.eldwood", Two)): "voxel.weapon.bow.longbow.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.eldwood", Two)): "voxel.weapon.bow.ornate.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.eldwood", Two)): "voxel.weapon.bow.shortbow.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.eldwood", Two)): "voxel.weapon.bow.warbow.eldwood", + Simple("common.items.weapons.bow.sagitta"): "voxel.weapon.bow.sagitta", + Simple("common.items.weapons.bow.starter"): "voxel.weapon.bow.starter", + Simple("common.items.weapons.bow.velorite"): "voxel.weapon.bow.velorite", + Simple("common.items.debug.velorite_bow_debug"): "voxel.weapon.bow.velorite", + //staffs + ModularWeapon(("common.items.modular.weapon.primary.staff.brand", "common.items.log.wood", Two)): "voxel.weapon.staff.brand.wood", + ModularWeapon(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.wood", Two)): "voxel.weapon.staff.grandstaff.wood", + ModularWeapon(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.wood", Two)): "voxel.weapon.staff.longpole.wood", + ModularWeapon(("common.items.modular.weapon.primary.staff.pole", "common.items.log.wood", Two)): "voxel.weapon.staff.pole.wood", + ModularWeapon(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.wood", Two)): "voxel.weapon.staff.ornate.wood", + ModularWeapon(("common.items.modular.weapon.primary.staff.rod", "common.items.log.wood", Two)): "voxel.weapon.staff.rod.wood", + ModularWeapon(("common.items.modular.weapon.primary.staff.staff", "common.items.log.wood", Two)): "voxel.weapon.staff.staff.wood", + ModularWeapon(("common.items.modular.weapon.primary.staff.brand", "common.items.log.bamboo", Two)): "voxel.weapon.staff.brand.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.bamboo", Two)): "voxel.weapon.staff.grandstaff.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.bamboo", Two)): "voxel.weapon.staff.longpole.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.staff.pole", "common.items.log.bamboo", Two)): "voxel.weapon.staff.pole.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.bamboo", Two)): "voxel.weapon.staff.ornate.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.staff.rod", "common.items.log.bamboo", Two)): "voxel.weapon.staff.rod.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.staff.staff", "common.items.log.bamboo", Two)): "voxel.weapon.staff.staff.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.staff.brand", "common.items.log.hardwood", Two)): "voxel.weapon.staff.brand.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.hardwood", Two)): "voxel.weapon.staff.grandstaff.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.hardwood", Two)): "voxel.weapon.staff.longpole.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.pole", "common.items.log.hardwood", Two)): "voxel.weapon.staff.pole.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.hardwood", Two)): "voxel.weapon.staff.ornate.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.rod", "common.items.log.hardwood", Two)): "voxel.weapon.staff.rod.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.staff", "common.items.log.hardwood", Two)): "voxel.weapon.staff.staff.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.brand", "common.items.log.ironwood", Two)): "voxel.weapon.staff.brand.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.ironwood", Two)): "voxel.weapon.staff.grandstaff.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.ironwood", Two)): "voxel.weapon.staff.longpole.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.pole", "common.items.log.ironwood", Two)): "voxel.weapon.staff.pole.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.ironwood", Two)): "voxel.weapon.staff.ornate.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.rod", "common.items.log.ironwood", Two)): "voxel.weapon.staff.rod.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.staff", "common.items.log.ironwood", Two)): "voxel.weapon.staff.staff.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.brand", "common.items.log.frostwood", Two)): "voxel.weapon.staff.brand.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.frostwood", Two)): "voxel.weapon.staff.grandstaff.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.frostwood", Two)): "voxel.weapon.staff.longpole.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.pole", "common.items.log.frostwood", Two)): "voxel.weapon.staff.pole.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.frostwood", Two)): "voxel.weapon.staff.ornate.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.rod", "common.items.log.frostwood", Two)): "voxel.weapon.staff.rod.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.staff", "common.items.log.frostwood", Two)): "voxel.weapon.staff.staff.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.brand", "common.items.log.eldwood", Two)): "voxel.weapon.staff.brand.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.eldwood", Two)): "voxel.weapon.staff.grandstaff.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.eldwood", Two)): "voxel.weapon.staff.longpole.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.pole", "common.items.log.eldwood", Two)): "voxel.weapon.staff.pole.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.eldwood", Two)): "voxel.weapon.staff.ornate.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.rod", "common.items.log.eldwood", Two)): "voxel.weapon.staff.rod.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.staff.staff", "common.items.log.eldwood", Two)): "voxel.weapon.staff.staff.eldwood", + Simple("common.items.weapons.staff.staff_1"): "voxel.weapon.staff.firestaff_starter", + Simple("common.items.weapons.staff.starter_staff"): "voxel.weapon.staff.firestaff_starter", + Simple("common.items.weapons.staff.cultist_staff"): "voxel.weapon.staff.firestaff_cultist", + Simple("common.items.weapons.staff.laevateinn"): "voxel.weapon.staff.laevateinn", + // Swords + ModularWeapon(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.sword.greatsword.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.sword.katana.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.sword.longsword.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.sword.ornate.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.sword.sabre.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.sword.sawblade.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.sword.zweihander.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.sword.greatsword.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.sword.katana.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.sword.longsword.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.sword.ornate.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.sword.sabre.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.sword.sawblade.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.sword.zweihander.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.sword.greatsword.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.sword.katana.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.sword.longsword.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.sword.ornate.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.sword.sabre.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.sword.sawblade.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.sword.zweihander.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.sword.greatsword.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.sword.katana.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.sword.longsword.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.sword.ornate.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.sword.sabre.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.sword.sawblade.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.cobalt", Two)): "voxel.weapon.sword.zweihander.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.sword.greatsword.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.sword.katana.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.sword.longsword.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.sword.ornate.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.sword.sabre.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.sword.sawblade.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.sword.zweihander.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.orichalcum", Two)): "voxel.weapon.sword.greatsword.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.orichalcum", Two)): "voxel.weapon.sword.katana.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.orichalcum", Two)): "voxel.weapon.sword.longsword.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.orichalcum", Two)): "voxel.weapon.sword.ornate.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.orichalcum", Two)): "voxel.weapon.sword.sabre.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.orichalcum", Two)):"voxel.weapon.sword.sawblade.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.orichalcum", Two)):"voxel.weapon.sword.zweihander.orichalcum-2h", + Simple("common.items.weapons.sword.caladbolg"): "voxel.weapon.sword.caladbolg", + Simple("common.items.weapons.sword.cultist"): "voxel.weapon.sword.cultist", + Simple("common.items.weapons.sword.frost-0"): "voxel.weapon.sword.frost-0", + Simple("common.items.weapons.sword.frost-1"): "voxel.weapon.sword.frost-1", + Simple("common.items.weapons.sword.starter"): "voxel.weapon.sword.starter", + Simple("common.items.debug.admin_sword"): "voxel.weapon.sword.frost-1", + // 1h Swords + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bronze", One)): "voxel.weapon.sword.katana.bronze-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bronze", One)): "voxel.weapon.sword.longsword.bronze-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bronze", One)): "voxel.weapon.sword.ornate.bronze-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bronze", One)): "voxel.weapon.sword.sabre.bronze-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bronze", One)): "voxel.weapon.sword.sawblade.bronze-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.iron", One)): "voxel.weapon.sword.katana.iron-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.iron", One)): "voxel.weapon.sword.longsword.iron-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.iron", One)): "voxel.weapon.sword.ornate.iron-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.iron", One)): "voxel.weapon.sword.sabre.iron-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.iron", One)): "voxel.weapon.sword.sawblade.iron-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.steel", One)): "voxel.weapon.sword.katana.steel-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.steel", One)): "voxel.weapon.sword.longsword.steel-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.steel", One)): "voxel.weapon.sword.ornate.steel-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.steel", One)): "voxel.weapon.sword.sabre.steel-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.steel", One)): "voxel.weapon.sword.sawblade.steel-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.cobalt", One)): "voxel.weapon.sword.katana.cobalt-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.cobalt", One)): "voxel.weapon.sword.longsword.cobalt-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.cobalt", One)): "voxel.weapon.sword.ornate.cobalt-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.cobalt", One)): "voxel.weapon.sword.sabre.cobalt-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.cobalt", One)): "voxel.weapon.sword.sawblade.cobalt-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bloodsteel", One)): "voxel.weapon.sword.katana.bloodsteel-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bloodsteel", One)): "voxel.weapon.sword.longsword.bloodsteel-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bloodsteel", One)): "voxel.weapon.sword.ornate.bloodsteel-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bloodsteel", One)): "voxel.weapon.sword.sabre.bloodsteel-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bloodsteel", One)): "voxel.weapon.sword.sawblade.bloodsteel-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.orichalcum", One)): "voxel.weapon.sword.katana.orichalcum-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.orichalcum", One)): "voxel.weapon.sword.longsword.orichalcum-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.orichalcum", One)): "voxel.weapon.sword.ornate.orichalcum-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.orichalcum", One)): "voxel.weapon.sword.sabre.orichalcum-1h", + ModularWeapon(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.orichalcum", One)): "voxel.weapon.sword.sawblade.orichalcum-1h", + Simple("common.items.weapons.sword_1h.starter"): "voxel.weapon.sword.starter_1h", + // Axes + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bronze", Two)): "voxel.weapon.axe.axe.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bronze", Two)): "voxel.weapon.axe.battleaxe.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.bronze", Two)): "voxel.weapon.axe.greataxe.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bronze", Two)): "voxel.weapon.axe.jagged.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.bronze", Two)): "voxel.weapon.axe.labrys.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bronze", Two)): "voxel.weapon.axe.ornate.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.bronze", Two)): "voxel.weapon.axe.poleaxe.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.iron", Two)): "voxel.weapon.axe.axe.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.iron", Two)): "voxel.weapon.axe.battleaxe.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.iron", Two)): "voxel.weapon.axe.greataxe.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.iron", Two)): "voxel.weapon.axe.jagged.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.iron", Two)): "voxel.weapon.axe.labrys.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.iron", Two)): "voxel.weapon.axe.ornate.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.iron", Two)): "voxel.weapon.axe.poleaxe.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.steel", Two)): "voxel.weapon.axe.axe.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.steel", Two)): "voxel.weapon.axe.battleaxe.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.steel", Two)): "voxel.weapon.axe.greataxe.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.steel", Two)): "voxel.weapon.axe.jagged.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.steel", Two)): "voxel.weapon.axe.labrys.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.steel", Two)): "voxel.weapon.axe.ornate.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.steel", Two)): "voxel.weapon.axe.poleaxe.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.cobalt", Two)): "voxel.weapon.axe.axe.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.axe.battleaxe.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.cobalt", Two)): "voxel.weapon.axe.greataxe.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.cobalt", Two)): "voxel.weapon.axe.jagged.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.cobalt", Two)): "voxel.weapon.axe.labrys.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.cobalt", Two)): "voxel.weapon.axe.ornate.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.cobalt", Two)): "voxel.weapon.axe.poleaxe.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.axe.axe.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.axe.battleaxe.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.axe.greataxe.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.axe.jagged.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.axe.labrys.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.axe.ornate.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.bloodsteel", Two)): "voxel.weapon.axe.poleaxe.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.orichalcum", Two)): "voxel.weapon.axe.axe.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.orichalcum", Two)): "voxel.weapon.axe.battleaxe.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.orichalcum", Two)): "voxel.weapon.axe.greataxe.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.orichalcum", Two)): "voxel.weapon.axe.jagged.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.orichalcum", Two)): "voxel.weapon.axe.labrys.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.orichalcum", Two)): "voxel.weapon.axe.ornate.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.orichalcum", Two)): "voxel.weapon.axe.poleaxe.orichalcum-2h", + Simple("common.items.weapons.axe.starter_axe"): "voxel.weapon.axe.2haxe_rusty", + Simple("common.items.weapons.axe.malachite_axe-0"): "voxel.weapon.axe.2haxe_malachite-0", + Simple("common.items.weapons.axe.parashu"): "voxel.weapon.axe.parashu", + // 1h Axes + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bronze", One)): "voxel.weapon.axe.axe.bronze-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bronze", One)): "voxel.weapon.axe.battleaxe.bronze-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bronze", One)): "voxel.weapon.axe.jagged.bronze-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bronze", One)): "voxel.weapon.axe.ornate.bronze-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.iron", One)): "voxel.weapon.axe.axe.iron-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.iron", One)): "voxel.weapon.axe.battleaxe.iron-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.iron", One)): "voxel.weapon.axe.jagged.iron-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.iron", One)): "voxel.weapon.axe.ornate.iron-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.steel", One)): "voxel.weapon.axe.axe.steel-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.steel", One)): "voxel.weapon.axe.battleaxe.steel-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.steel", One)): "voxel.weapon.axe.jagged.steel-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.steel", One)): "voxel.weapon.axe.ornate.steel-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.cobalt", One)): "voxel.weapon.axe.axe.cobalt-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.cobalt", One)): "voxel.weapon.axe.battleaxe.cobalt-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.cobalt", One)): "voxel.weapon.axe.jagged.cobalt-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.cobalt", One)): "voxel.weapon.axe.ornate.cobalt-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bloodsteel", One)): "voxel.weapon.axe.axe.bloodsteel-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bloodsteel", One)): "voxel.weapon.axe.battleaxe.bloodsteel-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bloodsteel", One)): "voxel.weapon.axe.jagged.bloodsteel-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bloodsteel", One)): "voxel.weapon.axe.ornate.bloodsteel-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.orichalcum", One)): "voxel.weapon.axe.axe.orichalcum-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.orichalcum", One)): "voxel.weapon.axe.battleaxe.orichalcum-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.orichalcum", One)): "voxel.weapon.axe.jagged.orichalcum-1h", + ModularWeapon(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.orichalcum", One)):"voxel.weapon.axe.ornate.orichalcum-1h", + // Hammers + ModularWeapon(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.hammer.greathammer.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.hammer.greatmace.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.hammer.hammer.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.hammer.maul.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.hammer.ornate.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.hammer.spikedmace.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bronze", Two)):"voxel.weapon.hammer.warhammer.bronze-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.hammer.greathammer.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.hammer.greatmace.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.hammer.hammer.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.hammer.maul.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.hammer.ornate.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.hammer.spikedmace.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.iron", Two)):"voxel.weapon.hammer.warhammer.iron-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.hammer.greathammer.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.hammer.greatmace.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.hammer.hammer.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.hammer.maul.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.hammer.ornate.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.hammer.spikedmace.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.steel", Two)):"voxel.weapon.hammer.warhammer.steel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.hammer.greathammer.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.hammer.greatmace.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.hammer.hammer.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.hammer.maul.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.hammer.ornate.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.hammer.spikedmace.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.cobalt", Two)):"voxel.weapon.hammer.warhammer.cobalt-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.bloodsteel", Two)):"voxel.weapon.hammer.greathammer.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.bloodsteel", Two)):"voxel.weapon.hammer.greatmace.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bloodsteel", Two)):"voxel.weapon.hammer.hammer.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.bloodsteel", Two)):"voxel.weapon.hammer.maul.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bloodsteel", Two)):"voxel.weapon.hammer.ornate.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bloodsteel", Two)):"voxel.weapon.hammer.spikedmace.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bloodsteel", Two)):"voxel.weapon.hammer.warhammer.bloodsteel-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.orichalcum", Two)):"voxel.weapon.hammer.greathammer.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.orichalcum", Two)):"voxel.weapon.hammer.greatmace.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.orichalcum", Two)):"voxel.weapon.hammer.hammer.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.orichalcum", Two)):"voxel.weapon.hammer.maul.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.orichalcum", Two)):"voxel.weapon.hammer.ornate.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.orichalcum", Two)):"voxel.weapon.hammer.spikedmace.orichalcum-2h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.orichalcum", Two)):"voxel.weapon.hammer.warhammer.orichalcum-2h", + Simple("common.items.weapons.hammer.hammer_1"): "voxel.weapon.hammer.2hhammer_rusty", + Simple("common.items.weapons.hammer.starter_hammer"): "voxel.weapon.hammer.2hhammer_rusty", + Simple("common.items.weapons.hammer.flimsy_hammer"): "voxel.weapon.hammer.2hhammer_flimsy", + Simple("common.items.weapons.hammer.mjolnir"): "voxel.weapon.hammer.2hhammer_mjolnir", + Simple("common.items.weapons.hammer.cultist_purp_2h-0"): "voxel.weapon.hammer.cult_purp-0", + Simple("common.items.weapons.hammer.burnt_drumstick"): "voxel.weapon.hammer.burnt_drumstick", + // 1h Hammers + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bronze", One)): "voxel.weapon.hammer.hammer.bronze-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bronze", One)): "voxel.weapon.hammer.ornate.bronze-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bronze", One)): "voxel.weapon.hammer.spikedmace.bronze-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bronze", One)): "voxel.weapon.hammer.warhammer.bronze-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.iron", One)): "voxel.weapon.hammer.hammer.iron-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.iron", One)): "voxel.weapon.hammer.ornate.iron-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.iron", One)): "voxel.weapon.hammer.spikedmace.iron-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.iron", One)): "voxel.weapon.hammer.warhammer.iron-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.steel", One)): "voxel.weapon.hammer.hammer.steel-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.steel", One)): "voxel.weapon.hammer.ornate.steel-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.steel", One)): "voxel.weapon.hammer.spikedmace.steel-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.steel", One)): "voxel.weapon.hammer.warhammer.steel-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.cobalt", One)): "voxel.weapon.hammer.hammer.cobalt-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.cobalt", One)): "voxel.weapon.hammer.ornate.cobalt-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.cobalt", One)): "voxel.weapon.hammer.spikedmace.cobalt-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.cobalt", One)): "voxel.weapon.hammer.warhammer.cobalt-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bloodsteel", One)): "voxel.weapon.hammer.hammer.bloodsteel-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bloodsteel", One)): "voxel.weapon.hammer.ornate.bloodsteel-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bloodsteel", One)): "voxel.weapon.hammer.spikedmace.bloodsteel-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bloodsteel", One)): "voxel.weapon.hammer.warhammer.bloodsteel-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.orichalcum", One)): "voxel.weapon.hammer.hammer.orichalcum-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.orichalcum", One)): "voxel.weapon.hammer.ornate.orichalcum-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.orichalcum", One)): "voxel.weapon.hammer.spikedmace.orichalcum-1h", + ModularWeapon(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.orichalcum", One)): "voxel.weapon.hammer.warhammer.orichalcum-1h", + + // Sceptres + ModularWeapon(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.wood", Two)): "voxel.weapon.sceptre.arbor.wood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.wood", Two)): "voxel.weapon.sceptre.cane.wood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.wood", Two)): "voxel.weapon.sceptre.crook.wood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.wood", Two)): "voxel.weapon.sceptre.crozier.wood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.wood", Two)): "voxel.weapon.sceptre.ornate.wood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.wood", Two)): "voxel.weapon.sceptre.grandsceptre.wood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.wood", Two)): "voxel.weapon.sceptre.sceptre.wood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.bamboo", Two)): "voxel.weapon.sceptre.arbor.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.bamboo", Two)): "voxel.weapon.sceptre.cane.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.bamboo", Two)): "voxel.weapon.sceptre.crook.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.bamboo", Two)): "voxel.weapon.sceptre.crozier.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.bamboo", Two)): "voxel.weapon.sceptre.ornate.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.bamboo", Two)): "voxel.weapon.sceptre.grandsceptre.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.bamboo", Two)): "voxel.weapon.sceptre.sceptre.bamboo", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.hardwood", Two)): "voxel.weapon.sceptre.arbor.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.hardwood", Two)): "voxel.weapon.sceptre.cane.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.hardwood", Two)): "voxel.weapon.sceptre.crook.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.hardwood", Two)): "voxel.weapon.sceptre.crozier.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.hardwood", Two)): "voxel.weapon.sceptre.ornate.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.hardwood", Two)): "voxel.weapon.sceptre.grandsceptre.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.hardwood", Two)): "voxel.weapon.sceptre.sceptre.hardwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.ironwood", Two)): "voxel.weapon.sceptre.arbor.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.ironwood", Two)): "voxel.weapon.sceptre.cane.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.ironwood", Two)): "voxel.weapon.sceptre.crook.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.ironwood", Two)): "voxel.weapon.sceptre.crozier.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.ironwood", Two)): "voxel.weapon.sceptre.ornate.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.ironwood", Two)): "voxel.weapon.sceptre.grandsceptre.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.ironwood", Two)): "voxel.weapon.sceptre.sceptre.ironwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.frostwood", Two)): "voxel.weapon.sceptre.arbor.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.frostwood", Two)): "voxel.weapon.sceptre.cane.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.frostwood", Two)): "voxel.weapon.sceptre.crook.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.frostwood", Two)): "voxel.weapon.sceptre.crozier.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.frostwood", Two)): "voxel.weapon.sceptre.ornate.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.frostwood", Two)): "voxel.weapon.sceptre.grandsceptre.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.frostwood", Two)): "voxel.weapon.sceptre.sceptre.frostwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.eldwood", Two)): "voxel.weapon.sceptre.arbor.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.eldwood", Two)): "voxel.weapon.sceptre.cane.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.eldwood", Two)): "voxel.weapon.sceptre.crook.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.eldwood", Two)): "voxel.weapon.sceptre.crozier.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.eldwood", Two)): "voxel.weapon.sceptre.ornate.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.eldwood", Two)): "voxel.weapon.sceptre.grandsceptre.eldwood", + ModularWeapon(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.eldwood", Two)): "voxel.weapon.sceptre.sceptre.eldwood", + Simple("common.items.weapons.sceptre.starter_sceptre"): "voxel.weapon.sceptre.wood-simple", + Simple("common.items.weapons.sceptre.root_evil"): "voxel.weapon.sceptre.root_evil", + Simple("common.items.weapons.sceptre.sceptre_velorite_0"): "voxel.weapon.sceptre.ore-nature", + Simple("common.items.weapons.sceptre.caduceus"): "voxel.weapon.sceptre.caduceus", + Simple("common.items.weapons.sceptre.amethyst"): "voxel.weapon.sceptre.amethyst", + + // Daggers + Simple("common.items.weapons.dagger.starter_dagger"): "voxel.weapon.dagger.dagger_rusty", + Simple("common.items.weapons.dagger.basic_0"): "voxel.weapon.dagger.dagger_basic-0", + Simple("common.items.weapons.dagger.cultist_0"): "voxel.weapon.dagger.dagger_cult-0", + // Shields + Simple("common.items.weapons.shield.shield_1"): "voxel.weapon.shield.wood-0", + Simple("common.items.weapons.shield.starter_shield"): "voxel.weapon.shield.wood-1", + // Lanterns + Simple("common.items.lantern.black_0"): "voxel.lantern.black-0", + Simple("common.items.lantern.green_0"): "voxel.lantern.green-0", + Simple("common.items.boss_drops.lantern"): "voxel.lantern.magic_lantern", + Simple("common.items.lantern.blue_0"): "voxel.lantern.blue-0", + Simple("common.items.lantern.red_0"): "voxel.lantern.red-0", + Simple("common.items.lantern.geode_purp"): "voxel.lantern.geode_purp", + Simple("common.items.lantern.pumpkin"): "voxel.lantern.pumpkin", + Simple("common.items.lantern.polaris"): "voxel.lantern.polaris", + Simple("common.items.lantern.delvers_lamp"): "voxel.lantern.delvers_lamp", + // Farming Equipment + Simple("common.items.weapons.tool.broom"): "voxel.weapon.tool.broom-0", + Simple("common.items.weapons.tool.hoe"): "voxel.weapon.tool.hoe_green", + Simple("common.items.weapons.tool.pitchfork"): "voxel.weapon.tool.pitchfork-0", + Simple("common.items.weapons.tool.rake"): "voxel.weapon.tool.rake-0", + Simple("common.items.weapons.tool.fishing_rod"): "voxel.weapon.tool.fishing_rod_blue-0", + Simple("common.items.weapons.tool.pickaxe"): "voxel.weapon.tool.pickaxe_green-0", + Simple("common.items.weapons.tool.shovel-0"): "voxel.weapon.tool.shovel_green", + Simple("common.items.weapons.tool.shovel-1"): "voxel.weapon.tool.shovel_gold", + // Picks + Simple("common.items.tool.pickaxe_stone"): "voxel.weapon.tool.pickaxe_stone", + Simple("common.items.tool.pickaxe_steel"): "voxel.weapon.tool.pickaxe_green-1", + // Instruments + Simple("common.items.tool.instruments.double_bass"): "voxel.weapon.tool.wooden_bass", + Simple("common.items.tool.instruments.flute"): "voxel.weapon.tool.wooden_flute", + Simple("common.items.tool.instruments.glass_flute"): "voxel.weapon.tool.glass_flute", + Simple("common.items.tool.instruments.lyre"): "voxel.weapon.tool.wooden_lyre", + Simple("common.items.tool.instruments.wildskin_drum"): "voxel.weapon.tool.wildskin_drum", + Simple("common.items.tool.instruments.icy_talharpa"): "voxel.weapon.tool.icy_talharpa", + Simple("common.items.tool.instruments.washboard"): "voxel.weapon.tool.washboard", + Simple("common.items.tool.instruments.kalimba"): "voxel.weapon.tool.wooden_kalimba", + Simple("common.items.tool.instruments.melodica"): "voxel.weapon.tool.melodica", + Simple("common.items.tool.instruments.lute"): "voxel.weapon.tool.wooden_lute", + Simple("common.items.tool.instruments.steeltonguedrum"): "voxel.weapon.tool.steeltonguedrum", + Simple("common.items.tool.instruments.shamisen"): "voxel.weapon.tool.shamisen", + Simple("common.items.tool.instruments.sitar"): "voxel.weapon.tool.wooden_sitar", + Simple("common.items.tool.instruments.guitar"): "voxel.weapon.tool.wooden_guitar", + Simple("common.items.tool.instruments.guitar_dark"): "voxel.weapon.tool.black_velvet_guitar", + // Other + Simple("common.items.utility.coins"): "voxel.object.v-coin", + Simple("common.items.utility.collar"): "voxel.object.collar", + Simple("common.items.recipes.potions"): "voxel.object.recipe_alchemy", + Simple("common.items.recipes.explosives"): "voxel.object.recipe_alchemy", + Simple("common.items.recipes.charms"): "voxel.object.recipe_alchemy", + Simple("common.items.recipes.armor.iron"): "voxel.object.recipe_blacksmithing", + Simple("common.items.recipes.armor.steel"): "voxel.object.recipe_blacksmithing", + Simple("common.items.recipes.armor.cobalt"): "voxel.object.recipe_blacksmithing", + Simple("common.items.recipes.armor.bloodsteel"): "voxel.object.recipe_blacksmithing", + Simple("common.items.recipes.armor.orichalcum"): "voxel.object.recipe_blacksmithing", + Simple("common.items.recipes.unique.polaris"): "voxel.object.recipe_blacksmithing", + Simple("common.items.recipes.unique.delvers_lamp"): "voxel.object.recipe_lapidary", + Simple("common.items.recipes.weapons.iron"): "voxel.object.recipe_blacksmithing", + Simple("common.items.recipes.weapons.steel"): "voxel.object.recipe_blacksmithing", + Simple("common.items.recipes.weapons.cobalt"): "voxel.object.recipe_blacksmithing", + Simple("common.items.recipes.weapons.bloodsteel"): "voxel.object.recipe_blacksmithing", + Simple("common.items.recipes.weapons.orichalcum"): "voxel.object.recipe_blacksmithing", + Simple("common.items.recipes.gliders"): "voxel.object.recipe_carpentry", + Simple("common.items.recipes.instruments"): "voxel.object.recipe_carpentry", + Simple("common.items.recipes.weapons.bamboo"): "voxel.object.recipe_carpentry", + Simple("common.items.recipes.weapons.hardwood"): "voxel.object.recipe_carpentry", + Simple("common.items.recipes.weapons.ironwood"): "voxel.object.recipe_carpentry", + Simple("common.items.recipes.weapons.frostwood"): "voxel.object.recipe_carpentry", + Simple("common.items.recipes.weapons.eldwood"): "voxel.object.recipe_carpentry", + Simple("common.items.recipes.food"): "voxel.object.recipe_cooking", + Simple("common.items.recipes.armor.brinestone"): "voxel.object.recipe_lapidary", + Simple("common.items.recipes.unique.abyssal_gorget"): "voxel.object.recipe_lapidary", + Simple("common.items.recipes.unique.abyssal_ring"): "voxel.object.recipe_lapidary", + Simple("common.items.recipes.unique.seashell_necklace"): "voxel.object.recipe_lapidary", + Simple("common.items.recipes.armor.leather"): "voxel.object.recipe_leatherworking", + Simple("common.items.recipes.armor.scale"): "voxel.object.recipe_leatherworking", + Simple("common.items.recipes.armor.carapace"): "voxel.object.recipe_leatherworking", + Simple("common.items.recipes.armor.primal"): "voxel.object.recipe_leatherworking", + Simple("common.items.recipes.armor.dragonscale"): "voxel.object.recipe_leatherworking", + Simple("common.items.recipes.unique.mindflayer_spellbag"): "voxel.object.recipe_leatherworking", + Simple("common.items.recipes.unique.troll_hide_pack"): "voxel.object.recipe_leatherworking", + Simple("common.items.recipes.unique.winged_coronet"): "voxel.object.recipe_leatherworking", + Simple("common.items.recipes.armor.woolen"): "voxel.object.recipe_weaving", + Simple("common.items.recipes.armor.silken"): "voxel.object.recipe_weaving", + Simple("common.items.recipes.armor.druid"): "voxel.object.recipe_weaving", + Simple("common.items.recipes.armor.moonweave"): "voxel.object.recipe_weaving", + Simple("common.items.recipes.armor.sunsilk"): "voxel.object.recipe_weaving", + Simple("common.items.recipes.utility"): "voxel.object.scroll", + Simple("common.items.recipes.equipment.basic"): "voxel.object.scroll", + Simple("common.items.recipes.equipment.moderate"): "voxel.object.scroll", + Simple("common.items.recipes.equipment.advanced"): "voxel.object.scroll", + // Armor + // Starter Parts + Simple("common.items.armor.misc.foot.sandals"): "voxel.armor.misc.foot.cloth_sandal", + Simple("common.items.armor.rugged.pants"): "voxel.armor.rugged.pants", + Simple("common.items.armor.rugged.chest"): "voxel.armor.rugged.chest", + Simple("common.items.armor.misc.chest.worker_purple_brown"): "voxel.armor.misc.chest.worker_purp_brown", + Simple("common.items.armor.misc.pants.worker_brown"): "voxel.armor.misc.pants.worker_brown", + // Cultist Clothing + Simple("common.items.armor.cultist.chest"): "voxel.armor.cultist.chest", + Simple("common.items.armor.cultist.pants"): "voxel.armor.cultist.pants", + Simple("common.items.armor.cultist.belt"): "voxel.armor.cultist.belt", + Simple("common.items.armor.cultist.foot"): "voxel.armor.cultist.foot", + Simple("common.items.armor.cultist.hand"): "voxel.armor.cultist.hand", + Simple("common.items.armor.cultist.shoulder"): "voxel.armor.cultist.shoulder", + Simple("common.items.armor.cultist.bandana"): "voxel.armor.cultist.bandana", + // Villager Clothing + Simple("common.items.armor.misc.pants.worker_blue"): "voxel.armor.misc.pants.worker_blue", + Simple("common.items.armor.misc.chest.worker_green_0"): "voxel.armor.misc.chest.worker_green", + Simple("common.items.armor.misc.chest.worker_green_1"): "voxel.armor.misc.chest.shirt_white", + Simple("common.items.armor.misc.chest.worker_red_0"): "voxel.armor.misc.chest.worker_green", + Simple("common.items.armor.misc.chest.worker_red_1"): "voxel.armor.misc.chest.shirt_white", + Simple("common.items.armor.misc.chest.worker_purple_0"): "voxel.armor.misc.chest.worker_green", + Simple("common.items.armor.misc.chest.worker_purple_1"): "voxel.armor.misc.chest.shirt_white", + Simple("common.items.armor.misc.chest.worker_yellow_0"): "voxel.armor.misc.chest.worker_green", + Simple("common.items.armor.misc.chest.worker_yellow_1"): "voxel.armor.misc.chest.shirt_white", + Simple("common.items.armor.misc.chest.worker_orange_0"): "voxel.armor.misc.chest.worker_green", + Simple("common.items.armor.misc.chest.worker_orange_1"): "voxel.armor.misc.chest.shirt_white", + // Merchant + Simple("common.items.armor.merchant.chest"): "voxel.armor.merchant.chest", + Simple("common.items.armor.merchant.pants"): "voxel.armor.merchant.pants", + Simple("common.items.armor.merchant.belt"): "voxel.armor.merchant.belt", + Simple("common.items.armor.merchant.foot"): "voxel.armor.merchant.foot", + Simple("common.items.armor.merchant.hand"): "voxel.armor.merchant.hand", + Simple("common.items.armor.merchant.shoulder"): "voxel.armor.merchant.shoulder_l", + Simple("common.items.armor.merchant.turban"): "voxel.armor.merchant.turban", + Simple("common.items.armor.merchant.back"): "voxel.armor.merchant.back", + // Velorite Battlemage Set + Simple("common.items.armor.velorite_mage.chest"): "voxel.armor.velorite_battlemage.chest", + Simple("common.items.armor.velorite_mage.pants"): "voxel.armor.velorite_battlemage.pants", + Simple("common.items.armor.velorite_mage.belt"): "voxel.armor.velorite_battlemage.belt", + Simple("common.items.armor.velorite_mage.foot"): "voxel.armor.velorite_battlemage.foot", + Simple("common.items.armor.velorite_mage.hand"): "voxel.armor.velorite_battlemage.hand", + Simple("common.items.armor.velorite_mage.shoulder"): "voxel.armor.velorite_battlemage.shoulder", + Simple("common.items.armor.velorite_mage.back"): "voxel.armor.velorite_battlemage.back", + // Assassin Set + Simple("common.items.armor.assassin.chest"): "voxel.armor.assassin.chest", + Simple("common.items.armor.assassin.pants"): "voxel.armor.assassin.pants", + Simple("common.items.armor.assassin.belt"): "voxel.armor.assassin.belt", + Simple("common.items.armor.assassin.foot"): "voxel.armor.assassin.foot", + Simple("common.items.armor.assassin.hand"): "voxel.armor.assassin.hand", + Simple("common.items.armor.assassin.shoulder"): "voxel.armor.assassin.shoulder", + //PlateLeather Armor + Simple("common.items.armor.leather_plate.chest"): "voxel.armor.leather_plate.chest", + Simple("common.items.armor.leather_plate.pants"): "voxel.armor.leather_plate.pants", + Simple("common.items.armor.leather_plate.belt"): "voxel.armor.leather_plate.belt", + Simple("common.items.armor.leather_plate.foot"): "voxel.armor.leather_plate.foot", + Simple("common.items.armor.leather_plate.hand"): "voxel.armor.leather_plate.hand", + Simple("common.items.armor.leather_plate.shoulder"): "voxel.armor.leather_plate.shoulder", + //Ferocious Armor + Simple("common.items.armor.ferocious.chest"): "voxel.armor.ferocious.chest", + Simple("common.items.armor.ferocious.pants"): "voxel.armor.ferocious.pants", + Simple("common.items.armor.ferocious.belt"): "voxel.armor.ferocious.belt", + Simple("common.items.armor.ferocious.foot"): "voxel.armor.ferocious.foot", + Simple("common.items.armor.ferocious.hand"): "voxel.armor.ferocious.hand", + Simple("common.items.armor.ferocious.shoulder"): "voxel.armor.ferocious.shoulder", + Simple("common.items.armor.ferocious.back"): "voxel.armor.ferocious.back", + //Boreal Armor + Simple("common.items.armor.boreal.chest"): "voxel.armor.boreal.chest", + Simple("common.items.armor.boreal.pants"): "voxel.armor.boreal.pants", + Simple("common.items.armor.boreal.belt"): "voxel.armor.boreal.belt", + Simple("common.items.armor.boreal.foot"): "voxel.armor.boreal.foot", + Simple("common.items.armor.boreal.hand"): "voxel.armor.boreal.hand", + Simple("common.items.armor.boreal.shoulder"): "voxel.armor.boreal.shoulder", + Simple("common.items.armor.boreal.back"): "voxel.armor.boreal.back", + //Brinestone Armor + Simple("common.items.armor.brinestone.chest"): "voxel.armor.brinestone.chest", + Simple("common.items.armor.brinestone.pants"): "voxel.armor.brinestone.pants", + Simple("common.items.armor.brinestone.belt"): "voxel.armor.brinestone.belt", + Simple("common.items.armor.brinestone.foot"): "voxel.armor.brinestone.foot", + Simple("common.items.armor.brinestone.hand"): "voxel.armor.brinestone.hand", + Simple("common.items.armor.brinestone.shoulder"): "voxel.armor.brinestone.shoulder", + Simple("common.items.armor.brinestone.back"): "voxel.armor.brinestone.back", + Simple("common.items.armor.brinestone.crown"): "voxel.armor.brinestone.crown", + //Blue Leather Armor + Simple("common.items.npc_armor.chest.leather_blue"): "voxel.armor.leather_blue.chest", + Simple("common.items.npc_armor.pants.leather_blue"): "voxel.armor.leather_blue.pants", + //Linen Cloth + Simple("common.items.armor.cloth_blue.chest"): "voxel.armor.cloth_blue.chest", + Simple("common.items.armor.cloth_blue.pants"): "voxel.armor.cloth_blue.pants", + Simple("common.items.armor.cloth_blue.belt"): "voxel.armor.cloth_blue.belt", + Simple("common.items.armor.cloth_blue.foot"): "voxel.armor.cloth_blue.foot", + Simple("common.items.armor.cloth_blue.hand"): "voxel.armor.cloth_blue.hand", + Simple("common.items.armor.cloth_blue.shoulder_0"): "voxel.armor.cloth_blue.shoulder_0", + Simple("common.items.armor.cloth_blue.shoulder_1"): "voxel.armor.cloth_blue.shoulder_1", + ////////////// + Simple("common.items.armor.cloth_green.chest"): "voxel.armor.cloth_green.chest", + Simple("common.items.armor.cloth_green.pants"): "voxel.armor.cloth_green.pants", + Simple("common.items.armor.cloth_green.belt"): "voxel.armor.cloth_green.belt", + Simple("common.items.armor.cloth_green.foot"): "voxel.armor.cloth_green.foot", + Simple("common.items.armor.cloth_green.hand"): "voxel.armor.cloth_green.hand", + Simple("common.items.armor.cloth_green.shoulder"): "voxel.armor.cloth_green.shoulder", + ////// + Simple("common.items.armor.cloth_purple.chest"): "voxel.armor.cloth_purple.chest", + Simple("common.items.armor.cloth_purple.pants"): "voxel.armor.cloth_purple.pants", + Simple("common.items.armor.cloth_purple.belt"): "voxel.armor.cloth_purple.belt", + Simple("common.items.armor.cloth_purple.foot"): "voxel.armor.cloth_purple.foot", + Simple("common.items.armor.cloth_purple.hand"): "voxel.armor.cloth_purple.hand", + Simple("common.items.armor.cloth_purple.shoulder"): "voxel.armor.cloth_purple.shoulder", + Simple("common.items.armor.misc.shoulder.iron_spikes"): "voxel.armor.misc.shoulder.iron_spikes", + Simple("common.items.armor.misc.shoulder.leather_iron_3"): "voxel.armor.misc.shoulder.leather_iron_3", + Simple("common.items.armor.misc.shoulder.leather_iron_2"): "voxel.armor.misc.shoulder.leather_iron_2", + Simple("common.items.armor.misc.shoulder.leather_iron_1"): "voxel.armor.misc.shoulder.leather_iron_1", + Simple("common.items.armor.misc.shoulder.leather_iron_0"): "voxel.armor.misc.shoulder.leather_iron_0", + Simple("common.items.armor.misc.shoulder.leather_strip"): "voxel.armor.misc.shoulder.leather_strip", + Simple("common.items.armor.misc.foot.jackalope_slippers"): "voxel.armor.misc.foot.jackalope", + //Twig Set + Simple("common.items.armor.twigs.chest"): "voxel.armor.twigs.chest", + Simple("common.items.armor.twigs.pants"): "voxel.armor.twigs.pants", + Simple("common.items.armor.twigs.belt"): "voxel.armor.twigs.belt", + Simple("common.items.armor.twigs.foot"): "voxel.armor.twigs.foot", + Simple("common.items.armor.twigs.hand"): "voxel.armor.twigs.hand", + Simple("common.items.armor.twigs.shoulder"): "voxel.armor.twigs.shoulder", + //TwigsLeaves Set + Simple("common.items.armor.twigsleaves.chest"): "voxel.armor.twigsleaves.chest", + Simple("common.items.armor.twigsleaves.pants"): "voxel.armor.twigsleaves.pants", + Simple("common.items.armor.twigsleaves.belt"): "voxel.armor.twigsleaves.belt", + Simple("common.items.armor.twigsleaves.foot"): "voxel.armor.twigsleaves.foot", + Simple("common.items.armor.twigsleaves.hand"): "voxel.armor.twigsleaves.hand", + Simple("common.items.armor.twigsleaves.shoulder"): "voxel.armor.twigsleaves.shoulder", + //TwigsFlowers Set + Simple("common.items.armor.twigsflowers.chest"): "voxel.armor.twigsflowers.chest", + Simple("common.items.armor.twigsflowers.pants"): "voxel.armor.twigsflowers.pants", + Simple("common.items.armor.twigsflowers.belt"): "voxel.armor.twigsflowers.belt", + Simple("common.items.armor.twigsflowers.foot"): "voxel.armor.twigsflowers.foot", + Simple("common.items.armor.twigsflowers.hand"): "voxel.armor.twigsflowers.hand", + Simple("common.items.armor.twigsflowers.shoulder"): "voxel.armor.twigsflowers.shoulder", + //Tarasque Set + Simple("common.items.armor.tarasque.chest"): "voxel.armor.tarasque.chest", + Simple("common.items.armor.tarasque.pants"): "voxel.armor.tarasque.pants", + Simple("common.items.armor.tarasque.belt"): "voxel.armor.tarasque.belt", + Simple("common.items.armor.tarasque.foot"): "voxel.armor.tarasque.foot", + Simple("common.items.armor.tarasque.hand"): "voxel.armor.tarasque.hand", + Simple("common.items.armor.tarasque.shoulder"): "voxel.armor.tarasque.shoulder", + //Bonerattler Set + Simple("common.items.armor.bonerattler.chest"): "voxel.armor.bonerattler.chest", + Simple("common.items.armor.bonerattler.pants"): "voxel.armor.bonerattler.pants", + Simple("common.items.armor.bonerattler.belt"): "voxel.armor.bonerattler.belt", + Simple("common.items.armor.bonerattler.foot"): "voxel.armor.bonerattler.foot", + Simple("common.items.armor.bonerattler.hand"): "voxel.armor.bonerattler.hand", + Simple("common.items.armor.bonerattler.shoulder"): "voxel.armor.bonerattler.shoulder", + //Rawhide Set + Simple("common.items.armor.hide.rawhide.chest"): "voxel.armor.hide.rawhide.chest", + Simple("common.items.armor.hide.rawhide.pants"): "voxel.armor.hide.rawhide.pants", + Simple("common.items.armor.hide.rawhide.belt"): "voxel.armor.hide.rawhide.belt", + Simple("common.items.armor.hide.rawhide.foot"): "voxel.armor.hide.rawhide.foot", + Simple("common.items.armor.hide.rawhide.hand"): "voxel.armor.hide.rawhide.hand", + Simple("common.items.armor.hide.rawhide.shoulder"): "voxel.armor.hide.rawhide.shoulder", + Simple("common.items.armor.hide.rawhide.back"): "voxel.armor.hide.rawhide.back", + //Leather set + Simple("common.items.armor.hide.leather.chest"): "voxel.armor.hide.leather.chest", + Simple("common.items.armor.hide.leather.pants"): "voxel.armor.hide.leather.pants", + Simple("common.items.armor.hide.leather.belt"): "voxel.armor.hide.leather.belt", + Simple("common.items.armor.hide.leather.foot"): "voxel.armor.hide.leather.foot", + Simple("common.items.armor.hide.leather.hand"): "voxel.armor.hide.leather.hand", + Simple("common.items.armor.hide.leather.shoulder"): "voxel.armor.hide.leather.shoulder", + Simple("common.items.armor.hide.leather.back"): "voxel.armor.hide.leather.back", + //Scale Set + Simple("common.items.armor.hide.scale.chest"): "voxel.armor.hide.scale.chest", + Simple("common.items.armor.hide.scale.pants"): "voxel.armor.hide.scale.pants", + Simple("common.items.armor.hide.scale.belt"): "voxel.armor.hide.scale.belt", + Simple("common.items.armor.hide.scale.foot"): "voxel.armor.hide.scale.foot", + Simple("common.items.armor.hide.scale.hand"): "voxel.armor.hide.scale.hand", + Simple("common.items.armor.hide.scale.shoulder"): "voxel.armor.hide.scale.shoulder", + Simple("common.items.armor.hide.scale.back"): "voxel.armor.hide.scale.back", + //Carapace Set + Simple("common.items.armor.hide.carapace.chest"): "voxel.armor.hide.carapace.chest", + Simple("common.items.armor.hide.carapace.pants"): "voxel.armor.hide.carapace.pants", + Simple("common.items.armor.hide.carapace.belt"): "voxel.armor.hide.carapace.belt", + Simple("common.items.armor.hide.carapace.foot"): "voxel.armor.hide.carapace.foot", + Simple("common.items.armor.hide.carapace.hand"): "voxel.armor.hide.carapace.hand", + Simple("common.items.armor.hide.carapace.shoulder"): "voxel.armor.hide.carapace.shoulder", + Simple("common.items.armor.hide.carapace.back"): "voxel.armor.hide.carapace.back", + //Primal Set + Simple("common.items.armor.hide.primal.chest"): "voxel.armor.hide.primal.chest", + Simple("common.items.armor.hide.primal.pants"): "voxel.armor.hide.primal.pants", + Simple("common.items.armor.hide.primal.belt"): "voxel.armor.hide.primal.belt", + Simple("common.items.armor.hide.primal.foot"): "voxel.armor.hide.primal.foot", + Simple("common.items.armor.hide.primal.hand"): "voxel.armor.hide.primal.hand", + Simple("common.items.armor.hide.primal.shoulder"): "voxel.armor.hide.primal.shoulder", + Simple("common.items.armor.hide.primal.back"): "voxel.armor.hide.primal.back", + //Dragonscale Set + Simple("common.items.armor.hide.dragonscale.chest"): "voxel.armor.hide.dragonscale.chest", + Simple("common.items.armor.hide.dragonscale.pants"): "voxel.armor.hide.dragonscale.pants", + Simple("common.items.armor.hide.dragonscale.belt"): "voxel.armor.hide.dragonscale.belt", + Simple("common.items.armor.hide.dragonscale.foot"): "voxel.armor.hide.dragonscale.foot", + Simple("common.items.armor.hide.dragonscale.hand"): "voxel.armor.hide.dragonscale.hand", + Simple("common.items.armor.hide.dragonscale.shoulder"): "voxel.armor.hide.dragonscale.shoulder", + Simple("common.items.armor.hide.dragonscale.back"): "voxel.armor.hide.dragonscale.back", + //Savage Set + Simple("common.items.armor.savage.chest"): "voxel.armor.savage.chest", + Simple("common.items.armor.savage.pants"): "voxel.armor.savage.pants", + Simple("common.items.armor.savage.belt"): "voxel.armor.savage.belt", + Simple("common.items.armor.savage.foot"): "voxel.armor.savage.foot", + Simple("common.items.armor.savage.hand"): "voxel.armor.savage.hand", + Simple("common.items.armor.savage.shoulder"): "voxel.armor.savage.shoulder", + Simple("common.items.armor.savage.back"): "voxel.armor.savage.back", + //Linen Set + Simple("common.items.armor.cloth.linen.chest"): "voxel.armor.cloth.linen.chest", + Simple("common.items.armor.cloth.linen.pants"): "voxel.armor.cloth.linen.pants", + Simple("common.items.armor.cloth.linen.belt"): "voxel.armor.cloth.linen.belt", + Simple("common.items.armor.cloth.linen.foot"): "voxel.armor.cloth.linen.foot", + Simple("common.items.armor.cloth.linen.hand"): "voxel.armor.cloth.linen.hand", + Simple("common.items.armor.cloth.linen.shoulder"): "voxel.armor.cloth.linen.shoulder", + Simple("common.items.armor.cloth.linen.back"): "voxel.armor.cloth.linen.back", + //Woolen Set + Simple("common.items.armor.cloth.woolen.chest"): "voxel.armor.cloth.woolen.chest", + Simple("common.items.armor.cloth.woolen.pants"): "voxel.armor.cloth.woolen.pants", + Simple("common.items.armor.cloth.woolen.belt"): "voxel.armor.cloth.woolen.belt", + Simple("common.items.armor.cloth.woolen.foot"): "voxel.armor.cloth.woolen.foot", + Simple("common.items.armor.cloth.woolen.hand"): "voxel.armor.cloth.woolen.hand", + Simple("common.items.armor.cloth.woolen.shoulder"): "voxel.armor.cloth.woolen.shoulder", + Simple("common.items.armor.cloth.woolen.back"): "voxel.armor.cloth.woolen.back", + //Silken Set + Simple("common.items.armor.cloth.silken.chest"): "voxel.armor.cloth.silken.chest", + Simple("common.items.armor.cloth.silken.pants"): "voxel.armor.cloth.silken.pants", + Simple("common.items.armor.cloth.silken.belt"): "voxel.armor.cloth.silken.belt", + Simple("common.items.armor.cloth.silken.foot"): "voxel.armor.cloth.silken.foot", + Simple("common.items.armor.cloth.silken.hand"): "voxel.armor.cloth.silken.hand", + Simple("common.items.armor.cloth.silken.shoulder"): "voxel.armor.cloth.silken.shoulder", + Simple("common.items.armor.cloth.silken.back"): "voxel.armor.cloth.silken.back", + //Druid Set + Simple("common.items.armor.cloth.druid.chest"): "voxel.armor.cloth.druid.chest", + Simple("common.items.armor.cloth.druid.pants"): "voxel.armor.cloth.druid.pants", + Simple("common.items.armor.cloth.druid.belt"): "voxel.armor.cloth.druid.belt", + Simple("common.items.armor.cloth.druid.foot"): "voxel.armor.cloth.druid.foot", + Simple("common.items.armor.cloth.druid.hand"): "voxel.armor.cloth.druid.hand", + Simple("common.items.armor.cloth.druid.shoulder"): "voxel.armor.cloth.druid.shoulder", + Simple("common.items.armor.cloth.druid.back"): "voxel.armor.cloth.druid.back", + //Moonweave Set + Simple("common.items.armor.cloth.moonweave.chest"): "voxel.armor.cloth.moonweave.chest", + Simple("common.items.armor.cloth.moonweave.pants"): "voxel.armor.cloth.moonweave.pants", + Simple("common.items.armor.cloth.moonweave.belt"): "voxel.armor.cloth.moonweave.belt", + Simple("common.items.armor.cloth.moonweave.foot"): "voxel.armor.cloth.moonweave.foot", + Simple("common.items.armor.cloth.moonweave.hand"): "voxel.armor.cloth.moonweave.hand", + Simple("common.items.armor.cloth.moonweave.shoulder"): "voxel.armor.cloth.moonweave.shoulder", + Simple("common.items.armor.cloth.moonweave.back"): "voxel.armor.cloth.moonweave.back", + //Sunsilk Set + Simple("common.items.armor.cloth.sunsilk.chest"): "voxel.armor.cloth.sunsilk.chest", + Simple("common.items.armor.cloth.sunsilk.pants"): "voxel.armor.cloth.sunsilk.pants", + Simple("common.items.armor.cloth.sunsilk.belt"): "voxel.armor.cloth.sunsilk.belt", + Simple("common.items.armor.cloth.sunsilk.foot"): "voxel.armor.cloth.sunsilk.foot", + Simple("common.items.armor.cloth.sunsilk.hand"): "voxel.armor.cloth.sunsilk.hand", + Simple("common.items.armor.cloth.sunsilk.shoulder"): "voxel.armor.cloth.sunsilk.shoulder", + Simple("common.items.armor.cloth.sunsilk.back"): "voxel.armor.cloth.sunsilk.back", + //Bronze Set + Simple("common.items.armor.mail.bronze.chest"): "voxel.armor.mail.bronze.chest", + Simple("common.items.armor.mail.bronze.pants"): "voxel.armor.mail.bronze.pants", + Simple("common.items.armor.mail.bronze.belt"): "voxel.armor.mail.bronze.belt", + Simple("common.items.armor.mail.bronze.foot"): "voxel.armor.mail.bronze.foot", + Simple("common.items.armor.mail.bronze.hand"): "voxel.armor.mail.bronze.hand", + Simple("common.items.armor.mail.bronze.shoulder"): "voxel.armor.mail.bronze.shoulder", + Simple("common.items.armor.mail.bronze.back"): "voxel.armor.mail.bronze.back", + //Iron Set + Simple("common.items.armor.mail.iron.chest"): "voxel.armor.mail.iron.chest", + Simple("common.items.armor.mail.iron.pants"): "voxel.armor.mail.iron.pants", + Simple("common.items.armor.mail.iron.belt"): "voxel.armor.mail.iron.belt", + Simple("common.items.armor.mail.iron.foot"): "voxel.armor.mail.iron.foot", + Simple("common.items.armor.mail.iron.hand"): "voxel.armor.mail.iron.hand", + Simple("common.items.armor.mail.iron.shoulder"): "voxel.armor.mail.iron.shoulder", + Simple("common.items.armor.mail.iron.back"): "voxel.armor.mail.iron.back", + //Steel Set + Simple("common.items.armor.mail.steel.chest"): "voxel.armor.mail.steel.chest", + Simple("common.items.armor.mail.steel.pants"): "voxel.armor.mail.steel.pants", + Simple("common.items.armor.mail.steel.belt"): "voxel.armor.mail.steel.belt", + Simple("common.items.armor.mail.steel.foot"): "voxel.armor.mail.steel.foot", + Simple("common.items.armor.mail.steel.hand"): "voxel.armor.mail.steel.hand", + Simple("common.items.armor.mail.steel.shoulder"): "voxel.armor.mail.steel.shoulder", + Simple("common.items.armor.mail.steel.back"): "voxel.armor.mail.steel.back", + //Cobalt Set + Simple("common.items.armor.mail.cobalt.chest"): "voxel.armor.mail.cobalt.chest", + Simple("common.items.armor.mail.cobalt.pants"): "voxel.armor.mail.cobalt.pants", + Simple("common.items.armor.mail.cobalt.belt"): "voxel.armor.mail.cobalt.belt", + Simple("common.items.armor.mail.cobalt.foot"): "voxel.armor.mail.cobalt.foot", + Simple("common.items.armor.mail.cobalt.hand"): "voxel.armor.mail.cobalt.hand", + Simple("common.items.armor.mail.cobalt.shoulder"): "voxel.armor.mail.cobalt.shoulder", + Simple("common.items.armor.mail.cobalt.back"): "voxel.armor.mail.cobalt.back", + //Bloodsteel Set + Simple("common.items.armor.mail.bloodsteel.chest"): "voxel.armor.mail.bloodsteel.chest", + Simple("common.items.armor.mail.bloodsteel.pants"): "voxel.armor.mail.bloodsteel.pants", + Simple("common.items.armor.mail.bloodsteel.belt"): "voxel.armor.mail.bloodsteel.belt", + Simple("common.items.armor.mail.bloodsteel.foot"): "voxel.armor.mail.bloodsteel.foot", + Simple("common.items.armor.mail.bloodsteel.hand"): "voxel.armor.mail.bloodsteel.hand", + Simple("common.items.armor.mail.bloodsteel.shoulder"): "voxel.armor.mail.bloodsteel.shoulder", + Simple("common.items.armor.mail.bloodsteel.back"): "voxel.armor.mail.bloodsteel.back", + //Orichalcum Set + Simple("common.items.armor.mail.orichalcum.chest"): ("voxel.armor.mail.orichalcum", 2), + Simple("common.items.armor.mail.orichalcum.pants"): ("voxel.armor.mail.orichalcum", 6), + Simple("common.items.armor.mail.orichalcum.belt"): ("voxel.armor.mail.orichalcum", 1), + Simple("common.items.armor.mail.orichalcum.foot"): ("voxel.armor.mail.orichalcum", 3), + Simple("common.items.armor.mail.orichalcum.hand"): ("voxel.armor.mail.orichalcum", 4), + Simple("common.items.armor.mail.orichalcum.shoulder"): ("voxel.armor.mail.orichalcum", 7), + Simple("common.items.armor.mail.orichalcum.back"): ("voxel.armor.mail.orichalcum", 0), + Simple("common.items.armor.mail.orichalcum.head"): ("voxel.armor.mail.orichalcum", 5), + //misc + Simple("common.items.armor.misc.pants.hunting"): "voxel.armor.misc.pants.grayscale", + // Backs + Simple("common.items.armor.misc.back.short_0"): "voxel.armor.misc.back.short-0", + Simple("common.items.armor.misc.back.short_1"): "voxel.armor.misc.back.short-1", + Simple("common.items.armor.misc.back.admin"): "voxel.armor.misc.back.admin", + Simple("common.items.debug.admin_back"): "voxel.armor.misc.back.admin", + Simple("common.items.armor.misc.back.dungeon_purple"): "voxel.armor.misc.back.dungeon_purple", + Simple("common.items.npc_armor.back.leather_blue"): "voxel.armor.leather_blue.back", + Simple("common.items.armor.misc.back.backpack"): "voxel.armor.misc.back.backpack", + Simple("common.items.npc_armor.back.backpack_blue"): "voxel.armor.misc.back.backpack", + //Hats + Simple("common.items.armor.witch.hat"): "voxel.armor.witch.hat", + Simple("common.items.armor.misc.head.hog_hood"): "voxel.armor.misc.head.hog_hood", + Simple("common.items.armor.misc.head.howl_cowl"): "voxel.armor.misc.head.howl_cowl", + Simple("common.items.armor.misc.head.bear_bonnet"): "voxel.armor.misc.head.bear_bonnet", + Simple("common.items.armor.misc.head.bamboo_twig"): "voxel.armor.misc.head.bamboo_twig", + Simple("common.items.armor.pirate.hat"): "voxel.armor.pirate.hat", + Simple("common.items.armor.misc.head.bandana.thief"): "voxel.armor.misc.head.bandana.thief", + Simple("common.items.armor.misc.head.wanderers_hat"): "voxel.armor.misc.head.wanderers_hat", + Simple("common.items.armor.misc.head.bandana.red"): "voxel.armor.misc.head.bandana.red", + Simple("common.items.armor.misc.head.straw"): "voxel.armor.misc.head.straw", + Simple("common.items.armor.misc.head.hood"): "voxel.armor.misc.head.hood", + Simple("common.items.armor.misc.head.hood_dark"): "voxel.armor.misc.head.hood_dark", + Simple("common.items.armor.misc.head.crown"): "voxel.armor.misc.head.crown", + Simple("common.items.armor.misc.head.mitre"): "voxel.armor.misc.head.mitre", + Simple("common.items.armor.misc.head.spikeguard"): "voxel.armor.misc.head.spikeguard", + Simple("common.items.armor.misc.head.facegourd"): "voxel.armor.misc.head.facegourd", + Simple("common.items.armor.misc.head.winged_coronet"): "voxel.armor.misc.head.winged_coronet", + Simple("common.items.armor.misc.head.boreal_warhelm"): "voxel.armor.misc.head.boreal_warhelm", + Simple("common.items.calendar.christmas.armor.misc.head.woolly_wintercap"): "voxel.armor.misc.head.woolly_wintercap", + Simple("common.items.armor.misc.head.helmet"): "voxel.armor.misc.head.helmet", + Simple("common.items.armor.misc.head.gnarling_mask"): "voxel.armor.misc.head.gnarling_mask_drop", + Simple("common.items.armor.miner.helmet"): "voxel.armor.miner.helmet", + Simple("common.items.armor.misc.head.hare_hat"): "voxel.armor.misc.head.hare_hat", + Simple("common.items.armor.misc.head.cat_capuche"): "voxel.armor.misc.head.cat_capuche", + // Rings + Simple("common.items.armor.misc.ring.scratched"): "voxel.armor.misc.ring.scratched", + Simple("common.items.armor.misc.ring.gold"): "voxel.armor.misc.ring.gold", + Simple("common.items.armor.misc.ring.topaz"): "voxel.armor.misc.ring.topaz", + Simple("common.items.armor.misc.ring.amethyst"): "voxel.armor.misc.ring.amethyst", + Simple("common.items.armor.misc.ring.sapphire"): "voxel.armor.misc.ring.sapphire", + Simple("common.items.armor.misc.ring.emerald"): "voxel.armor.misc.ring.emerald", + Simple("common.items.armor.misc.ring.ruby"): "voxel.armor.misc.ring.ruby", + Simple("common.items.armor.misc.ring.diamond"): "voxel.armor.misc.ring.diamond", + Simple("common.items.armor.cultist.ring"): "voxel.armor.cultist.ring", + Simple("common.items.armor.misc.ring.abyssal_ring"): "voxel.armor.misc.ring.abyssal_ring", + // Necks + Simple("common.items.armor.misc.neck.ankh_of_life"): "voxel.armor.misc.neck.ankh_of_life", + Simple("common.items.armor.misc.neck.carcanet_of_wrath"): "voxel.armor.misc.neck.carcanet_of_wrath", + Simple("common.items.armor.misc.neck.fang"): "voxel.armor.misc.neck.fang", + Simple("common.items.armor.misc.neck.honeycomb_pendant"): "voxel.armor.misc.neck.honeycomb_pendant", + Simple("common.items.armor.misc.neck.haniwa_talisman"): "voxel.armor.misc.neck.haniwa_talisman", + Simple("common.items.armor.misc.neck.pendant_of_protection"): "voxel.armor.misc.neck.pendant_of_protection", + Simple("common.items.armor.misc.neck.gem_of_resilience"): "voxel.armor.misc.neck.resilience_gem", + Simple("common.items.armor.misc.neck.shell"): "voxel.armor.misc.neck.shell", + Simple("common.items.armor.misc.neck.amethyst"): "voxel.armor.misc.neck.amethyst", + Simple("common.items.armor.misc.neck.abyssal_gorget"): "voxel.armor.misc.neck.abyssal_gorget", + Simple("common.items.armor.misc.neck.diamond"): "voxel.armor.misc.neck.diamond", + Simple("common.items.armor.cultist.necklace"): "voxel.armor.cultist.necklace", + Simple("common.items.armor.misc.neck.ruby"): "voxel.armor.misc.neck.ruby", + Simple("common.items.armor.misc.neck.topaz"): "voxel.armor.misc.neck.topaz", + Simple("common.items.armor.misc.neck.emerald"): "voxel.armor.misc.neck.emerald", + Simple("common.items.armor.misc.neck.gold"): "voxel.armor.misc.neck.gold", + Simple("common.items.armor.misc.neck.sapphire"): "voxel.armor.misc.neck.sapphire", + Simple("common.items.armor.misc.neck.scratched"): "voxel.armor.misc.neck.scratched", + // Tabards + Simple("common.items.armor.misc.tabard.admin"): "voxel.armor.tabard_admin", + Simple("common.items.debug.admin"): "voxel.armor.tabard_admin", + // Heads + Simple("common.items.armor.hide.leather.head"): "voxel.armor.misc.head.leather-0", + Simple("common.items.armor.assassin.head"): "voxel.armor.misc.head.assa_mask-0", + Simple("common.items.armor.misc.head.exclamation"): "voxel.armor.misc.head.exclamation", + // Bags + Simple("common.items.armor.misc.bag.soulkeeper_cursed"): "voxel.armor.misc.bag.soulkeeper_cursed", + Simple("common.items.debug.admin_black_hole"): "voxel.armor.misc.bag.admin_black_hole", + Simple("common.items.armor.misc.bag.soulkeeper_pure"): "voxel.armor.misc.bag.soulkeeper_pure", + Simple("common.items.armor.misc.bag.mindflayer_spellbag"): "voxel.armor.misc.bag.mindflayer_spellbag", + Simple("common.items.armor.misc.bag.troll_hide_pack"): "voxel.armor.misc.bag.troll_hide_pack", + Simple("common.items.armor.misc.bag.reliable_backpack"): "voxel.armor.misc.bag.reliable_backpack", + Simple("common.items.armor.misc.bag.reliable_leather_pack"): "voxel.armor.misc.bag.reliable_leather_pack", + Simple("common.items.armor.misc.bag.liana_kit"): "voxel.armor.misc.bag.liana_kit", + Simple("common.items.armor.misc.bag.tiny_leather_pouch"): "voxel.armor.misc.bag.tiny_leather_pouch", + Simple("common.items.armor.misc.bag.sturdy_red_backpack"): "voxel.armor.misc.bag.sturdy_red_backpack", + Simple("common.items.armor.misc.bag.woven_red_bag"): "voxel.armor.misc.bag.woven_red_bag", + Simple("common.items.armor.misc.bag.knitted_red_pouch"): "voxel.armor.misc.bag.knitted_red_pouch", + Simple("common.items.armor.misc.bag.tiny_red_pouch"): "voxel.armor.misc.bag.tiny_red_pouch", + Simple("common.items.armor.misc.bag.heavy_seabag"): "voxel.armor.misc.bag.heavy_seabag", + // Consumables + Simple("common.items.food.apple"): "voxel.object.apple_half", + Simple("common.items.food.coconut"): "voxel.object.coconut_half", + Simple("common.items.food.cactus_colada"): "voxel.object.cactus_drink", + Simple("common.items.consumable.potion_med"): "voxel.object.potion_red", + Simple("common.items.consumable.potion_minor"): "voxel.object.potion_red", + Simple("common.items.consumable.potion_big"): "voxel.object.potion_red", + Simple("common.items.consumable.potion_curious"): "voxel.object.potion_curious", + Simple("common.items.consumable.potion_combustion"): "voxel.object.potion_combustion", + Simple("common.items.consumable.potion_agility"): "voxel.object.potion_agility", + Simple("common.items.charms.burning_charm"): "voxel.object.burning_charm", + Simple("common.items.charms.frozen_charm"): "voxel.object.frozen_charm", + Simple("common.items.charms.lifesteal_charm"): "voxel.object.lifesteal_charm", + Simple("common.items.boss_drops.potions"): "voxel.object.potion_red", + Simple("common.items.food.cheese"): "voxel.object.cheese", + Simple("common.items.food.blue_cheese"): "voxel.object.blue_cheese", + Simple("common.items.food.mushroom"): "voxel.sprite.mushrooms.mushroom-10", + Simple("common.items.mineral.ore.velorite"): "voxel.sprite.velorite.velorite_ore", + Simple("common.items.mineral.ore.veloritefrag"): "voxel.sprite.velorite.velorite", + Simple("common.items.food.apple_mushroom_curry"): "voxel.object.mushroom_curry", + Simple("common.items.food.spore_corruption"): "voxel.sprite.spore.corruption_spore", + Simple("common.items.food.apple_stick"): "voxel.object.apple_stick", + Simple("common.items.food.mushroom_stick"): "voxel.object.mushroom_stick", + Simple("common.items.food.sunflower_icetea"): "voxel.object.sunflower_ice_tea", + Simple("common.items.food.pumpkin_spice_brew"): "voxel.object.pumpkin_spice_brew", + Simple("common.items.food.honeycorn"): "voxel.object.honeycorn", + Simple("common.items.food.carrot"): "voxel.sprite.carrot.carrot", + Simple("common.items.food.tomato"): "voxel.sprite.tomato.tomato", + Simple("common.items.food.lettuce"): "voxel.sprite.cabbage.cabbage", + Simple("common.items.food.meat.fish_raw"): "voxel.sprite.food.meat.fish_raw", + Simple("common.items.food.meat.fish_cooked"): "voxel.sprite.food.meat.fish_cooked", + Simple("common.items.food.meat.bird_raw"): "voxel.sprite.food.meat.bird_raw", + Simple("common.items.food.meat.bird_cooked"): "voxel.sprite.food.meat.bird_cooked", + Simple("common.items.food.meat.bird_large_raw"): "voxel.sprite.food.meat.bird_large_raw", + Simple("common.items.food.meat.bird_large_cooked"): "voxel.sprite.food.meat.bird_large_cooked", + Simple("common.items.food.meat.beast_small_raw"): "voxel.sprite.food.meat.beast_small_raw", + Simple("common.items.food.meat.beast_small_cooked"): "voxel.sprite.food.meat.beast_small_cooked", + Simple("common.items.food.meat.tough_raw"): "voxel.sprite.food.meat.tough_raw", + Simple("common.items.food.meat.tough_cooked"): "voxel.sprite.food.meat.tough_cooked", + Simple("common.items.food.meat.beast_large_raw"): "voxel.sprite.food.meat.beast_large_raw", + Simple("common.items.food.meat.beast_large_cooked"): "voxel.sprite.food.meat.beast_large_cooked", + Simple("common.items.food.plainsalad"): "voxel.sprite.food.salad_plain", + Simple("common.items.food.tomatosalad"): "voxel.sprite.food.salad_tomato", + // Throwables + Simple("common.items.utility.bomb"): "voxel.object.bomb", + Simple("common.items.utility.surprise_egg"): "voxel.object.surprise_egg", + Simple("common.items.utility.firework_blue"): "voxel.weapon.projectile.fireworks_blue-0", + Simple("common.items.utility.firework_green"): "voxel.weapon.projectile.fireworks_green-0", + Simple("common.items.utility.firework_purple"): "voxel.weapon.projectile.fireworks_purple-0", + Simple("common.items.utility.firework_red"): "voxel.weapon.projectile.fireworks_red-0", + Simple("common.items.utility.firework_white"): "voxel.weapon.projectile.fireworks_white-0", + Simple("common.items.utility.firework_yellow"): "voxel.weapon.projectile.fireworks_yellow-0", + Simple("common.items.utility.training_dummy"): "voxel.object.training_dummy", + // Ingredients + Simple("common.items.tool.craftsman_hammer"): "voxel.weapon.hammer.craftsman", + Simple("common.items.crafting_tools.sewing_set"): "voxel.object.sewing_set", + Simple("common.items.flowers.sunflower"): "voxel.sprite.flowers.sunflower_1", + Simple("common.items.flowers.red"): "voxel.sprite.flowers.flower_red-4", + Simple("common.items.grasses.long"): "voxel.sprite.grass.grass_long_5", + Simple("common.items.crafting_ing.stones"): "voxel.sprite.rocks.rock-0", + Simple("common.items.crafting_ing.cactus"): "voxel.sprite.cacti.flat_cactus_med", + Simple("common.items.crafting_ing.seashells"): "voxel.sprite.seashells.shell-0", + Simple("common.items.crafting_ing.animal_misc.icy_fang"): "voxel.object.ice_shard", + Simple("common.items.crafting_ing.mindflayer_bag_damaged"): "voxel.object.glowing_remains", + Simple("common.items.crafting_ing.animal_misc.raptor_feather"): "voxel.object.raptor_feather", + Simple("common.items.crafting_ing.twigs"): "voxel.sprite.twigs.twigs-0", + Simple("common.items.crafting_ing.hide.animal_hide"): "voxel.sprite.crafting_ing.hide.animal_hide", + Simple("common.items.crafting_ing.hide.tough_hide"): "voxel.sprite.crafting_ing.hide.tough_hide", + Simple("common.items.crafting_ing.hide.rugged_hide"): "voxel.sprite.crafting_ing.hide.rugged_hide", + Simple("common.items.crafting_ing.leather.simple_leather"): "voxel.sprite.crafting_ing.leather.simple_leather", + Simple("common.items.crafting_ing.leather.thick_leather"): "voxel.sprite.crafting_ing.leather.thick_leather", + Simple("common.items.crafting_ing.leather.rigid_leather"): "voxel.sprite.crafting_ing.leather.rigid_leather", + Simple("common.items.crafting_ing.hide.leather_troll"): "voxel.sprite.crafting_ing.hide.troll_hide", + Simple("common.items.crafting_ing.leather.leather_strips"): "voxel.sprite.crafting_ing.leather.leather_strips", + Simple("common.items.crafting_ing.hide.plate"): "voxel.sprite.crafting_ing.hide.plate", + Simple("common.items.crafting_ing.hide.carapace"): "voxel.sprite.crafting_ing.hide.carapace", + Simple("common.items.crafting_ing.hide.scales"): "voxel.sprite.crafting_ing.hide.scale", + Simple("common.items.crafting_ing.hide.dragon_scale"): "voxel.sprite.crafting_ing.hide.dragon_scale", + Simple("common.items.crafting_ing.animal_misc.claw"): "voxel.sprite.crafting_ing.animal_misc.claw", + Simple("common.items.crafting_ing.animal_misc.elegant_crest"): "voxel.object.elegant_crest", + Simple("common.items.crafting_ing.animal_misc.venom_sac"): "voxel.sprite.crafting_ing.animal_misc.venom_sac", + Simple("common.items.crafting_ing.animal_misc.lively_vine"): "voxel.sprite.crafting_ing.animal_misc.lively_vine", + Simple("common.items.crafting_ing.animal_misc.sharp_fang"): "voxel.sprite.crafting_ing.animal_misc.sharp_fang", + Simple("common.items.crafting_ing.animal_misc.strong_pincer"): "voxel.object.strong_pincer", + Simple("common.items.crafting_ing.animal_misc.fur"): "voxel.sprite.crafting_ing.animal_misc.fur", + Simple("common.items.crafting_ing.animal_misc.large_horn"): "voxel.sprite.crafting_ing.animal_misc.large_horn", + Simple("common.items.crafting_ing.animal_misc.long_tusk"): "voxel.object.long_tusk", + Simple("common.items.crafting_ing.animal_misc.grim_eyeball"): "voxel.sprite.crafting_ing.animal_misc.grim_eyeball", + Simple("common.items.flowers.plant_fiber"): "voxel.sprite.crafting_ing.plant_fiber", + Simple("common.items.flowers.moonbell"): "voxel.sprite.flowers.moonbell", + Simple("common.items.crafting_ing.abyssal_heart"): "voxel.sprite.crafting_ing.abyssal_heart", + Simple("common.items.crafting_ing.brinestone"): "voxel.sprite.crafting_ing.brinestone", + Simple("common.items.crafting_ing.pearl"): "voxel.sprite.crafting_ing.pearl", + Simple("common.items.crafting_ing.coral_branch"): "voxel.sprite.crafting_ing.coral_branch", + Simple("common.items.flowers.pyrebloom"): "voxel.sprite.flowers.pyrebloom", + Simple("common.items.flowers.wild_flax"): "voxel.sprite.flowers.flax", + Simple("common.items.crafting_ing.cotton_boll"): "voxel.sprite.crafting_ing.cotton_boll", + Simple("common.items.crafting_ing.cloth.cotton"): "voxel.sprite.crafting_ing.cloth.cotton", + Simple("common.items.crafting_ing.cloth.linen"): "voxel.sprite.crafting_ing.cloth.linen", + Simple("common.items.crafting_ing.cloth.cloth_strips"): "voxel.sprite.crafting_ing.cloth.cloth_strips", + Simple("common.items.crafting_ing.cloth.wool"): "voxel.sprite.crafting_ing.cloth.wool", + Simple("common.items.crafting_ing.cloth.silk"): "voxel.sprite.crafting_ing.cloth.silk", + Simple("common.items.crafting_ing.cloth.lifecloth"): "voxel.sprite.crafting_ing.cloth.lifecloth", + Simple("common.items.crafting_ing.cloth.moonweave"): "voxel.sprite.crafting_ing.cloth.moonweave", + Simple("common.items.crafting_ing.cloth.sunsilk"): "voxel.sprite.crafting_ing.cloth.sunsilk", + Simple("common.items.crafting_ing.cloth.linen_red"): "voxel.sprite.crafting_ing.cloth.linen_red", + Simple("common.items.crafting_ing.sticky_thread"): "voxel.sprite.crafting_ing.sticky_thread", + Simple("common.items.crafting_ing.living_embers"): "voxel.sprite.crafting_ing.living_embers", + Simple("common.items.crafting_ing.sentient_seed"): "voxel.sprite.crafting_ing.sentient_seed", + Simple("common.items.crafting_ing.resin"): "voxel.sprite.crafting_ing.resin", + Simple("common.items.crafting_ing.glacial_crystal"): "voxel.object.glacial_crystal", + Simple("common.items.crafting_ing.alkahest"): "voxel.sprite.crafting_ing.alkahest", + Simple("common.items.crafting_ing.dwarven_battery"): "voxel.sprite.crafting_ing.dwarven_battery", + Simple("common.items.mineral.ingot.silver"): "voxel.sprite.mineral.ingot.silver", + Simple("common.items.mineral.ingot.gold"): "voxel.sprite.mineral.ingot.gold", + Simple("common.items.mineral.ingot.orichalcum"): "voxel.sprite.mineral.ingot.orichalcum", + Simple("common.items.mineral.ingot.bloodsteel"): "voxel.sprite.mineral.ingot.bloodsteel", + Simple("common.items.mineral.ingot.bronze"): "voxel.sprite.mineral.ingot.bronze", + Simple("common.items.mineral.ingot.cobalt"): "voxel.sprite.mineral.ingot.cobalt", + Simple("common.items.mineral.ingot.copper"): "voxel.sprite.mineral.ingot.copper", + Simple("common.items.mineral.ingot.iron"): "voxel.sprite.mineral.ingot.iron", + Simple("common.items.mineral.ingot.steel"): "voxel.sprite.mineral.ingot.steel", + Simple("common.items.mineral.ingot.tin"): "voxel.sprite.mineral.ingot.tin", + Simple("common.items.mineral.ore.gold"): "voxel.sprite.mineral.ore.gold", + Simple("common.items.mineral.ore.silver"): "voxel.sprite.mineral.ore.silver", + Simple("common.items.mineral.ore.bloodstone"): "voxel.sprite.mineral.ore.bloodstone", + Simple("common.items.mineral.ore.cobalt"): "voxel.sprite.mineral.ore.cobalt", + Simple("common.items.mineral.ore.copper"): "voxel.sprite.mineral.ore.copper", + Simple("common.items.mineral.ore.iron"): "voxel.sprite.mineral.ore.iron", + Simple("common.items.mineral.ore.tin"): "voxel.sprite.mineral.ore.tin", + Simple("common.items.mineral.stone.coal"): "voxel.sprite.mineral.ore.coal", + Simple("common.items.mineral.ore.coal"): "voxel.sprite.mineral.ore.coal", + Simple("common.items.mineral.ore.ancient_gold"): "voxel.sprite.mineral.ore.ancient_gold", + Simple("common.items.crafting_ing.honey"): "voxel.object.honey", + Simple("common.items.crafting_tools.mortar_pestle"): "voxel.object.mortar_pestle", + Simple("common.items.crafting_ing.empty_vial"): "voxel.object.potion_empty", + Simple("common.items.crafting_ing.bowl"): "voxel.sprite.crafting_ing.bowl", + Simple("common.items.crafting_ing.oil"): "voxel.sprite.crafting_ing.oil", + Simple("common.items.crafting_ing.animal_misc.viscous_ooze"): "voxel.sprite.crafting_ing.animal_misc.viscous_ooze", + Simple("common.items.crafting_ing.animal_misc.phoenix_feather"): "voxel.sprite.crafting_ing.animal_misc.phoenix_feather", + Simple("common.items.log.bamboo"): "voxel.sprite.wood.item.bamboo", + Simple("common.items.log.eldwood"): "voxel.sprite.wood.item.eldwood", + Simple("common.items.log.frostwood"): "voxel.sprite.wood.item.frostwood", + Simple("common.items.log.hardwood"): "voxel.sprite.wood.item.hardwood", + Simple("common.items.log.ironwood"): "voxel.sprite.wood.item.ironwood", + Simple("common.items.log.wood"): "voxel.sprite.wood.item.wood", + // Keys and Lockpicks + Simple("common.items.keys.rusty_tower_key"): "voxel.object.key_rusty-0", + Simple("common.items.keys.bone_key"): "voxel.object.key_bone", + Simple("common.items.keys.haniwa_key"): "voxel.object.key_haniwa", + Simple("common.items.keys.sahagin_key"): "voxel.object.key_sahagin", + Simple("common.items.keys.glass_key"): "voxel.object.key_glass", + Simple("common.items.utility.lockpick_0"): "voxel.object.lockpick", + Simple("common.items.keys.quarry_keys.forge_key"): "voxel.object.key_rusty-0", + Simple("common.items.keys.quarry_keys.miner_key"): "voxel.object.key_rusty-0", + Simple("common.items.keys.terracotta_key_chest"): "voxel.object.key_terracotta_chest", + Simple("common.items.keys.terracotta_key_door"): "voxel.object.key_terracotta_door", + // Gliders + Simple("common.items.glider.cloverleaf"): "voxel.glider.cloverleaf", + Simple("common.items.glider.basic_white"): "voxel.glider.basic_white", + Simple("common.items.glider.basic_red"): "voxel.glider.basic_red", + Simple("common.items.glider.blue"): "voxel.glider.blue", + Simple("common.items.glider.morpho"): "voxel.glider.butterfly1", + Simple("common.items.glider.monarch"): "voxel.glider.butterfly2", + Simple("common.items.glider.butterfly3"): "voxel.glider.butterfly3", + Simple("common.items.glider.moth"): "voxel.glider.moth", + Simple("common.items.glider.sandraptor"): "voxel.glider.sandraptor", + Simple("common.items.glider.snowraptor"): "voxel.glider.snowraptor", + Simple("common.items.glider.woodraptor"): "voxel.glider.woodraptor", + Simple("common.items.glider.sunset"): "voxel.glider.sunset", + Simple("common.items.glider.moonrise"): "voxel.glider.moonrise", + Simple("common.items.glider.skullgrin"): "voxel.glider.cultists", + Simple("common.items.glider.leaves"): "voxel.glider.leaves", + Simple("common.items.glider.winter_wings"): "voxel.glider.winter_wings", + // Debug Items + Simple("common.items.debug.admin_stick"): "voxel.weapon.tool.broom_belzeshrub_purple", + // Misc + Simple("common.items.weapons.tool.golf_club"): "voxel.weapon.tool.golf_club", + // Gems + Simple("common.items.mineral.gem.amethyst"): "voxel.sprite.mineral.gem.amethystgem", + Simple("common.items.mineral.gem.topaz"): "voxel.sprite.mineral.gem.topazgem", + Simple("common.items.mineral.gem.sapphire"): "voxel.sprite.mineral.gem.sapphiregem", + Simple("common.items.mineral.gem.emerald"): "voxel.sprite.mineral.gem.emeraldgem", + Simple("common.items.mineral.gem.ruby"): "voxel.sprite.mineral.gem.rubygem", + Simple("common.items.mineral.gem.diamond"): "voxel.sprite.mineral.gem.diamondgem", + Empty: "voxel.armor.empty", + // Modular component pieces + // Swords + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.sword.greatsword.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.sword.katana.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.sword.longsword.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.sword.ornate.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.sword.sabre.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.sword.sawblade.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.sword.zweihander.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.iron")): "voxel.weapon.component.sword.greatsword.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.iron")): "voxel.weapon.component.sword.katana.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.iron")): "voxel.weapon.component.sword.longsword.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.iron")): "voxel.weapon.component.sword.ornate.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.iron")): "voxel.weapon.component.sword.sabre.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.iron")): "voxel.weapon.component.sword.sawblade.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.iron")): "voxel.weapon.component.sword.zweihander.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.steel")): "voxel.weapon.component.sword.greatsword.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.steel")): "voxel.weapon.component.sword.katana.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.steel")): "voxel.weapon.component.sword.longsword.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.steel")): "voxel.weapon.component.sword.ornate.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.steel")): "voxel.weapon.component.sword.sabre.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.steel")): "voxel.weapon.component.sword.sawblade.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.steel")): "voxel.weapon.component.sword.zweihander.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.sword.greatsword.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.sword.katana.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.sword.longsword.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.sword.ornate.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.sword.sabre.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.sword.sawblade.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.sword.zweihander.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.sword.greatsword.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.sword.katana.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.sword.longsword.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.sword.ornate.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.sword.sabre.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.sword.sawblade.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.sword.zweihander.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.greatsword", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.sword.greatsword.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.katana", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.sword.katana.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.longsword", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.sword.longsword.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.ornate", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.sword.ornate.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sabre", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.sword.sabre.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.sawblade", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.sword.sawblade.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.sword.zweihander", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.sword.zweihander.orichalcum", + Simple("common.items.modular.weapon.secondary.sword.long"): "voxel.weapon.component.sword.hilt.long", + Simple("common.items.modular.weapon.secondary.sword.medium"): "voxel.weapon.component.sword.hilt.medium", + Simple("common.items.modular.weapon.secondary.sword.short"): "voxel.weapon.component.sword.hilt.short", + // Axes + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.axe.axe.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.axe.battleaxe.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.axe.greataxe.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.axe.jagged.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.axe.labrys.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.axe.ornate.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.axe.poleaxe.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.iron")): "voxel.weapon.component.axe.axe.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.iron")): "voxel.weapon.component.axe.battleaxe.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.iron")): "voxel.weapon.component.axe.greataxe.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.iron")): "voxel.weapon.component.axe.jagged.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.iron")): "voxel.weapon.component.axe.labrys.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.iron")): "voxel.weapon.component.axe.ornate.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.iron")): "voxel.weapon.component.axe.poleaxe.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.steel")): "voxel.weapon.component.axe.axe.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.steel")): "voxel.weapon.component.axe.battleaxe.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.steel")): "voxel.weapon.component.axe.greataxe.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.steel")): "voxel.weapon.component.axe.jagged.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.steel")): "voxel.weapon.component.axe.labrys.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.steel")): "voxel.weapon.component.axe.ornate.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.steel")): "voxel.weapon.component.axe.poleaxe.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.axe.axe.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.axe.battleaxe.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.axe.greataxe.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.axe.jagged.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.axe.labrys.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.axe.ornate.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.axe.poleaxe.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.axe.axe.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.axe.battleaxe.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.axe.greataxe.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.axe.jagged.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.axe.labrys.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.axe.ornate.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.axe.poleaxe.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.axe", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.axe.axe.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.battleaxe", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.axe.battleaxe.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.greataxe", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.axe.greataxe.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.jagged", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.axe.jagged.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.labrys", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.axe.labrys.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.ornate", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.axe.ornate.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.axe.poleaxe", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.axe.poleaxe.orichalcum", + Simple("common.items.modular.weapon.secondary.axe.long"): "voxel.weapon.component.axe.haft.long", + Simple("common.items.modular.weapon.secondary.axe.medium"): "voxel.weapon.component.axe.haft.medium", + Simple("common.items.modular.weapon.secondary.axe.short"): "voxel.weapon.component.axe.haft.short", + // Hammers + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.hammer.greathammer.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.hammer.greatmace.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.hammer.hammer.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.hammer.maul.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.hammer.ornate.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.hammer.spikedmace.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bronze")): "voxel.weapon.component.hammer.warhammer.bronze", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.iron")): "voxel.weapon.component.hammer.greathammer.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.iron")): "voxel.weapon.component.hammer.greatmace.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.iron")): "voxel.weapon.component.hammer.hammer.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.iron")): "voxel.weapon.component.hammer.maul.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.iron")): "voxel.weapon.component.hammer.ornate.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.iron")): "voxel.weapon.component.hammer.spikedmace.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.iron")): "voxel.weapon.component.hammer.warhammer.iron", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.steel")): "voxel.weapon.component.hammer.greathammer.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.steel")): "voxel.weapon.component.hammer.greatmace.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.steel")): "voxel.weapon.component.hammer.hammer.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.steel")): "voxel.weapon.component.hammer.maul.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.steel")): "voxel.weapon.component.hammer.ornate.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.steel")): "voxel.weapon.component.hammer.spikedmace.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.steel")): "voxel.weapon.component.hammer.warhammer.steel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.hammer.greathammer.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.hammer.greatmace.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.hammer.hammer.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.hammer.maul.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.hammer.ornate.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.hammer.spikedmace.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.cobalt")): "voxel.weapon.component.hammer.warhammer.cobalt", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.hammer.greathammer.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.hammer.greatmace.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.hammer.hammer.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.hammer.maul.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.hammer.ornate.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.hammer.spikedmace.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.bloodsteel")): "voxel.weapon.component.hammer.warhammer.bloodsteel", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greathammer", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.hammer.greathammer.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.greatmace", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.hammer.greatmace.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.hammer", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.hammer.hammer.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.maul", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.hammer.maul.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.ornate", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.hammer.ornate.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.spikedmace", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.hammer.spikedmace.orichalcum", + ModularWeaponComponent(("common.items.modular.weapon.primary.hammer.warhammer", "common.items.mineral.ingot.orichalcum")): "voxel.weapon.component.hammer.warhammer.orichalcum", + Simple("common.items.modular.weapon.secondary.hammer.long"): "voxel.weapon.component.hammer.shaft.long", + Simple("common.items.modular.weapon.secondary.hammer.medium"): "voxel.weapon.component.hammer.shaft.medium", + Simple("common.items.modular.weapon.secondary.hammer.short"): "voxel.weapon.component.hammer.shaft.short", + // Bows + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.bow", "common.items.log.wood")): "voxel.weapon.component.bow.bow.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.composite", "common.items.log.wood")): "voxel.weapon.component.bow.composite.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.wood")): "voxel.weapon.component.bow.greatbow.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.wood")): "voxel.weapon.component.bow.longbow.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.wood")): "voxel.weapon.component.bow.ornate.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.wood")): "voxel.weapon.component.bow.shortbow.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.wood")): "voxel.weapon.component.bow.warbow.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.bow", "common.items.log.bamboo")): "voxel.weapon.component.bow.bow.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.composite", "common.items.log.bamboo")): "voxel.weapon.component.bow.composite.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.bamboo")): "voxel.weapon.component.bow.greatbow.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.bamboo")): "voxel.weapon.component.bow.longbow.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.bamboo")): "voxel.weapon.component.bow.ornate.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.bamboo")): "voxel.weapon.component.bow.shortbow.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.bamboo")): "voxel.weapon.component.bow.warbow.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.bow", "common.items.log.hardwood")): "voxel.weapon.component.bow.bow.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.composite", "common.items.log.hardwood")): "voxel.weapon.component.bow.composite.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.hardwood")): "voxel.weapon.component.bow.greatbow.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.hardwood")): "voxel.weapon.component.bow.longbow.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.hardwood")): "voxel.weapon.component.bow.ornate.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.hardwood")): "voxel.weapon.component.bow.shortbow.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.hardwood")): "voxel.weapon.component.bow.warbow.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.bow", "common.items.log.ironwood")): "voxel.weapon.component.bow.bow.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.composite", "common.items.log.ironwood")): "voxel.weapon.component.bow.composite.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.ironwood")): "voxel.weapon.component.bow.greatbow.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.ironwood")): "voxel.weapon.component.bow.longbow.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.ironwood")): "voxel.weapon.component.bow.ornate.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.ironwood")): "voxel.weapon.component.bow.shortbow.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.ironwood")): "voxel.weapon.component.bow.warbow.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.bow", "common.items.log.frostwood")): "voxel.weapon.component.bow.bow.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.composite", "common.items.log.frostwood")): "voxel.weapon.component.bow.composite.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.frostwood")): "voxel.weapon.component.bow.greatbow.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.frostwood")): "voxel.weapon.component.bow.longbow.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.frostwood")): "voxel.weapon.component.bow.ornate.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.frostwood")): "voxel.weapon.component.bow.shortbow.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.frostwood")): "voxel.weapon.component.bow.warbow.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.bow", "common.items.log.eldwood")): "voxel.weapon.component.bow.bow.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.composite", "common.items.log.eldwood")): "voxel.weapon.component.bow.composite.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.greatbow", "common.items.log.eldwood")): "voxel.weapon.component.bow.greatbow.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.longbow", "common.items.log.eldwood")): "voxel.weapon.component.bow.longbow.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.ornate", "common.items.log.eldwood")): "voxel.weapon.component.bow.ornate.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.shortbow", "common.items.log.eldwood")): "voxel.weapon.component.bow.shortbow.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.bow.warbow", "common.items.log.eldwood")): "voxel.weapon.component.bow.warbow.eldwood", + Simple("common.items.modular.weapon.secondary.bow.long"): "voxel.weapon.component.bow.grip.long", + Simple("common.items.modular.weapon.secondary.bow.medium"): "voxel.weapon.component.bow.grip.medium", + Simple("common.items.modular.weapon.secondary.bow.short"): "voxel.weapon.component.bow.grip.short", + // Staffs + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.brand", "common.items.log.wood")): "voxel.weapon.component.staff.brand.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.wood")): "voxel.weapon.component.staff.grandstaff.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.wood")): "voxel.weapon.component.staff.longpole.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.wood")): "voxel.weapon.component.staff.ornate.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.pole", "common.items.log.wood")): "voxel.weapon.component.staff.pole.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.rod", "common.items.log.wood")): "voxel.weapon.component.staff.rod.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.staff", "common.items.log.wood")): "voxel.weapon.component.staff.staff.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.brand", "common.items.log.bamboo")): "voxel.weapon.component.staff.brand.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.bamboo")): "voxel.weapon.component.staff.grandstaff.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.bamboo")): "voxel.weapon.component.staff.longpole.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.bamboo")): "voxel.weapon.component.staff.ornate.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.pole", "common.items.log.bamboo")): "voxel.weapon.component.staff.pole.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.rod", "common.items.log.bamboo")): "voxel.weapon.component.staff.rod.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.staff", "common.items.log.bamboo")): "voxel.weapon.component.staff.staff.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.brand", "common.items.log.hardwood")): "voxel.weapon.component.staff.brand.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.hardwood")): "voxel.weapon.component.staff.grandstaff.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.hardwood")): "voxel.weapon.component.staff.longpole.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.hardwood")): "voxel.weapon.component.staff.ornate.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.pole", "common.items.log.hardwood")): "voxel.weapon.component.staff.pole.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.rod", "common.items.log.hardwood")): "voxel.weapon.component.staff.rod.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.staff", "common.items.log.hardwood")): "voxel.weapon.component.staff.staff.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.brand", "common.items.log.ironwood")): "voxel.weapon.component.staff.brand.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.ironwood")): "voxel.weapon.component.staff.grandstaff.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.ironwood")): "voxel.weapon.component.staff.longpole.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.ironwood")): "voxel.weapon.component.staff.ornate.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.pole", "common.items.log.ironwood")): "voxel.weapon.component.staff.pole.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.rod", "common.items.log.ironwood")): "voxel.weapon.component.staff.rod.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.staff", "common.items.log.ironwood")): "voxel.weapon.component.staff.staff.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.brand", "common.items.log.frostwood")): "voxel.weapon.component.staff.brand.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.frostwood")): "voxel.weapon.component.staff.grandstaff.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.frostwood")): "voxel.weapon.component.staff.longpole.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.frostwood")): "voxel.weapon.component.staff.ornate.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.pole", "common.items.log.frostwood")): "voxel.weapon.component.staff.pole.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.rod", "common.items.log.frostwood")): "voxel.weapon.component.staff.rod.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.staff", "common.items.log.frostwood")): "voxel.weapon.component.staff.staff.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.brand", "common.items.log.eldwood")): "voxel.weapon.component.staff.brand.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.grandstaff", "common.items.log.eldwood")): "voxel.weapon.component.staff.grandstaff.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.longpole", "common.items.log.eldwood")): "voxel.weapon.component.staff.longpole.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.ornate", "common.items.log.eldwood")): "voxel.weapon.component.staff.ornate.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.pole", "common.items.log.eldwood")): "voxel.weapon.component.staff.pole.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.rod", "common.items.log.eldwood")): "voxel.weapon.component.staff.rod.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.staff.staff", "common.items.log.eldwood")): "voxel.weapon.component.staff.staff.eldwood", + Simple("common.items.modular.weapon.secondary.staff.heavy"): "voxel.weapon.component.staff.core.heavy", + Simple("common.items.modular.weapon.secondary.staff.medium"): "voxel.weapon.component.staff.core.medium", + Simple("common.items.modular.weapon.secondary.staff.light"): "voxel.weapon.component.staff.core.light", + // Sceptres + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.wood")): "voxel.weapon.component.sceptre.arbor.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.wood")): "voxel.weapon.component.sceptre.cane.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.wood")): "voxel.weapon.component.sceptre.crook.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.wood")): "voxel.weapon.component.sceptre.crozier.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.wood")): "voxel.weapon.component.sceptre.grandsceptre.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.wood")): "voxel.weapon.component.sceptre.ornate.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.wood")): "voxel.weapon.component.sceptre.sceptre.wood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.bamboo")): "voxel.weapon.component.sceptre.arbor.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.bamboo")): "voxel.weapon.component.sceptre.cane.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.bamboo")): "voxel.weapon.component.sceptre.crook.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.bamboo")): "voxel.weapon.component.sceptre.crozier.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.bamboo")): "voxel.weapon.component.sceptre.grandsceptre.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.bamboo")): "voxel.weapon.component.sceptre.ornate.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.bamboo")): "voxel.weapon.component.sceptre.sceptre.bamboo", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.hardwood")): "voxel.weapon.component.sceptre.arbor.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.hardwood")): "voxel.weapon.component.sceptre.cane.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.hardwood")): "voxel.weapon.component.sceptre.crook.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.hardwood")): "voxel.weapon.component.sceptre.crozier.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.hardwood")): "voxel.weapon.component.sceptre.grandsceptre.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.hardwood")): "voxel.weapon.component.sceptre.ornate.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.hardwood")): "voxel.weapon.component.sceptre.sceptre.hardwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.ironwood")): "voxel.weapon.component.sceptre.arbor.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.ironwood")): "voxel.weapon.component.sceptre.cane.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.ironwood")): "voxel.weapon.component.sceptre.crook.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.ironwood")): "voxel.weapon.component.sceptre.crozier.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.ironwood")): "voxel.weapon.component.sceptre.grandsceptre.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.ironwood")): "voxel.weapon.component.sceptre.ornate.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.ironwood")): "voxel.weapon.component.sceptre.sceptre.ironwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.frostwood")): "voxel.weapon.component.sceptre.arbor.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.frostwood")): "voxel.weapon.component.sceptre.cane.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.frostwood")): "voxel.weapon.component.sceptre.crook.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.frostwood")): "voxel.weapon.component.sceptre.crozier.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.frostwood")): "voxel.weapon.component.sceptre.grandsceptre.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.frostwood")): "voxel.weapon.component.sceptre.ornate.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.frostwood")): "voxel.weapon.component.sceptre.sceptre.frostwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.arbor", "common.items.log.eldwood")): "voxel.weapon.component.sceptre.arbor.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.cane", "common.items.log.eldwood")): "voxel.weapon.component.sceptre.cane.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crook", "common.items.log.eldwood")): "voxel.weapon.component.sceptre.crook.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.crozier", "common.items.log.eldwood")): "voxel.weapon.component.sceptre.crozier.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.grandsceptre", "common.items.log.eldwood")): "voxel.weapon.component.sceptre.grandsceptre.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.ornate", "common.items.log.eldwood")): "voxel.weapon.component.sceptre.ornate.eldwood", + ModularWeaponComponent(("common.items.modular.weapon.primary.sceptre.sceptre", "common.items.log.eldwood")): "voxel.weapon.component.sceptre.sceptre.eldwood", + Simple("common.items.modular.weapon.secondary.sceptre.heavy"): "voxel.weapon.component.sceptre.core.heavy", + Simple("common.items.modular.weapon.secondary.sceptre.medium"): "voxel.weapon.component.sceptre.core.medium", + Simple("common.items.modular.weapon.secondary.sceptre.light"): "voxel.weapon.component.sceptre.core.light", +}) diff --git a/assets/voxygen/voxel/lantern/black-0.vox b/assets/voxygen/voxel/lantern/black-0.vox new file mode 100644 index 0000000..1f2f8dd Binary files /dev/null and b/assets/voxygen/voxel/lantern/black-0.vox differ diff --git a/assets/voxygen/voxel/lantern/blue-0.vox b/assets/voxygen/voxel/lantern/blue-0.vox new file mode 100644 index 0000000..d7057c1 Binary files /dev/null and b/assets/voxygen/voxel/lantern/blue-0.vox differ diff --git a/assets/voxygen/voxel/lantern/delvers_lamp.vox b/assets/voxygen/voxel/lantern/delvers_lamp.vox new file mode 100644 index 0000000..e08b58c Binary files /dev/null and b/assets/voxygen/voxel/lantern/delvers_lamp.vox differ diff --git a/assets/voxygen/voxel/lantern/geode_purp.vox b/assets/voxygen/voxel/lantern/geode_purp.vox new file mode 100644 index 0000000..b8a6405 Binary files /dev/null and b/assets/voxygen/voxel/lantern/geode_purp.vox differ diff --git a/assets/voxygen/voxel/lantern/green-0.vox b/assets/voxygen/voxel/lantern/green-0.vox new file mode 100644 index 0000000..0dcd409 Binary files /dev/null and b/assets/voxygen/voxel/lantern/green-0.vox differ diff --git a/assets/voxygen/voxel/lantern/magic_lantern.vox b/assets/voxygen/voxel/lantern/magic_lantern.vox new file mode 100644 index 0000000..718e074 Binary files /dev/null and b/assets/voxygen/voxel/lantern/magic_lantern.vox differ diff --git a/assets/voxygen/voxel/lantern/polaris.vox b/assets/voxygen/voxel/lantern/polaris.vox new file mode 100644 index 0000000..4869bbd Binary files /dev/null and b/assets/voxygen/voxel/lantern/polaris.vox differ diff --git a/assets/voxygen/voxel/lantern/pumpkin.vox b/assets/voxygen/voxel/lantern/pumpkin.vox new 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-1.5), + central: ("weapon.projectile.clay-arrow"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + BoltBesieger: ( + bone0: ( + offset: (-2.5, -10.0, -2.5), + central: ("weapon.projectile.besieger_bolt"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + SilverOre: ( + bone0: ( + offset: (-4.5, -5.0, 0.0), + central: ("object.silver_ore"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + GoldOre: ( + bone0: ( + offset: (-4.5, -5.0, 0.0), + central: ("object.gold_ore"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + ClayRocket: ( + bone0: ( + offset: (-0.5, -6.0, -1.5), + central: ("weapon.projectile.clay-missile"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + GrenadeClay: ( + bone0: ( + offset: (-0.5, -6.0, -1.5), + central: ("weapon.projectile.clay-missile"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + HaniwaSentry: ( + bone0: ( + offset: (-5.5, -4.5, -5.5), + central: ("object.haniwa_sentry.bone"), + model_index: 0, + ), + bone1: ( + offset: (-5.5, -5.5, -3.0), + central: ("object.haniwa_sentry.bone"), + model_index: 1, + ) + ), + SeaLantern: ( + bone0: ( + offset: (-4.5, -4.5, 0.0), + central: ("object.sea_lantern"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + BirdMeat: ( + bone0: ( + offset: (-5.5, -3.0, 0.0), + central: ("sprite.food.meat.bird_raw"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + FishMeat: ( + bone0: ( + offset: (-5.5, -5.5, 0.0), + central: ("sprite.food.meat.fish_raw"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + SmallMeat: ( + bone0: ( + offset: (-6.5, -3.5, 0.0), + central: ("sprite.food.meat.beast_small_raw"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + Snowball: ( + bone0: ( + offset: (-12.5, -12.5, 0.0), + central: ("weapon.projectile.snowball"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + Tornado: ( + bone0: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + FieryTornado: ( + bone0: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + Apple: ( + bone0: ( + offset: (-3.5, -3.5, 0.0), + central: ("sprite.fruit.apple"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + Hive: ( + bone0: ( + offset: (-5.5, -5.5, 0.0), + central: ("sprite.beehive.beehive"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + Coconut: ( + bone0: ( + offset: (-4.5, -4.5, 0.0), + central: ("sprite.fruit.coconut"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + BoltIcicle: ( + bone0: ( + offset: (-2.5, -6.0, -2.5), + central: ("weapon.projectile.icicle-bolt"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + SpitPoison: ( + bone0: ( + offset: (-3.0, -5.0, -3.0), + central: ("weapon.projectile.poison-spit"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + Dart: ( + bone0: ( + offset: (-0.5, -5.5, -1.5), + central: ("weapon.projectile.dart"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + GnarlingTotemRed: ( + bone0: ( + offset: (-6.0, -5.0, 0.0), + central: ("object.gnarling_totem_red"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + GnarlingTotemGreen: ( + bone0: ( + offset: (-9.0, -5.0, 0.0), + central: ("object.gnarling_totem_green"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + GnarlingTotemWhite: ( + bone0: ( + offset: (-8.0, -5.0, 0.0), + central: ("object.gnarling_totem_white"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + IceBomb: ( + bone0: ( + offset: (-12.5, -12.5, 0.0), + central: ("weapon.projectile.ice_bomb"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + SpectralSwordSmall: ( + bone0: ( + offset: (-0.5, -25.0, -8.5), + central: ("weapon.projectile.spectral_sword_small"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + SpectralSwordLarge: ( + bone0: ( + offset: (-0.5, -30.0, -8.5), + central: ("weapon.projectile.spectral_sword_large"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + LaserBeam: ( + bone0: ( + offset: (-6.0, -60.0, -17.0), + central: ("weapon.projectile.laser_beam"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + LaserBeamSmall: ( + bone0: ( + offset: (-1.0, -9.0, -3.0), + central: ("weapon.projectile.laser_beam_small"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + LightningBolt: ( + bone0: ( + offset: (-4.5, -80.0, -3.0), + central: ("weapon.projectile.lightning_bolt"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + SpearIcicle: ( + bone0: ( + offset: (-2.5, -30.0, -2.5), + central: ("weapon.projectile.icicle-spear"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + AdletSpear: ( + bone0: ( + offset: (5.0, -22.0, -2.0), + central: ("weapon.projectile.adlet-spear"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + AdletTrap: ( + bone0: ( + offset: (-4.5, -2.5, 0.0), + central: ("weapon.projectile.adlet-trap"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + TerracottaStatue: ( + bone0: ( + offset: (-21.0, -19.0, -0.0), + central: ("sprite.furniture.terracotta_statue_4"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + Portal: ( + bone0: ( + offset: (-33.0, -33.0, 0.0), + central: ("object.portal"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + PortalActive: ( + bone0: ( + offset: (-33.0, -33.0, 0.0), + central: ("object.portal_active"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + Pebble: ( + bone0: ( + offset: (0.0, 0.0, 0.0), + central: ("weapon.projectile.pebble"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + SurpriseEgg: ( + bone0: ( + offset: (-5.5, -5.5, 0.0), + central: ("object.surprise_egg"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + BubbleBomb: ( + bone0: ( + offset: (-3.5, -3.5, -3.5), + central: ("weapon.projectile.bubble_bomb"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + IronPikeBomb: ( + bone0: ( + offset: (-3.5, -8.0, -3.5), + central: ("weapon.projectile.iron_pike_bomb"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), + Scroll: ( + bone0: ( + offset: (0.0, 0.0, 0.0), + central: ("object.recipe"), + ), + bone1: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ) + ), +}) diff --git a/assets/voxygen/voxel/particle.vox b/assets/voxygen/voxel/particle.vox new file mode 100644 index 0000000..ad5f88e Binary files /dev/null and b/assets/voxygen/voxel/particle.vox differ diff --git a/assets/voxygen/voxel/quadruped_low_central_manifest.ron b/assets/voxygen/voxel/quadruped_low_central_manifest.ron new file mode 100644 index 0000000..c03d464 --- /dev/null +++ b/assets/voxygen/voxel/quadruped_low_central_manifest.ron @@ -0,0 +1,1212 @@ +({ + (Crocodile, Male): ( + upper: ( + offset: (-4.0, 0.0, -3.0), + central: ("npc.crocodile.male.head_upper"), + ), + lower: ( + offset: (-4.0, -4.0, -3.0), + central: ("npc.crocodile.male.head_lower"), + ), + jaw: ( + offset: (-4.0, 0.0, -1.5), + central: ("npc.crocodile.male.jaw"), + ), + chest: ( + offset: (-5.0, -7.5, -3.0), + central: ("npc.crocodile.male.chest"), + ), + tail_rear: ( + offset: (-1.0, -9.0, -1.5),//full length of y dimension + central: ("npc.crocodile.male.tail_rear"), + ), + tail_front: ( + offset: (-3.0, -13.0, -2.5),//full length of y dimension + central: ("npc.crocodile.male.tail_front"), + ), + ), + (Crocodile, Female): ( + upper: ( + offset: (-4.0, 0.0, -3.0), + central: ("npc.crocodile.male.head_upper"), + ), + lower: ( + offset: (-4.0, -4.0, -3.0), + central: ("npc.crocodile.male.head_lower"), + ), + jaw: ( + offset: (-4.0, 0.0, -1.5), + central: ("npc.crocodile.male.jaw"), + ), + chest: ( + offset: (-5.0, -7.5, -3.0), + central: ("npc.crocodile.male.chest"), + ), + tail_rear: ( + offset: (-1.0, -9.0, -1.5), + central: ("npc.crocodile.male.tail_rear"), + ), + tail_front: ( + offset: (-3.0, -13.0, -2.5), + central: ("npc.crocodile.male.tail_front"), + ), + ), + (SeaCrocodile, Male): ( + upper: ( + offset: (-3.0, 5.0, -1.0), + central: ("npc.sea_crocodile.male.head_upper"), + ), + lower: ( + offset: (-4.0, 1.5, -3.0), + central: ("npc.sea_crocodile.male.head_lower"), + ), + jaw: ( + offset: (-4.0, 2.5, -1.5), + central: ("npc.sea_crocodile.male.jaw"), + ), + chest: ( + offset: (-6.0, -7.5, -3.0), + central: ("npc.sea_crocodile.male.chest"), + ), + tail_rear: ( + offset: (-1.0, -14.0, -1.0), + central: ("npc.sea_crocodile.male.tail_rear"), + ), + tail_front: ( + offset: (-2.0, -11.0, -3.0), + central: ("npc.sea_crocodile.male.tail_front"), + ), + ), + (SeaCrocodile, Female): ( + upper: ( + offset: (-3.0, 5.0, -1.0), + central: ("npc.sea_crocodile.male.head_upper"), + ), + lower: ( + offset: (-4.0, 1.5, -3.0), + central: ("npc.sea_crocodile.male.head_lower"), + ), + jaw: ( + offset: (-4.0, 2.5, -1.5), + central: ("npc.sea_crocodile.male.jaw"), + ), + chest: ( + offset: (-6.0, -7.5, -3.0), + central: ("npc.sea_crocodile.male.chest"), + ), + tail_rear: ( + offset: (-1.0, -14.0, -1.0),//full length of y dimension + central: ("npc.sea_crocodile.male.tail_rear"), + ), + tail_front: ( + offset: (-2.0, -11.0, -3.0),//full length of y dimension + central: ("npc.sea_crocodile.male.tail_front"), + ), + ), + (Alligator, Male): ( + upper: ( + offset: (-4.0, -0.0, -2.5), + central: ("npc.alligator.male.head_upper"), + ), + lower: ( + offset: (-4.0, -4.0, -3.5), + central: ("npc.alligator.male.head_lower"), + ), + jaw: ( + offset: (-4.0, 0.0, -2.5), + central: ("npc.alligator.male.jaw"), + ), + chest: ( + offset: (-6.0, -7.5, -3.5), + central: ("npc.alligator.male.chest"), + ), + tail_rear: ( + offset: (-2.0, -9.0, -1.5), + central: ("npc.alligator.male.tail_rear"), + ), + tail_front: ( + offset: (-4.0, -13.0, -2.5), + central: ("npc.alligator.male.tail_front"), + ), + ), + (Alligator, Female): ( + upper: ( + offset: (-4.0, -0.0, -2.5), + central: ("npc.alligator.male.head_upper"), + ), + lower: ( + offset: (-4.0, -4.0, -3.5), + central: ("npc.alligator.male.head_lower"), + ), + jaw: ( + offset: (-4.0, 0.0, -2.5), + central: ("npc.alligator.male.jaw"), + ), + chest: ( + offset: (-6.0, -7.5, -3.5), + central: ("npc.alligator.male.chest"), + ), + tail_rear: ( + offset: (-2.0, -9.0, -1.5), + central: ("npc.alligator.male.tail_rear"), + ), + tail_front: ( + offset: (-4.0, -13.0, -2.5), + central: ("npc.alligator.male.tail_front"), + ), + ), + (Snaretongue, Male): ( + upper: ( + offset: (-8.5, -6.0, -7.5), + central: ("npc.snaretongue.male.snaretongue"), + model_index: 0, + ), + lower: ( + offset: (-6.5, -2.0, -8.0), + central: ("npc.snaretongue.male.snaretongue"), + model_index: 1, + ), + jaw: ( + offset: (-8.5, 0.0, -6.0), + central: ("npc.snaretongue.male.snaretongue"), + model_index: 2, + ), + chest: ( + offset: (-7.5, -7.5, -8.0), + central: ("npc.snaretongue.male.snaretongue"), + model_index: 3, + ), + tail_rear: ( + offset: (-4.5, -10.5, -4.5), + central: ("npc.snaretongue.male.snaretongue"), + model_index: 4, + ), + tail_front: ( + offset: (-2.5, -10.5, -2.5), + central: ("npc.snaretongue.male.snaretongue"), + model_index: 5, + ), + ), + (Snaretongue, Female): ( + upper: ( + offset: (-8.5, -6.0, -7.5), + central: ("npc.snaretongue.male.snaretongue"), + model_index: 0, + ), + lower: ( + offset: (-6.5, -2.0, -8.0), + central: ("npc.snaretongue.male.snaretongue"), + model_index: 1, + ), + + jaw: ( + offset: (-8.5, 0.0, -6.0), + central: ("npc.snaretongue.male.snaretongue"), + model_index: 2, + ), + chest: ( + offset: (-7.5, -7.5, -8.0), + central: ("npc.snaretongue.male.snaretongue"), + model_index: 3, + ), + tail_rear: ( + offset: (-4.5, -10.5, -4.5), + central: ("npc.snaretongue.male.snaretongue"), + model_index: 4, + ), + tail_front: ( + offset: (-2.5, -10.5, -2.5), + central: ("npc.snaretongue.male.snaretongue"), + model_index: 5, + ), + ), + (Salamander, Male): ( + upper: ( + offset: (-6.5, 0.0, -2.0), + central: ("npc.salamander.male.head_upper"), + ), + lower: ( + offset: (-4.5, -1.5, -3.0), + central: ("npc.salamander.male.head_lower"), + ), + jaw: ( + offset: (-6.5, 0.0, -3.0), + central: ("npc.salamander.male.jaw"), + ), + chest: ( + offset: (-6.5, -8.5, -3.0), + central: ("npc.salamander.male.chest"), + ), + tail_rear: ( + offset: (-3.5, -13.0, -3.0), + central: ("npc.salamander.male.tail_rear"), + ), + tail_front: ( + offset: (-5.5, -9.0, -3.0), + central: ("npc.salamander.male.tail_front"), + ), + ), + (Salamander, Female): ( + upper: ( + offset: (-6.5, 0.0, -2.0), + central: ("npc.salamander.male.head_upper"), + ), + lower: ( + offset: (-4.5, -1.5, -3.0), + central: ("npc.salamander.male.head_lower"), + ), + jaw: ( + offset: (-6.5, 0.0, -3.0), + central: ("npc.salamander.male.jaw"), + ), + chest: ( + offset: (-6.5, -8.5, -3.0), + central: ("npc.salamander.male.chest"), + ), + tail_rear: ( + offset: (-3.5, -13.0, -3.0), + central: ("npc.salamander.male.tail_rear"), + ), + tail_front: ( + offset: (-5.5, -9.0, -3.0), + central: ("npc.salamander.male.tail_front"), + ), + ), + (Elbst, Male): ( + upper: ( + offset: (-9.5, 0.0, -2.0), + central: ("npc.elbst.male.head_upper"), + ), + lower: ( + offset: (-4.5, -1.5, -3.0), + central: ("npc.elbst.male.head_lower"), + ), + jaw: ( + offset: (-6.5, 0.0, -2.0), + central: ("npc.elbst.male.jaw"), + ), + chest: ( + offset: (-8.5, -8.5, -3.0), + central: ("npc.elbst.male.chest"), + ), + tail_rear: ( + offset: (-6.5, -13.0, -2.5), + central: ("npc.elbst.male.tail_rear"), + ), + tail_front: ( + offset: (-5.5, -8.0, -3.0), + central: ("npc.elbst.male.tail_front"), + ), + ), + (Elbst, Female): ( + upper: ( + offset: (-9.5, 0.0, -2.0), + central: ("npc.elbst.male.head_upper"), + ), + lower: ( + offset: (-4.5, -1.5, -3.0), + central: ("npc.elbst.male.head_lower"), + ), + jaw: ( + offset: (-6.5, 0.0, -2.0), + central: ("npc.elbst.male.jaw"), + ), + chest: ( + offset: (-8.5, -8.5, -3.0), + central: ("npc.elbst.male.chest"), + ), + tail_rear: ( + offset: (-6.5, -13.0, -2.5), + central: ("npc.elbst.male.tail_rear"), + ), + tail_front: ( + offset: (-5.5, -8.0, -3.0), + central: ("npc.elbst.male.tail_front"), + ), + ), + (Monitor, Male): ( + upper: ( + offset: (-3.0, 0.0, -3.0), + central: ("npc.monitor.male.head_upper"), + ), + lower: ( + offset: (-3.0, 0.0, -2.0), + central: ("npc.monitor.male.head_lower"), + ), + jaw: ( + offset: (-3.0, 0.0, -1.0), + central: ("npc.monitor.male.jaw"), + ), + chest: ( + offset: (-4.0, -7.0, -3.0), + central: ("npc.monitor.male.chest"), + ), + tail_rear: ( + offset: (-1.0, -11.0, -2.0), + central: ("npc.monitor.male.tail_rear"), + ), + + tail_front: ( + offset: (-2.0, -13.0, -2.0), + central: ("npc.monitor.male.tail_front"), + ), + ), + (Monitor, Female): ( + upper: ( + offset: (-3.0, 0.0, -3.0), + central: ("npc.monitor.male.head_upper"), + ), + lower: ( + offset: (-3.0, 0.0, -2.0), + central: ("npc.monitor.male.head_lower"), + ), + jaw: ( + offset: (-3.0, 0.0, -1.0), + central: ("npc.monitor.male.jaw"), + ), + chest: ( + offset: (-4.0, -7.0, -3.0), + central: ("npc.monitor.male.chest"), + ), + tail_rear: ( + offset: (-1.0, -11.0, -2.0), + central: ("npc.monitor.male.tail_rear"), + ), + tail_front: ( + offset: (-2.0, -13.0, -2.0), + central: ("npc.monitor.male.tail_front"), + ), + ), + (Asp, Male): ( + upper: ( + offset: (-5.0, 0.0, -5.0), + central: ("npc.asp.male.head_upper"), + ), + lower: ( + offset: (-6.0, -0.0, -2.0), + central: ("npc.asp.male.head_lower"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.asp.male.jaw"), + ), + chest: ( + offset: (-5.0, -7.5, -5.0), + central: ("npc.asp.male.chest"), + ), + tail_rear: ( + offset: (-1.0, -14.0, -2.0), + central: ("npc.asp.male.tail_rear"), + ), + tail_front: ( + offset: (-3.0, -14.0, -4.0), + central: ("npc.asp.male.tail_front"), + ), + ), + (Asp, Female): ( + upper: ( + offset: (-5.0, 0.0, -5.0), + central: ("npc.asp.male.head_upper"), + ), + lower: ( + offset: (-6.0, -0.0, -2.0), + central: ("npc.asp.male.head_lower"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.asp.male.jaw"), + ), + chest: ( + offset: (-5.0, -7.5, -5.0), + central: ("npc.asp.male.chest"), + ), + tail_rear: ( + offset: (-1.0, -14.0, -2.0), + central: ("npc.asp.male.tail_rear"), + ), + tail_front: ( + offset: (-3.0, -14.0, -4.0), + central: ("npc.asp.male.tail_front"), + ), + ), + (Tortoise, Male): ( + upper: ( + offset: (-2.5, -4.0, -3.0), + central: ("npc.tortoise.male.head_upper"), + ), + lower: ( + offset: (-2.5, -3.5, -2.0), + central: ("npc.tortoise.male.head_lower"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.0), + central: ("npc.tortoise.male.jaw"), + ), + chest: ( + offset: (-10.5, -12.5, -7.0), + central: ("npc.tortoise.male.chest"), + ), + tail_rear: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail_front: ( + offset: (-1.5, -3.5, -1.5), + central: ("npc.tortoise.male.tail_front"), + ), + ), + (Tortoise, Female): ( + upper: ( + offset: (-2.5, -4.0, -3.0), + central: ("npc.tortoise.male.head_upper"), + ), + lower: ( + offset: (-2.5, -3.5, -2.0), + central: ("npc.tortoise.male.head_lower"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.0), + central: ("npc.tortoise.male.jaw"), + ), + chest: ( + offset: (-10.5, -12.5, -7.0), + central: ("npc.tortoise.male.chest"), + ), + tail_rear: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail_front: ( + offset: (-1.5, -3.5, -1.5), + central: ("npc.tortoise.male.tail_front"), + ), + ), + (Rocksnapper, Male): ( + upper: ( + offset: (-3.5, -4.5, -3.0), + central: ("npc.rocksnapper.male.head_upper"), + ), + lower: ( + offset: (-3.5, -5.0, -3.5), + central: ("npc.rocksnapper.male.head_lower"), + ), + jaw: ( + offset: (-6.5, 0.0, -2.5), + central: ("npc.rocksnapper.male.jaw"), + ), + chest: ( + offset: (-15.5, -18.5, -13.5), + central: ("npc.rocksnapper.male.chest"), + ), + tail_rear: ( + offset: (-1.5, -11.0, -2.5), + central: ("npc.rocksnapper.male.tail_rear"), + ), + tail_front: ( + offset: (-2.5, -15.0, -4.5), + central: ("npc.rocksnapper.male.tail_front"), + ), + ), + (Rocksnapper, Female): ( + upper: ( + offset: (-3.5, -4.5, -3.0), + central: ("npc.rocksnapper.male.head_upper"), + ), + lower: ( + offset: (-3.5, -5.0, -3.5), + central: ("npc.rocksnapper.male.head_lower"), + ), + jaw: ( + offset: (-6.5, 0.0, -2.5), + central: ("npc.rocksnapper.male.jaw"), + ), + chest: ( + offset: (-15.5, -18.5, -13.5), + central: ("npc.rocksnapper.male.chest"), + ), + tail_rear: ( + offset: (-1.5, -11.0, -2.5), + central: ("npc.rocksnapper.male.tail_rear"), + ), + tail_front: ( + offset: (-2.5, -15.0, -4.5), + central: ("npc.rocksnapper.male.tail_front"), + ), + ), + (Rootsnapper, Male): ( + upper: ( + offset: (-3.5, -3.5, 3.0), + central: ("npc.rootsnapper.male.head_upper"), + ), + lower: ( + offset: (-3.5, -4.0, 0.5), + central: ("npc.rootsnapper.male.head_lower"), + ), + jaw: ( + offset: (-3.5, 3.0, 5.0), + central: ("npc.rootsnapper.male.jaw"), + ), + chest: ( + offset: (-12.5, -17.0, -17.5), + central: ("npc.rootsnapper.male.chest"), + ), + tail_rear: ( + offset: (-1.5, -5.0, -2.5), + central: ("npc.rootsnapper.male.tail_rear"), + ), + tail_front: ( + offset: (-2.5, -12.0, -5.5), + central: ("npc.rootsnapper.male.tail_front"), + ), + ), + (Rootsnapper, Female): ( + upper: ( + offset: (-3.5, -3.5, 3.0), + central: ("npc.rootsnapper.male.head_upper"), + ), + lower: ( + offset: (-3.5, -4.0, 0.5), + central: ("npc.rootsnapper.male.head_lower"), + ), + jaw: ( + offset: (-3.5, 3.0, 5.0), + central: ("npc.rootsnapper.male.jaw"), + ), + chest: ( + offset: (-12.5, -17.0, -17.5), + central: ("npc.rootsnapper.male.chest"), + ), + tail_rear: ( + offset: (-1.5, -5.0, -2.5), + central: ("npc.rootsnapper.male.tail_rear"), + ), + tail_front: ( + offset: (-2.5, -12.0, -5.5), + central: ("npc.rootsnapper.male.tail_front"), + ), + ), + (Reefsnapper, Male): ( + upper: ( + offset: (-3.5, -2.5, -6.0), + central: ("npc.reefsnapper.male.head_upper"), + ), + lower: ( + offset: (-3.5, -3.0, -6.0), + central: ("npc.reefsnapper.male.head_lower"), + ), + jaw: ( + offset: (-4.5, 4.0, -4.0), + central: ("npc.reefsnapper.male.jaw"), + ), + chest: ( + offset: (-13.5, -15.0, -15.5), + central: ("npc.reefsnapper.male.chest"), + ), + tail_rear: ( + offset: (-3.5, -8.0, -5.5), + central: ("npc.reefsnapper.male.tail_rear"), + ), + tail_front: ( + offset: (-4.5, -15.0, -7.5), + central: ("npc.reefsnapper.male.tail_front"), + ), + ), + (Reefsnapper, Female): ( + upper: ( + offset: (-3.5, -2.5, -6.0), + central: ("npc.reefsnapper.male.head_upper"), + ), + lower: ( + offset: (-3.5, -3.0, -6.0), + central: ("npc.reefsnapper.male.head_lower"), + ), + jaw: ( + offset: (-4.5, 4.0, -4.0), + central: ("npc.reefsnapper.male.jaw"), + ), + chest: ( + offset: (-13.5, -15.0, -15.5), + central: ("npc.reefsnapper.male.chest"), + ), + tail_rear: ( + offset: (-3.5, -8.0, -5.5), + central: ("npc.reefsnapper.male.tail_rear"), + ), + tail_front: ( + offset: (-4.5, -15.0, -7.5), + central: ("npc.reefsnapper.male.tail_front"), + ), + ), + (Pangolin, Male): ( + upper: ( + offset: (-2.5, 0.0, -3.0), + central: ("npc.pangolin.male.head_upper"), + ), + lower: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + chest: ( + offset: (-6.5, -8.0, -4.5), + central: ("npc.pangolin.male.chest"), + ), + tail_rear: ( + offset: (-3.5, -16.0, -1.5), + central: ("npc.pangolin.male.tail_rear"), + ), + tail_front: ( + offset: (-4.5, -8.0, -4.0), + central: ("npc.pangolin.male.tail_front"), + ), + ), + (Pangolin, Female): ( + upper: ( + offset: (-2.5, 0.0, -3.0), + central: ("npc.pangolin.male.head_upper"), + ), + lower: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + chest: ( + offset: (-6.5, -8.0, -4.5), + central: ("npc.pangolin.male.chest"), + ), + tail_rear: ( + offset: (-3.5, -16.0, -1.5), + central: ("npc.pangolin.male.tail_rear"), + ), + tail_front: ( + offset: (-4.5, -8.0, -4.0), + central: ("npc.pangolin.male.tail_front"), + ), + ), + (Maneater, Male): ( + upper: ( + offset: (-5.5, 0.0, 0.0), + central: ("npc.maneater.male.head_upper"), + ), + lower: ( + offset: (-14.5, -5.5, -0.0), + central: ("npc.maneater.male.head_lower"), + ), + jaw: ( + offset: (-7.5, 0.0, -19.0), + central: ("npc.maneater.male.jaw"), + ), + chest: ( + offset: (-6.5, -6.5, -6.0), + central: ("npc.maneater.male.chest"), + ), + tail_rear: ( + offset: (-0.5, -14.0, -6.5), + central: ("npc.maneater.male.tail_rear"), + ), + tail_front: ( + offset: (-4.5, -15.0, -0.0), + central: ("npc.maneater.male.tail_front"), + ), + ), + (Maneater, Female): ( + upper: ( + offset: (-5.5, 0.0, 0.0), + central: ("npc.maneater.male.head_upper"), + ), + lower: ( + offset: (-14.5, -5.5, -0.0), + central: ("npc.maneater.male.head_lower"), + ), + jaw: ( + offset: (-7.5, 0.0, -19.0), + central: ("npc.maneater.male.jaw"), + ), + chest: ( + offset: (-6.5, -6.5, -6.0), + central: ("npc.maneater.male.chest"), + ), + tail_rear: ( + offset: (-0.5, -14.0, -6.5), + central: ("npc.maneater.male.tail_rear"), + ), + tail_front: ( + offset: (-4.5, -15.0, -0.0), + central: ("npc.maneater.male.tail_front"), + ), + ), + (Hakulaq, Male): ( + upper: ( + offset: (-2.5, -8.5, -5.0), + central: ("npc.hakulaq.male.head_upper"), + ), + lower: ( + offset: (-2.5, -3.5, -8.5), + central: ("npc.hakulaq.male.head_lower"), + ), + jaw: ( + offset: (-2.5, 0.0, -2.0), + central: ("npc.hakulaq.male.jaw"), + ), + chest: ( + offset: (-4.5, -8.0, -8.5), + central: ("npc.hakulaq.male.chest"), + ), + tail_rear: ( + offset: (-1.5, -18.0, -2.0), + central: ("npc.hakulaq.male.tail_rear"), + ), + tail_front: ( + offset: (-2.5, -10.0, -4.0), + central: ("npc.hakulaq.male.tail_front"), + ), + ), + (Hakulaq, Female): ( + upper: ( + offset: (-2.5, -8.5, -5.0), + central: ("npc.hakulaq.male.head_upper"), + ), + lower: ( + offset: (-2.5, -3.5, -8.5), + central: ("npc.hakulaq.male.head_lower"), + ), + jaw: ( + offset: (-2.5, 0.0, -2.0), + central: ("npc.hakulaq.male.jaw"), + ), + chest: ( + offset: (-4.5, -8.0, -8.5), + central: ("npc.hakulaq.male.chest"), + ), + tail_rear: ( + offset: (-1.5, -18.0, -2.0), + central: ("npc.hakulaq.male.tail_rear"), + ), + tail_front: ( + offset: (-2.5, -10.0, -4.0), + central: ("npc.hakulaq.male.tail_front"), + ), + ), + (Dagon, Male): ( + upper: ( + offset: (-3.5, 2.5, -8.0), + central: ("npc.dagon.male.head_upper"), + ), + lower: ( + offset: (-4.5, -10.0, -3.5), + central: ("npc.dagon.male.head_lower"), + ), + jaw: ( + offset: (-2.5, 2.5, -10.0), + central: ("npc.dagon.male.jaw"), + ), + chest: ( + offset: (-4.5, -8.0, -10.5), + central: ("npc.dagon.male.chest"), + ), + tail_rear: ( + offset: (-0.5, -31.0, -8.0), + central: ("npc.dagon.male.tail_rear"), + ), + tail_front: ( + offset: (-1.5, -12.0, -10.0), + central: ("npc.dagon.male.tail_front"), + ), + ), + (Dagon, Female): ( + upper: ( + offset: (-3.5, 2.5, -8.0), + central: ("npc.dagon.male.head_upper"), + ), + lower: ( + offset: (-4.5, -10.0, -3.5), + central: ("npc.dagon.male.head_lower"), + ), + jaw: ( + offset: (-2.5, 2.5, -10.0), + central: ("npc.dagon.male.jaw"), + ), + chest: ( + offset: (-4.5, -8.0, -10.5), + central: ("npc.dagon.male.chest"), + ), + tail_rear: ( + offset: (-0.5, -31.0, -8.0), + central: ("npc.dagon.male.tail_rear"), + ), + tail_front: ( + offset: (-1.5, -12.0, -10.0), + central: ("npc.dagon.male.tail_front"), + ), + ), + (Sandshark, Male): ( + upper: ( + offset: (-5.5, -8.0, -5.0), + central: ("npc.sandshark.male.head_upper"), + ), + lower: ( + offset: (-4.5, -2.5, -6.5), + central: ("npc.sandshark.male.head_lower"), + ), + jaw: ( + offset: (-5.5, 0.0, -2.5), + central: ("npc.sandshark.male.jaw"), + ), + chest: ( + offset: (-9.5, -15.0, -17.0), + central: ("npc.sandshark.male.chest"), + ), + tail_rear: ( + offset: (-1.5, -19.0, -4.5), + central: ("npc.sandshark.male.tail_rear"), + ), + tail_front: ( + offset: (-3.5, -11.0, -4.0), + central: ("npc.sandshark.male.tail_front"), + ), + ), + (Sandshark, Female): ( + upper: ( + offset: (-5.5, -8.0, -5.0), + central: ("npc.sandshark.male.head_upper"), + ), + lower: ( + offset: (-4.5, -2.5, -6.5), + central: ("npc.sandshark.male.head_lower"), + ), + jaw: ( + offset: (-5.5, 0.0, -2.5), + central: ("npc.sandshark.male.jaw"), + ), + chest: ( + offset: (-9.5, -15.0, -17.0), + central: ("npc.sandshark.male.chest"), + ), + tail_rear: ( + offset: (-1.5, -19.0, -4.5), + central: ("npc.sandshark.male.tail_rear"), + ), + tail_front: ( + offset: (-3.5, -11.0, -4.0), + central: ("npc.sandshark.male.tail_front"), + ), + ), + (Lavadrake, Male): ( + upper: ( + offset: (-6.5, -2.0, -6.0), + central: ("npc.lavadrake.male.head_upper"), + ), + lower: ( + offset: (-6.5, -1.0, -3.0), + central: ("npc.lavadrake.male.head_lower"), + ), + jaw: ( + offset: (-3.5, 0.0, -5.0), + central: ("npc.lavadrake.male.jaw"), + ), + chest: ( + offset: (-9.5, -11.5, -11.5), + central: ("npc.lavadrake.male.chest"), + ), + tail_rear: ( + offset: (-6.5, -24.0, -3.5), + central: ("npc.lavadrake.male.tail_rear"), + ), + tail_front: ( + offset: (-5.5, -12.0, -6.5), + central: ("npc.lavadrake.male.tail_front"), + ), + ), + (Lavadrake, Female): ( + upper: ( + offset: (-6.5, -2.0, -6.0), + central: ("npc.lavadrake.male.head_upper"), + ), + lower: ( + offset: (-6.5, -1.0, -3.0), + central: ("npc.lavadrake.male.head_lower"), + ), + jaw: ( + offset: (-3.5, 0.0, -5.0), + central: ("npc.lavadrake.male.jaw"), + ), + chest: ( + offset: (-9.5, -11.5, -11.5), + central: ("npc.lavadrake.male.chest"), + ), + tail_rear: ( + offset: (-6.5, -24.0, -3.5), + central: ("npc.lavadrake.male.tail_rear"), + ), + tail_front: ( + offset: (-5.5, -12.0, -6.5), + central: ("npc.lavadrake.male.tail_front"), + ), + ), + (Icedrake, Male): ( + upper: ( + offset: (-3.5, -2.0, -6.0), + central: ("npc.icedrake.male.head_upper"), + ), + lower: ( + offset: (-3.5, -1.0, -5.0), + central: ("npc.icedrake.male.head_lower"), + ), + jaw: ( + offset: (-4.5, 0.0, -5.0), + central: ("npc.icedrake.male.jaw"), + ), + chest: ( + offset: (-7.5, -11.0, -14.0), + central: ("npc.icedrake.male.chest"), + ), + tail_rear: ( + offset: (-2.5, -20.0, -7.5), + central: ("npc.icedrake.male.tail_rear"), + ), + tail_front: ( + offset: (-3.5, -12.0, -6.5), + central: ("npc.icedrake.male.tail_front"), + ), + ), + (Icedrake, Female): ( + upper: ( + offset: (-3.5, -2.0, -6.0), + central: ("npc.icedrake.male.head_upper"), + ), + lower: ( + offset: (-3.5, -1.0, -5.0), + central: ("npc.icedrake.male.head_lower"), + ), + jaw: ( + offset: (-4.5, 0.0, -5.0), + central: ("npc.icedrake.male.jaw"), + ), + chest: ( + offset: (-7.5, -11.0, -14.0), + central: ("npc.icedrake.male.chest"), + ), + tail_rear: ( + offset: (-2.5, -20.0, -7.5), + central: ("npc.icedrake.male.tail_rear"), + ), + tail_front: ( + offset: (-3.5, -12.0, -6.5), + central: ("npc.icedrake.male.tail_front"), + ), + ), + (Basilisk, Male): ( + upper: ( + offset: (-5.5, 0.0, -5.0), + central: ("npc.basilisk.male.head_upper"), + ), + lower: ( + offset: (-12.5, -6.5, -6.0), + central: ("npc.basilisk.male.head_lower"), + ), + jaw: ( + offset: (-5.5, 0.0, -3.0), + central: ("npc.basilisk.male.jaw"), + ), + chest: ( + offset: (-12.5, -11.0, -12.0), + central: ("npc.basilisk.male.chest"), + ), + tail_rear: ( + offset: (-3.5, -19.0, -5.0), + central: ("npc.basilisk.male.tail_rear"), + ), + tail_front: ( + offset: (-5.5, -12.0, -7.5), + central: ("npc.basilisk.male.tail_front"), + ), + ), + (Basilisk, Female): ( + upper: ( + offset: (-5.5, 0.0, -5.0), + central: ("npc.basilisk.male.head_upper"), + ), + lower: ( + offset: (-12.5, -6.5, -6.0), + central: ("npc.basilisk.male.head_lower"), + ), + jaw: ( + offset: (-5.5, 0.0, -3.0), + central: ("npc.basilisk.male.jaw"), + ), + chest: ( + offset: (-12.5, -11.0, -12.0), + central: ("npc.basilisk.male.chest"), + ), + tail_rear: ( + offset: (-3.5, -19.0, -5.0), + central: ("npc.basilisk.male.tail_rear"), + ), + tail_front: ( + offset: (-5.5, -12.0, -7.5), + central: ("npc.basilisk.male.tail_front"), + ), + ), + (Deadwood, Male): ( + upper: ( + offset: (-3.5, -3.5, -4.0), + central: ("npc.deadwood.male.head_upper"), + ), + lower: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + chest: ( + offset: (-12.5, -11.0, -9.0), + central: ("npc.deadwood.male.chest"), + ), + tail_rear: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail_front: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + ), + (Deadwood, Female): ( + upper: ( + offset: (-3.5, -3.5, -4.0), + central: ("npc.deadwood.male.head_upper"), + ), + lower: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + jaw: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + chest: ( + offset: (-12.5, -11.0, -9.0), + central: ("npc.deadwood.male.chest"), + ), + tail_rear: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail_front: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + ), + (Mossdrake, Male): ( + upper: ( + offset: (-6.5, -2.0, -5.5), + central: ("npc.mossdrake.male.head_upper"), + ), + lower: ( + offset: (-6.5, -1.0, -3.0), + central: ("npc.mossdrake.male.head_lower"), + ), + jaw: ( + offset: (-3.5, -2.0, -5.0), + central: ("npc.mossdrake.male.jaw"), + ), + chest: ( + offset: (-13.5, -11.5, -12.5), + central: ("npc.mossdrake.male.chest"), + ), + tail_rear: ( + offset: (-6.5, -24.0, -3.5), + central: ("npc.mossdrake.male.tail_rear"), + ), + tail_front: ( + offset: (-5.5, -12.0, -6.5), + central: ("npc.mossdrake.male.tail_front"), + ), + ), + (Mossdrake, Female): ( + upper: ( + offset: (-6.5, -2.0, -5.5), + central: ("npc.mossdrake.male.head_upper"), + ), + lower: ( + offset: (-6.5, -1.0, -3.0), + central: ("npc.mossdrake.male.head_lower"), + ), + jaw: ( + offset: (-3.5, -2.0, -5.0), + central: ("npc.mossdrake.male.jaw"), + ), + chest: ( + offset: (-13.5, -11.5, -12.5), + central: ("npc.mossdrake.male.chest"), + ), + tail_rear: ( + offset: (-6.5, -24.0, -3.5), + central: ("npc.mossdrake.male.tail_rear"), + ), + tail_front: ( + offset: (-5.5, -12.0, -6.5), + central: ("npc.mossdrake.male.tail_front"), + ), + ), + (Driggle, Male): ( + upper: ( + offset: (-9.5, -5.0, -5.5), + central: ("npc.driggle.male.head_upper"), + ), + lower: ( + offset: (-4.5, -1.0, -4.0), + central: ("npc.driggle.male.head_lower"), + ), + jaw: ( + offset: (-4.5, 0.0, -3.0), + central: ("npc.driggle.male.jaw"), + ), + chest: ( + offset: (-5.5, -6.5, -8.0), + central: ("npc.driggle.male.chest"), + ), + tail_rear: ( + offset: (-2.5, -3.5, -3.5), + central: ("npc.driggle.male.tail_rear"), + ), + tail_front: ( + offset: (-2.5, -1.5, -4.0), + central: ("npc.driggle.male.tail_front"), + ), + ), + (Driggle, Female): ( + upper: ( + offset: (-9.5, -5.0, -5.5), + central: ("npc.driggle.male.head_upper"), + ), + lower: ( + offset: (-4.5, -1.0, -4.0), + central: ("npc.driggle.male.head_lower"), + ), + jaw: ( + offset: (-4.5, 0.0, -3.0), + central: ("npc.driggle.male.jaw"), + ), + chest: ( + offset: (-5.5, -6.5, -8.0), + central: ("npc.driggle.male.chest"), + ), + tail_rear: ( + offset: (-2.5, -3.5, -3.5), + central: ("npc.driggle.male.tail_rear"), + ), + tail_front: ( + offset: (-2.5, -1.5, -4.0), + central: ("npc.driggle.male.tail_front"), + ), + ), +}) diff --git a/assets/voxygen/voxel/quadruped_low_lateral_manifest.ron b/assets/voxygen/voxel/quadruped_low_lateral_manifest.ron new file mode 100644 index 0000000..44776f8 --- /dev/null +++ b/assets/voxygen/voxel/quadruped_low_lateral_manifest.ron @@ -0,0 +1,838 @@ +({ + (Crocodile, Male): ( + front_left: ( + offset: (-7.0, -0.0, -4.0),//full x dimension, 0 y dimension, full z dimension + lateral: ("npc.crocodile.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -0.0, -4.0),//0 x dimension, 0 y dimension, full z dimension + lateral: ("npc.crocodile.male.foot_fr", false), + ), + back_left: ( + offset: (-8.0, -0.0, -4.0),//full x dimension, 0 y dimension, full z dimension + lateral: ("npc.crocodile.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -0.0, -4.0),//0 x dimension, 0 y dimension, full z dimension + lateral: ("npc.crocodile.male.foot_br", false), + ), + ), + (Crocodile, Female): ( + front_left: ( + offset: (-7.0, -0.0, -4.0), + lateral: ("npc.crocodile.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -0.0, -4.0), + lateral: ("npc.crocodile.male.foot_fr", false), + ), + back_left: ( + offset: (-8.0, -0.0, -4.0), + lateral: ("npc.crocodile.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -0.0, -4.0), + lateral: ("npc.crocodile.male.foot_br", false), + ), + ), + (SeaCrocodile, Male): ( + front_left: ( + offset: (-7.0, -0.0, -4.0),//full x dimension, 0 y dimension, full z dimension + lateral: ("npc.sea_crocodile.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -0.0, -4.0),//0 x dimension, 0 y dimension, full z dimension + lateral: ("npc.sea_crocodile.male.foot_fr", false), + ), + back_left: ( + offset: (-8.0, -0.0, -4.0),//full x dimension, 0 y dimension, full z dimension + lateral: ("npc.sea_crocodile.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -0.0, -4.0),//0 x dimension, 0 y dimension, full z dimension + lateral: ("npc.sea_crocodile.male.foot_br", false), + ), + ), + (SeaCrocodile, Female): ( + front_left: ( + offset: (-7.0, -0.0, -4.0), + lateral: ("npc.sea_crocodile.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -0.0, -4.0), + lateral: ("npc.sea_crocodile.male.foot_fr", false), + ), + back_left: ( + offset: (-8.0, -0.0, -4.0), + lateral: ("npc.sea_crocodile.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -0.0, -4.0), + lateral: ("npc.sea_crocodile.male.foot_br", false), + ), + ), + (Alligator, Male): ( + front_left: ( + offset: (-7.0, 0.0, -4.0), + lateral: ("npc.alligator.male.foot_fr", false), + ), + front_right: ( + offset: (-0.0, 0.0, -4.0), + lateral: ("npc.alligator.male.foot_fr", false), + ), + back_left: ( + offset: (-8.0, 0.0, -4.0), + lateral: ("npc.alligator.male.foot_br", false), + ), + back_right: ( + offset: (-0.0, 0.0, -4.0), + lateral: ("npc.alligator.male.foot_br", false), + ), + ), + (Alligator, Female): ( + front_left: ( + offset: (-7.0, 0.0, -4.0), + lateral: ("npc.alligator.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -4.0), + lateral: ("npc.alligator.male.foot_fr", false), + ), + back_left: ( + offset: (-8.0, 0.0, -4.0), + lateral: ("npc.alligator.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 0.0, -4.0), + lateral: ("npc.alligator.male.foot_br", false), + ), + ), + (Snaretongue, Male): ( + front_left: ( + offset: (-8.0, 0.0, -10.0), + lateral: ("npc.snaretongue.male.snaretongue", false), + model_index: 6, + ), + front_right: ( + offset: (-0.0, 0.0, -10.0), + lateral: ("npc.snaretongue.male.snaretongue", false), + model_index: 6, + ), + back_left: ( + offset: (-15.0, -8.0, -11.0), + lateral: ("npc.snaretongue.male.snaretongue", false), + model_index: 8, + ), + back_right: ( + offset: (-0.0, -8.0, -11.0), + lateral: ("npc.snaretongue.male.snaretongue", false), + model_index: 8, + ), + ), + (Snaretongue, Female): ( + front_left: ( + offset: (-8.0, 0.0, -10.0), + lateral: ("npc.snaretongue.male.snaretongue", false), + model_index: 6, + ), + front_right: ( + offset: (-0.0, 0.0, -10.0), + lateral: ("npc.snaretongue.male.snaretongue", false), + model_index: 6, + ), + back_left: ( + offset: (-15.0, -8.0, -11.0), + lateral: ("npc.snaretongue.male.snaretongue", false), + model_index: 8, + ), + back_right: ( + offset: (-0.0, -8.0, -11.0), + lateral: ("npc.snaretongue.male.snaretongue", false), + model_index: 8, + ), + ), + (Salamander, Male): ( + front_left: ( + offset: (-6.0, 0.0, -3.0), + lateral: ("npc.salamander.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -3.0), + lateral: ("npc.salamander.male.foot_fr", false), + ), + back_left: ( + offset: (-7.0, 0.0, -3.0), + lateral: ("npc.salamander.male.foot_br", false), + ), + back_right: ( + offset: (-0.0, 0.0, -3.0), + lateral: ("npc.salamander.male.foot_br", false), + ), + ), + (Salamander, Female): ( + front_left: ( + offset: (-6.0, 0.0, -3.0), + lateral: ("npc.salamander.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -3.0), + lateral: ("npc.salamander.male.foot_fr", false), + ), + back_left: ( + offset: (-7.0, 0.0, -3.0), + lateral: ("npc.salamander.male.foot_br", false), + ), + back_right: ( + offset: (-0.0, 0.0, -3.0), + lateral: ("npc.salamander.male.foot_br", false), + ), + ), + (Elbst, Male): ( + front_left: ( + offset: (-6.0, 0.0, -3.0), + lateral: ("npc.elbst.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -3.0), + lateral: ("npc.elbst.male.foot_fr", false), + ), + back_left: ( + offset: (-8.0, 0.0, -3.0), + lateral: ("npc.elbst.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 0.0, -3.0), + lateral: ("npc.elbst.male.foot_br", false), + ), + ), + (Elbst, Female): ( + front_left: ( + offset: (-6.0, 0.0, -3.0), + lateral: ("npc.elbst.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -3.0), + lateral: ("npc.elbst.male.foot_fr", false), + ), + back_left: ( + offset: (-8.0, 0.0, -3.0), + lateral: ("npc.elbst.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 0.0, -3.0), + lateral: ("npc.elbst.male.foot_br", false), + ), + ), + (Monitor, Male): ( + front_left: ( + offset: (-8.0, 0.0, -5.0), + lateral: ("npc.monitor.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -5.0), + lateral: ("npc.monitor.male.foot_fr", false), + ), + back_left: ( + offset: (-7.0, 0.0, -5.0), + lateral: ("npc.monitor.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 0.0, -5.0), + lateral: ("npc.monitor.male.foot_br", false), + ), + ), + (Monitor, Female): ( + front_left: ( + offset: (-8.0, 0.0, -5.0), + lateral: ("npc.monitor.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -5.0), + lateral: ("npc.monitor.male.foot_fr", false), + ), + back_left: ( + offset: (-7.0, 0.0, -5.0), + lateral: ("npc.monitor.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 0.0, -5.0), + lateral: ("npc.monitor.male.foot_br", false), + ), + ), + (Asp, Male): ( + front_left: ( + offset: (-10.0, 0.0, -6.5), + lateral: ("npc.asp.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -6.5), + lateral: ("npc.asp.male.foot_fr", false), + ), + back_left: ( + offset: (-7.5, 0.0, -6.5), + lateral: ("npc.asp.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 0.0, -6.5), + lateral: ("npc.asp.male.foot_br", false), + ), + ), + (Asp, Female): ( + front_left: ( + offset: (-10.0, 0.0, -6.5), + lateral: ("npc.asp.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -6.5), + lateral: ("npc.asp.male.foot_fr", false), + ), + back_left: ( + offset: (-7.5, 0.0, -6.5), + lateral: ("npc.asp.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 0.0, -6.5), + lateral: ("npc.asp.male.foot_br", false), + ), + ), + (Tortoise, Male): ( + front_left: ( + offset: (-7.0, 0.0, -8.0), + lateral: ("npc.tortoise.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -8.0), + lateral: ("npc.tortoise.male.foot_fr", false), + ), + back_left: ( + offset: (-7.0, 0.0, -8.0), + lateral: ("npc.tortoise.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 0.0, -8.0), + lateral: ("npc.tortoise.male.foot_br", false), + ), + ), + (Tortoise, Female): ( + front_left: ( + offset: (-7.0, 0.0, -8.0), + lateral: ("npc.tortoise.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -8.0), + lateral: ("npc.tortoise.male.foot_fr", false), + ), + back_left: ( + offset: (-7.0, 0.0, -8.0), + lateral: ("npc.tortoise.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 0.0, -8.0), + lateral: ("npc.tortoise.male.foot_br", false), + ), + ), + (Rocksnapper, Male): ( + front_left: ( + offset: (-12.0, 0.0, -10.0), + lateral: ("npc.rocksnapper.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -10.0), + lateral: ("npc.rocksnapper.male.foot_fr", false), + ), + back_left: ( + offset: (-11.0, -6.0, -9.0), + lateral: ("npc.rocksnapper.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -6.0, -9.0), + lateral: ("npc.rocksnapper.male.foot_br", false), + ), + ), + (Rocksnapper, Female): ( + front_left: ( + offset: (-12.0, 0.0, -10.0), + lateral: ("npc.rocksnapper.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -10.0), + lateral: ("npc.rocksnapper.male.foot_fr", false), + ), + back_left: ( + offset: (-11.0, -6.0, -9.0),//special case + lateral: ("npc.rocksnapper.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -6.0, -9.0), + lateral: ("npc.rocksnapper.male.foot_br", false), + ), + ), + (Rootsnapper, Male): ( + front_left: ( + offset: (-12.0, -1.0, -10.0), + lateral: ("npc.rootsnapper.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -1.0, -10.0), + lateral: ("npc.rootsnapper.male.foot_fr", false), + ), + back_left: ( + offset: (-11.0, -5.0, -9.0), + lateral: ("npc.rootsnapper.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -5.0, -9.0), + lateral: ("npc.rootsnapper.male.foot_br", false), + ), + ), + (Rootsnapper, Female): ( + front_left: ( + offset: (-12.0, -1.0, -10.0), + lateral: ("npc.rootsnapper.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -1.0, -10.0), + lateral: ("npc.rootsnapper.male.foot_fr", false), + ), + back_left: ( + offset: (-11.0, -5.0, -9.0), + lateral: ("npc.rootsnapper.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -5.0, -9.0), + lateral: ("npc.rootsnapper.male.foot_br", false), + ), + ), + (Reefsnapper, Male): ( + front_left: ( + offset: (-12.0, -9.0, -10.0), + lateral: ("npc.reefsnapper.male.foot_fr", false), + ), + front_right: ( + offset: (-3.0, -9.0, -10.0), + lateral: ("npc.reefsnapper.male.foot_fr", false), + ), + back_left: ( + offset: (-11.0, -7.0, -9.0), + lateral: ("npc.reefsnapper.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -7.0, -9.0), + lateral: ("npc.reefsnapper.male.foot_br", false), + ), + ), + (Reefsnapper, Female): ( + front_left: ( + offset: (-12.0, -9.0, -10.0), + lateral: ("npc.reefsnapper.male.foot_fr", false), + ), + front_right: ( + offset: (-3.0, -9.0, -10.0), + lateral: ("npc.reefsnapper.male.foot_fr", false), + ), + back_left: ( + offset: (-11.0, -7.0, -9.0), + lateral: ("npc.reefsnapper.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -7.0, -9.0), + lateral: ("npc.reefsnapper.male.foot_br", false), + ), + ), + (Pangolin, Male): ( + front_left: ( + offset: (-1.5, 0.0, -6.0),//unique + lateral: ("npc.pangolin.male.foot_fr", false), + ), + front_right: ( + offset: (-1.5, 0.0, -6.0), + lateral: ("npc.pangolin.male.foot_fr", false), + ), + back_left: ( + offset: (-1.5, 0.0, -6.0), + lateral: ("npc.pangolin.male.foot_br", false), + ), + back_right: ( + offset: (-1.5, 0.0, -6.0), + lateral: ("npc.pangolin.male.foot_br", false), + ), + ), + (Pangolin, Female): ( + front_left: ( + offset: (-1.5, 0.0, -6.0), + lateral: ("npc.pangolin.male.foot_fr", false), + ), + front_right: ( + offset: (-1.5, 0.0, -6.0), + lateral: ("npc.pangolin.male.foot_fr", false), + ), + back_left: ( + offset: (-1.5, 0.0, -6.0),//special case + lateral: ("npc.pangolin.male.foot_br", false), + ), + back_right: ( + offset: (-1.5, 0.0, -6.0), + lateral: ("npc.pangolin.male.foot_br", false), + ), + ), + (Maneater, Male): ( + front_left: ( + offset: (-6.0, 0.0, -6.5), + lateral: ("npc.maneater.male.foot_fr", false), + ), + front_right: ( + offset: (-2.0, 0.0, -6.5), + lateral: ("npc.maneater.male.foot_fr", false), + ), + back_left: ( + offset: (-6.0, -8.0, -9.0), + lateral: ("npc.maneater.male.foot_br", false), + ), + back_right: ( + offset: (-2.0, -8.0, -9.0), + lateral: ("npc.maneater.male.foot_br", false), + ), + ), + (Maneater, Female): ( + front_left: ( + offset: (-6.0, 0.0, -6.5), + lateral: ("npc.maneater.male.foot_fr", false), + ), + front_right: ( + offset: (-2.0, 0.0, -6.5), + lateral: ("npc.maneater.male.foot_fr", false), + ), + back_left: ( + offset: (-6.0, -8.0, -9.0), + lateral: ("npc.maneater.male.foot_br", false), + ), + back_right: ( + offset: (-2.0, -8.0, -9.0), + lateral: ("npc.maneater.male.foot_br", false), + ), + ), + (Hakulaq, Male): ( + front_left: ( + offset: (-10.0, 0.0, -9.0), + lateral: ("npc.hakulaq.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -9.0), + lateral: ("npc.hakulaq.male.foot_fr", false), + ), + back_left: ( + offset: (-10.0, 0.0, -9.0), + lateral: ("npc.hakulaq.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 0.0, -9.0), + lateral: ("npc.hakulaq.male.foot_br", false), + ), + ), + (Hakulaq, Female): ( + front_left: ( + offset: (-10.0, 0.0, -9.0), + lateral: ("npc.hakulaq.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -9.0), + lateral: ("npc.hakulaq.male.foot_fr", false), + ), + back_left: ( + offset: (-10.0, 0.0, -9.0), + lateral: ("npc.hakulaq.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 0.0, -9.0), + lateral: ("npc.hakulaq.male.foot_br", false), + ), + ), + (Dagon, Male): ( + front_left: ( + offset: (-9.0, 5.0, -9.0), + lateral: ("npc.dagon.male.foot_fr", false), + ), + front_right: ( + offset: (-2.0, 5.0, -9.0), + lateral: ("npc.dagon.male.foot_fr", false), + ), + back_left: ( + offset: (-11.0, 3.0, -9.0), + lateral: ("npc.dagon.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 3.0, -9.0), + lateral: ("npc.dagon.male.foot_br", false), + ), + ), + (Dagon, Female): ( + front_left: ( + offset: (-9.0, 5.0, -9.0), + lateral: ("npc.dagon.male.foot_fr", false), + ), + front_right: ( + offset: (-2.0, 5.0, -9.0), + lateral: ("npc.dagon.male.foot_fr", false), + ), + back_left: ( + offset: (-11.0, 3.0, -9.0), + lateral: ("npc.dagon.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 3.0, -9.0), + lateral: ("npc.dagon.male.foot_br", false), + ), + ), + (Sandshark, Male): ( + front_left: ( + offset: (-17.0, 0.0, -12.0), + lateral: ("npc.sandshark.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -12.0), + lateral: ("npc.sandshark.male.foot_fr", false), + ), + back_left: ( + offset: (-9.0, 0.0, -6.0), + lateral: ("npc.sandshark.male.foot_br", false), + ), + back_right: ( + offset: (-2.0, 0.0, -6.0), + lateral: ("npc.sandshark.male.foot_br", false), + ), + ), + (Sandshark, Female): ( + front_left: ( + offset: (-17.0, 0.0, -12.0), + lateral: ("npc.sandshark.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -12.0), + lateral: ("npc.sandshark.male.foot_fr", false), + ), + back_left: ( + offset: (-9.0, 0.0, -6.0), + lateral: ("npc.sandshark.male.foot_br", false), + ), + back_right: ( + offset: (-2.0, 0.0, -6.0), + lateral: ("npc.sandshark.male.foot_br", false), + ), + ), + (Lavadrake, Male): ( + front_left: ( + offset: (-14.0, -4.0, -10.0), + lateral: ("npc.lavadrake.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -4.0, -10.0), + lateral: ("npc.lavadrake.male.foot_fr", false), + ), + back_left: ( + offset: (-14.0, -7.5, -10.0), + lateral: ("npc.lavadrake.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -7.5, -10.0), + lateral: ("npc.lavadrake.male.foot_br", false), + ), + ), + (Lavadrake, Female): ( + front_left: ( + offset: (-14.0, -4.0, -10.0), + lateral: ("npc.lavadrake.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -4.0, -10.0), + lateral: ("npc.lavadrake.male.foot_fr", false), + ), + back_left: ( + offset: (-14.0, -7.5, -10.0), + lateral: ("npc.lavadrake.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -7.5, -10.0), + lateral: ("npc.lavadrake.male.foot_br", false), + ), + ), + (Icedrake, Male): ( + front_left: ( + offset: (-14.0, -4.0, -10.0), + lateral: ("npc.icedrake.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -4.0, -10.0), + lateral: ("npc.icedrake.male.foot_fr", false), + ), + back_left: ( + offset: (-14.0, -7.5, -10.0), + lateral: ("npc.icedrake.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -7.5, -10.0), + lateral: ("npc.icedrake.male.foot_br", false), + ), + ), + (Icedrake, Female): ( + front_left: ( + offset: (-14.0, -4.0, -10.0), + lateral: ("npc.icedrake.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -4.0, -10.0), + lateral: ("npc.icedrake.male.foot_fr", false), + ), + back_left: ( + offset: (-14.0, -7.5, -10.0), + lateral: ("npc.icedrake.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -7.5, -10.0), + lateral: ("npc.icedrake.male.foot_br", false), + ), + ), + (Basilisk, Male): ( + front_left: ( + offset: (-13.0, 0.0, -13.0), + lateral: ("npc.basilisk.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -13.0), + lateral: ("npc.basilisk.male.foot_fr", false), + ), + back_left: ( + offset: (-11.0, -6.5, -13.0), + lateral: ("npc.basilisk.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -6.5, -13.0), + lateral: ("npc.basilisk.male.foot_br", false), + ), + ), + (Basilisk, Female): ( + front_left: ( + offset: (-13.0, 0.0, -13.0), + lateral: ("npc.basilisk.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -13.0), + lateral: ("npc.basilisk.male.foot_fr", false), + ), + back_left: ( + offset: (-12.0, -6.5, -13.0), + lateral: ("npc.basilisk.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -6.5, -13.0), + lateral: ("npc.basilisk.male.foot_br", false), + ), + ), + (Deadwood, Male): ( + front_left: ( + offset: (-5.0, -2.0, -7.0), + lateral: ("npc.deadwood.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -2.0, -7.0), + lateral: ("npc.deadwood.male.foot_fr", false), + ), + back_left: ( + offset: (-5.0, -1.0, -7.0), + lateral: ("npc.deadwood.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -1.0, -7.0), + lateral: ("npc.deadwood.male.foot_br", false), + ), + ), + (Deadwood, Female): ( + front_left: ( + offset: (-5.0, -2.0, -7.0), + lateral: ("npc.deadwood.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -2.0, -7.0), + lateral: ("npc.deadwood.male.foot_fr", false), + ), + back_left: ( + offset: (-5.0, -1.0, -7.0), + lateral: ("npc.deadwood.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -1.0, -7.0), + lateral: ("npc.deadwood.male.foot_br", false), + ), + ), + (Mossdrake, Male): ( + front_left: ( + offset: (-14.0, -1.0, -10.0), + lateral: ("npc.mossdrake.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -1.0, -10.0), + lateral: ("npc.mossdrake.male.foot_fr", false), + ), + back_left: ( + offset: (-14.0, -7.5, -10.0), + lateral: ("npc.mossdrake.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -7.5, -10.0), + lateral: ("npc.mossdrake.male.foot_br", false), + ), + ), + (Mossdrake, Female): ( + front_left: ( + offset: (-14.0, -1.0, -10.0), + lateral: ("npc.mossdrake.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, -1.0, -10.0), + lateral: ("npc.mossdrake.male.foot_fr", false), + ), + back_left: ( + offset: (-14.0, -7.5, -10.0), + lateral: ("npc.mossdrake.male.foot_br", false), + ), + back_right: ( + offset: (0.0, -7.5, -10.0), + lateral: ("npc.mossdrake.male.foot_br", false), + ), + ), + (Driggle, Male): ( + front_left: ( + offset: (-6.0, 0.0, -4.0), + lateral: ("npc.driggle.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -4.0), + lateral: ("npc.driggle.male.foot_fr", false), + ), + back_left: ( + offset: (-6.0, 0.0, -3.0), + lateral: ("npc.driggle.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 0.0, -3.0), + lateral: ("npc.driggle.male.foot_br", false), + ), + ), + (Driggle, Female): ( + front_left: ( + offset: (-6.0, 0.0, -4.0), + lateral: ("npc.driggle.male.foot_fr", false), + ), + front_right: ( + offset: (0.0, 0.0, -4.0), + lateral: ("npc.driggle.male.foot_fr", false), + ), + back_left: ( + offset: (-6.0, 0.0, -3.0), + lateral: ("npc.driggle.male.foot_br", false), + ), + back_right: ( + offset: (0.0, 0.0, -3.0), + lateral: ("npc.driggle.male.foot_br", false), + ), + ), +}) diff --git a/assets/voxygen/voxel/quadruped_medium_central_manifest.ron b/assets/voxygen/voxel/quadruped_medium_central_manifest.ron new file mode 100644 index 0000000..be9d37f --- /dev/null +++ b/assets/voxygen/voxel/quadruped_medium_central_manifest.ron @@ -0,0 +1,2244 @@ +({ + (Grolgar, Male): ( + head: ( + offset: (-7.0, 0.0, -9.0), + central: ("npc.grolgar.male.head"), + ), + neck: ( + offset: (-6.0, -2.0, -8.0), + central: ("npc.grolgar.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.5), + central: ("npc.grolgar.male.jaw"), + ), + torso_front: ( + offset: (-7.0, -11.0, -8.0),//value in y dimension is full length of model + central: ("npc.grolgar.male.torso_front"), + ), + torso_back: ( + offset: (-5.0, -12.0, -5.5),//value in y dimension is full length of model + central: ("npc.grolgar.male.torso_back"), + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("npc.grolgar.male.ears"), + ), + tail: ( + offset: (-2.0, -11.0, -10.0), + central: ("npc.grolgar.male.tail"), + ), + ), + (Grolgar, Female): ( + head: ( + offset: (-7.0, 0.0, -9.0), + central: ("npc.grolgar.male.head"), + ), + neck: ( + offset: (-6.0, -2.0, -8.0), + central: ("npc.grolgar.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.5), + central: ("npc.grolgar.male.jaw"), + ), + torso_front: ( + offset: (-7.0, -11.0, -8.0), + central: ("npc.grolgar.male.torso_front"), + ), + torso_back: ( + offset: (-5.0, -12.0, -5.5), + central: ("npc.grolgar.male.torso_back"), + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("npc.grolgar.male.ears"), + ), + tail: ( + offset: (-2.0, -11.0, -10.0), + central: ("npc.grolgar.male.tail"), + ), + ), + (Saber, Male): ( + head: ( + offset: (-6.5, 0.5, -6.5), + central: ("npc.saber.male.head"), + ), + neck: ( + offset: (-4.0, 1.0, -3.0), + central: ("npc.saber.male.neck"), + ), + jaw: ( + offset: (-2.5, 2.0, -1.5), + central: ("npc.saber.male.jaw"), + ), + torso_front: ( + offset: (-6.0, -14.0, -6.0), + central: ("npc.saber.male.torso_front"), + ), + torso_back: ( + offset: (-5.0, -11.5, -8.0), + central: ("npc.saber.male.torso_back"), + ), + ears: ( + offset: (-5.0, -2.0, 0.0), + central: ("npc.saber.male.ears"), + ), + tail: ( + offset: (-2.0, -7.0, -6.0), + central: ("npc.saber.male.tail"), + ), + ), + (Saber, Female): ( + head: ( + offset: (-6.5, 0.5, -6.5), + central: ("npc.saber.male.head"), + ), + neck: ( + offset: (-4.0, 1.0, -3.0), + central: ("npc.saber.male.neck"), + ), + jaw: ( + offset: (-2.5, 2.0, -1.5), + central: ("npc.saber.male.jaw"), + ), + torso_front: ( + offset: (-6.0, -14.0, -6.0), + central: ("npc.saber.male.torso_front"), + ), + torso_back: ( + offset: (-5.0, -11.5, -8.0), + central: ("npc.saber.male.torso_back"), + ), + ears: ( + offset: (-5.0, -2.0, 0.0), + central: ("npc.saber.male.ears"), + ), + tail: ( + offset: (-2.0, -7.0, -6.0), + central: ("npc.saber.male.tail"), + ), + ), + (Tuskram, Male): ( + head: ( + offset: (-15.0, -2.0, -10.0), + central: ("npc.tuskram.male.head"), + ), + neck: ( + offset: (-4.0, -3.0, -6.0), + central: ("npc.tuskram.male.neck"), + ), + jaw: ( + offset: (-5.0, 0.0, -8.0), + central: ("npc.tuskram.male.jaw"), + ), + torso_front: ( + offset: (-7.0, -14.0, -8.0), + central: ("npc.tuskram.male.torso_front"), + ), + torso_back: ( + offset: (-5.0, -10.0, -5.5), + central: ("npc.tuskram.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-3.0, -6.0, -8.0), + central: ("npc.tuskram.male.tail"), + ), + ), + (Tuskram, Female): ( + head: ( + offset: (-15.0, -2.0, -10.0), + central: ("npc.tuskram.male.head"), + ), + neck: ( + offset: (-4.0, -3.0, -6.0), + central: ("npc.tuskram.male.neck"), + ), + jaw: ( + offset: (-5.0, 0.0, -8.0), + central: ("npc.tuskram.male.jaw"), + ), + torso_front: ( + offset: (-7.0, -14.0, -8.0), + central: ("npc.tuskram.male.torso_front"), + ), + torso_back: ( + offset: (-5.0, -10.0, -5.5), + central: ("npc.tuskram.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-3.0, -6.0, -8.0), + central: ("npc.tuskram.male.tail"), + ), + ), + (Lion, Male): ( + head: ( + offset: (-4.5, 0.0, -4.5), + central: ("npc.lion.male.head"), + ), + neck: ( + offset: (-7.5, -3.0, -8.5), + central: ("npc.lion.male.neck"), + ), + jaw: ( + offset: (-2.5, 0.0, -1.0), + central: ("npc.lion.male.jaw"), + ), + torso_front: ( + offset: (-5.5, -13.0, -6.0), + central: ("npc.lion.male.torso_front"), + ), + torso_back: ( + offset: (-5.5, -12.0, -5.0), + central: ("npc.lion.male.torso_back"), + ), + ears: ( + offset: (-4.5, -1.0, 0.0), + central: ("npc.lion.male.ears"), + ), + tail: ( + offset: (-1.5, -15.0, -10.0), + central: ("npc.lion.male.tail"), + ), + ), + (Lion, Female): ( + head: ( + offset: (-5.5, 0.5, -7.5), + central: ("npc.lion.female.head"), + ), + neck: ( + offset: (-3.5, -3.0, -11.5), + central: ("npc.lion.female.neck"), + ), + jaw: ( + offset: (-2.5, 1.0, -3.5), + central: ("npc.lion.female.jaw"), + ), + torso_front: ( + offset: (-5.5, -13.0, -6.0), + central: ("npc.lion.female.torso_front"), + ), + torso_back: ( + offset: (-5.5, -13.0, -5.5), + central: ("npc.lion.female.torso_back"), + ), + ears: ( + offset: (-4.5, -0.5, -1.5), + central: ("npc.lion.female.ears"), + ), + tail: ( + offset: (-1.5, -16.0, -10.0), + central: ("npc.lion.female.tail"), + ), + ), + (Tarasque, Male): ( + head: ( + offset: (-10.0, 0.0, -10.0), + central: ("npc.tarasque.male.head"), + ), + neck: ( + offset: (-5.0, -2.0, -4.5), + central: ("npc.tarasque.male.neck"), + ), + jaw: ( + offset: (-5.0, 0.0, -0.0), + central: ("npc.tarasque.male.jaw"), + ), + torso_front: ( + offset: (-10.0, -17.0, -9.0), + central: ("npc.tarasque.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -13.0, -6.0), + central: ("npc.tarasque.male.torso_back"), + ), + ears: ( + offset: (-6.0, -1.0, 0.0), + central: ("npc.tarasque.male.ears"), + ), + tail: ( + offset: (-5.0, -19.0, -10.0), + central: ("npc.tarasque.male.tail"), + ), + ), + (Tarasque, Female): ( + head: ( + offset: (-10.0, 0.0, -10.0), + central: ("npc.tarasque.male.head"), + ), + neck: ( + offset: (-5.0, -2.0, -4.5), + central: ("npc.tarasque.male.neck"), + ), + jaw: ( + offset: (-5.0, 0.0, -0.0), + central: ("npc.tarasque.male.jaw"), + ), + torso_front: ( + offset: (-10.0, -17.0, -9.0), + central: ("npc.tarasque.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -13.0, -6.0), + central: ("npc.tarasque.male.torso_back"), + ), + ears: ( + offset: (-6.0, -1.0, 0.0), + central: ("npc.tarasque.male.ears"), + ), + tail: ( + offset: (-5.0, -19.0, -10.0), + central: ("npc.tarasque.male.tail"), + ), + ), + (Tiger, Male): ( + head: ( + offset: (-5.5, -1.0, -5.0), + central: ("npc.tiger.male.head"), + ), + neck: ( + offset: (-4.5, -2.0, -5.0), + central: ("npc.tiger.male.neck"), + ), + jaw: ( + offset: (-2.5, 0.0, -1.0), + central: ("npc.tiger.male.jaw"), + ), + torso_front: ( + offset: (-5.5, -13.0, -6.5), + central: ("npc.tiger.male.torso_front"), + ), + torso_back: ( + offset: (-5.5, -13.0, -5.0), + central: ("npc.tiger.male.torso_back"), + ), + ears: ( + offset: (-4.5, -1.0, 0.0), + central: ("npc.tiger.male.ears"), + ), + tail: ( + offset: (-1.5, -12.0, -10.0), + central: ("npc.tiger.male.tail"), + ), + ), + (Tiger, Female): ( + head: ( + offset: (-5.5, -1.0, -5.0), + central: ("npc.tiger.male.head"), + ), + neck: ( + offset: (-4.5, -2.0, -5.0), + central: ("npc.tiger.male.neck"), + ), + jaw: ( + offset: (-2.5, 0.0, -1.0), + central: ("npc.tiger.male.jaw"), + ), + torso_front: ( + offset: (-5.5, -13.0, -6.5), + central: ("npc.tiger.male.torso_front"), + ), + torso_back: ( + offset: (-5.5, -13.0, -5.0), + central: ("npc.tiger.male.torso_back"), + ), + ears: ( + offset: (-4.5, -1.0, 0.0), + central: ("npc.tiger.male.ears"), + ), + tail: ( + offset: (-1.5, -12.0, -10.0), + central: ("npc.tiger.male.tail"), + ), + ), + (Wolf, Male): ( + head: ( + offset: (-5.0, 0.0, -3.5), + central: ("npc.wolf.male.head"), + ), + neck: ( + offset: (-5.0, -2.0, -5.0), + central: ("npc.wolf.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.wolf.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -13.0, -5.0), + central: ("npc.wolf.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -11.0, -5.0), + central: ("npc.wolf.male.torso_back"), + ), + ears: ( + offset: (-5.0, -1.0, 0.0), + central: ("npc.wolf.male.ears"), + ), + tail: ( + offset: (-2.0, -13.0, -3.5), + central: ("npc.wolf.male.tail"), + ), + ), + (Wolf, Female): ( + head: ( + offset: (-5.0, 0.0, -3.5), + central: ("npc.wolf.male.head"), + ), + neck: ( + offset: (-5.0, -2.0, -5.0), + central: ("npc.wolf.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.wolf.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -13.0, -5.0), + central: ("npc.wolf.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -11.0, -5.0), + central: ("npc.wolf.male.torso_back"), + ), + ears: ( + offset: (-5.0, -1.0, 0.0), + central: ("npc.wolf.male.ears"), + ), + tail: ( + offset: (-2.0, -13.0, -3.5), + central: ("npc.wolf.male.tail"), + ), + ), + (Frostfang, Male): ( + head: ( + offset: (-4.0, 0.0, -4.5), + central: ("npc.frostfang.male.head"), + ), + neck: ( + offset: (-3.0, -1.0, -4.0), + central: ("npc.frostfang.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -3.5), + central: ("npc.frostfang.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -11.0, -8.5), + central: ("npc.frostfang.male.torso_front"), + ), + torso_back: ( + offset: (-3.0, -8.0, -4.5), + central: ("npc.frostfang.male.torso_back"), + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("npc.frostfang.male.ears"), + ), + tail: ( + offset: (-2.0, -13.0, -5.0), + central: ("npc.frostfang.male.tail"), + ), + ), + (Frostfang, Female): ( + head: ( + offset: (-4.0, 0.0, -4.5), + central: ("npc.frostfang.male.head"), + ), + neck: ( + offset: (-3.0, -1.0, -4.0), + central: ("npc.frostfang.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -3.5), + central: ("npc.frostfang.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -11.0, -8.5), + central: ("npc.frostfang.male.torso_front"), + ), + torso_back: ( + offset: (-3.0, -8.0, -4.5), + central: ("npc.frostfang.male.torso_back"), + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("npc.frostfang.male.ears"), + ), + tail: ( + offset: (-2.0, -13.0, -5.0), + central: ("npc.frostfang.male.tail"), + ), + ), + (Mouflon, Male): ( + head: ( + offset: (-7.0, -5.0, 0.0), + central: ("npc.mouflon.male.head"), + ), + neck: ( + offset: (-4.0, -2.0, -4.5), + central: ("npc.mouflon.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.mouflon.male.jaw"), + ), + torso_front: ( + offset: (-4.0, -9.0, -4.5), + central: ("npc.mouflon.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -11.0, -5.0), + central: ("npc.mouflon.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -1.5, -7.0), + central: ("npc.mouflon.male.tail"), + ), + ), + (Mouflon, Female): ( + head: ( + offset: (-7.0, -5.0, 0.0), + central: ("npc.mouflon.male.head"), + ), + neck: ( + offset: (-4.0, -2.0, -4.5), + central: ("npc.mouflon.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.mouflon.male.jaw"), + ), + torso_front: ( + offset: (-4.0, -9.0, -4.5), + central: ("npc.mouflon.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -11.0, -5.0), + central: ("npc.mouflon.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -1.5, -7.0), + central: ("npc.mouflon.male.tail"), + ), + ), + (Catoblepas, Male): ( + head: ( + offset: (-13.0, 0.0, -4.5), + central: ("npc.catoblepas.male.head"), + ), + neck: ( + offset: (-4.0, -10.0, -12.0), + central: ("npc.catoblepas.male.neck"), + ), + jaw: ( + offset: (-4.0, 0.0, -3.0), + central: ("npc.catoblepas.male.jaw"), + ), + torso_front: ( + offset: (-7.0, -10.0, -11.5), + central: ("npc.catoblepas.male.torso_front"), + ), + torso_back: ( + offset: (-5.0, -9.0, -6.5), + central: ("npc.catoblepas.male.torso_back"), + ), + ears: ( + offset: (-2.0, -12.0, -10.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -12.0, -10.0), + central: ("npc.catoblepas.male.tail"), + ), + ), + (Catoblepas, Female): ( + head: ( + offset: (-13.0, 0.0, -4.5), + central: ("npc.catoblepas.male.head"), + ), + neck: ( + offset: (-4.0, -10.0, -12.0), + central: ("npc.catoblepas.male.neck"), + ), + jaw: ( + offset: (-4.0, 0.0, -3.0), + central: ("npc.catoblepas.male.jaw"), + ), + torso_front: ( + offset: (-7.0, -10.0, -11.5), + central: ("npc.catoblepas.male.torso_front"), + ), + torso_back: ( + offset: (-5.0, -9.0, -6.5), + central: ("npc.catoblepas.male.torso_back"), + ), + ears: ( + offset: (-2.0, -12.0, -10.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -12.0, -10.0), + central: ("npc.catoblepas.male.tail"), + ), + ), + (Bonerattler, Male): ( + head: ( + offset: (-4.5, 0.0, -4.5), + central: ("npc.bonerattler.male.head"), + ), + neck: ( + offset: (-4.5, -1.0, -5.0), + central: ("npc.bonerattler.male.neck"), + ), + jaw: ( + offset: (-3.5, 0.0, -2.0), + central: ("npc.bonerattler.male.jaw"), + ), + torso_front: ( + offset: (-5.5, -7.0, -6.5), + central: ("npc.bonerattler.male.torso_front"), + ), + torso_back: ( + offset: (-5.5, -11.0, -6.5), + central: ("npc.bonerattler.male.torso_back"), + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-3.5, -14.0, -10.0), + central: ("npc.bonerattler.male.tail"), + ), + ), + (Bonerattler, Female): ( + head: ( + offset: (-4.5, 0.0, -4.5), + central: ("npc.bonerattler.male.head"), + ), + neck: ( + offset: (-4.5, -1.0, -5.0), + central: ("npc.bonerattler.male.neck"), + ), + jaw: ( + offset: (-3.5, 0.0, -2.0), + central: ("npc.bonerattler.male.jaw"), + ), + torso_front: ( + offset: (-5.5, -7.0, -6.5), + central: ("npc.bonerattler.male.torso_front"), + ), + torso_back: ( + offset: (-5.5, -11.0, -6.5), + central: ("npc.bonerattler.male.torso_back"), + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-3.5, -14.0, -10.0), + central: ("npc.bonerattler.male.tail"), + ), + ), + (Deer, Male): ( + head: ( + offset: (-6.0, -5.0, 0.0), + central: ("npc.deer.male.head"), + ), + neck: ( + offset: (-3.0, -2.0, -4.0), + central: ("npc.deer.male.neck"), + ), + jaw: ( + offset: (-1.0, 0.0, -0.5), + central: ("npc.deer.male.jaw"), + ), + torso_front: ( + offset: (-4.0, -9.0, -4.0), + central: ("npc.deer.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -10.0, -3.5), + central: ("npc.deer.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -2.0, 0.0), + central: ("npc.deer.male.tail"), + ), + ), + (Deer, Female): ( + head: ( + offset: (-6.0, -3.0, 0.0), + central: ("npc.deer.female.head"), + ), + neck: ( + offset: (-3.0, -2.0, -4.0), + central: ("npc.deer.female.neck"), + ), + jaw: ( + offset: (-1.0, 0.0, -0.5), + central: ("npc.deer.female.jaw"), + ), + torso_front: ( + offset: (-4.0, -9.0, -4.0), + central: ("npc.deer.female.torso_front"), + ), + torso_back: ( + offset: (-4.0, -10.0, -3.5), + central: ("npc.deer.female.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -2.0, 0.0), + central: ("npc.deer.male.tail"), + ), + ), + (Hirdrasil, Male): ( + head: ( + offset: (-9.0, -12.0, 0.0), + central: ("npc.hirdrasil.male.head"), + ), + neck: ( + offset: (-4.0, -2.0, -6.0), + central: ("npc.hirdrasil.male.neck"), + ), + jaw: ( + offset: (-1.0, 0.0, -7.0), + central: ("npc.hirdrasil.male.jaw"), + ), + torso_front: ( + offset: (-4.0, -10.0, -5.5), + central: ("npc.hirdrasil.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -11.0, -4.0), + central: ("npc.hirdrasil.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -2.0, 0.0), + central: ("npc.hirdrasil.male.tail"), + ), + ), + (Hirdrasil, Female): ( + head: ( + offset: (-9.0, -12.0, 0.0), + central: ("npc.hirdrasil.male.head"), + ), + neck: ( + offset: (-4.0, -2.0, -6.0), + central: ("npc.hirdrasil.male.neck"), + ), + jaw: ( + offset: (-1.0, 0.0, -7.0), + central: ("npc.hirdrasil.male.jaw"), + ), + torso_front: ( + offset: (-4.0, -10.0, -5.5), + central: ("npc.hirdrasil.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -11.0, -4.0), + central: ("npc.hirdrasil.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -2.0, 0.0), + central: ("npc.hirdrasil.male.tail"), + ), + ), + (Roshwalr, Male): ( + head: ( + offset: (-13.0, 0.0, -12.0), + central: ("npc.roshwalr.male.head"), + ), + neck: ( + offset: (-7.0, -2.0, -11.5), + central: ("npc.roshwalr.male.neck"), + ), + jaw: ( + offset: (-5.0, 0.0, -3.0), + central: ("npc.roshwalr.male.jaw"), + ), + torso_front: ( + offset: (-8.0, -12.0, -10.5), + central: ("npc.roshwalr.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -12.0, -7.0), + central: ("npc.roshwalr.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-4.0, -13.0, -8.0), + central: ("npc.roshwalr.male.tail"), + ), + ), + (Roshwalr, Female): ( + head: ( + offset: (-13.0, 0.0, -12.0), + central: ("npc.roshwalr.female.head"), + ), + neck: ( + offset: (-7.0, -2.0, -11.5), + central: ("npc.roshwalr.male.neck"), + ), + jaw: ( + offset: (-5.0, 0.0, -3.0), + central: ("npc.roshwalr.male.jaw"), + ), + torso_front: ( + offset: (-8.0, -12.0, -10.5), + central: ("npc.roshwalr.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -12.0, -7.0), + central: ("npc.roshwalr.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-4.0, -13.0, -8.0), + central: ("npc.roshwalr.male.tail"), + ), + ), + (Donkey, Male): ( + head: ( + offset: (-4.0, -3.0, 0.0), + central: ("npc.donkey.male.head"), + ), + neck: ( + offset: (-3.0, -4.0, -6.5), + central: ("npc.donkey.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.donkey.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -8.0, -6.5), + central: ("npc.donkey.male.torso_front"), + ), + torso_back: ( + offset: (-5.0, -13.0, -5.5), + central: ("npc.donkey.male.torso_back"), + ), + ears: ( + offset: (-5.0, -1.0, 0.0), + central: ("npc.donkey.male.ears"), + ), + tail: ( + offset: (-1.0, -5.0, -12.0), + central: ("npc.donkey.male.tail"), + ), + ), + (Donkey, Female): ( + head: ( + offset: (-4.0, -3.0, 0.0), + central: ("npc.donkey.male.head"), + ), + neck: ( + offset: (-3.0, -4.0, -7.0), + central: ("npc.donkey.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.donkey.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -8.0, -6.5), + central: ("npc.donkey.male.torso_front"), + ), + torso_back: ( + offset: (-5.0, -13.0, -5.5), + central: ("npc.donkey.male.torso_back"), + ), + ears: ( + offset: (-5.0, -1.0, 0.0), + central: ("npc.donkey.male.ears"), + ), + tail: ( + offset: (-1.0, -5.0, -12.0), + central: ("npc.donkey.male.tail"), + ), + ), + (Camel, Male): ( + head: ( + offset: (-3.5, -4.0, 0.0), + central: ("npc.camel.male.head"), + ), + neck: ( + offset: (-3.5, -5.5, -8.0), + central: ("npc.camel.male.neck"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.camel.male.jaw"), + ), + torso_front: ( + offset: (-5.5, -14.0, -9.5), + central: ("npc.camel.male.torso_front"), + ), + torso_back: ( + offset: (-5.5, -15.0, -9.0), + central: ("npc.camel.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-1.5, -3.0, -14.0), + central: ("npc.camel.male.tail"), + ), + ), + (Camel, Female): ( + head: ( + offset: (-3.5, -4.0, 0.0), + central: ("npc.camel.male.head"), + ), + neck: ( + offset: (-3.5, -5.5, -8.0), + central: ("npc.camel.male.neck"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.camel.male.jaw"), + ), + torso_front: ( + offset: (-5.5, -14.0, -9.5), + central: ("npc.camel.male.torso_front"), + ), + torso_back: ( + offset: (-5.5, -15.0, -9.0), + central: ("npc.camel.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-1.5, -3.0, -14.0), + central: ("npc.camel.male.tail"), + ), + ), + (Zebra, Male): ( + head: ( + offset: (-3.0, -3.0, 0.0), + central: ("npc.zebra.male.head"), + ), + neck: ( + offset: (-3.0, -4.5, -7.0), + central: ("npc.zebra.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.zebra.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -10.0, -6.5), + central: ("npc.zebra.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -11.0, -4.5), + central: ("npc.zebra.male.torso_back"), + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("npc.zebra.male.ears"), + ), + tail: ( + offset: (-1.0, -4.0, -12.0), + central: ("npc.zebra.male.tail"), + ), + ), + (Zebra, Female): ( + head: ( + offset: (-3.0, -3.0, 0.0), + central: ("npc.zebra.male.head"), + ), + neck: ( + offset: (-3.0, -4.5, -7.0), + central: ("npc.zebra.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.zebra.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -10.0, -6.5), + central: ("npc.zebra.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -11.0, -4.5), + central: ("npc.zebra.male.torso_back"), + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("npc.zebra.male.ears"), + ), + tail: ( + offset: (-1.0, -4.0, -12.0), + central: ("npc.zebra.male.tail"), + ), + ), + (Antelope, Male): ( + head: ( + offset: (-6.0, -7.0, 0.0), + central: ("npc.antelope.male.head"), + ), + neck: ( + offset: (-3.0, -3.5, -5.0), + central: ("npc.antelope.male.neck"), + ), + jaw: ( + offset: (-1.0, 0.0, -0.5), + central: ("npc.antelope.male.jaw"), + ), + torso_front: ( + offset: (-4.0, -8.0, -3.5), + central: ("npc.antelope.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -11.0, -3.5), + central: ("npc.antelope.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-1.0, -3.0, -6.0), + central: ("npc.antelope.male.tail"), + ), + ), + (Antelope, Female): ( + head: ( + offset: (-6.0, -7.0, 0.0), + central: ("npc.antelope.male.head"), + ), + neck: ( + offset: (-3.0, -3.5, -5.0), + central: ("npc.antelope.male.neck"), + ), + jaw: ( + offset: (-1.0, 0.0, -0.5), + central: ("npc.antelope.male.jaw"), + ), + torso_front: ( + offset: (-4.0, -8.0, -3.5), + central: ("npc.antelope.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -11.0, -3.5), + central: ("npc.antelope.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-1.0, -3.0, -6.0), + central: ("npc.antelope.male.tail"), + ), + ), + (Kelpie, Male): ( + head: ( + offset: (-4.0, -4.0, -8.5), + central: ("npc.kelpie.male.head"), + ), + neck: ( + offset: (-4.0, -4.5, -7.5), + central: ("npc.kelpie.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.5), + central: ("npc.kelpie.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -10.0, -6.5), + central: ("npc.kelpie.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -10.0, -4.0), + central: ("npc.kelpie.male.torso_back"), + ), + ears: ( + offset: (-3.0, -1.0, 0.0), + central: ("npc.kelpie.male.ears"), + ), + tail: ( + offset: (-1.0, -6.0, -18.0), + central: ("npc.kelpie.male.tail"), + ), + ), + (Kelpie, Female): ( + head: ( + offset: (-4.0, -4.0, -8.5), + central: ("npc.kelpie.male.head"), + ), + neck: ( + offset: (-4.0, -4.5, -7.5), + central: ("npc.kelpie.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.5), + central: ("npc.kelpie.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -10.0, -6.5), + central: ("npc.kelpie.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -10.0, -4.0), + central: ("npc.kelpie.male.torso_back"), + ), + ears: ( + offset: (-3.0, -1.0, 0.0), + central: ("npc.kelpie.male.ears"), + ), + tail: ( + offset: (-1.0, -6.0, -18.0), + central: ("npc.kelpie.male.tail"), + ), + ), + (Horse, Male): ( + head: ( + offset: (-3.0, -6.0, 0.0), + central: ("npc.horse.male.head"), + ), + neck: ( + offset: (-3.0, -1.5, -5.5), + central: ("npc.horse.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.horse.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -9.0, -7.0), + central: ("npc.horse.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -10.0, -4.5), + central: ("npc.horse.male.torso_back"), + ), + ears: ( + offset: (-3.0, -1.0, 0.0), + central: ("npc.horse.male.ears"), + ), + tail: ( + offset: (-2.0, -10.0, -13.0), + central: ("npc.horse.male.tail"), + ), + ), + (Horse, Female): ( + head: ( + offset: (-3.0, -6.0, 0.0), + central: ("npc.horse.male.head"), + ), + neck: ( + offset: (-3.0, -1.5, -5.5), + central: ("npc.horse.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.horse.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -9.0, -7.0), + central: ("npc.horse.male.torso_front"), + ), + torso_back: ( + offset: (-4.0, -10.0, -4.5), + central: ("npc.horse.male.torso_back"), + ), + ears: ( + offset: (-3.0, -1.0, 0.0), + central: ("npc.horse.male.ears"), + ), + tail: ( + offset: (-2.0, -10.0, -13.0), + central: ("npc.horse.male.tail"), + ), + ), + (Barghest, Male): ( + head: ( + offset: (-7.0, 0.0, -8.0), + central: ("npc.barghest.male.head"), + ), + neck: ( + offset: (-7.0, -1.5, -10.0), + central: ("npc.barghest.male.neck"), + ), + jaw: ( + offset: (-10.0, 0.0, -5.0), + central: ("npc.barghest.male.jaw"), + ), + torso_front: ( + offset: (-8.0, -12.0, -10.5), + central: ("npc.barghest.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -10.0, -7.0), + central: ("npc.barghest.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-3.0, -15.0, -5.0), + central: ("npc.barghest.male.tail"), + ), + ), + (Barghest, Female): ( + head: ( + offset: (-7.0, 0.0, -8.0), + central: ("npc.barghest.male.head"), + ), + neck: ( + offset: (-7.0, -1.5, -10.0), + central: ("npc.barghest.male.neck"), + ), + jaw: ( + offset: (-10.0, 0.0, -5.0), + central: ("npc.barghest.male.jaw"), + ), + torso_front: ( + offset: (-8.0, -12.0, -10.5), + central: ("npc.barghest.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -10.0, -7.0), + central: ("npc.barghest.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-3.0, -15.0, -5.0), + central: ("npc.barghest.male.tail"), + ), + ), + (Cattle, Male): ( + head: ( + offset: (-5.0, 0.0, -6.5), + central: ("npc.cattle.male.head"), + ), + neck: ( + offset: (-4.0, -2.0, -7.0), + central: ("npc.cattle.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.cattle.male.jaw"), + ), + torso_front: ( + offset: (-6.0, -9.0, -8.0), + central: ("npc.cattle.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -10.0, -6.5), + central: ("npc.cattle.male.torso_back"), + ), + ears: ( + offset: (-6.0, -1.0, 0.0), + central: ("npc.cattle.male.ears"), + ), + tail: ( + offset: (-1.0, -8.0, -13.0), + central: ("npc.cattle.male.tail"), + ), + ), + (Cattle, Female): ( + head: ( + offset: (-5.0, 0.0, -5.0), + central: ("npc.cattle.female.head"), + ), + neck: ( + offset: (-4.0, -2.0, -6.0), + central: ("npc.cattle.female.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.cattle.female.jaw"), + ), + torso_front: ( + offset: (-6.0, -9.0, -6.5), + central: ("npc.cattle.female.torso_front"), + ), + torso_back: ( + offset: (-6.0, -8.0, -7.5), + central: ("npc.cattle.female.torso_back"), + ), + ears: ( + offset: (-6.0, -1.0, 0.0), + central: ("npc.cattle.female.ears"), + ), + tail: ( + offset: (-1.0, -8.0, -13.0), + central: ("npc.cattle.female.tail"), + ), + ), + (Darkhound, Male): ( + head: ( + offset: (-2.5, 0.0, -3.5), + central: ("npc.darkhound.male.head"), + ), + neck: ( + offset: (-2.5, -2.0, -3.5), + central: ("npc.darkhound.male.neck"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.darkhound.male.jaw"), + ), + torso_front: ( + offset: (-3.5, -13.0, -6.0), + central: ("npc.darkhound.male.torso_front"), + ), + torso_back: ( + offset: (-3.5, -12.0, -4.5), + central: ("npc.darkhound.male.torso_back"), + ), + ears: ( + offset: (-2.5, -1.0, 0.0), + central: ("npc.darkhound.male.ears"), + ), + tail: ( + offset: (-1.5, -16.0, -5.0), + central: ("npc.darkhound.male.tail"), + ), + ), + (Darkhound, Female): ( + head: ( + offset: (-2.5, 0.0, -3.5), + central: ("npc.darkhound.male.head"), + ), + neck: ( + offset: (-2.5, -2.0, -3.5), + central: ("npc.darkhound.male.neck"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.darkhound.male.jaw"), + ), + torso_front: ( + offset: (-3.5, -13.0, -6.0), + central: ("npc.darkhound.male.torso_front"), + ), + torso_back: ( + offset: (-3.5, -12.0, -4.5), + central: ("npc.darkhound.male.torso_back"), + ), + ears: ( + offset: (-2.5, -1.0, 0.0), + central: ("npc.darkhound.male.ears"), + ), + tail: ( + offset: (-1.5, -16.0, -5.0), + central: ("npc.darkhound.male.tail"), + ), + ), + (Highland, Male): ( + head: ( + offset: (-12.0, 0.0, -6.0), + central: ("npc.highland.male.head"), + ), + neck: ( + offset: (-5.0, -2.0, -7.0), + central: ("npc.highland.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.highland.male.jaw"), + ), + torso_front: ( + offset: (-6.0, -9.0, -8.5), + central: ("npc.highland.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -10.0, -7.5), + central: ("npc.highland.male.torso_back"), + ), + ears: ( + offset: (-6.0, -1.0, 0.0), + central: ("npc.highland.male.ears"), + ), + tail: ( + offset: (-1.0, -6.0, -13.0), + central: ("npc.highland.male.tail"), + ), + ), + (Highland, Female): ( + head: ( + offset: (-12.0, 0.0, -6.0), + central: ("npc.highland.male.head"), + ), + neck: ( + offset: (-5.0, -2.0, -7.0), + central: ("npc.highland.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.highland.male.jaw"), + ), + torso_front: ( + offset: (-6.0, -9.0, -8.5), + central: ("npc.highland.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -10.0, -7.5), + central: ("npc.highland.male.torso_back"), + ), + ears: ( + offset: (-6.0, -1.0, 0.0), + central: ("npc.highland.male.ears"), + ), + tail: ( + offset: (-1.0, -6.0, -13.0), + central: ("npc.highland.male.tail"), + ), + ), + (Yak, Male): ( + head: ( + offset: (-7.0, 0.0, -8.0), + central: ("npc.yak.male.head"), + ), + neck: ( + offset: (-5.0, -2.0, -8.0), + central: ("npc.yak.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.yak.male.jaw"), + ), + torso_front: ( + offset: (-7.0, -9.0, -11.0), + central: ("npc.yak.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -10.0, -9.5), + central: ("npc.yak.male.torso_back"), + ), + ears: ( + offset: (-6.0, -1.0, 0.0), + central: ("npc.yak.male.ears"), + ), + tail: ( + offset: (-2.0, -5.0, -15.0), + central: ("npc.yak.male.tail"), + ), + ), + (Yak, Female): ( + head: ( + offset: (-7.0, 0.0, -8.0), + central: ("npc.yak.male.head"), + ), + neck: ( + offset: (-5.0, -2.0, -8.0), + central: ("npc.yak.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -1.0), + central: ("npc.yak.male.jaw"), + ), + torso_front: ( + offset: (-7.0, -9.0, -11.0), + central: ("npc.yak.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -10.0, -9.5), + central: ("npc.yak.male.torso_back"), + ), + ears: ( + offset: (-6.0, -1.0, 0.0), + central: ("npc.yak.male.ears"), + ), + tail: ( + offset: (-2.0, -5.0, -15.0), + central: ("npc.yak.male.tail"), + ), + ), + (Panda, Male): ( + head: ( + offset: (-5.5, 0.0, -5.0), + central: ("npc.panda.male.head"), + ), + neck: ( + offset: (-4.5, -1.5, -5.5), + central: ("npc.panda.male.neck"), + ), + jaw: ( + offset: (-2.5, 0.0, -1.0), + central: ("npc.panda.male.jaw"), + ), + torso_front: ( + offset: (-6.5, -12.0, -7.5), + central: ("npc.panda.male.torso_front"), + ), + torso_back: ( + offset: (-6.5, -12.0, -7.0), + central: ("npc.panda.male.torso_back"), + ), + ears: ( + offset: (-5.5, -1.0, 0.0), + central: ("npc.panda.male.ears"), + ), + tail: ( + offset: (-2.5, -5.0, -3.5), + central: ("npc.panda.male.tail"), + ), + ), + (Panda, Female): ( + head: ( + offset: (-5.5, 0.0, -5.0), + central: ("npc.panda.male.head"), + ), + neck: ( + offset: (-4.5, -1.5, -5.5), + central: ("npc.panda.male.neck"), + ), + jaw: ( + offset: (-2.5, 0.0, -1.0), + central: ("npc.panda.male.jaw"), + ), + torso_front: ( + offset: (-6.5, -12.0, -7.5), + central: ("npc.panda.male.torso_front"), + ), + torso_back: ( + offset: (-6.5, -12.0, -7.0), + central: ("npc.panda.male.torso_back"), + ), + ears: ( + offset: (-5.5, -1.0, 0.0), + central: ("npc.panda.male.ears"), + ), + tail: ( + offset: (-2.5, -5.0, -3.5), + central: ("npc.panda.male.tail"), + ), + ), + (Bear, Male): ( + head: ( + offset: (-5.5, 0.0, -5.0), + central: ("npc.bear.male.head"), + ), + neck: ( + offset: (-4.5, -1.5, -5.5), + central: ("npc.bear.male.neck"), + ), + jaw: ( + offset: (-2.5, 0.0, -1.0), + central: ("npc.bear.male.jaw"), + ), + torso_front: ( + offset: (-6.5, -12.0, -7.5), + central: ("npc.bear.male.torso_front"), + ), + torso_back: ( + offset: (-5.5, -12.0, -7.0), + central: ("npc.bear.male.torso_back"), + ), + ears: ( + offset: (-4.5, -1.0, 0.0), + central: ("npc.bear.male.ears"), + ), + tail: ( + offset: (-2.5, -5.0, -3.5), + central: ("npc.bear.male.tail"), + ), + ), + (Bear, Female): ( + head: ( + offset: (-5.5, 0.0, -5.0), + central: ("npc.bear.male.head"), + ), + neck: ( + offset: (-4.5, -1.5, -5.5), + central: ("npc.bear.male.neck"), + ), + jaw: ( + offset: (-2.5, 0.0, -1.0), + central: ("npc.bear.male.jaw"), + ), + torso_front: ( + offset: (-6.5, -12.0, -7.5), + central: ("npc.bear.male.torso_front"), + ), + torso_back: ( + offset: (-5.5, -12.0, -7.0), + central: ("npc.bear.male.torso_back"), + ), + ears: ( + offset: (-4.5, -1.0, 0.0), + central: ("npc.bear.male.ears"), + ), + tail: ( + offset: (-2.5, -5.0, -3.5), + central: ("npc.bear.male.tail"), + ), + ), + (Dreadhorn, Male): ( + head: ( + offset: (-15.0, 0.0, -14.0), + central: ("npc.dreadhorn.male.head"), + ), + neck: ( + offset: (-6.0, -3.5, -9.5), + central: ("npc.dreadhorn.male.neck"), + ), + jaw: ( + offset: (-3.0, 0.0, -8.0), + central: ("npc.dreadhorn.male.jaw"), + ), + torso_front: ( + offset: (-9.0, -14.0, -13.5), + central: ("npc.dreadhorn.male.torso_front"), + ), + torso_back: ( + offset: (-9.0, -7.0, -10.5), + central: ("npc.dreadhorn.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.5, -9.0, -13.0), + central: ("npc.dreadhorn.male.tail"), + ), + ), + (Dreadhorn, Female): ( + head: ( + offset: (-15.0, 0.0, -14.0), + central: ("npc.dreadhorn.male.head"), + ), + neck: ( + offset: (-6.0, -3.5, -9.5), + central: ("npc.dreadhorn.male.neck"), + ), + jaw: ( + offset: (-3.0, 0.0, -8.0), + central: ("npc.dreadhorn.male.jaw"), + ), + torso_front: ( + offset: (-9.0, -14.0, -13.5), + central: ("npc.dreadhorn.male.torso_front"), + ), + torso_back: ( + offset: (-9.0, -7.0, -10.5), + central: ("npc.dreadhorn.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.5, -9.0, -13.0), + central: ("npc.dreadhorn.male.tail"), + ), + ), + (Moose, Male): ( + head: ( + offset: (-14.0, 0.0, -11.0), + central: ("npc.moose.male.head"), + ), + neck: ( + offset: (-6.0, -5.5, -7.0), + central: ("npc.moose.male.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.moose.male.jaw"), + ), + torso_front: ( + offset: (-6.0, -11.0, -8.5), + central: ("npc.moose.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -14.0, -7.5), + central: ("npc.moose.male.torso_back"), + ), + ears: ( + offset: (-7.0, -1.0, 0.0), + central: ("npc.moose.male.ears"), + ), + tail: ( + offset: (-2.0, -4.0, -6.0), + central: ("npc.moose.male.tail"), + ), + ), + (Moose, Female): ( + head: ( + offset: (-5.0, 0.0, -6.5), + central: ("npc.moose.female.head"), + ), + neck: ( + offset: (-6.0, -5.5, -7.0), + central: ("npc.moose.female.neck"), + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.moose.female.jaw"), + ), + torso_front: ( + offset: (-6.0, -11.0, -8.5), + central: ("npc.moose.female.torso_front"), + ), + torso_back: ( + offset: (-6.0, -14.0, -7.5), + central: ("npc.moose.female.torso_back"), + ), + ears: ( + offset: (-7.0, -1.0, 0.0), + central: ("npc.moose.female.ears"), + ), + tail: ( + offset: (-2.0, -4.0, -6.0), + central: ("npc.moose.female.tail"), + ), + ), + (Snowleopard, Male): ( + head: ( + offset: (-4.5, -1.0, -4.0), + central: ("npc.snowleopard.male.head"), + ), + neck: ( + offset: (-4.5, -2.0, -4.5), + central: ("npc.snowleopard.male.neck"), + ), + jaw: ( + offset: (-2.5, 0.0, -1.0), + central: ("npc.snowleopard.male.jaw"), + ), + torso_front: ( + offset: (-5.5, -12.0, -6.0), + central: ("npc.snowleopard.male.torso_front"), + ), + torso_back: ( + offset: (-5.5, -11.0, -5.0), + central: ("npc.snowleopard.male.torso_back"), + ), + ears: ( + offset: (-4.5, -1.0, 0.0), + central: ("npc.snowleopard.male.ears"), + ), + tail: ( + offset: (-2.5, -20.0, -9.0), + central: ("npc.snowleopard.male.tail"), + ), + ), + (Snowleopard, Female): ( + head: ( + offset: (-4.5, -1.0, -4.0), + central: ("npc.snowleopard.male.head"), + ), + neck: ( + offset: (-4.5, -2.0, -4.5), + central: ("npc.snowleopard.male.neck"), + ), + jaw: ( + offset: (-2.5, 0.0, -1.0), + central: ("npc.snowleopard.male.jaw"), + ), + torso_front: ( + offset: (-5.5, -12.0, -6.0), + central: ("npc.snowleopard.male.torso_front"), + ), + torso_back: ( + offset: (-5.5, -11.0, -5.0), + central: ("npc.snowleopard.male.torso_back"), + ), + ears: ( + offset: (-4.5, -1.0, 0.0), + central: ("npc.snowleopard.male.ears"), + ), + tail: ( + offset: (-2.5, -20.0, -9.0), + central: ("npc.snowleopard.male.tail"), + ), + ), + (Mammoth, Male): ( + head: ( + offset: (-13.0, 0.0, -11.0), + central: ("npc.mammoth.male.head"), + ), + neck: ( + offset: (-6.0, -3.5, -11.5), + central: ("npc.mammoth.male.neck"), + ), + jaw: ( + offset: (-3.0, -5.0, -13.0), + central: ("npc.mammoth.male.jaw"), + ), + torso_front: ( + offset: (-9.0, -14.0, -15.0), + central: ("npc.mammoth.male.torso_front"), + ), + torso_back: ( + offset: (-8.0, -14.0, -12.5), + central: ("npc.mammoth.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -6.0, -15.0), + central: ("npc.mammoth.male.tail"), + ), + ), + (Mammoth, Female): ( + head: ( + offset: (-13.0, 0.0, -11.0), + central: ("npc.mammoth.male.head"), + ), + neck: ( + offset: (-6.0, -3.5, -11.5), + central: ("npc.mammoth.male.neck"), + ), + jaw: ( + offset: (-3.0, -5.0, -13.0), + central: ("npc.mammoth.male.jaw"), + ), + torso_front: ( + offset: (-9.0, -14.0, -15.0), + central: ("npc.mammoth.male.torso_front"), + ), + torso_back: ( + offset: (-8.0, -14.0, -12.5), + central: ("npc.mammoth.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -6.0, -15.0), + central: ("npc.mammoth.male.tail"), + ), + ), + (Ngoubou, Male): ( + head: ( + offset: (-9.5, 0.0, -9.0), + central: ("npc.ngoubou.male.head"), + ), + neck: ( + offset: (-4.5, -3.0, -7.5), + central: ("npc.ngoubou.male.neck"), + ), + jaw: ( + offset: (-2.5, 0.0, -3.0), + central: ("npc.ngoubou.male.jaw"), + ), + torso_front: ( + offset: (-5.5, -9.0, -9.5), + central: ("npc.ngoubou.male.torso_front"), + ), + torso_back: ( + offset: (-5.5, -13.0, -7.5), + central: ("npc.ngoubou.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-1.5, -8.0, -14.0), + central: ("npc.ngoubou.male.tail"), + ), + ), + (Ngoubou, Female): ( + head: ( + offset: (-9.5, 0.0, -9.0), + central: ("npc.ngoubou.male.head"), + ), + neck: ( + offset: (-4.5, -3.0, -7.5), + central: ("npc.ngoubou.male.neck"), + ), + jaw: ( + offset: (-2.5, 0.0, -3.0), + central: ("npc.ngoubou.male.jaw"), + ), + torso_front: ( + offset: (-5.5, -9.0, -9.5), + central: ("npc.ngoubou.male.torso_front"), + ), + torso_back: ( + offset: (-5.5, -13.0, -7.5), + central: ("npc.ngoubou.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-1.5, -8.0, -14.0), + central: ("npc.ngoubou.male.tail"), + ), + ), + (Llama, Male): ( + head: ( + offset: (-3.0, -2.0, -3.5), + central: ("npc.llama.male.llama"), + ), + neck: ( + offset: (-3.0, -4.5, -9.5), + central: ("npc.llama.male.llama"), + model_index: 1, + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.llama.male.llama"), + model_index: 2, + ), + torso_front: ( + offset: (-6.0, -9.0, -6.0), + central: ("npc.llama.male.llama"), + model_index: 3, + ), + torso_back: ( + offset: (-5.0, -12.0, -5.0), + central: ("npc.llama.male.llama"), + model_index: 4, + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("npc.llama.male.llama"), + model_index: 5, + ), + tail: ( + offset: (-2.0, -5.0, -7.0), + central: ("npc.llama.male.llama"), + model_index: 6, + ), + ), + (Llama, Female): ( + head: ( + offset: (-3.0, -2.0, -3.5), + central: ("npc.llama.male.llama"), + ), + neck: ( + offset: (-3.0, -4.5, -9.5), + central: ("npc.llama.male.llama"), + model_index: 1, + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("npc.llama.male.llama"), + model_index: 2, + ), + torso_front: ( + offset: (-6.0, -9.0, -6.0), + central: ("npc.llama.male.llama"), + model_index: 3, + ), + torso_back: ( + offset: (-5.0, -12.0, -5.0), + central: ("npc.llama.male.llama"), + model_index: 4, + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("npc.llama.male.llama"), + model_index: 5, + ), + tail: ( + offset: (-2.0, -5.0, -7.0), + central: ("npc.llama.male.llama"), + model_index: 6, + ), + ), + (Alpaca, Male): ( + head: ( + offset: (-4.0, -3.0, -4.0), + central: ("npc.alpaca.male.head"), + ), + neck: ( + offset: (-3.0, -3.5, -6.5), + central: ("npc.alpaca.male.neck"), + ), + jaw: ( + offset: (-1.0, 0.0, -0.5), + central: ("npc.alpaca.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -8.0, -4.5), + central: ("npc.alpaca.male.torso_front"), + ), + torso_back: ( + offset: (-5.0, -10.0, -4.5), + central: ("npc.alpaca.male.torso_back"), + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("npc.alpaca.male.ears"), + ), + tail: ( + offset: (-3.0, -5.0, -8.0), + central: ("npc.alpaca.male.tail"), + ), + ), + (Alpaca, Female): ( + head: ( + offset: (-4.0, -3.0, -4.0), + central: ("npc.alpaca.male.head"), + ), + neck: ( + offset: (-3.0, -3.5, -6.5), + central: ("npc.alpaca.male.neck"), + ), + jaw: ( + offset: (-1.0, 0.0, -0.5), + central: ("npc.alpaca.male.jaw"), + ), + torso_front: ( + offset: (-5.0, -8.0, -4.5), + central: ("npc.alpaca.male.torso_front"), + ), + torso_back: ( + offset: (-5.0, -10.0, -4.5), + central: ("npc.alpaca.male.torso_back"), + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("npc.alpaca.male.ears"), + ), + tail: ( + offset: (-3.0, -5.0, -8.0), + central: ("npc.alpaca.male.tail"), + ), + ), + (Akhlut, Male): ( + head: ( + offset: (-5.0, 0.0, -4.5), + central: ("npc.akhlut.male.head"), + ), + neck: ( + offset: (-6.0, -3.5, -10.5), + central: ("npc.akhlut.male.neck"), + ), + jaw: ( + offset: (-5.0, 0.0, -8.0), + central: ("npc.akhlut.male.jaw"), + ), + torso_front: ( + offset: (-7.0, -7.0, -10.0), + central: ("npc.akhlut.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -17.0, -7.5), + central: ("npc.akhlut.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-8.0, -27.0, -8.0), + central: ("npc.akhlut.male.tail"), + ), + ), + (Akhlut, Female): ( + head: ( + offset: (-5.0, 0.0, -4.5), + central: ("npc.akhlut.male.head"), + ), + neck: ( + offset: (-6.0, -3.5, -10.5), + central: ("npc.akhlut.male.neck"), + ), + jaw: ( + offset: (-5.0, 0.0, -8.0), + central: ("npc.akhlut.male.jaw"), + ), + torso_front: ( + offset: (-7.0, -7.0, -10.0), + central: ("npc.akhlut.male.torso_front"), + ), + torso_back: ( + offset: (-6.0, -17.0, -7.5), + central: ("npc.akhlut.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-8.0, -27.0, -8.0), + central: ("npc.akhlut.male.tail"), + ), + ), + (Bristleback, Male): ( + head: ( + offset: (-7.5, 0.0, -8.5), + central: ("npc.bristleback.male.head"), + ), + neck: ( + offset: (-3.5, -2.0, -6.5), + central: ("npc.bristleback.male.neck"), + ), + jaw: ( + offset: (-3.5, -3.5, -0.5), + central: ("npc.bristleback.male.jaw"), + ), + torso_front: ( + offset: (-6.5, -5.0, -6.0), + central: ("npc.bristleback.male.torso_front"), + ), + torso_back: ( + offset: (-3.5, -8.0, -6.0), + central: ("npc.bristleback.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-1.5, -6.0, -4.5), + central: ("npc.bristleback.male.tail"), + ), + ), + (Bristleback, Female): ( + head: ( + offset: (-7.5, 0.0, -8.5), + central: ("npc.bristleback.male.head"), + ), + neck: ( + offset: (-3.5, -2.0, -6.5), + central: ("npc.bristleback.male.neck"), + ), + jaw: ( + offset: (-3.5, -3.5, -0.5), + central: ("npc.bristleback.male.jaw"), + ), + torso_front: ( + offset: (-6.5, -5.0, -6.0), + central: ("npc.bristleback.male.torso_front"), + ), + torso_back: ( + offset: (-3.5, -8.0, -6.0), + central: ("npc.bristleback.male.torso_back"), + ), + ears: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-1.5, -6.0, -4.5), + central: ("npc.bristleback.male.tail"), + ), + ), + (ClaySteed, Male): ( + head: ( + offset: (-4.0, -2.0, -6.0), + central: ("npc.claysteed.male.claysteed"), + model_index: 8, + ), + neck: ( + offset: (-4.0, -3.5, -7.0), + central: ("npc.claysteed.male.claysteed"), + model_index: 7, + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("armor.empty"), + ), + torso_front: ( + offset: (-5.0, -9.0, -7.0), + central: ("npc.claysteed.male.claysteed"), + model_index: 6, + ), + torso_back: ( + offset: (-5.0, -12.0, -6.0), + central: ("npc.claysteed.male.claysteed"), + model_index: 5, + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -11.0, -7.0), + central: ("npc.claysteed.male.claysteed"), + model_index: 4, + ), + ), + (ClaySteed, Female): ( + head: ( + offset: (-4.0, -2.0, -6.0), + central: ("npc.claysteed.male.claysteed"), + model_index: 8, + ), + neck: ( + offset: (-4.0, -3.5, -7.0), + central: ("npc.claysteed.male.claysteed"), + model_index: 7, + ), + jaw: ( + offset: (-2.0, 0.0, -2.0), + central: ("armor.empty"), + ), + torso_front: ( + offset: (-5.0, -9.0, -7.0), + central: ("npc.claysteed.male.claysteed"), + model_index: 6, + ), + torso_back: ( + offset: (-5.0, -12.0, -6.0), + central: ("npc.claysteed.male.claysteed"), + model_index: 5, + ), + ears: ( + offset: (-4.0, -1.0, 0.0), + central: ("armor.empty"), + ), + tail: ( + offset: (-2.0, -11.0, -7.0), + central: ("npc.claysteed.male.claysteed"), + model_index: 4, + ), + ), +}) diff --git a/assets/voxygen/voxel/quadruped_medium_lateral_manifest.ron b/assets/voxygen/voxel/quadruped_medium_lateral_manifest.ron new file mode 100644 index 0000000..42e9f0d --- /dev/null +++ b/assets/voxygen/voxel/quadruped_medium_lateral_manifest.ron @@ -0,0 +1,2550 @@ +({ + (Grolgar, Male): ( + leg_fl: ( + offset: (-2.5, -4.5, -4.0),//these are done very case by case + lateral: ("npc.grolgar.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -4.5, -4.0), + lateral: ("npc.grolgar.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.5, -3.5, -3.5), + lateral: ("npc.grolgar.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.5, -3.5), + lateral: ("npc.grolgar.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -4.5, -8.0),//y pivot should be -1/4 of the y dimension of the model + lateral: ("npc.grolgar.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -4.5, -8.0),//y pivot should be -1/4 of the y dimension of the model + lateral: ("npc.grolgar.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -2.0, -8.0),//y pivot should be -1/4 of the y dimension of the model + lateral: ("npc.grolgar.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -2.0, -8.0),//y pivot should be -1/4 of the y dimension of the model + lateral: ("npc.grolgar.male.foot_br"), + ), + ), + (Grolgar, Female): ( + leg_fl: ( + offset: (-2.5, -4.5, -4.0),//these are done very case by case + lateral: ("npc.grolgar.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -4.5, -4.0), + lateral: ("npc.grolgar.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.5, -3.5, -3.5), + lateral: ("npc.grolgar.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.5, -3.5), + lateral: ("npc.grolgar.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -4.5, -8.0),//y pivot should be -1/4 of the y dimension of the model + lateral: ("npc.grolgar.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -4.5, -8.0),//y pivot should be -1/4 of the y dimension of the model + lateral: ("npc.grolgar.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -2.0, -8.0),//y pivot should be -1/4 of the y dimension of the model + lateral: ("npc.grolgar.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -2.0, -8.0),//y pivot should be -1/4 of the y dimension of the model + lateral: ("npc.grolgar.male.foot_br"), + ), + ), + (Saber, Male): ( + leg_fl: ( + offset: (-2.0, -10.0, -4.5), + lateral: ("npc.saber.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -10.0, -4.5), + lateral: ("npc.saber.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -5.0, -4.0), + lateral: ("npc.saber.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -5.0, -4.0), + lateral: ("npc.saber.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -2.5, -8.0), + lateral: ("npc.saber.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -2.5, -8.0), + lateral: ("npc.saber.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -2.0, -9.0), + lateral: ("npc.saber.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -2.0, -9.0), + lateral: ("npc.saber.male.foot_br"), + ), + ), + (Saber, Female): ( + leg_fl: ( + offset: (-2.0, -10.0, -4.5), + lateral: ("npc.saber.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -10.0, -4.5), + lateral: ("npc.saber.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -5.0, -4.0), + lateral: ("npc.saber.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -5.0, -4.0), + lateral: ("npc.saber.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -2.5, -8.0), + lateral: ("npc.saber.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -2.5, -8.0), + lateral: ("npc.saber.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -2.0, -9.0), + lateral: ("npc.saber.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -2.0, -9.0), + lateral: ("npc.saber.male.foot_br"), + ), + ), + (Tuskram, Male): ( + leg_fl: ( + offset: (-2.5, -4.5, -5.0), + lateral: ("npc.tuskram.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -4.5, -5.0), + lateral: ("npc.tuskram.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -2.5, -3.0), + lateral: ("npc.tuskram.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -2.5, -3.0), + lateral: ("npc.tuskram.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.tuskram.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.tuskram.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -1.5, -8.0), + lateral: ("npc.tuskram.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -1.5, -8.0), + lateral: ("npc.tuskram.male.foot_br"), + ), + ), + (Tuskram, Female): ( + leg_fl: ( + offset: (-2.5, -4.5, -5.0), + lateral: ("npc.tuskram.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -4.5, -5.0), + lateral: ("npc.tuskram.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -2.5, -3.0), + lateral: ("npc.tuskram.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -2.5, -3.0), + lateral: ("npc.tuskram.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.tuskram.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.tuskram.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -1.5, -8.0), + lateral: ("npc.tuskram.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -1.5, -8.0), + lateral: ("npc.tuskram.male.foot_br"), + ), + ), + (Lion, Male): ( + leg_fl: ( + offset: (-2.0, -2.5, -3.5), + lateral: ("npc.lion.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -2.5, -3.5), + lateral: ("npc.lion.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -3.5), + lateral: ("npc.lion.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -3.5), + lateral: ("npc.lion.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.lion.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.lion.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.lion.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.lion.male.foot_br"), + ), + ), + (Lion, Female): ( + leg_fl: ( + offset: (-1.0, -3.5, -3.5), + lateral: ("npc.lion.female.leg_fr"), + ), + leg_fr: ( + offset: (-3.0, -3.5, -3.5), + lateral: ("npc.lion.female.leg_fr"), + ), + leg_bl: ( + offset: (-1.5, -5.5, -4.0), + lateral: ("npc.lion.female.leg_br"), + ), + leg_br: ( + offset: (-2.5, -5.5, -4.0), + lateral: ("npc.lion.female.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -4.0, -8.5), + lateral: ("npc.lion.female.foot_fr"), + ), + foot_fr: ( + offset: (-3.5, -4.0, -8.5), + lateral: ("npc.lion.female.foot_fr"), + ), + foot_bl: ( + offset: (-2.0, -4.5, -8.5), + lateral: ("npc.lion.female.foot_br"), + ), + foot_br: ( + offset: (-3.0, -4.5, -8.5), + lateral: ("npc.lion.female.foot_br"), + ), + ), + (Tarasque, Male): ( + leg_fl: ( + offset: (-3.0, -5.0, -4.0), + lateral: ("npc.tarasque.male.leg_fr"), + ), + leg_fr: ( + offset: (-3.0, -5.0, -4.0), + lateral: ("npc.tarasque.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.5, -3.5), + lateral: ("npc.tarasque.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.5, -3.5), + lateral: ("npc.tarasque.male.leg_br"), + ), + foot_fl: ( + offset: (-4.0, -3.0, -9.0), + lateral: ("npc.tarasque.male.foot_fr"), + ), + foot_fr: ( + offset: (-4.0, -3.0, -9.0), + lateral: ("npc.tarasque.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.tarasque.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.tarasque.male.foot_br"), + ), + ), + (Tarasque, Female): ( + leg_fl: ( + offset: (-3.0, -5.0, -4.0), + lateral: ("npc.tarasque.male.leg_fr"), + ), + leg_fr: ( + offset: (-3.0, -5.0, -4.0), + lateral: ("npc.tarasque.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.5, -3.5), + lateral: ("npc.tarasque.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.5, -3.5), + lateral: ("npc.tarasque.male.leg_br"), + ), + foot_fl: ( + offset: (-4.0, -3.0, -9.0), //(1/4) Y dimension, (1/1) Z dimension + lateral: ("npc.tarasque.male.foot_fr"), + ), + foot_fr: ( + offset: (-4.0, -3.0, -9.0), //(1/4) Y dimension, (1/1) Z dimension + lateral: ("npc.tarasque.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.tarasque.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.tarasque.male.foot_br"), + ), + ), + (Tiger, Male): ( + leg_fl: ( + offset: (-2.0, -3.0, -4.0), + lateral: ("npc.tiger.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -3.0, -4.0), + lateral: ("npc.tiger.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -3.0), + lateral: ("npc.tiger.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -3.0), + lateral: ("npc.tiger.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -2.0, -7.0), + lateral: ("npc.tiger.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -2.0, -7.0), + lateral: ("npc.tiger.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.tiger.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.tiger.male.foot_br"), + ), + ), + (Tiger, Female): ( + leg_fl: ( + offset: (-2.0, -3.0, -4.0), + lateral: ("npc.tiger.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -3.0, -4.0), + lateral: ("npc.tiger.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -3.0), + lateral: ("npc.tiger.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -3.0), + lateral: ("npc.tiger.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -2.0, -7.0), + lateral: ("npc.tiger.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -2.0, -7.0), + lateral: ("npc.tiger.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.tiger.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -2.0, -8.0), + lateral: ("npc.tiger.male.foot_br"), + ), + ), + (Wolf, Male): ( + leg_fl: ( + offset: (-2.0, -3.5, -4.0), + lateral: ("npc.wolf.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -3.5, -4.0), + lateral: ("npc.wolf.male.leg_fr"), + ), + leg_bl: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.wolf.male.leg_br"), + ), + leg_br: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.wolf.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.5, -10.0), + lateral: ("npc.wolf.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.5, -10.0), + lateral: ("npc.wolf.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -2.5, -10.0), + lateral: ("npc.wolf.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -2.5, -10.0), + lateral: ("npc.wolf.male.foot_br"), + ), + ), + (Wolf, Female): ( + leg_fl: ( + offset: (-2.0, -3.5, -4.0), + lateral: ("npc.wolf.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -3.5, -4.0), + lateral: ("npc.wolf.male.leg_fr"), + ), + leg_bl: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.wolf.male.leg_br"), + ), + leg_br: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.wolf.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.5, -10.0), + lateral: ("npc.wolf.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.5, -10.0), + lateral: ("npc.wolf.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -2.5, -10.0), + lateral: ("npc.wolf.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -2.5, -10.0), + lateral: ("npc.wolf.male.foot_br"), + ), + ), + (Frostfang, Male): ( + leg_fl: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.frostfang.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.frostfang.male.leg_fr"), + ), + leg_bl: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.frostfang.male.leg_br"), + ), + leg_br: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.frostfang.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -1.5, -6.0), + lateral: ("npc.frostfang.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -1.5, -6.0), + lateral: ("npc.frostfang.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -1.5, -6.0), + lateral: ("npc.frostfang.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -1.5, -6.0), + lateral: ("npc.frostfang.male.foot_br"), + ), + ), + (Frostfang, Female): ( + leg_fl: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.frostfang.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.frostfang.male.leg_fr"), + ), + leg_bl: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.frostfang.male.leg_br"), + ), + leg_br: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.frostfang.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -1.5, -6.0), + lateral: ("npc.frostfang.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -1.5, -6.0), + lateral: ("npc.frostfang.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -1.5, -6.0), + lateral: ("npc.frostfang.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -1.5, -6.0), + lateral: ("npc.frostfang.male.foot_br"), + ), + ), + (Mouflon, Male): ( + leg_fl: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.mouflon.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.mouflon.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -1.0, -2.5), + lateral: ("npc.mouflon.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -1.0, -2.5), + lateral: ("npc.mouflon.male.leg_br"), + ), + foot_fl: ( + offset: (-1.0, -1.0, -7.0), + lateral: ("npc.mouflon.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.0, -1.0, -7.0), + lateral: ("npc.mouflon.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.0, -2.0, -10.0), + lateral: ("npc.mouflon.male.foot_br"), + ), + foot_br: ( + offset: (-1.0, -2.0, -10.0), + lateral: ("npc.mouflon.male.foot_br"), + ), + ), + (Mouflon, Female): ( + leg_fl: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.mouflon.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.mouflon.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.mouflon.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.mouflon.male.leg_br"), + ), + foot_fl: ( + offset: (-1.0, -1.0, -7.0), + lateral: ("npc.mouflon.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.0, -1.0, -7.0), + lateral: ("npc.mouflon.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.0, -2.0, -10.0), + lateral: ("npc.mouflon.male.foot_br"), + ), + foot_br: ( + offset: (-1.0, -2.0, -10.0), + lateral: ("npc.mouflon.male.foot_br"), + ), + ), + (Catoblepas, Male): ( + leg_fl: ( + offset: (-2.5, -4.0, -5.0), + lateral: ("npc.catoblepas.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -4.0, -5.0), + lateral: ("npc.catoblepas.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0 , -4.0), + lateral: ("npc.catoblepas.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -4.0), + lateral: ("npc.catoblepas.male.leg_br"), + ), + foot_fl: ( + offset: (-3.0, -3.0, -9.0), + lateral: ("npc.catoblepas.male.foot_fr"), + ), + foot_fr: ( + offset: (-3.0, -3.0, -9.0), + lateral: ("npc.catoblepas.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -3.5, -9.0), + lateral: ("npc.catoblepas.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -3.5, -9.0), + lateral: ("npc.catoblepas.male.foot_br"), + ), + ), + (Catoblepas, Female): ( + leg_fl: ( + offset: (-2.5, -4.0, -5.0), + lateral: ("npc.catoblepas.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -4.0, -5.0), + lateral: ("npc.catoblepas.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0 , -4.0), + lateral: ("npc.catoblepas.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -4.0), + lateral: ("npc.catoblepas.male.leg_br"), + ), + foot_fl: ( + offset: (-3.0, -3.0, -9.0), + lateral: ("npc.catoblepas.male.foot_fr"), + ), + foot_fr: ( + offset: (-3.0, -3.0, -9.0), + lateral: ("npc.catoblepas.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -3.5, -9.0), + lateral: ("npc.catoblepas.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -3.5, -9.0), + lateral: ("npc.catoblepas.male.foot_br"), + ), + ), + (Bonerattler, Male): ( + leg_fl: ( + offset: (-1.5, -6.0, -3.0), + lateral: ("npc.bonerattler.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -6.0, -3.0), + lateral: ("npc.bonerattler.male.leg_fr"), + ), + leg_bl: ( + offset: (-1.5, -1.0, -3.0), + lateral: ("npc.bonerattler.male.leg_br"), + ), + leg_br: ( + offset: (-1.5, -1.0, -3.0), + lateral: ("npc.bonerattler.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -3.0, -6.0), + lateral: ("npc.bonerattler.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -3.0, -6.0), + lateral: ("npc.bonerattler.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -4.0, -6.0), + lateral: ("npc.bonerattler.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -4.0, -6.0), + lateral: ("npc.bonerattler.male.foot_br"), + ), + ), + (Bonerattler, Female): ( + leg_fl: ( + offset: (-1.5, -6.0, -3.0), + lateral: ("npc.bonerattler.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -6.0, -3.0), + lateral: ("npc.bonerattler.male.leg_fr"), + ), + leg_bl: ( + offset: (-1.5, -1.0, -3.0), + lateral: ("npc.bonerattler.male.leg_br"), + ), + leg_br: ( + offset: (-1.5, -1.0, -3.0), + lateral: ("npc.bonerattler.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -3.0, -6.0), + lateral: ("npc.bonerattler.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -3.0, -6.0), + lateral: ("npc.bonerattler.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -4.0, -6.0), + lateral: ("npc.bonerattler.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -4.0, -6.0), + lateral: ("npc.bonerattler.male.foot_br"), + ), + ), + (Deer, Male): ( + leg_fl: ( + offset: (-1.5, -2.5, -3.5), + lateral: ("npc.deer.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -2.5, -3.5), + lateral: ("npc.deer.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.deer.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.deer.male.leg_br"), + ), + foot_fl: ( + offset: (-1.0, -1.0, -8.0), + lateral: ("npc.deer.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.0, -1.0, -8.0), + lateral: ("npc.deer.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.0, -2.0, -9.0), + lateral: ("npc.deer.male.foot_br"), + ), + foot_br: ( + offset: (-1.0, -2.0, -9.0), + lateral: ("npc.deer.male.foot_br"), + ), + ), + (Deer, Female): ( + leg_fl: ( + offset: (-1.5, -2.5, -3.5), + lateral: ("npc.deer.female.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -2.5, -3.5), + lateral: ("npc.deer.female.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.deer.female.leg_br"), + ), + leg_br: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.deer.female.leg_br"), + ), + foot_fl: ( + offset: (-1.0, -1.0, -8.0), + lateral: ("npc.deer.female.foot_fr"), + ), + foot_fr: ( + offset: (-1.0, -1.0, -8.0), + lateral: ("npc.deer.female.foot_fr"), + ), + foot_bl: ( + offset: (-1.0, -2.0, -9.0), + lateral: ("npc.deer.female.foot_br"), + ), + foot_br: ( + offset: (-1.0, -2.0, -9.0), + lateral: ("npc.deer.female.foot_br"), + ), + ), + (Hirdrasil, Male): ( + leg_fl: ( + offset: (-1.5, -3.0, -4.0), + lateral: ("npc.hirdrasil.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -3.0, -4.0), + lateral: ("npc.hirdrasil.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.hirdrasil.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.hirdrasil.male.leg_br"), + ), + foot_fl: ( + offset: (-2.0, -1.0, -9.0), + lateral: ("npc.hirdrasil.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.0, -1.0, -9.0), + lateral: ("npc.hirdrasil.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.0, -2.5, -7.0), + lateral: ("npc.hirdrasil.male.foot_br"), + ), + foot_br: ( + offset: (-2.0, -2.5, -7.0), + lateral: ("npc.hirdrasil.male.foot_br"), + ), + ), + (Hirdrasil, Female): ( + leg_fl: ( + offset: (-1.5, -3.0, -4.0), + lateral: ("npc.hirdrasil.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -3.0, -4.0), + lateral: ("npc.hirdrasil.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.hirdrasil.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.hirdrasil.male.leg_br"), + ), + foot_fl: ( + offset: (-2.0, -1.0, -9.0), + lateral: ("npc.hirdrasil.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.0, -1.0, -9.0), + lateral: ("npc.hirdrasil.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.0, -2.5, -7.0), + lateral: ("npc.hirdrasil.male.foot_br"), + ), + foot_br: ( + offset: (-2.0, -2.5, -7.0), + lateral: ("npc.hirdrasil.male.foot_br"), + ), + ), + (Roshwalr, Male): ( + leg_fl: ( + offset: (-4.0, -2.5, -4.0), + lateral: ("npc.roshwalr.male.leg_fr"), + ), + leg_fr: ( + offset: (-4.0, -2.5, -4.0), + lateral: ("npc.roshwalr.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -4.0, -2.5), + lateral: ("npc.roshwalr.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -4.0, -2.5), + lateral: ("npc.roshwalr.male.leg_br"), + ), + foot_fl: ( + offset: (-4.5, -1.0, -7.0), + lateral: ("npc.roshwalr.male.foot_fr"), + ), + foot_fr: ( + offset: (-4.5, -1.0, -7.0), + lateral: ("npc.roshwalr.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -2.0, -3.0), + lateral: ("npc.roshwalr.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -2.0, -3.0), + lateral: ("npc.roshwalr.male.foot_br"), + ), + ), + (Roshwalr, Female): ( + leg_fl: ( + offset: (-4.0, -2.5, -4.0), + lateral: ("npc.roshwalr.male.leg_fr"), + ), + leg_fr: ( + offset: (-4.0, -2.5, -4.0), + lateral: ("npc.roshwalr.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -4.0, -2.5), + lateral: ("npc.roshwalr.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -4.0, -2.5), + lateral: ("npc.roshwalr.male.leg_br"), + ), + foot_fl: ( + offset: (-4.5, -1.0, -7.0), + lateral: ("npc.roshwalr.male.foot_fr"), + ), + foot_fr: ( + offset: (-4.5, -1.0, -7.0), + lateral: ("npc.roshwalr.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -2.0, -3.0), + lateral: ("npc.roshwalr.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -2.0, -3.0), + lateral: ("npc.roshwalr.male.foot_br"), + ), + ), + (Donkey, Male): ( + leg_fl: ( + offset: (-2.5, -2.5, -4.5), + lateral: ("npc.donkey.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -2.5, -4.5), + lateral: ("npc.donkey.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.5, -3.0, -4.5), + lateral: ("npc.donkey.male.leg_br"), + ), + leg_br: ( + offset: (-2.5, -3.0, -4.5), + lateral: ("npc.donkey.male.leg_br"), + ), + foot_fl: ( + offset: (-2.0, -2.5, -8.0), + lateral: ("npc.donkey.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.0, -2.5, -8.0), + lateral: ("npc.donkey.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.0, -3.0, -8.0), + lateral: ("npc.donkey.male.foot_br"), + ), + foot_br: ( + offset: (-2.0, -3.0, -8.0), + lateral: ("npc.donkey.male.foot_br"), + ), + ), + (Donkey, Female): ( + leg_fl: ( + offset: (-2.5, -2.5, -4.5), + lateral: ("npc.donkey.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -2.5, -4.5), + lateral: ("npc.donkey.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.5, -3.0, -4.5), + lateral: ("npc.donkey.male.leg_br"), + ), + leg_br: ( + offset: (-2.5, -3.0, -4.5), + lateral: ("npc.donkey.male.leg_br"), + ), + foot_fl: ( + offset: (-2.0, -2.5, -8.0), + lateral: ("npc.donkey.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.0, -2.5, -8.0), + lateral: ("npc.donkey.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.0, -3.0, -8.0), + lateral: ("npc.donkey.male.foot_br"), + ), + foot_br: ( + offset: (-2.0, -3.0, -8.0), + lateral: ("npc.donkey.male.foot_br"), + ), + ), + (Camel, Male): ( + leg_fl: ( + offset: (-2.5, -3.5, -7.0), + lateral: ("npc.camel.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -3.5, -7.0), + lateral: ("npc.camel.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.5, -3.5, -8.0), + lateral: ("npc.camel.male.leg_br"), + ), + leg_br: ( + offset: (-2.5, -3.5, -8.0), + lateral: ("npc.camel.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -2.5, -9.0), + lateral: ("npc.camel.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -2.5, -9.0), + lateral: ("npc.camel.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -3.0, -8.0), + lateral: ("npc.camel.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -3.0, -8.0), + lateral: ("npc.camel.male.foot_br"), + ), + ), + (Camel, Female): ( + leg_fl: ( + offset: (-2.5, -3.5, -7.0), + lateral: ("npc.camel.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -3.5, -7.0), + lateral: ("npc.camel.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.5, -3.5, -8.0), + lateral: ("npc.camel.male.leg_br"), + ), + leg_br: ( + offset: (-2.5, -3.5, -8.0), + lateral: ("npc.camel.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -2.5, -9.0), + lateral: ("npc.camel.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -2.5, -9.0), + lateral: ("npc.camel.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -3.0, -8.0), + lateral: ("npc.camel.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -3.0, -8.0), + lateral: ("npc.camel.male.foot_br"), + ), + ), + (Zebra, Male): ( + leg_fl: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.zebra.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.zebra.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -4.0), + lateral: ("npc.zebra.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -4.0), + lateral: ("npc.zebra.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.zebra.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.zebra.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.zebra.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.zebra.male.foot_br"), + ), + ), + (Zebra, Female): ( + leg_fl: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.zebra.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.zebra.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -4.0), + lateral: ("npc.zebra.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -4.0), + lateral: ("npc.zebra.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.zebra.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.zebra.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.zebra.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.zebra.male.foot_br"), + ), + ), + (Antelope, Male): ( + leg_fl: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.antelope.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.antelope.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.antelope.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.antelope.male.leg_br"), + ), + foot_fl: ( + offset: (-1.0, -1.5, -8.0), + lateral: ("npc.antelope.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.0, -1.5, -8.0), + lateral: ("npc.antelope.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.0, -1.0, -7.0), + lateral: ("npc.antelope.male.foot_br"), + ), + foot_br: ( + offset: (-1.0, -1.0, -7.0), + lateral: ("npc.antelope.male.foot_br"), + ), + ), + (Antelope, Female): ( + leg_fl: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.antelope.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.antelope.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.antelope.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.antelope.male.leg_br"), + ), + foot_fl: ( + offset: (-1.0, -1.5, -8.0), + lateral: ("npc.antelope.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.0, -1.5, -8.0), + lateral: ("npc.antelope.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.0, -1.0, -7.0), + lateral: ("npc.antelope.male.foot_br"), + ), + foot_br: ( + offset: (-1.0, -1.0, -7.0), + lateral: ("npc.antelope.male.foot_br"), + ), + ), + (Kelpie, Male): ( + leg_fl: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.kelpie.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.kelpie.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.kelpie.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.kelpie.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.kelpie.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.kelpie.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.kelpie.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.kelpie.male.foot_br"), + ), + ), + (Kelpie, Female): ( + leg_fl: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.kelpie.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.kelpie.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.kelpie.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.kelpie.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.kelpie.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.kelpie.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.kelpie.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.kelpie.male.foot_br"), + ), + ), + (Horse, Male): ( + leg_fl: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.horse.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.horse.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.horse.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.horse.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.horse.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.horse.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -1.5, -9.0), + lateral: ("npc.horse.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -1.5, -9.0), + lateral: ("npc.horse.male.foot_br"), + ), + ), + (Horse, Female): ( + leg_fl: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.horse.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.horse.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.horse.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.horse.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.horse.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.horse.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -1.5, -9.0), + lateral: ("npc.horse.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -1.5, -9.0), + lateral: ("npc.horse.male.foot_br"), + ), + ), + (Barghest, Male): ( + leg_fl: ( + offset: (-3.5, -4.0, -5.0), + lateral: ("npc.barghest.male.leg_fr"), + ), + leg_fr: ( + offset: (-3.5, -4.0, -5.0), + lateral: ("npc.barghest.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.5, -3.5), + lateral: ("npc.barghest.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.5, -3.5), + lateral: ("npc.barghest.male.leg_br"), + ), + foot_fl: ( + offset: (-4.5, -5.5, -7.0), + lateral: ("npc.barghest.male.foot_fr"), + ), + foot_fr: ( + offset: (-4.5, -5.5, -7.0), + lateral: ("npc.barghest.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -3.5, -4.0), + lateral: ("npc.barghest.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -3.5, -4.0), + lateral: ("npc.barghest.male.foot_br"), + ), + ), + (Barghest, Female): ( + leg_fl: ( + offset: (-3.5, -4.0, -5.0), + lateral: ("npc.barghest.male.leg_fr"), + ), + leg_fr: ( + offset: (-3.5, -4.0, -5.0), + lateral: ("npc.barghest.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.5, -3.5), + lateral: ("npc.barghest.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.5, -3.5), + lateral: ("npc.barghest.male.leg_br"), + ), + foot_fl: ( + offset: (-4.5, -5.5, -7.0), + lateral: ("npc.barghest.male.foot_fr"), + ), + foot_fr: ( + offset: (-4.5, -5.5, -7.0), + lateral: ("npc.barghest.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -3.5, -4.0), + lateral: ("npc.barghest.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -3.5, -4.0), + lateral: ("npc.barghest.male.foot_br"), + ), + ), + (Cattle, Male): ( + leg_fl: ( + offset: (-2.5, -3.0, -6.5), + lateral: ("npc.cattle.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -3.0, -6.5), + lateral: ("npc.cattle.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -5.0), + lateral: ("npc.cattle.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -5.0), + lateral: ("npc.cattle.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.cattle.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.cattle.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.cattle.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.cattle.male.foot_br"), + ), + ), + (Cattle, Female): ( + leg_fl: ( + offset: (-2.0, -2.5, -5.5), + lateral: ("npc.cattle.female.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -2.5, -5.5), + lateral: ("npc.cattle.female.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.cattle.female.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.5, -4.5), + lateral: ("npc.cattle.female.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.cattle.female.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.cattle.female.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.cattle.female.foot_br"), + ), + foot_br: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.cattle.female.foot_br"), + ), + ), + (Darkhound, Male): ( + leg_fl: ( + offset: (-1.5, -3.5, -4.0), + lateral: ("npc.darkhound.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -3.5, -4.0), + lateral: ("npc.darkhound.male.leg_fr"), + ), + leg_bl: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.darkhound.male.leg_br"), + ), + leg_br: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.darkhound.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -4.0, -8.0), + lateral: ("npc.darkhound.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -4.0, -8.0), + lateral: ("npc.darkhound.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -3.5, -8.0), + lateral: ("npc.darkhound.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -3.5, -8.0), + lateral: ("npc.darkhound.male.foot_br"), + ), + ), + (Darkhound, Female): ( + leg_fl: ( + offset: (-1.5, -3.5, -4.0), + lateral: ("npc.darkhound.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -3.5, -4.0), + lateral: ("npc.darkhound.male.leg_fr"), + ), + leg_bl: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.darkhound.male.leg_br"), + ), + leg_br: ( + offset: (-1.5, -3.5, -3.5), + lateral: ("npc.darkhound.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -4.0, -8.0), + lateral: ("npc.darkhound.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -4.0, -8.0), + lateral: ("npc.darkhound.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -3.5, -8.0), + lateral: ("npc.darkhound.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -3.5, -8.0), + lateral: ("npc.darkhound.male.foot_br"), + ), + ), + (Highland, Male): ( + leg_fl: ( + offset: (-2.0, -2.5, -4.5), + lateral: ("npc.highland.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -2.5, -4.5), + lateral: ("npc.highland.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.highland.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.highland.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.highland.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.highland.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.highland.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.highland.male.foot_br"), + ), + ), + (Highland, Female): ( + leg_fl: ( + offset: (-2.0, -2.5, -4.5), + lateral: ("npc.highland.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -2.5, -4.5), + lateral: ("npc.highland.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.highland.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.highland.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.highland.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.highland.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.highland.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.highland.male.foot_br"), + ), + ), + (Yak, Male): ( + leg_fl: ( + offset: (-2.0, -3.0, -10.5), + lateral: ("npc.yak.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -3.0, -10.5), + lateral: ("npc.yak.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -10.5), + lateral: ("npc.yak.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -10.5), + lateral: ("npc.yak.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -9.0), + lateral: ("npc.yak.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -9.0), + lateral: ("npc.yak.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.yak.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.yak.male.foot_br"), + ), + ), + (Yak, Female): ( + leg_fl: ( + offset: (-2.0, -3.0, -10.5), + lateral: ("npc.yak.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -3.0, -10.5), + lateral: ("npc.yak.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -10.5), + lateral: ("npc.yak.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -10.5), + lateral: ("npc.yak.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -9.0), + lateral: ("npc.yak.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -9.0), + lateral: ("npc.yak.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.yak.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.yak.male.foot_br"), + ), + ), + (Bear, Male): ( + leg_fl: ( + offset: (-2.0, -3.5, -4.5), + lateral: ("npc.bear.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -3.5, -4.5), + lateral: ("npc.bear.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.5, -5.0), + lateral: ("npc.bear.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.5, -5.0), + lateral: ("npc.bear.male.leg_br"), + ), + foot_fl: ( + offset: (-3.0, -4.5, -7.0), + lateral: ("npc.bear.male.foot_fr"), + ), + foot_fr: ( + offset: (-3.0, -4.5, -7.0), + lateral: ("npc.bear.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -4.0, -6.0), + lateral: ("npc.bear.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -4.0, -6.0), + lateral: ("npc.bear.male.foot_br"), + ), + ), + (Panda, Female): ( + leg_fl: ( + offset: (-2.0, -3.5, -4.5), + lateral: ("npc.panda.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -3.5, -4.5), + lateral: ("npc.panda.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.5, -5.0), + lateral: ("npc.panda.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.5, -5.0), + lateral: ("npc.panda.male.leg_br"), + ), + foot_fl: ( + offset: (-3.0, -4.5, -7.0), + lateral: ("npc.panda.male.foot_fr"), + ), + foot_fr: ( + offset: (-3.0, -4.5, -7.0), + lateral: ("npc.panda.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -4.0, -6.0), + lateral: ("npc.panda.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -4.0, -6.0), + lateral: ("npc.panda.male.foot_br"), + ), + ), + (Panda, Male): ( + leg_fl: ( + offset: (-2.0, -3.5, -4.5), + lateral: ("npc.panda.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -3.5, -4.5), + lateral: ("npc.panda.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.5, -5.0), + lateral: ("npc.panda.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.5, -5.0), + lateral: ("npc.panda.male.leg_br"), + ), + foot_fl: ( + offset: (-3.0, -4.5, -7.0), + lateral: ("npc.panda.male.foot_fr"), + ), + foot_fr: ( + offset: (-3.0, -4.5, -7.0), + lateral: ("npc.panda.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -4.0, -6.0), + lateral: ("npc.panda.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -4.0, -6.0), + lateral: ("npc.panda.male.foot_br"), + ), + ), + (Bear, Female): ( + leg_fl: ( + offset: (-2.0, -3.5, -4.5), + lateral: ("npc.bear.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -3.5, -4.5), + lateral: ("npc.bear.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.5, -5.0), + lateral: ("npc.bear.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.5, -5.0), + lateral: ("npc.bear.male.leg_br"), + ), + foot_fl: ( + offset: (-3.0, -4.5, -7.0), + lateral: ("npc.bear.male.foot_fr"), + ), + foot_fr: ( + offset: (-3.0, -4.5, -7.0), + lateral: ("npc.bear.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -4.0, -6.0), + lateral: ("npc.bear.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -4.0, -6.0), + lateral: ("npc.bear.male.foot_br"), + ), + ), + (Dreadhorn, Male): ( + leg_fl: ( + offset: (-3.5, -5.0, -6.0), + lateral: ("npc.dreadhorn.male.leg_fr"), + ), + leg_fr: ( + offset: (-3.5, -5.0, -6.0), + lateral: ("npc.dreadhorn.male.leg_fr"), + ), + leg_bl: ( + offset: (-3.0, -5.0, -4.5), + lateral: ("npc.dreadhorn.male.leg_br"), + ), + leg_br: ( + offset: (-3.0, -5.0, -4.5), + lateral: ("npc.dreadhorn.male.leg_br"), + ), + foot_fl: ( + offset: (-3.0, -5.5, -10.0), + lateral: ("npc.dreadhorn.male.foot_fr"), + ), + foot_fr: ( + offset: (-3.0, -5.5, -10.0), + lateral: ("npc.dreadhorn.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -4.5, -8.0), + lateral: ("npc.dreadhorn.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -4.5, -8.0), + lateral: ("npc.dreadhorn.male.foot_br"), + ), + ), + (Dreadhorn, Female): ( + leg_fl: ( + offset: (-3.5, -5.0, -6.0), + lateral: ("npc.dreadhorn.male.leg_fr"), + ), + leg_fr: ( + offset: (-3.5, -5.0, -6.0), + lateral: ("npc.dreadhorn.male.leg_fr"), + ), + leg_bl: ( + offset: (-3.0, -5.0, -4.5), + lateral: ("npc.dreadhorn.male.leg_br"), + ), + leg_br: ( + offset: (-3.0, -5.0, -4.5), + lateral: ("npc.dreadhorn.male.leg_br"), + ), + foot_fl: ( + offset: (-3.0, -5.5, -10.0), + lateral: ("npc.dreadhorn.male.foot_fr"), + ), + foot_fr: ( + offset: (-3.0, -5.5, -10.0), + lateral: ("npc.dreadhorn.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -4.5, -8.0), + lateral: ("npc.dreadhorn.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -4.5, -8.0), + lateral: ("npc.dreadhorn.male.foot_br"), + ), + ), + (Moose, Male): ( + leg_fl: ( + offset: (-2.5, -4.0, -9.0), + lateral: ("npc.moose.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -4.0, -9.0), + lateral: ("npc.moose.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.5, -4.0, -6.5), + lateral: ("npc.moose.male.leg_br"), + ), + leg_br: ( + offset: (-2.5, -4.0, -6.5), + lateral: ("npc.moose.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -3.5, -11.0), + lateral: ("npc.moose.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -3.5, -11.0), + lateral: ("npc.moose.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -3.0, -10.0), + lateral: ("npc.moose.male.foot_br"), + ), + foot_br: ( + offset: (-1.5, -3.0, -10.0), + lateral: ("npc.moose.male.foot_br"), + ), + ), + (Moose, Female): ( + leg_fl: ( + offset: (-2.5, -4.0, -9.0), + lateral: ("npc.moose.female.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -4.0, -9.0), + lateral: ("npc.moose.female.leg_fr"), + ), + leg_bl: ( + offset: (-2.5, -4.0, -6.5), + lateral: ("npc.moose.female.leg_br"), + ), + leg_br: ( + offset: (-2.5, -4.0, -6.5), + lateral: ("npc.moose.female.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -3.5, -11.0), + lateral: ("npc.moose.female.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -3.5, -11.0), + lateral: ("npc.moose.female.foot_fr"), + ), + foot_bl: ( + offset: (-1.5, -3.0, -10.0), + lateral: ("npc.moose.female.foot_br"), + ), + foot_br: ( + offset: (-1.5, -3.0, -10.0), + lateral: ("npc.moose.female.foot_br"), + ), + ), + (Snowleopard, Male): ( + leg_fl: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.snowleopard.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.snowleopard.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.snowleopard.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.snowleopard.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -3.5, -6.0), + lateral: ("npc.snowleopard.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -3.5, -6.0), + lateral: ("npc.snowleopard.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -3.5, -6.0), + lateral: ("npc.snowleopard.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -3.5, -6.0), + lateral: ("npc.snowleopard.male.foot_br"), + ), + ), + (Snowleopard, Female): ( + leg_fl: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.snowleopard.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.snowleopard.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.snowleopard.male.leg_br"), + ), + leg_br: ( + offset: (-2.0, -3.0, -4.5), + lateral: ("npc.snowleopard.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -3.5, -6.0), + lateral: ("npc.snowleopard.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -3.5, -6.0), + lateral: ("npc.snowleopard.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -3.5, -6.0), + lateral: ("npc.snowleopard.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -3.5, -6.0), + lateral: ("npc.snowleopard.male.foot_br"), + ), + ), + (Mammoth, Male): ( + leg_fl: ( + offset: (-4.0, -5.0, -6.0), + lateral: ("npc.mammoth.male.leg_fr"), + ), + leg_fr: ( + offset: (-4.0, -5.0, -6.0), + lateral: ("npc.mammoth.male.leg_fr"), + ), + leg_bl: ( + offset: (-3.5, -5.0, -5.5), + lateral: ("npc.mammoth.male.leg_br"), + ), + leg_br: ( + offset: (-3.5, -5.0, -5.5), + lateral: ("npc.mammoth.male.leg_br"), + ), + foot_fl: ( + offset: (-3.5, -4.5, -10.0), + lateral: ("npc.mammoth.male.foot_fr"), + ), + foot_fr: ( + offset: (-3.5, -4.5, -10.0), + lateral: ("npc.mammoth.male.foot_fr"), + ), + foot_bl: ( + offset: (-3.0, -4.5, -9.0), + lateral: ("npc.mammoth.male.foot_br"), + ), + foot_br: ( + offset: (-3.0, -4.5, -9.0), + lateral: ("npc.mammoth.male.foot_br"), + ), + ), + (Mammoth, Female): ( + leg_fl: ( + offset: (-4.0, -5.0, -6.0), + lateral: ("npc.mammoth.male.leg_fr"), + ), + leg_fr: ( + offset: (-4.0, -5.0, -6.0), + lateral: ("npc.mammoth.male.leg_fr"), + ), + leg_bl: ( + offset: (-3.5, -5.0, -5.5), + lateral: ("npc.mammoth.male.leg_br"), + ), + leg_br: ( + offset: (-3.5, -5.0, -5.5), + lateral: ("npc.mammoth.male.leg_br"), + ), + foot_fl: ( + offset: (-3.5, -4.5, -10.0), + lateral: ("npc.mammoth.male.foot_fr"), + ), + foot_fr: ( + offset: (-3.5, -4.5, -10.0), + lateral: ("npc.mammoth.male.foot_fr"), + ), + foot_bl: ( + offset: (-3.0, -4.5, -9.0), + lateral: ("npc.mammoth.male.foot_br"), + ), + foot_br: ( + offset: (-3.0, -4.5, -9.0), + lateral: ("npc.mammoth.male.foot_br"), + ), + ), + (Ngoubou, Male): ( + leg_fl: ( + offset: (-2.5, -4.0, -7.0), + lateral: ("npc.ngoubou.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -4.0, -7.0), + lateral: ("npc.ngoubou.male.leg_fr"), + ), + leg_bl: ( + offset: (-3.0, -4.5, -5.5), + lateral: ("npc.ngoubou.male.leg_br"), + ), + leg_br: ( + offset: (-3.0, -4.5, -5.5), + lateral: ("npc.ngoubou.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -3.5, -9.0), + lateral: ("npc.ngoubou.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -3.5, -9.0), + lateral: ("npc.ngoubou.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -3.5, -9.0), + lateral: ("npc.ngoubou.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -3.5, -9.0), + lateral: ("npc.ngoubou.male.foot_br"), + ), + ), + (Ngoubou, Female): ( + leg_fl: ( + offset: (-2.5, -4.0, -7.0), + lateral: ("npc.ngoubou.male.leg_fr"), + ), + leg_fr: ( + offset: (-2.5, -4.0, -7.0), + lateral: ("npc.ngoubou.male.leg_fr"), + ), + leg_bl: ( + offset: (-3.0, -4.5, -5.5), + lateral: ("npc.ngoubou.male.leg_br"), + ), + leg_br: ( + offset: (-3.0, -4.5, -5.5), + lateral: ("npc.ngoubou.male.leg_br"), + ), + foot_fl: ( + offset: (-2.5, -3.5, -9.0), + lateral: ("npc.ngoubou.male.foot_fr"), + ), + foot_fr: ( + offset: (-2.5, -3.5, -9.0), + lateral: ("npc.ngoubou.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.5, -3.5, -9.0), + lateral: ("npc.ngoubou.male.foot_br"), + ), + foot_br: ( + offset: (-2.5, -3.5, -9.0), + lateral: ("npc.ngoubou.male.foot_br"), + ), + ), + (Llama, Male): ( + leg_fl: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.llama.male.llama"), + model_index: 7, + ), + leg_fr: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.llama.male.llama"), + model_index: 7, + ), + leg_bl: ( + offset: (-2.0, -3.0, -5.0), + lateral: ("npc.llama.male.llama"), + model_index: 8, + ), + leg_br: ( + offset: (-2.0, -3.0, -5.0), + lateral: ("npc.llama.male.llama"), + model_index: 8, + ), + foot_fl: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.llama.male.llama"), + model_index: 9, + ), + foot_fr: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.llama.male.llama"), + model_index: 9, + ), + foot_bl: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.llama.male.llama"), + model_index: 10, + ), + foot_br: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.llama.male.llama"), + model_index: 10, + ), + ), + (Llama, Female): ( + leg_fl: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.llama.male.llama"), + model_index: 7, + ), + leg_fr: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.llama.male.llama"), + model_index: 7, + ), + leg_bl: ( + offset: (-2.0, -3.0, -5.0), + lateral: ("npc.llama.male.llama"), + model_index: 8, + ), + leg_br: ( + offset: (-2.0, -3.0, -5.0), + lateral: ("npc.llama.male.llama"), + model_index: 8, + ), + foot_fl: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.llama.male.llama"), + model_index: 9, + ), + foot_fr: ( + offset: (-1.5, -2.0, -8.0), + lateral: ("npc.llama.male.llama"), + model_index: 9, + ), + foot_bl: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.llama.male.llama"), + model_index: 10, + ), + foot_br: ( + offset: (-1.5, -2.5, -9.0), + lateral: ("npc.llama.male.llama"), + model_index: 10, + ), + ), + (Alpaca, Male): ( + leg_fl: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.alpaca.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.alpaca.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.5, -2.5, -4.5), + lateral: ("npc.alpaca.male.leg_br"), + ), + leg_br: ( + offset: (-2.5, -2.5, -4.5), + lateral: ("npc.alpaca.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -6.0), + lateral: ("npc.alpaca.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -6.0), + lateral: ("npc.alpaca.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.0, -2.0, -6.0), + lateral: ("npc.alpaca.male.foot_br"), + ), + foot_br: ( + offset: (-2.0, -2.0, -6.0), + lateral: ("npc.alpaca.male.foot_br"), + ), + ), + (Alpaca, Female): ( + leg_fl: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.alpaca.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.alpaca.male.leg_fr"), + ), + leg_bl: ( + offset: (-2.5, -2.5, -4.5), + lateral: ("npc.alpaca.male.leg_br"), + ), + leg_br: ( + offset: (-2.5, -2.5, -4.5), + lateral: ("npc.alpaca.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -2.0, -6.0), + lateral: ("npc.alpaca.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -2.0, -6.0), + lateral: ("npc.alpaca.male.foot_fr"), + ), + foot_bl: ( + offset: (-2.0, -2.0, -6.0), + lateral: ("npc.alpaca.male.foot_br"), + ), + foot_br: ( + offset: (-2.0, -2.0, -6.0), + lateral: ("npc.alpaca.male.foot_br"), + ), + ), + (Akhlut, Male): ( + leg_fl: ( + offset: (-3.5, -4.5, -8.0), + lateral: ("npc.akhlut.male.leg_fr"), + ), + leg_fr: ( + offset: (-3.5, -4.5, -8.0), + lateral: ("npc.akhlut.male.leg_fr"), + ), + leg_bl: ( + offset: (-3.0, -6.0, -7.0), + lateral: ("npc.akhlut.male.leg_br"), + ), + leg_br: ( + offset: (-3.0, -6.0, -7.0), + lateral: ("npc.akhlut.male.leg_br"), + ), + foot_fl: ( + offset: (-4.0, -4.0, -10.0), + lateral: ("npc.akhlut.male.foot_fr"), + ), + foot_fr: ( + offset: (-4.0, -4.0, -10.0), + lateral: ("npc.akhlut.male.foot_fr"), + ), + foot_bl: ( + offset: (-3.5, -5.0, -9.0), + lateral: ("npc.akhlut.male.foot_br"), + ), + foot_br: ( + offset: (-3.5, -5.0, -9.0), + lateral: ("npc.akhlut.male.foot_br"), + ), + ), + (Akhlut, Female): ( + leg_fl: ( + offset: (-3.5, -4.5, -8.0), + lateral: ("npc.akhlut.male.leg_fr"), + ), + leg_fr: ( + offset: (-3.5, -4.5, -8.0), + lateral: ("npc.akhlut.male.leg_fr"), + ), + leg_bl: ( + offset: (-3.0, -6.0, -7.0), + lateral: ("npc.akhlut.male.leg_br"), + ), + leg_br: ( + offset: (-3.0, -6.0, -7.0), + lateral: ("npc.akhlut.male.leg_br"), + ), + foot_fl: ( + offset: (-4.0, -4.0, -10.0), + lateral: ("npc.akhlut.male.foot_fr"), + ), + foot_fr: ( + offset: (-4.0, -4.0, -10.0), + lateral: ("npc.akhlut.male.foot_fr"), + ), + foot_bl: ( + offset: (-3.5, -5.0, -9.0), + lateral: ("npc.akhlut.male.foot_br"), + ), + foot_br: ( + offset: (-3.5, -5.0, -9.0), + lateral: ("npc.akhlut.male.foot_br"), + ), + ), + (Bristleback, Male): ( + leg_fl: ( + offset: (-1.5, -2.0, -2.0), + lateral: ("npc.bristleback.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -2.0, -2.0), + lateral: ("npc.bristleback.male.leg_fr"), + ), + leg_bl: ( + offset: (-1.5, -2.0, -4.0), + lateral: ("npc.bristleback.male.leg_br"), + ), + leg_br: ( + offset: (-1.5, -2.0, -4.0), + lateral: ("npc.bristleback.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -1.5, -5.0), + lateral: ("npc.bristleback.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -1.5, -5.0), + lateral: ("npc.bristleback.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.0, -2.0, -5.0), + lateral: ("npc.bristleback.male.foot_br"), + ), + foot_br: ( + offset: (-1.0, -2.0, -5.0), + lateral: ("npc.bristleback.male.foot_br"), + ), + ), + (Bristleback, Female): ( + leg_fl: ( + offset: (-1.5, -2.0, -2.0), + lateral: ("npc.bristleback.male.leg_fr"), + ), + leg_fr: ( + offset: (-1.5, -2.0, -2.0), + lateral: ("npc.bristleback.male.leg_fr"), + ), + leg_bl: ( + offset: (-1.5, -2.0, -4.0), + lateral: ("npc.bristleback.male.leg_br"), + ), + leg_br: ( + offset: (-1.5, -2.0, -4.0), + lateral: ("npc.bristleback.male.leg_br"), + ), + foot_fl: ( + offset: (-1.5, -1.5, -5.0), + lateral: ("npc.bristleback.male.foot_fr"), + ), + foot_fr: ( + offset: (-1.5, -1.5, -5.0), + lateral: ("npc.bristleback.male.foot_fr"), + ), + foot_bl: ( + offset: (-1.0, -2.0, -5.0), + lateral: ("npc.bristleback.male.foot_br"), + ), + foot_br: ( + offset: (-1.0, -2.0, -5.0), + lateral: ("npc.bristleback.male.foot_br"), + ), + ), + (ClaySteed, Male): ( + leg_fl: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 3, + ), + leg_fr: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 3, + ), + leg_bl: ( + offset: (-2.5, -3.0, -5.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 2, + ), + leg_br: ( + offset: (-2.5, -3.0, -5.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 2, + ), + foot_fl: ( + offset: (-2.5, -2.5, -7.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 1, + ), + foot_fr: ( + offset: (-2.5, -2.5, -7.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 1, + ), + foot_bl: ( + offset: (-2.5, -2.5, -8.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 0, + ), + foot_br: ( + offset: (-2.5, -2.5, -8.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 0, + ), + ), + (ClaySteed, Female): ( + leg_fl: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 3, + ), + leg_fr: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 3, + ), + leg_bl: ( + offset: (-2.5, -3.0, -5.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 2, + ), + leg_br: ( + offset: (-2.5, -3.0, -5.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 2, + ), + foot_fl: ( + offset: (-2.5, -2.5, -7.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 1, + ), + foot_fr: ( + offset: (-2.5, -2.5, -7.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 1, + ), + foot_bl: ( + offset: (-2.5, -2.5, -8.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 0, + ), + foot_br: ( + offset: (-2.5, -2.5, -8.0), + lateral: ("npc.claysteed.male.claysteed"), + model_index: 0, + ), + ), +}) diff --git a/assets/voxygen/voxel/quadruped_small_central_manifest.ron b/assets/voxygen/voxel/quadruped_small_central_manifest.ron new file mode 100644 index 0000000..8871f99 --- /dev/null +++ b/assets/voxygen/voxel/quadruped_small_central_manifest.ron @@ -0,0 +1,814 @@ +({ + (Pig, Male): ( + head: ( + offset: (-5.0, 0.0, -4.0), + central: ("npc.pig.male.head"), + ), + chest: ( + offset: (-5.0, -5.0, -3.5), + central: ("npc.pig.male.chest"), + ), + tail: ( + offset: (-2.0, -3.0, -0.0), + central: ("npc.pig.male.tail"), + ), + ), + (Pig, Female):( + head: ( + offset: (-5.0, 0.0, -4.0), + central: ("npc.pig.male.head"), + ), + chest: ( + offset: (-5.0, -5.0, -3.5), + central: ("npc.pig.male.chest"), + ), + tail: ( + offset: (-2.0, -3.0, -0.0), + central: ("npc.pig.male.tail"), + ), + ), + (Fox, Male):( + head: ( + offset: (-4.5, 0.0, -3.5), + central: ("npc.fox.male.head"), + ), + chest: ( + offset: (-2.5, -5.5, -2.5), + central: ("npc.fox.male.chest"), + ), + tail: ( + offset: (-1.5, -11.0, -6.0), + central: ("npc.fox.male.tail"), + ), + ), + (Fox, Female):( + head: ( + offset: (-4.5, 0.0, -3.5), + central: ("npc.fox.female.head"), + ), + chest: ( + offset: (-2.5, -5.5, -3.0), + central: ("npc.fox.female.chest"), + ), + tail: ( + offset: (-1.5, -11.0, -6.0), + central: ("npc.fox.female.tail"), + ), + ), + (Sheep, Male):( + head: ( + offset: (-5.0, 0.0, -5.0), + central: ("npc.sheep.male.head"), + ), + chest: ( + offset: (-5.0, -5.5, -3.5), + central: ("npc.sheep.male.chest"), + ), + tail: ( + offset: (-2.0, -2.0, -1.5), + central: ("npc.sheep.male.tail"), + ), + ), + (Sheep, Female):( + head: ( + offset: (-5.0, 0.0, -3.5), + central: ("npc.sheep.female.head"), + ), + chest: ( + offset: (-5.0, -5.5, -3.5), + central: ("npc.sheep.female.chest"), + ), + tail: ( + offset: (-2.0, -2.0, -1.5), + central: ("npc.sheep.female.tail"), + ), + ), + (Boar, Male):( + head: ( + offset: (-4.5, 0.0, -5.0), + central: ("npc.boar.male.head"), + ), + chest: ( + offset: (-4.5, -7.5, -5.5), + central: ("npc.boar.male.chest"), + ), + tail: ( + offset: (-1.5, -5.0, -7.0), + central: ("npc.boar.male.tail"), + ), + ), + (Boar, Female):( + head: ( + offset: (-4.5, 0.0, -4.5), + central: ("npc.boar.female.head"), + ), + chest: ( + offset: (-4.5, -7.5, -5.0), + central: ("npc.boar.female.chest"), + ), + tail: ( + offset: (-1.5, -5.0, -7.0), + central: ("npc.boar.female.tail"), + ), + ), + (Jackalope, Male):( + head: ( + offset: (-3.5, 0.0, -4.0), + central: ("npc.jackalope.male.head"), + ), + chest: ( + offset: (-2.5, -5.0, -3.5), + central: ("npc.jackalope.male.chest"), + ), + tail: ( + offset: (-1.5, -2.0, -3.0), + central: ("npc.jackalope.male.tail"), + ), + ), + (Jackalope, Female):( + head: ( + offset: (-3.5, 0.0, -4.0), + central: ("npc.jackalope.male.head"), + ), + chest: ( + offset: (-2.5, -5.0, -3.5), + central: ("npc.jackalope.male.chest"), + ), + tail: ( + offset: (-1.5, -2.0, -3.0), + central: ("npc.jackalope.male.tail"), + ), + ), + (Skunk, Male):( + head: ( + offset: (-3.0,0.0, -2.5), + central: ("npc.skunk.male.head"), + ), + chest: ( + offset: (-4.0, -5.5, -3.0), + central: ("npc.skunk.male.chest"), + ), + tail: ( + offset: (-5.0, -11.0, -4.0), + central: ("npc.skunk.male.tail"), + ), + ), + (Skunk, Female):( + head: ( + offset: (-3.0, 0.0, -2.5), + central: ("npc.skunk.male.head"), + ), + chest: ( + offset: (-4.0, -5.5, -3.0), + central: ("npc.skunk.male.chest"), + ), + tail: ( + offset: (-5.0, -11.0, -4.0), + central: ("npc.skunk.male.tail"), + ), + ), + (Cat, Male):( + head: ( + offset: (-4.5, 0.0, -3.5), + central: ("npc.cat.male.head"), + ), + chest: ( + offset: (-2.5, -4.5, -2.0), + central: ("npc.cat.male.chest"), + ), + tail: ( + offset: (-0.5, -7.0, -5.0), + central: ("npc.cat.male.tail"), + ), + ), + (Cat, Female):( + head: ( + offset: (-4.5, 0.0, -3.5), + central: ("npc.cat.female.head"), + ), + chest: ( + offset: (-2.5, -4.5, -2.0), + central: ("npc.cat.female.chest"), + ), + tail: ( + offset: (-0.5, -7.0, -5.0), + central: ("npc.cat.female.tail"), + ), + ), + (Batfox, Male):( + head: ( + offset: (-7.5, 0.0, -3.0), + central: ("npc.batfox.male.head"), + ), + chest: ( + offset: (-2.5, -7.0, -3.0), + central: ("npc.batfox.male.chest"), + ), + tail: ( + offset: (-1.5, -7.5, -2.5), + central: ("armor.empty"), + ), + ), + (Batfox, Female):( + head: ( + offset: (-7.5, 0.0, -3.0), + central: ("npc.batfox.male.head"), + ), + chest: ( + offset: (-2.5, -7.0, -3.0), + central: ("npc.batfox.male.chest"), + ), + tail: ( + offset: (-1.5, -7.5, -2.5), + central: ("armor.empty"), + ), + ), + (Raccoon, Male):( + head: ( + offset: (-5.0, 0.0, -4.0), + central: ("npc.raccoon.male.head"), + ), + chest: ( + offset: (-4.0, -6.0, -3.5), + central: ("npc.raccoon.male.chest"), + ), + tail: ( + offset: (-2.0, -11.0, -2.5), + central: ("npc.raccoon.male.tail"), + ), + ), + (Raccoon, Female):( + head: ( + offset: (-5.0, 0.0, -4.0), + central: ("npc.raccoon.male.head"), + ), + chest: ( + offset: (-4.0, -6.0, -3.5), + central: ("npc.raccoon.male.chest"), + ), + tail: ( + offset: (-2.0, -11.0, -2.5), + central: ("npc.raccoon.male.tail"), + ), + ), + (Quokka, Male):( + head: ( + offset: (-4.5, 0.0, -3.5), + central: ("npc.quokka.male.head"), + ), + chest: ( + offset: (-3.5, -6.5, -4.0), + central: ("npc.quokka.male.chest"), + ), + tail: ( + offset: (-1.5, -8.0, -3.5), + central: ("npc.quokka.male.tail"), + ), + ), + (Quokka, Female):( + head: ( + offset: (-4.5, 0.0, -3.5), + central: ("npc.quokka.male.head"), + ), + chest: ( + offset: (-3.5, -6.5, -4.0), + central: ("npc.quokka.male.chest"), + ), + tail: ( + offset: (-1.5, -8.0, -3.5), + central: ("npc.quokka.male.tail"), + ), + ), + (Holladon, Male):( + head: ( + offset: (-3.5, 0.0, -4.0), + central: ("npc.holladon.male.head"), + ), + chest: ( + offset: (-4.5, -8.0, -5.0), + central: ("npc.holladon.male.chest"), + ), + tail: ( + offset: (-1.5, -7.5, -2.5), + central: ("armor.empty"), + ), + ), + (Holladon, Female):( + head: ( + offset: (-3.5, 0.0, -4.0), + central: ("npc.holladon.male.head"), + ), + chest: ( + offset: (-4.5, -8.0, -5.0), + central: ("npc.holladon.male.chest"), + ), + tail: ( + offset: (-1.5, -7.5, -2.5), + central: ("armor.empty"), + ), + ), + (Hyena, Male):( + head: ( + offset: (-4.0, 0.0, -4.0), + central: ("npc.hyena.male.head"), + ), + chest: ( + offset: (-3.0, -8.0, -4.5), + central: ("npc.hyena.male.chest"), + ), + tail: ( + offset: (-1.0, -4.0, -6.0), + central: ("npc.hyena.male.tail"), + ), + ), + (Hyena, Female):( + head: ( + offset: (-4.0, 0.0, -4.0), + central: ("npc.hyena.male.head"), + ), + chest: ( + offset: (-3.0, -8.0, -4.5), + central: ("npc.hyena.male.chest"), + ), + tail: ( + offset: (-1.0, -4.0, -6.0), + central: ("npc.hyena.male.tail"), + ), + ), + (Rabbit, Male):( + head: ( + offset: (-3.5, 0.0, -3.0), + central: ("npc.rabbit.male.head"), + ), + chest: ( + offset: (-2.5, -5.5, -3.0), + central: ("npc.rabbit.male.chest"), + ), + tail: ( + offset: (-1.5, -2.0, -1.0), + central: ("npc.rabbit.male.tail"), + ), + ), + (Rabbit, Female):( + head: ( + offset: (-3.5, 0.0, -3.0), + central: ("npc.rabbit.male.head"), + ), + chest: ( + offset: (-2.5, -5.5, -3.0), + central: ("npc.rabbit.male.chest"), + ), + tail: ( + offset: (-1.5, -2.0, -1.0), + central: ("npc.rabbit.male.tail"), + ), + ), + (Truffler, Male):( + head: ( + offset: (-8.5, 0.0, -4.5), + central: ("npc.truffler.male.head"), + ), + chest: ( + offset: (-10.5, -11.0, -15.0), + central: ("npc.truffler.male.chest"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + ), + (Truffler, Female):( + head: ( + offset: (-8.5, 0.0, -4.5), + central: ("npc.truffler.male.head"), + ), + chest: ( + offset: (-10.5, -11.0, -15.0), + central: ("npc.truffler.male.chest"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + ), + (Frog, Male):( + head: ( + offset: (-3.5, 0.0, -3.0), + central: ("npc.frog.male.head"), + ), + chest: ( + offset: (-3.5, -5.0, -3.0), + central: ("npc.frog.male.chest"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + ), + (Frog, Female):( + head: ( + offset: (-3.5, 0.0, -3.0), + central: ("npc.frog.male.head"), + ), + chest: ( + offset: (-3.5, -5.0, -3.0), + central: ("npc.frog.male.chest"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + ), + (Rat, Male):( + head: ( + offset: (-4.5, 0.0, -3.0), + central: ("npc.rat.male.head"), + ), + chest: ( + offset: (-3.5, -5.5, -3.5), + central: ("npc.rat.male.chest"), + ), + tail: ( + offset: (-0.5, -12.0, -3.0), + central: ("npc.rat.male.tail"), + ), + ), + (Rat, Female):( + head: ( + offset: (-4.5, 0.0, -3.0), + central: ("npc.rat.male.head"), + ), + chest: ( + offset: (-3.5, -5.5, -3.5), + central: ("npc.rat.male.chest"), + ), + tail: ( + offset: (-0.5, -12.0, -3.0), + central: ("npc.rat.male.tail"), + ), + ), + (Axolotl, Male):( + head: ( + offset: (-5.5, 0.0, -3.0), + central: ("npc.axolotl.male.head"), + ), + chest: ( + offset: (-2.5, -5.0, -2.5), + central: ("npc.axolotl.male.chest"), + ), + tail: ( + offset: (-1.5, -10.0, -2.5), + central: ("npc.axolotl.male.tail"), + ), + ), + (Axolotl, Female):( + head: ( + offset: (-5.5, 0.0, -3.0), + central: ("npc.axolotl.male.head"), + ), + chest: ( + offset: (-2.5, -5.0, -3.5), + central: ("npc.axolotl.male.chest"), + ), + tail: ( + offset: (-1.5, -10.0, -2.5), + central: ("npc.axolotl.male.tail"), + ), + ), + (Gecko, Male):( + head: ( + offset: (-2.5, 0.0, -2.0), + central: ("npc.gecko.male.head"), + ), + chest: ( + offset: (-2.5, -5.0, -1.5), + central: ("npc.gecko.male.chest"), + ), + tail: ( + offset: (-1.5, -12.0, -1.5), + central: ("npc.gecko.male.tail"), + ), + ), + (Gecko, Female):( + head: ( + offset: (-2.5, 0.0, -2.0), + central: ("npc.gecko.male.head"), + ), + chest: ( + offset: (-2.5, -5.0, -1.5), + central: ("npc.gecko.male.chest"), + ), + tail: ( + offset: (-1.5, -12.0, -1.5), + central: ("npc.gecko.male.tail"), + ), + ), + (Turtle, Male):( + head: ( + offset: (-2.5, 0.0, -1.5), + central: ("npc.turtle.male.head"), + ), + chest: ( + offset: (-6.5, -7.0, -4.0), + central: ("npc.turtle.male.chest"), + ), + tail: ( + offset: (-1.5, -6.0, -1.0), + central: ("npc.turtle.male.tail"), + ), + ), + (Turtle, Female):( + head: ( + offset: (-2.5, 0.0, -1.5), + central: ("npc.turtle.male.head"), + ), + chest: ( + offset: (-6.5, -7.0, -4.0), + central: ("npc.turtle.male.chest"), + ), + tail: ( + offset: (-1.5, -6.0, -1.0), + central: ("npc.turtle.male.tail"), + ), + ), + (Squirrel, Male):( + head: ( + offset: (-2.5, 0.0, -2.5), + central: ("npc.squirrel.male.head"), + ), + chest: ( + offset: (-2.5, -4.0, -2.5), + central: ("npc.squirrel.male.chest"), + ), + tail: ( + offset: (-2.5, -8.0, -2.0), + central: ("npc.squirrel.male.tail"), + ), + ), + (Squirrel, Female):( + head: ( + offset: (-2.5, 0.0, -2.5), + central: ("npc.squirrel.male.head"), + ), + chest: ( + offset: (-2.5, -4.0, -2.5), + central: ("npc.squirrel.male.chest"), + ), + tail: ( + offset: (-2.5, -8.0, -2.0), + central: ("npc.squirrel.male.tail"), + ), + ), + (Fungome, Male):( + head: ( + offset: (-3.0, 0.0, -2.0), + central: ("npc.fungome.male.head"), + ), + chest: ( + offset: (-7.0, -7.0, -4.0), + central: ("npc.fungome.male.chest"), + ), + tail: ( + offset: (-1.0, -5.0, -1.0), + central: ("npc.fungome.male.tail"), + ), + ), + (Fungome, Female):( + head: ( + offset: (-3.0, 0.0, -2.0), + central: ("npc.fungome.male.head"), + ), + chest: ( + offset: (-7.0, -7.0, -4.0), + central: ("npc.fungome.male.chest"), + ), + tail: ( + offset: (-1.0, -5.0, -1.0), + central: ("npc.fungome.male.tail"), + ), + ), + (Porcupine, Male):( + head: ( + offset: (-2.5, 0.0, -7.0), + central: ("npc.porcupine.male.head"), + ), + chest: ( + offset: (-7.5, -10.0, -8.0), + central: ("npc.porcupine.male.chest"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + ), + (Porcupine, Female):( + head: ( + offset: (-2.5, 0.0, -7.0), + central: ("npc.porcupine.male.head"), + ), + chest: ( + offset: (-7.5, -10.0, -8.0), + central: ("npc.porcupine.male.chest"), + ), + tail: ( + offset: (0.0, 0.0, 0.0), + central: ("armor.empty"), + ), + ), + (Beaver, Male):( + head: ( + offset: (-4.0, 0.0, -3.0), + central: ("npc.beaver.male.head"), + ), + chest: ( + offset: (-4.0, -6.0, -4.0), + central: ("npc.beaver.male.chest"), + ), + tail: ( + offset: (-3.0, -9.0, -2.0), + central: ("npc.beaver.male.tail"), + ), + ), + (Beaver, Female):( + head: ( + offset: (-4.0, 0.0, -3.0), + central: ("npc.beaver.male.head"), + ), + chest: ( + offset: (-4.0, -6.0, -4.0), + central: ("npc.beaver.male.chest"), + ), + tail: ( + offset: (-3.0, -9.0, -2.0), + central: ("npc.beaver.male.tail"), + ), + ), + (Hare, Male):( + head: ( + offset: (-3.5, 0.0, -3.0), + central: ("npc.hare.male.head"), + ), + chest: ( + offset: (-2.5, -5.0, -3.0), + central: ("npc.hare.male.chest"), + ), + tail: ( + offset: (-1.5, -11.0, -2.0), + central: ("npc.hare.male.tail"), + ), + ), + (Hare, Female):( + head: ( + offset: (-3.5, 0.0, -3.0), + central: ("npc.hare.female.head"), + ), + chest: ( + offset: (-3.5, -6.5, -4.0), + central: ("npc.hare.female.chest"), + ), + tail: ( + offset: (-2.5, -5.0, -3.0), + central: ("npc.hare.female.tail"), + ), + ), + (Dog, Male):( + head: ( + offset: (-3.5, 0.0, -4.0), + central: ("npc.dog.male.head"), + ), + chest: ( + offset: (-2.5, -5.5, -3.5), + central: ("npc.dog.male.chest"), + ), + tail: ( + offset: (-1.5, -7.0, -1.0), + central: ("npc.dog.male.tail"), + ), + ), + (Dog, Female):( + head: ( + offset: (-3.5, 0.0, -4.0), + central: ("npc.dog.female.head"), + ), + chest: ( + offset: (-2.5, -5.5, -3.5), + central: ("npc.dog.female.chest"), + ), + tail: ( + offset: (-1.5, -7.0, -1.0), + central: ("npc.dog.female.tail"), + ), + ), + (Goat, Male):( + head: ( + offset: (-6.0, 0.0, -5.5), + central: ("npc.goat.male.head"), + ), + chest: ( + offset: (-4.0, -5.5, -3.5), + central: ("npc.goat.male.chest"), + ), + tail: ( + offset: (-1.0, -2.0, -1.5), + central: ("npc.goat.male.tail"), + ), + ), + (Goat, Female):( + head: ( + offset: (-6.0, 0.0, -5.5), + central: ("npc.goat.male.head"), + ), + chest: ( + offset: (-4.0, -5.5, -3.5), + central: ("npc.goat.male.chest"), + ), + tail: ( + offset: (-1.0, -2.0, -1.5), + central: ("npc.goat.male.tail"), + ), + ), + (Seal, Male):( + head: ( + offset: (-3.0, 0.0, -3.5), + central: ("npc.seal.male.head"), + ), + chest: ( + offset: (-4.0, -8.0, -4.0), + central: ("npc.seal.male.chest"), + ), + tail: ( + offset: (-1.5, -7.5, -2.5), + central: ("armor.empty"), + ), + ), + (Seal, Female):( + head: ( + offset: (-3.0, 0.0, -3.5), + central: ("npc.seal.male.head"), + ), + chest: ( + offset: (-4.0, -8.0, -4.0), + central: ("npc.seal.male.chest"), + ), + tail: ( + offset: (-1.5, -7.5, -2.5), + central: ("armor.empty"), + ), + ), + (TreantSapling, Male):( + head: ( + offset: (-2.5, 0.0, -1.5), + central: ("armor.empty"), + ), + chest: ( + offset: (-8.5, -6.0, -11.5), + central: ("npc.treant_sapling.male.chest"), + ), + tail: ( + offset: (-1.5, -6.0, -1.0), + central: ("armor.empty"), + ), + ), + (TreantSapling, Female):( + head: ( + offset: (-2.5, 0.0, -1.5), + central: ("armor.empty"), + ), + chest: ( + offset: (-8.5, -6.0, -11.5), + central: ("npc.treant_sapling.male.chest"), + ), + tail: ( + offset: (-1.5, -6.0, -1.0), + central: ("armor.empty"), + ), + ), + (MossySnail, Male):( + head: ( + offset: (-3.0, 0.0, -7.0), + central: ("npc.mossy_snail.male.head"), + ), + chest: ( + offset: (-5.0, -6.5, -4.5), + central: ("npc.mossy_snail.male.chest"), + ), + tail: ( + offset: (-1.5, -6.0, -1.0), + central: ("armor.empty"), + ), + ), + (MossySnail, Female):( + head: ( + offset: (-3.0, 0.0, -7.0), + central: ("npc.mossy_snail.male.head"), + ), + chest: ( + offset: (-5.0, -6.5, -4.5), + central: ("npc.mossy_snail.male.chest"), + ), + tail: ( + offset: (-1.5, -6.0, -1.0), + central: ("armor.empty"), + ), + ), +}) \ No newline at end of file diff --git a/assets/voxygen/voxel/quadruped_small_lateral_manifest.ron b/assets/voxygen/voxel/quadruped_small_lateral_manifest.ron new file mode 100644 index 0000000..3888f34 --- /dev/null +++ b/assets/voxygen/voxel/quadruped_small_lateral_manifest.ron @@ -0,0 +1,1048 @@ +({ + (Pig, Male): ( + left_front: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.pig.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.pig.male.foot_fr"), + ), + left_back: ( + offset: (-1.0, -2.0, -6.0), + lateral: ("npc.pig.male.foot_br"), + ), + right_back: ( + offset: (-1.0, -2.0, -6.0), + lateral: ("npc.pig.male.foot_br"), + ), + ), + (Pig, Female): ( + left_front: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.pig.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.pig.male.foot_fr"), + ), + left_back: ( + offset: (-1.0, -2.0, -6.0), + lateral: ("npc.pig.male.foot_br"), + ), + right_back: ( + offset: (-1.0, -2.0, -6.0), + lateral: ("npc.pig.male.foot_br"), + ), + ), + (Fox, Male): ( + left_front: ( + offset: (-1.0, -2.0, -2.5), + lateral: ("npc.fox.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -2.0, -2.5), + lateral: ("npc.fox.male.foot_fr"), + ), + left_back: ( + offset: (-1.0, -2.0, -5.0), + lateral: ("npc.fox.male.foot_br"), + ), + right_back: ( + offset: (-1.0, -2.0, -5.0), + lateral: ("npc.fox.male.foot_br"), + ), + ), + (Fox, Female): ( + left_front: ( + offset: (-1.0, -2.0, -2.5), + lateral: ("npc.fox.female.foot_fr"), + ), + right_front: ( + offset: (-1.0, -2.0, -2.5), + lateral: ("npc.fox.female.foot_fr"), + ), + left_back: ( + offset: (-1.0, -2.0, -5.0), + lateral: ("npc.fox.female.foot_br"), + ), + right_back: ( + offset: (-1.0, -2.0, -5.0), + lateral: ("npc.fox.female.foot_br"), + ), + ), + (Sheep, Male): ( + left_front: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.sheep.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.sheep.male.foot_fr"), + ), + left_back: ( + offset: (-1.0, -1.5, -5.5), + lateral: ("npc.sheep.male.foot_br"), + ), + right_back: ( + offset: (-1.0, -1.5, -5.5), + lateral: ("npc.sheep.male.foot_br"), + ), + ), + (Sheep, Female): ( + left_front: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.sheep.female.foot_fr"), + ), + right_front: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.sheep.female.foot_fr"), + ), + left_back: ( + offset: (-1.0, -1.5, -5.5), + lateral: ("npc.sheep.female.foot_br"), + ), + right_back: ( + offset: (-1.0, -1.5, -5.5), + lateral: ("npc.sheep.female.foot_br"), + ), + ), + (Boar, Male): ( + left_front: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.boar.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.boar.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.0, -7.0), + lateral: ("npc.boar.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.0, -7.0), + lateral: ("npc.boar.male.foot_br"), + ), + ), + (Boar, Female): ( + left_front: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.boar.female.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.5, -4.0), + lateral: ("npc.boar.female.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.0, -7.0), + lateral: ("npc.boar.female.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.0, -7.0), + lateral: ("npc.boar.female.foot_br"), + ), + ), + (Jackalope, Male): ( + left_front: ( + offset: (-1.0, -2.0, -4.0), + lateral: ("npc.jackalope.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -2.0, -4.0), + lateral: ("npc.jackalope.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.5, -6.0), + lateral: ("npc.jackalope.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.5, -6.0), + lateral: ("npc.jackalope.male.foot_br"), + ), + ), + (Jackalope, Female): ( + left_front: ( + offset: (-1.0, -2.0, -4.0), + lateral: ("npc.jackalope.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -2.0, -4.0), + lateral: ("npc.jackalope.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.5, -6.0), + lateral: ("npc.jackalope.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.5, -6.0), + lateral: ("npc.jackalope.male.foot_br"), + ), + ), + (Skunk, Male): ( + left_front: ( + offset: (-1.5, -2.0, -4.5), + lateral: ("npc.skunk.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.0, -4.5), + lateral: ("npc.skunk.male.foot_fr"), + ), + left_back: ( + offset: (-1.0, -1.0, -3.5), + lateral: ("npc.skunk.male.foot_br"), + ), + right_back: ( + offset: (-1.0, -1.0, -3.5), + lateral: ("npc.skunk.male.foot_br"), + ), + ), + (Skunk, Female): ( + left_front: ( + offset: (-1.5, -2.0, -4.5), + lateral: ("npc.skunk.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.0, -4.5), + lateral: ("npc.skunk.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.0, -4.5), + lateral: ("npc.skunk.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.0, -4.5), + lateral: ("npc.skunk.male.foot_br"), + ), + + ), + (Cat, Male): ( + left_front: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.cat.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.cat.male.foot_fr"), + ), + left_back: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.cat.male.foot_br"), + ), + right_back: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.cat.male.foot_br"), + ), + ), + (Cat, Female): ( + left_front: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.cat.female.foot_fr"), + ), + right_front: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.cat.female.foot_fr"), + ), + left_back: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.cat.female.foot_br"), + ), + right_back: ( + offset: (-1.0, -1.5, -5.0), + lateral: ("npc.cat.female.foot_br"), + ), + + ), + (Batfox, Male): ( + left_front: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.batfox.male.foot_fr"), + ), + right_front: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.batfox.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.0, -5.0), + lateral: ("npc.batfox.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.0, -5.0), + lateral: ("npc.batfox.male.foot_br"), + ), + ), + (Batfox, Female): ( + left_front: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.batfox.male.foot_fr"), + ), + right_front: ( + offset: (-2.0, -2.5, -5.0), + lateral: ("npc.batfox.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.0, -5.0), + lateral: ("npc.batfox.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.0, -5.0), + lateral: ("npc.batfox.male.foot_br"), + ), + ), + (Raccoon, Male): ( + left_front: ( + offset: (-1.5, -2.0, -5.5), + lateral: ("npc.raccoon.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.0, -5.5), + lateral: ("npc.raccoon.male.foot_fr"), + ), + left_back: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.raccoon.male.foot_br"), + ), + right_back: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.raccoon.male.foot_br"), + ), + ), + (Raccoon, Female): ( + left_front: ( + offset: (-1.5, -2.0, -5.5), + lateral: ("npc.raccoon.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.0, -5.5), + lateral: ("npc.raccoon.male.foot_fr"), + ), + left_back: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.raccoon.male.foot_br"), + ), + right_back: ( + offset: (-2.0, -2.5, -6.0), + lateral: ("npc.raccoon.male.foot_br"), + ), + ), + (Quokka, Male): ( + left_front: ( + offset: (-1.0, -1.5, -5.5), + lateral: ("npc.quokka.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -1.5, -5.5), + lateral: ("npc.quokka.male.foot_fr"), + ), + left_back: ( + offset: (-1.0, -2.5, -5.5), + lateral: ("npc.quokka.male.foot_br"), + ), + right_back: ( + offset: (-1.0, -2.5, -5.5), + lateral: ("npc.quokka.male.foot_br"), + ), + ), + (Quokka, Female): ( + left_front: ( + offset: (-1.0, -1.5, -5.5), + lateral: ("npc.quokka.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -1.5, -5.5), + lateral: ("npc.quokka.male.foot_fr"), + ), + left_back: ( + offset: (-1.0, -2.5, -5.5), + lateral: ("npc.quokka.male.foot_br"), + ), + right_back: ( + offset: (-1.0, -2.5, -5.5), + lateral: ("npc.quokka.male.foot_br"), + ), + ), + (Holladon, Male): ( + left_front: ( + offset: (-1.0, -2.5, -6.0), + lateral: ("npc.holladon.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -2.5, -6.0), + lateral: ("npc.holladon.male.foot_fr"), + ), + left_back: ( + offset: (-1.0, -2.0, -5.5), + lateral: ("npc.holladon.male.foot_br"), + ), + right_back: ( + offset: (-1.0, -2.0, -5.5), + lateral: ("npc.holladon.male.foot_br"), + ), + ), + (Holladon, Female): ( + left_front: ( + offset: (-1.0, -2.5, -6.0), + lateral: ("npc.holladon.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -2.5, -6.0), + lateral: ("npc.holladon.male.foot_fr"), + ), + left_back: ( + offset: (-1.0, -2.0, -5.5), + lateral: ("npc.holladon.male.foot_br"), + ), + right_back: ( + offset: (-1.0, -2.0, -5.5), + lateral: ("npc.holladon.male.foot_br"), + ), + ), + (Hyena, Male): ( + left_front: ( + offset: (-1.5, -2.0, -5.0), + lateral: ("npc.hyena.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.0, -5.0), + lateral: ("npc.hyena.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.0, -6.5), + lateral: ("npc.hyena.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.0, -6.5), + lateral: ("npc.hyena.male.foot_br"), + ), + ), + (Hyena, Female): ( + left_front: ( + offset: (-1.5, -2.0, -5.0), + lateral: ("npc.hyena.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.0, -5.0), + lateral: ("npc.hyena.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.0, -6.5), + lateral: ("npc.hyena.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.0, -6.5), + lateral: ("npc.hyena.male.foot_br"), + ), + ), + (Rabbit, Male): ( + left_front: ( + offset: (-1.5, -0.0, -2.0), + lateral: ("npc.rabbit.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -0.0, -2.0), + lateral: ("npc.rabbit.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -3.0, -4.0), + lateral: ("npc.rabbit.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -3.0, -4.0), + lateral: ("npc.rabbit.male.foot_br"), + ), + ), + (Rabbit, Female): ( + left_front: ( + offset: (-1.5, -0.0, -2.0), + lateral: ("npc.rabbit.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -0.0, -2.0), + lateral: ("npc.rabbit.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -3.0, -4.0), + lateral: ("npc.rabbit.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -3.0, -4.0), + lateral: ("npc.rabbit.male.foot_br"), + ), + ), + (Truffler, Male): ( + left_front: ( + offset: (-2.5, -3.0, -6.5), + lateral: ("npc.truffler.male.foot_fr"), + ), + right_front: ( + offset: (-2.5, -3.0, -6.5), + lateral: ("npc.truffler.male.foot_fr"), + ), + left_back: ( + offset: (-2.5, -3.0, -6.5), + lateral: ("npc.truffler.male.foot_br"), + ), + right_back: ( + offset: (-2.5, -3.0, -6.5), + lateral: ("npc.truffler.male.foot_br"), + ), + ), + (Truffler, Female): ( + left_front: ( + offset: (-2.5, -3.0, -6.5), + lateral: ("npc.truffler.male.foot_fr"), + ), + right_front: ( + offset: (-2.5, -3.0, -6.5), + lateral: ("npc.truffler.male.foot_fr"), + ), + left_back: ( + offset: (-2.5, -3.0, -6.5), + lateral: ("npc.truffler.male.foot_br"), + ), + right_back: ( + offset: (-2.5, -3.0, -6.5), + lateral: ("npc.truffler.male.foot_br"), + ), + ), + (Frog, Male): ( + left_front: ( + offset: (-2.5, -2.5, -4.0), + lateral: ("npc.frog.male.foot_fr"), + ), + right_front: ( + offset: (-2.5, -2.5, -4.0), + lateral: ("npc.frog.male.foot_fr"), + ), + left_back: ( + offset: (-2.5, -3.5, -4.0), + lateral: ("npc.frog.male.foot_br"), + ), + right_back: ( + offset: (-2.5, -3.5, -4.0), + lateral: ("npc.frog.male.foot_br"), + ), + ), + (Frog, Female): ( + left_front: ( + offset: (-2.5, -2.5, -4.0), + lateral: ("npc.frog.male.foot_fr"), + ), + right_front: ( + offset: (-2.5, -2.5, -4.0), + lateral: ("npc.frog.male.foot_fr"), + ), + left_back: ( + offset: (-2.5, -3.5, -4.0), + lateral: ("npc.frog.male.foot_br"), + ), + right_back: ( + offset: (-2.5, -3.5, -4.0), + lateral: ("npc.frog.male.foot_br"), + ), + ), + (Rat, Male): ( + left_front: ( + offset: (-1.5, -2.0, -4.0), + lateral: ("npc.rat.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.0, -4.0), + lateral: ("npc.rat.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.5, -6.0), + lateral: ("npc.rat.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.5, -6.0), + lateral: ("npc.rat.male.foot_br"), + ), + ), + (Rat, Female): ( + left_front: ( + offset: (-1.5, -2.0, -4.0), + lateral: ("npc.rat.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.0, -4.0), + lateral: ("npc.rat.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.5, -6.0), + lateral: ("npc.rat.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.5, -6.0), + lateral: ("npc.rat.male.foot_br"), + ), + ), + (Axolotl, Male): ( + left_front: ( + offset: (-5.5, -0.5, -3.0), + lateral: ("npc.axolotl.male.foot_fr"), + ), + right_front: ( + offset: (-0.5, -0.5, -3.0), + lateral: ("npc.axolotl.male.foot_fr"), + ), + left_back: ( + offset: (-5.5, -3.5, -3.0), + lateral: ("npc.axolotl.male.foot_br"), + ), + right_back: ( + offset: (-0.5, -3.5, -3.0), + lateral: ("npc.axolotl.male.foot_br"), + ), + ), + (Axolotl, Female): ( + left_front: ( + offset: (-5.5, -0.5, -3.0), + lateral: ("npc.axolotl.male.foot_fr"), + ), + right_front: ( + offset: (-0.5, -0.5, -3.0), + lateral: ("npc.axolotl.male.foot_fr"), + ), + left_back: ( + offset: (-5.5, -3.5, -3.0), + lateral: ("npc.axolotl.male.foot_br"), + ), + right_back: ( + offset: (-0.5, -3.5, -3.0), + lateral: ("npc.axolotl.male.foot_br"), + ), + ), + (Gecko, Male): ( + left_front: ( + offset: (-5.5, -1.0, -3.5), + lateral: ("npc.gecko.male.foot_fr"), + ), + right_front: ( + offset: (-0.5, -1.0, -3.5), + lateral: ("npc.gecko.male.foot_fr"), + ), + left_back: ( + offset: (-5.5, -4.0, -3.5), + lateral: ("npc.gecko.male.foot_br"), + ), + right_back: ( + offset: (-0.5, -4.0, -3.5), + lateral: ("npc.gecko.male.foot_br"), + ), + ), + (Gecko, Female): ( + left_front: ( + offset: (-5.5, -1.0, -3.5), + lateral: ("npc.gecko.male.foot_fr"), + ), + right_front: ( + offset: (-0.5, -1.0, -3.5), + lateral: ("npc.gecko.male.foot_fr"), + ), + left_back: ( + offset: (-5.5, -4.0, -3.5), + lateral: ("npc.gecko.male.foot_br"), + ), + right_back: ( + offset: (-0.5, -4.0, -3.5), + lateral: ("npc.gecko.male.foot_br"), + ), + ), + (Turtle, Male): ( + left_front: ( + offset: (-1.5, -0.5, -4.0), + lateral: ("npc.turtle.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -0.5, -4.0), + lateral: ("npc.turtle.male.foot_fr"), + ), + left_back: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.turtle.male.foot_br"), + ), + right_back: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.turtle.male.foot_br"), + ), + ), + (Turtle, Female): ( + left_front: ( + offset: (-1.5, -0.5, -4.0), + lateral: ("npc.turtle.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -0.5, -4.0), + lateral: ("npc.turtle.male.foot_fr"), + ), + left_back: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.turtle.male.foot_br"), + ), + right_back: ( + offset: (-2.0, -2.5, -4.0), + lateral: ("npc.turtle.male.foot_br"), + ), + ), + (Squirrel, Male): ( + left_front: ( + offset: (-1.5, -1.5, -4.0), + lateral: ("npc.squirrel.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -1.5, -4.0), + lateral: ("npc.squirrel.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.0, -5.0), + lateral: ("npc.squirrel.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.0, -5.0), + lateral: ("npc.squirrel.male.foot_br"), + ), + ), + (Squirrel, Female): ( + left_front: ( + offset: (-1.5, -1.5, -4.0), + lateral: ("npc.squirrel.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -1.5, -4.0), + lateral: ("npc.squirrel.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.0, -5.0), + lateral: ("npc.squirrel.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.0, -5.0), + lateral: ("npc.squirrel.male.foot_br"), + ), + ), + (Fungome, Male): ( + left_front: ( + offset: (-2.5, -0.5, -3.0), + lateral: ("npc.fungome.male.foot_fr"), + ), + right_front: ( + offset: (-0.5, -0.5, -3.0), + lateral: ("npc.fungome.male.foot_fr"), + ), + left_back: ( + offset: (-2.5, -1.0, -3.0), + lateral: ("npc.fungome.male.foot_br"), + ), + right_back: ( + offset: (-0.5, -1.0, -3.0), + lateral: ("npc.fungome.male.foot_br"), + ), + ), + (Fungome, Female): ( + left_front: ( + offset: (-2.5, -0.5, -3.0), + lateral: ("npc.fungome.male.foot_fr"), + ), + right_front: ( + offset: (-0.5, -0.5, -3.0), + lateral: ("npc.fungome.male.foot_fr"), + ), + left_back: ( + offset: (-2.5, -1.0, -3.0), + lateral: ("npc.fungome.male.foot_br"), + ), + right_back: ( + offset: (-0.5, -1.0, -3.0), + lateral: ("npc.fungome.male.foot_br"), + ), + ), + (Porcupine, Male): ( + left_front: ( + offset: (-1.5, -2.5, -2.0), + lateral: ("npc.porcupine.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.5, -2.0), + lateral: ("npc.porcupine.male.foot_fr"), + ), + left_back: ( + offset: (-2.0, -3.0, -3.0), + lateral: ("npc.porcupine.male.foot_br"), + ), + right_back: ( + offset: (-2.0, -3.0, -3.0), + lateral: ("npc.porcupine.male.foot_br"), + ), + ), + (Porcupine, Female): ( + left_front: ( + offset: (-1.5, -2.5, -2.0), + lateral: ("npc.porcupine.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.5, -2.0), + lateral: ("npc.porcupine.male.foot_fr"), + ), + left_back: ( + offset: (-2.0, -3.0, -3.0), + lateral: ("npc.porcupine.male.foot_br"), + ), + right_back: ( + offset: (-2.0, -3.0, -3.0), + lateral: ("npc.porcupine.male.foot_br"), + ), + ), + (Beaver, Male): ( + left_front: ( + offset: (-1.5, -2.0, -2.0), + lateral: ("npc.beaver.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.5, -2.0), + lateral: ("npc.beaver.male.foot_fr"), + ), + left_back: ( + offset: (-2.0, -2.5, -3.0), + lateral: ("npc.beaver.male.foot_br"), + ), + right_back: ( + offset: (-2.0, -2.5, -3.0), + lateral: ("npc.beaver.male.foot_br"), + ), + ), + (Beaver, Female): ( + left_front: ( + offset: (-1.5, -2.0, -2.0), + lateral: ("npc.beaver.male.foot_fr"), + ), + right_front: ( + offset: (-1.5, -2.5, -2.0), + lateral: ("npc.beaver.male.foot_fr"), + ), + left_back: ( + offset: (-2.0, -2.5, -3.0), + lateral: ("npc.beaver.male.foot_br"), + ), + right_back: ( + offset: (-2.0, -2.5, -3.0), + lateral: ("npc.beaver.male.foot_br"), + ), + ), + (Hare, Male): ( + left_front: ( + offset: (-0.5, -0.0, -2.0), + lateral: ("npc.hare.male.foot_fr"), + ), + right_front: ( + offset: (-0.5, -0.0, -2.0), + lateral: ("npc.hare.male.foot_fr"), + ), + left_back: ( + offset: (-1.0, -4.0, -5.0), + lateral: ("npc.hare.male.foot_br"), + ), + right_back: ( + offset: (-1.0, -4.0, -5.0), + lateral: ("npc.hare.male.foot_br"), + ), + ), + (Hare, Female): ( + left_front: ( + offset: (-1.0, -0.0, -2.0), + lateral: ("npc.hare.female.foot_fr"), + ), + right_front: ( + offset: (-1.0, -0.0, -2.0), + lateral: ("npc.hare.female.foot_fr"), + ), + left_back: ( + offset: (-1.0, -2.5, -4.0), + lateral: ("npc.hare.female.foot_br"), + ), + right_back: ( + offset: (-1.0, -2.5, -4.0), + lateral: ("npc.hare.female.foot_br"), + ), + ), + (Dog, Male): ( + left_front: ( + offset: (-1.0, -1.5, -6.0), + lateral: ("npc.dog.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -1.5, -6.0), + lateral: ("npc.dog.male.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.0, -6.0), + lateral: ("npc.dog.male.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.0, -6.0), + lateral: ("npc.dog.male.foot_br"), + ), + ), + (Dog, Female): ( + left_front: ( + offset: (-1.0, -1.5, -6.0), + lateral: ("npc.dog.female.foot_fr"), + ), + right_front: ( + offset: (-1.0, -1.5, -6.0), + lateral: ("npc.dog.female.foot_fr"), + ), + left_back: ( + offset: (-1.5, -2.0, -6.0), + lateral: ("npc.dog.female.foot_br"), + ), + right_back: ( + offset: (-1.5, -2.0, -6.0), + lateral: ("npc.dog.female.foot_br"), + ), + ), + (Goat, Male): ( + left_front: ( + offset: (-1.0, -2.0, -4.0), + lateral: ("npc.goat.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -2.0, -4.0), + lateral: ("npc.goat.male.foot_fr"), + ), + left_back: ( + offset: (-1.0, -1.5, -5.5), + lateral: ("npc.goat.male.foot_br"), + ), + right_back: ( + offset: (-1.0, -1.5, -5.5), + lateral: ("npc.goat.male.foot_br"), + ), + ), + (Goat, Female): ( + left_front: ( + offset: (-1.0, -2.0, -4.0), + lateral: ("npc.goat.male.foot_fr"), + ), + right_front: ( + offset: (-1.0, -2.0, -4.0), + lateral: ("npc.goat.male.foot_fr"), + ), + left_back: ( + offset: (-1.0, -1.5, -5.5), + lateral: ("npc.goat.male.foot_br"), + ), + right_back: ( + offset: (-1.0, -1.5, -5.5), + lateral: ("npc.goat.male.foot_br"), + ), + ), + (Seal, Male): ( + left_front: ( + offset: (-3.5, -2.0, -2.0), + lateral: ("npc.seal.male.foot_fr"), + ), + right_front: ( + offset: (-3.5, -2.0, -2.0), + lateral: ("npc.seal.male.foot_fr"), + ), + left_back: ( + offset: (-3.5, -2.0, -3.5), + lateral: ("npc.seal.male.foot_br"), + ), + right_back: ( + offset: (-3.5, -2.0, -3.5), + lateral: ("npc.seal.male.foot_br"), + ), + ), + (Seal, Female): ( + left_front: ( + offset: (-3.5, -2.0, -2.0), + lateral: ("npc.seal.male.foot_fr"), + ), + right_front: ( + offset: (-3.5, -2.0, -2.0), + lateral: ("npc.seal.male.foot_fr"), + ), + left_back: ( + offset: (-3.5, -2.0, -3.5), + lateral: ("npc.seal.male.foot_br"), + ), + right_back: ( + offset: (-3.5, -2.0, -3.5), + lateral: ("npc.seal.male.foot_br"), + ), + ), + (TreantSapling, Male): ( + left_front: ( + offset: (-2.0, -2.0, -3.0), + lateral: ("npc.treant_sapling.male.foot_fr"), + ), + right_front: ( + offset: (-2.0, -2.0, -3.0), + lateral: ("npc.treant_sapling.male.foot_fr"), + ), + left_back: ( + offset: (-2.0, -2.0, -3.0), + lateral: ("npc.treant_sapling.male.foot_br"), + ), + right_back: ( + offset: (-2.0, -2.0, -3.0), + lateral: ("npc.treant_sapling.male.foot_br"), + ), + ), + (TreantSapling, Female): ( + left_front: ( + offset: (-2.0, -2.0, -3.0), + lateral: ("npc.treant_sapling.male.foot_fr"), + ), + right_front: ( + offset: (-2.0, -2.0, -3.0), + lateral: ("npc.treant_sapling.male.foot_fr"), + ), + left_back: ( + offset: (-2.0, -2.0, -3.0), + lateral: ("npc.treant_sapling.male.foot_br"), + ), + right_back: ( + offset: (-2.0, -2.0, -3.0), + lateral: ("npc.treant_sapling.male.foot_br"), + ), + ), + (MossySnail, Male): ( + left_front: ( + offset: (-2.5, -2.5, -4.0), + lateral: ("armor.empty"), + ), + right_front: ( + offset: (-2.5, -2.5, -4.0), + lateral: ("armor.empty"), + ), + left_back: ( + offset: (-2.5, -3.5, -4.0), + lateral: ("armor.empty"), + ), + right_back: ( + offset: (-2.5, -3.5, -4.0), + lateral: ("armor.empty"), + ), + ), + (MossySnail, Female): ( + left_front: ( + offset: (-2.5, -2.5, -4.0), + lateral: ("armor.empty"), + ), + right_front: ( + offset: (-2.5, -2.5, -4.0), + lateral: ("armor.empty"), + ), + left_back: ( + offset: (-2.5, -3.5, -4.0), + lateral: ("armor.empty"), + ), + right_back: ( + offset: (-2.5, -3.5, -4.0), + lateral: ("armor.empty"), + ), + ), +}) \ No newline at end of file diff --git a/assets/voxygen/voxel/sprite/algae/acetabularia-0.vox b/assets/voxygen/voxel/sprite/algae/acetabularia-0.vox new file mode 100644 index 0000000..67a7a02 Binary files /dev/null and b/assets/voxygen/voxel/sprite/algae/acetabularia-0.vox differ diff --git a/assets/voxygen/voxel/sprite/algae/acetabularia-1.vox b/assets/voxygen/voxel/sprite/algae/acetabularia-1.vox new file mode 100644 index 0000000..bfbaf85 Binary files /dev/null and b/assets/voxygen/voxel/sprite/algae/acetabularia-1.vox differ diff --git a/assets/voxygen/voxel/sprite/algae/acetabularia-2.vox b/assets/voxygen/voxel/sprite/algae/acetabularia-2.vox new file mode 100644 index 0000000..3c29a7c Binary files /dev/null and b/assets/voxygen/voxel/sprite/algae/acetabularia-2.vox differ diff --git 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@@ +#![enable(unwrap_newtypes, implicit_some)] +{ +// Represents the lack of a sprite. +(Empty, ()): None, +// Windows +(Window1, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.window.window-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(Window2, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.window.window-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(Window3, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.window.window-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(Window4, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.window.window-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Cacti +(BarrelCactus, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cacti.barrel_cactus", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cacti.cactus_barrel_flower", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(LargeCactus, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cacti.large_cactus", + offset: (-12.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cacti.cactus_branch_large_1", + offset: (-2.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cacti.cactus_branch_large_2", + offset: (-11.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + + ), + ( + model: "voxygen.voxel.sprite.cacti.cactus_branch_large_1_flower", + offset: (-2.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cacti.cactus_branch_large_2_flower", + offset: (-11.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(TallCactus, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cacti.tall", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cacti.tall2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(RoundCactus, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cacti.cactus_round", + offset: (-4.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(ShortCactus, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cacti.cactus_short", + offset: (-10.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(MedFlatCactus, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cacti.flat_cactus_med", + offset: (-6.0, -2.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(ShortFlatCactus, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cacti.flat_cactus_short", + offset: (-6.0, -2.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Flowers +(BlueFlower, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.flowers.flower_blue_1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_blue_2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_blue_3", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_blue_4", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_blue_5", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_blue_6", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_blue_7", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_blue-8", + offset: (-5.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_blue-9", + offset: (-4.0, -3.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_blue-10", + offset: (-1.5, -1.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +(PinkFlower, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.flowers.flower_pink_1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_pink_2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_pink_3", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_pink_4", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +(PurpleFlower, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.flowers.flower_purple_1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_purple-2", + offset: (-5.0, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_purple-3", + offset: (-3.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_purple-4", + offset: (-5.0, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_purple-5", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_purple-6", + offset: (-4.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_purple-7", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_purple-8", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +(RedFlower, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.flowers.flower_red_1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_red_2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_red_3", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_red-4", + offset: (-6.5, -6.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_red-5", + offset: (-3.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.jungle_flower_red-0", + offset: (-7.5, -7.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.jungle_flower_red-1", + offset: (-7.5, -7.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +(WhiteFlower, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.flowers.flower_white_1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_white_2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_white-3", + offset: (-1.5, -1.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_white-4", + offset: (-5.0, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_white-5", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +(YellowFlower, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.flowers.flower_yellow-1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.flower_yellow-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +(Sunflower, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.flowers.sunflower_1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.flowers.sunflower_2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +// Grass +(LongGrass, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.grass.grass_long_1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_long_2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_long_3", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_long_4", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_long_5", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_long_6", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_long_7", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.8, +), +(MediumGrass, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.grass.grass_med_1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_med_2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_med_3", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_med_4", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_med_5", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.5, +), +(ShortGrass, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.grass.grass_short_1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_short_2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_short_3", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_short_4", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_short_5", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +(LargeGrass, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.grass.grass_large-0", + offset: (-2.0, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_large-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_large-2", + offset: (-5.5, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.5, +), +(JungleRedGrass, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.jungleredgrass.jungle_grass_red-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.jungleredgrass.jungle_grass_red-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.jungleredgrass.jungle_grass_red-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.jungleredgrass.jungle_grass_red-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.jungleredgrass.jungle_grass_red-4", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.jungleredgrass.jungle_grass_red-5", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +// Fruit +(Apple, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.fruit.apple", + offset: (-3.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Mushrooms +(Mushroom, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-0", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-3", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-4", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-5", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-6", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-7", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-8", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-9", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-10", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +// Sewer Mushrooms +(SewerMushroom, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.mushroom-0", + offset: (-8.0, -8.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Lush cave biome mushrooms +(LushMushroom, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-0", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-4", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-5", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-6", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-9", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-1", + offset: (-5.0, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Rocky cave biome mushrooms +(RockyMushroom, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.mushroom-0", + offset: (-8.0, -8.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-9", + offset: (-8.0, -8.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-10", + offset: (-8.0, -8.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-11", + offset: (-8.0, -8.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Mushroom cave biome mushrooms +(GlowMushroom, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.mushroom-3", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-4", + offset: (-1.5, -1.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-5", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-6", + offset: (-8.5, -8.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-7", + offset: (-11.5, -11.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-8", + offset: (-12.5, -15.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-3", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-7", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-8", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mushrooms.mushroom-10", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Cave Mushrooms +(CaveMushroom, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.mushroom-0", + offset: (-8.0, -8.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-1", + offset: (-5.0, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-3", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-4", + offset: (-1.5, -1.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-5", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-6", + offset: (-8.5, -8.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-7", + offset: (-11.5, -11.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.mushroom-8", + offset: (-12.5, -15.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Ceiling Mushrooms +(CeilingMushroom, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.ceiling.mushroom-0", + offset: (-8.0, -8.0, -22.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.mushroom-1", + offset: (-8.5, -8.5, -9.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.mushroom-2", + offset: (-11.5, -11.5, -17.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(Mold, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.ceiling.mold-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.mold-1", + offset: (-5.5, -5.5, -7.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.mold-2", + offset: (-5.5, -5.5, -7.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.mold-3", + offset: (-5.5, -5.5, -2.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.mold-4", + offset: (-5.5, -5.5, -13.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.mold-5", + offset: (-5.5, -5.5, -19.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.mold-6", + offset: (-5.5, -5.5, -24.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(Root, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.ceiling.root-0", + offset: (-3.0, -2.5, -22.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.root-1", + offset: (-2.5, -2.5, -34.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.root-2", + offset: (-2.5, -2.5, -31.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.root-3", + offset: (-2.5, -2.5, -24.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.root-4", + offset: (-2.5, -2.5, -16.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.root-5", + offset: (-2.5, -2.5, -16.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.root-6", + offset: (-2.5, -2.5, -33.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(CeilingLanternPlant, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.ceiling.cave_lantern_plant-0", + offset: (-7.5, -5.5, -23.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.cave_lantern_plant-1", + offset: (-7.5, -5.5, -16.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(CeilingLanternFlower, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.ceiling.cave_lantern_flower-0", + offset: (-7.5, -7.5, 3.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.cave_lantern_flower-1", + offset: (-6.5, -6.5, 1.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.cave_lantern_flower-2", + offset: (-7.5, -7.5, 4.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(CeilingJungleLeafyPlant, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.leafy_plant.jungle_plant_ceiling-0", + offset: (-5.5, -1.5, -1.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.jungle_plant_ceiling-1", + offset: (-6.5, -2.5, -3.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.jungle_plant_ceiling-2", + offset: (-6.5, -2.5, -5.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.jungle_plant_ceiling-3", + offset: (-7.5, -2.5, -5.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.jungle_plant_ceiling-4", + offset: (-7.5, -5.5, -11.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.4, +), +(LushFlower, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.cave_flower-0", + offset: (-5.0, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.cave_flower-1", + offset: (-5.5, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.cave_flower-2", + offset: (-4.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.cave_flower-3", + offset: (-5.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(LanternFlower, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.cave_lantern_flower-0", + offset: (-7.5, -7.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.cave_lantern_flower-1", + offset: (-11.5, -11.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.cave_lantern_flower-2", + offset: (-7.5, -7.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(LanternPlant, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.cave_lantern_plant-0", + offset: (-7.5, -7.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.cave_lantern_plant-1", + offset: (-11.5, -11.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.cave_lantern_plant-2", + offset: (-7.5, -7.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(SporeReed, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.spore_reed-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.spore_reed-1", + offset: (-4.0, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.spore_reed-2", + offset: (-4.5, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.spore_reed-3", + offset: (-3.0, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(Orb, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.ceiling.orb-0", + offset: (-8.0, -8.0, -79.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.orb-1", + offset: (-8.0, -8.0, -20.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.orb-2", + offset: (-8.0, -8.0, -65.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.orb-3", + offset: (-8.0, -8.0, -44.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Lianas, +(Liana, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.lianas.liana-0", + offset: (-4.0, -4.0, -115.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.lianas.liana-1", + offset: (-4.0, -4.0, -72.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ], + wind_sway: 0.5, +), +// Velorite +(Velorite, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.velorite.velorite_ore", + offset: (-5.0, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(VeloriteFrag, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.velorite.velorite", + offset: (-4.0, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Chests +(Chest, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.chests.chest", + offset: (-7.5, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.chests.chest_dark", + offset: (-7.5, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.chests.chest_vines", + offset: (-8.5, -7.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(CommonLockedChest, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.chests.chest_gold", + offset: (-7.5, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + + ], + wind_sway: 0.0, +), +// Dungeon Chests +(DungeonChest0, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.chests.chest_vines", + offset: (-8.5, -7.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(DungeonChest1, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.chests.chest_skull", + offset: (-7.5, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(DungeonChest2, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.chests.chest_light", + offset: (-7.5, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(DungeonChest3, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.chests.chest_gold", + offset: (-7.5, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(DungeonChest4, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.chests.chest_gold", + offset: (-7.5, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(DungeonChest5, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.chests.chest_demon", + offset: (-7.5, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Rope +(Rope, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.rope", + offset: (-5.5, -5.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Coral Chest +(CoralChest, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.chests.chest_coral", + offset: (-7.5, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Sea DecorChain +(SeaDecorChain, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.sea_decor_chain", + offset: (-5.5, -5.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Sea DecorBlock +(SeaDecorBlock, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.sea_decor_block", + offset: (-5.5, -5.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Sea DecorWindow Horizontal +(SeaDecorWindowHor, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.sea_decor_window_hor", + offset: (-5.5, -5.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Sea DecorWindow Vertical +(SeaDecorWindowVer, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.sea_decor_window_ver", + offset: (-5.5, -5.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Sea Decor Emblem +(SeaDecorEmblem, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.sea_decor_emblem", + offset: (-16.0, -16.0, -4.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Sea Decor Pillar +(SeaDecorPillar, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.sea_decor_pillar-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.misc.sea_decor_pillar-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.misc.sea_decor_pillar-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.misc.sea_decor_pillar-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.misc.sea_decor_pillar-4", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.misc.sea_decor_pillar-5", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.misc.sea_decor_pillar-6", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.misc.sea_decor_pillar-7", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// SeashellLantern +(SeashellLantern, ()): ( + variations: [ + ( + model: "voxygen.voxel.object.seashell_lantern", + offset: (-4.5, -4.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// GlassBarrier +(GlassBarrier, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.glass_barrier_block", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(GlassKeyhole, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.glass_keyhole_block", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.5, 0.5, 0.5), + ), + ], + wind_sway: 0.0, +), +// Haniwa KeyDoor +(HaniwaKeyDoor, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.haniwa_door_block", + offset: (-5.5, -5.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Haniwa Keyhole +(HaniwaKeyhole, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.haniwa_keyhole_block", + offset: (-5.5, -5.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(HaniwaUrn, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.chests.chest_haniwa_urn", + offset: (-7.5, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + + ], + wind_sway: 0.0, +), +// Haniwa Trap +(HaniwaTrap, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.haniwa_door_block", + offset: (-5.5, -5.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(HaniwaTrapTriggered, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.haniwa_trap_triggered-0", + offset: (-5.5, -5.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.haniwa_trap_triggered-1", + offset: (-5.5, -5.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Sahagin Door, Keyhole, Chest, Statue +(SahaginKeyDoor, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.sahagin_keydoor", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(SahaginKeyhole, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.sahagin_keyhole", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(SahaginChest, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.chests.chest_sahagin", + offset: (-7.0, -5.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Terracotta Door, Keyhole, Chest, Statue +(TerracottaKeyDoor, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.terracotta_keydoor", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(TerracottaKeyhole, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.terracotta_keyhole", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(TerracottaChest, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.chests.chest_terracotta", + offset: (-7.0, -5.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(TerracottaStatue, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.terracotta_statue_0", + offset: (-22.0, -18.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.terracotta_statue_1", + offset: (-22.0, -18.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.terracotta_statue_2", + offset: (-22.0, -18.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(TerracottaBlock, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.terracotta_block-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.misc.terracotta_block-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.misc.terracotta_block-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.misc.terracotta_block-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.misc.terracotta_block-5", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.misc.terracotta_block-6", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Welwitch +(Welwitch, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.welwitch.1", + offset: (-15.0, -17.0, -0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ], + wind_sway: 0.1, +), +// Pumpkins +(Pumpkin, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.pumpkin.1", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.pumpkin.2", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.pumpkin.3", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.pumpkin.4", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.pumpkin.5", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.pumpkin.6", + offset: (-7.0, -6.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.pumpkin.7", + offset: (-7.0, -9.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Lingonberries +(LingonBerry, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.lingonberry.1", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.lingonberry.2", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.lingonberry.3", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Leafy Plants +(LeafyPlant, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.leafy_plant.1", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.2", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.3", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.4", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.5", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.6", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.7", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.8", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.9", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.10", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.4, +), +(JungleLeafyPlant, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.leafy_plant.jungle_plant-0", + offset: (-5.5, -1.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.jungle_plant-1", + offset: (-6.5, -2.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.jungle_plant-2", + offset: (-6.5, -2.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.jungle_plant-3", + offset: (-7.5, -2.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.leafy_plant.jungle_plant-4", + offset: (-7.5, -5.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.4, +), +// Ferns +(Fern, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.ferns.1", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.ferns.2", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.ferns.3", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.ferns.4", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.ferns.5", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.ferns.6", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.ferns.7", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.ferns.8", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.ferns.9", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.ferns.10", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.ferns.11", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.ferns.12", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.ferns.fern-0", + offset: (-6.5, -11.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ], + wind_sway: 0.4, +), +(JungleFern, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.junglefern.1", + offset: (-9.5, -9.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.junglefern.2", + offset: (-7.5, -3.5, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.junglefern.3", + offset: (-8.0, -8.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.junglefern.4", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.4, +), +// Savanna Flora +(SavannaGrass, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.grass.grass_savanna-0", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna-1", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna-2", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna-3", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna-4", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna-5", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna-6", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.5, +), +(TallSavannaGrass, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.grass.grass_savanna_tall-0", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna_tall-1", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna_tall-2", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna_tall-3", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna_tall-4", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna_tall-5", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna_tall-6", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.8, +), +(RedSavannaGrass, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.grass.grass_savanna_red-0", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna_red-1", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna_red-2", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_savanna_red-3", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.8, +), +(SavannaBush, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.savanna_bush.1", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.savanna_bush.2", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.savanna_bush.3", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.savanna_bush.4", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.savanna_bush.5", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.savanna_bush.6", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.2, +), +// Dead Bush +(DeadBush, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.dead_bush.1", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.dead_bush.2", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.dead_bush.3", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.dead_bush.4", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.2, +), +// Dead Plant +(DeadPlant, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.dead_plant.dead_plant-0", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.dead_plant.dead_plant-1", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.dead_plant.dead_plant-2", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.dead_plant.dead_plant-3", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.2, +), +// Blueberries +// NOTE: Why are these commented out? +(Blueberry, ()): None/* ( + variations: [ + ( + model: "voxygen.voxel.sprite.blueberry.1", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.blueberry.2", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.blueberry.3", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.blueberry.4", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.blueberry.5", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.blueberry.6", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.blueberry.7", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.blueberry.8", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.blueberry.9", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +*/, +// Ember +(Ember, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.ember.1", + offset: (-5.5, -5.5, -2.9), + lod_axes: (1.0, 1.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// FireBlock +(FireBlock, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.fireblock", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Smoke dummy +(SmokeDummy, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.ember.dummy", + offset: (-5.5, -5.5, -5.5), + lod_axes: (1.0, 1.0, 0.0), + ), + ], + wind_sway: 0.8, +), +// Corn +(Corn, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.corn.corn-0", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.corn.corn-1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.corn.corn-2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.corn.corn-3", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.corn.corn-4", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.corn.corn-5", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ], + wind_sway: 0.4, +), +// Yellow Wheat +(WheatYellow, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.wheat_yellow.wheat-0", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_yellow.wheat-1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_yellow.wheat-2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_yellow.wheat-3", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_yellow.wheat-4", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_yellow.wheat-5", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_yellow.wheat-6", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_yellow.wheat-7", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_yellow.wheat-8", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_yellow.wheat-9", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ], + wind_sway: 0.4, +), +// Green Wheat +(WheatGreen, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.wheat_green.wheat-0", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_green.wheat-1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_green.wheat-2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_green.wheat-3", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_green.wheat-4", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_green.wheat-5", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_green.wheat-6", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_green.wheat-7", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_green.wheat-8", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.wheat_green.wheat-9", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ], + wind_sway: 0.4, +), +// Cabbage +(Cabbage, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cabbage.cabbage-0", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cabbage.cabbage-1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cabbage.cabbage-2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Flax +(Flax, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.flax.flax-0", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.flax.flax-1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.flax.flax-2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.flax.flax-3", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.flax.flax-4", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.flax.flax-5", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ], + wind_sway: 0.4, +), +// Carrot +(Carrot, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.carrot.0", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.carrot.1", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.carrot.2", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.carrot.3", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.carrot.4", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.carrot.5", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +// Tomato +(Tomato, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.tomato.0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.tomato.1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.tomato.2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.tomato.3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.tomato.4", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Radish +(Radish, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.radish.0", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.radish.1", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.radish.2", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.radish.3", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.radish.4", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +// Turnip +(Turnip, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.turnip.turnip-0", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.turnip.turnip-1", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.turnip.turnip-2", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.turnip.turnip-3", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.turnip.turnip-4", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.turnip.turnip-5", + offset: (-5.5, -5.5, -0.25), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +// Coconut +(Coconut, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.fruit.coconut", + offset: (-3.5, -3.5, 2.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Scarecrow +(Scarecrow, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.scarecrow", + offset: (-9.5, -3.0, -0.25), + lod_axes: (0.0, 0.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Street Light +(StreetLamp, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.street_lamp", + offset: (-4.5, -4.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(StreetLampTall, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.street_lamp-0", + offset: (-10.5, -10.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + + ], + wind_sway: 0.0, +), +// Door +// To make doors swing add them in voxygen\src\scene\terrain L. 333 +(Door, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.door.door-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(DoorDark, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.door.door_dark-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(DoorWide, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.door.door-wide", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Bed +(Bed, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.bed-0", + offset: (-9.0, -13.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Bench +(Bench, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.bench-0", + offset: (-14.0, -4.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Chair +(ChairSingle, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.chair_single-0", + offset: (-5.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.chair_single-1", + offset: (-5.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(ChairDouble, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.chair_double-0", + offset: (-9.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.chair_double-1", + offset: (-9.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Helm +(Helm, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.helm", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// CoatRack +(CoatRack, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.coatrack-0", + offset: (-6.5, -6.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.coatrack-1", + offset: (-6.5, -6.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Crate +(Crate, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.crate-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.crate-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.crate-2", + offset: (-3.0, -3.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.crate-3", + offset: (-6.0, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.crate-4", + offset: (-6.0, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.crate-5", + offset: (-5.5, -3.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.crate-6", + offset: (-4.5, -3.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// DrawerLarge +(DrawerLarge, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.drawer_large-0", + offset: (-11.5, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.drawer_large-1", + offset: (-11.5, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// DrawerMedium +(DrawerMedium, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.drawer_medium-0", + offset: (-11.0, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.drawer_medium-1", + offset: (-11.0, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// DrawerSmall +(DrawerSmall, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.drawer_small-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.drawer_small-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// DungeonWallDecor +(DungeonWallDecor, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.dungeon_wall-0", + offset: (-5.5, -1.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.dungeon_wall-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.dungeon_wall-2", + offset: (-5.5, -3.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.dungeon_wall-3", + offset: (-1.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.dungeon_wall-4", + offset: (-5.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.dungeon_wall-5", + offset: (-5.5, -0.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.dungeon_wall-6", + offset: (-5.5, -1.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.dungeon_wall-7", + offset: (-5.5, -1.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.dungeon_wall-8", + offset: (-5.5, -1.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.dungeon_wall-9", + offset: (-1.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// HangingBasket +(HangingBasket, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.hanging_basket-0", + offset: (-6.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.hanging_basket-1", + offset: (-9.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// HangingSign +(HangingSign, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.hanging_sign-0", + offset: (-3.5, -16.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// WallLamp +(WallLamp, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.lamp_wall-1", + offset: (-10.5, -12.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// WallLampSmall +(WallLampSmall, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.lamp_wall-0", + offset: (-5.5, 0.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(WallLampWizard, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.lamp_wall-2", + offset: (-5.5, 0.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(ChristmasOrnament, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.snowflake_light", + offset: (-5.5, 0.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.hirdrasil-antler", + offset: (-10.5, -2.5, -3.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.hirdrasil-antler-1", + offset: (-6.5, -2.5, -3.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.moravian-star-orange", + offset: (-5.5, -7.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.2, +), +(ChristmasWreath, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.wreath-0", + offset: (-6.5, 0.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// WallSconce +(WallSconce, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.sconce_wall-0", + offset: (-2.5, -1.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Planter +(Planter, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.planter-0", + offset: (-6.0, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.planter-1", + offset: (-13.0, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.planter-2", + offset: (-6.0, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.planter-3", + offset: (-6.0, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.planter-4", + offset: (-6.0, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.planter-5", + offset: (-6.0, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.planter-6", + offset: (-7.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Shelf +(Shelf, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.shelf-0", + offset: (-14.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.shelf-1", + offset: (-13.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// TableSide +(TableSide, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.table_side-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.table_side-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// TableDining +(TableDining, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.table_dining-0", + offset: (-8.5, -8.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.table_dining-1", + offset: (-8.5, -8.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// TableDouble +(TableDouble, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.table_double-0", + offset: (-18.5, -11.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + + ], + wind_sway: 0.0, +), +// WardrobeDouble +(WardrobeDouble, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.wardrobe_double-0", + offset: (-10.5, -6.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.wardrobe_double-1", + offset: (-10.5, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// WardrobeSingle +(WardrobeSingle, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.wardrobe_single-0", + offset: (-5.5, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.wardrobe_single-1", + offset: (-5.5, -6.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Pot +(Pot, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.pot-0", + offset: (-3.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.pot-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Stones +(Stones, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.rocks.rock-0", + offset: (-3.0, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.rocks.rock-1", + offset: (-4.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.rocks.rock-2", + offset: (-4.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(Stones2, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.rocks.rock-0", + offset: (-3.0, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.rocks.rock-2", + offset: (-4.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Twigs +(Twigs, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.twigs.twigs-0", + offset: (-3.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.twigs.twigs-1", + offset: (-2.0, -1.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.twigs.twigs-2", + offset: (-4.0, -4.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Drop Gate Parts +(DropGate, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.castle.drop_gate_bars-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(DropGateBottom, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.castle.drop_gate_bottom-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Snow covered Grass +(GrassSnow, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.grass.grass_snow_0", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_snow_1", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_snow_2", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_snow_3", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_snow_4", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_snow_5", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_snow_6", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_snow_7", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_snow_8", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_snow_9", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.2, +), +// Reed +(Reed, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.reed.reed-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.reed.reed-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.reed.reed-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.reed.reed-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.reed.reed-4", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.lillypads.temperate-reeds-1", + offset: (-4.5, -4.0, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.lillypads.temperate-reeds-2", + offset: (-4.5, -4.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.lillypads.temperate-reeds-3", + offset: (-4.5, -4.0, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.lillypads.temperate-reeds-4", + offset: (-4.5, -4.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.lillypads.temperate-reeds-5", + offset: (-4.0, -4.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ], + wind_sway: 0.3, +), +// Beehive +(Beehive, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.beehive.beehive", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.1, +), +// Empty Flask +(VialEmpty, ()): ( + variations: [ + ( + model: "voxygen.voxel.object.potion_empty", + offset: (-5.0, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Bowls +(Bowl, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.crafting_ing.bowl", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Minor Potion +(PotionMinor, ()): ( + variations: [ + ( + model: "voxygen.voxel.object.potion_red", + offset: (-5.0, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), +], + wind_sway: 0.0, +), +(PotionDummy, ()): ( + variations: [ + ( + model: "voxygen.voxel.object.potion_green", + offset: (-5.0, -5.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), +], + wind_sway: 0.0, +), +// Ground Fire Bowls +(FireBowlGround, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.lantern_ground_open", + offset: (-3.5, -3.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), +], + wind_sway: 0.0, +), +// Underwater Grass +(GrassBlue, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.underwater_grass.blue-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.underwater_grass.blue-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ], + wind_sway: 1.0, +), +// Underwater Chests +(ChestBuried, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.underwater_chests.chest_skull", + offset: (-10.0, -8.0, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.underwater_chests.chest_vines", + offset: (-10.0, -8.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ], + wind_sway: 0.0, +), +// Stony Coral +(StonyCoral, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.coral.yellow_fire_coral-0", + offset: (-7.0, -6.5, -0.1), + lod_axes: (0.5, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.red_fire_coral-0", + offset: (-6.5, -2.0, -0.1), + lod_axes: (0.5, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.red_fire_coral-1", + offset: (-7.5, -4.5, -0.1), + lod_axes: (0.5, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.red_fire_coral-2", + offset: (-7.0, -4, -0.1), + lod_axes: (0.5, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.green_brain_coral-0", + offset: (-9.5, -10.5, -5.1), + lod_axes: (0.5, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.green_brain_coral-1", + offset: (-9.5, -10.5, -3.1), + lod_axes: (0.5, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.green_brain_coral-2", + offset: (-6.5, -6.5, -0.1), + lod_axes: (0.5, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.pink_brain_coral-0", + offset: (-10.0, -9.5, -5.1), + lod_axes: (0.5, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.pink_brain_coral-1", + offset: (-6.0, -5.5, -0.0), + lod_axes: (0.5, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.pink_birdsnest_coral-0", + offset: (-5.5, -5.5, -0.1), + lod_axes: (0.5, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.pink_birdsnest_coral-1", + offset: (-5.5, -5.5, -0.1), + lod_axes: (0.5, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.pink_birdsnest_coral-2", + offset: (-5.5, -5.5, -0.1), + lod_axes: (0.5, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.pink_birdsnest_coral-3", + offset: (-5.5, -5.5, -0.1), + lod_axes: (0.5, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.plating_acropora-0", + offset: (-9.5, -9.0, -0.1), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.coral.plating_acropora-1", + offset: (-9.5, -9.0, -0.1), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.coral.plating_acropora-2", + offset: (-11.0, -10.5, -0.1), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.coral.plating_acropora-3", + offset: (-11.0, -11.0, -0.1), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.coral.plating_acropora-4", + offset: (-9.0, -9.0, -0.1), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.coral.plating_acropora-5", + offset: (-8.0, -9.0, -0.1), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.coral.plating_acropora-6", + offset: (-9.0, -8.5, -0.1), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.coral.plating_acropora-7", + offset: (-7, -9.0, -0.1), + lod_axes: (0.5, 0.5, 0.0), + ), + ], + wind_sway: 0.0, +), +// Soft Coral +(SoftCoral, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.coral.yellow_gorgonian-0", + offset: (-3.0, -10.0, 0.0), + lod_axes: (0.0, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.yellow_gorgonian-1", + offset: (-3.0, -13.0, 0.0), + lod_axes: (0.0, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.yellow_gorgonian-2", + offset: (-3.0, -17.5, 0.0), + lod_axes: (0.0, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.purp-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.purp-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.red_sea_fan-1", + offset: (-2.5, -15.5, 0.0), + lod_axes: (0.0, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.red_sea_fan-2", + offset: (-2.5, -22.5, 0.0), + lod_axes: (0.0, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.red_sea_fan-3", + offset: (-3.0, -15.5, 0.0), + lod_axes: (0.0, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.purple_finger_soft_coral-0", + offset: (-9.5, -8.5, -0.1), + lod_axes: (0.0, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.purple_finger_soft_coral-1", + offset: (-10.0, -19.5, -0.1), + lod_axes: (0.0, 0.5, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.green_ricordea-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.green_ricordea-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.green_ricordea-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.green_ricordea-4", + offset: (-6.5, -6.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.blue_ricordea-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.blue_ricordea-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.blue_ricordea-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.coral.sea_anemone-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ], + wind_sway: 1.0, +), +// Sea Anemones +(SeaAnemone, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.coral.sea_anemone-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ], + wind_sway: 1.0, +), +//Bull kelp +(BullKelp, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.algae.nereocystis_kelp-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.nereocystis_kelp-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.nereocystis_kelp-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.nereocystis_kelp-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.nereocystis_kelp-4", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.nereocystis_kelp-5", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.nereocystis_kelp-6", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.nereocystis_kelp-7", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.nereocystis_kelp-8", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ], + wind_sway: 0.5, +), +//scattered temperate type Seaweed +(SeaweedTemperate, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.algae.kelp_sprig-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.kelp_sprig-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_short_1", + offset: (-5.5, -6.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_short_2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ], + wind_sway: 0.5, +), +//scattered tropical type seaweed +(SeaweedTropical, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.grass.grass_short_1", + offset: (-5.5, -6.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.grass.grass_short_2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.acetabularia-0", + offset: (-5.5, -6.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.acetabularia-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.acetabularia-2", + offset: (-5.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.udotea-0", + offset: (-8.0, -1.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.udotea-1", + offset: (-8.0, -1.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.udotea-2", + offset: (-10.0, -2.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ], + wind_sway: 0.7, +), +//Mermaids fan algae patch +(MermaidsFan, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.algae.udotea-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.udotea-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.udotea-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ], + wind_sway: 0.7, +), +//Caulerpa prolifera patch +(WavyAlgae, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.algae.caulerpa_prolifera-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.caulerpa_prolifera-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.caulerpa_prolifera-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.caulerpa_prolifera-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ], + wind_sway: 0.7, +), +//Caulerpa lentillifera patch +(SeaGrapes, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.algae.caulerpa_lentillifera-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.caulerpa_lentillifera-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.caulerpa_lentillifera-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.algae.caulerpa_lentillifera-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ], + wind_sway: 0.7, +), +//Giant Kelp +(GiantKelp, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.algae.macrocystis_kelp-0", + offset: (-15.5, -15.5, 0.0), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.algae.macrocystis_kelp-1", + offset: (-15.5, -15.5, 0.0), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.algae.macrocystis_kelp-2", + offset: (-15.5, -15.5, 0.0), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.algae.macrocystis_kelp-3", + offset: (-15.5, -15.5, 0.0), + lod_axes: (0.5, 0.5, 0.0), + ), + ], + wind_sway: 0.2, +), +// Red Algae +(RedAlgae, ()): None, +// Underwater Vent +(UnderwaterVent, ()): None, +// Seagrass +(Seagrass, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.grass.seagrass-0", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.seagrass-1", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.seagrass-2", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.seagrass-3", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.grass.seagrass-4", + offset: (-6.0, -6.0, -0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.7, +), +// Seashells +(Seashells, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.seashells.shell-0", + offset: (-4.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.seashells.shell-1", + offset: (-4.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Underwater Mud Piles +(Mud, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.underwater_mud.mud-0", + offset: (-9.5, -7.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ( + model: "voxygen.voxel.sprite.underwater_mud.mud-1", + offset: (-8.5, -7.5, 0.0), + lod_axes: (0.0, 0.0, 0.5), + ), + ], + wind_sway: 0.0, +), +// Amethyst Ore +(Amethyst, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.gem.amethyst-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Ruby Ore +(Ruby, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.gem.ruby-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Diamond Ore +(Diamond, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.gem.diamond-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Sapphire Ore +(Sapphire, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.gem.sapphire-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Emerald Ore +(Emerald, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.gem.emerald-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Topaz Ore +(Topaz, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.gem.topaz-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Small Amethyst Ore +(AmethystSmall, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.gem.amethyst_S-0", + offset: (-3.5, -3.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Small Topaz Ore +(TopazSmall, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.gem.topaz_S-0", + offset: (-3.5, -3.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Small Ruby Ore +(RubySmall, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.gem.ruby_S-0", + offset: (-3.5, -3.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Small Emerald Ore +(EmeraldSmall, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.gem.emerald_S-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Small Diamond Ore +(DiamondSmall, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.gem.diamond_S-0", + offset: (-3.5, -3.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Small Sapphire Ore +(SapphireSmall, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.gem.sapphire_S-0", + offset: (-3.5, -3.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Bloodstone, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.deposit.bloodstone", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Coal, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.deposit.coal", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Cobalt, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.deposit.cobalt", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Copper, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.deposit.copper", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Iron, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.deposit.iron", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Tin, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.deposit.tin", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Silver, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.deposit.silver", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Gold, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.deposit.gold", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(CrystalHigh, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.ceiling.green-0", + offset: (-8.5, -9.0, -7.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.ceiling.green-1", + offset: (-8.0, -8.0, -10.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.ceiling.green-2", + offset: (-11.5, -12.5, -9.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.ceiling.blue-0", + offset: (-8.5, -9.0, -7.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.ceiling.blue-1", + offset: (-8.0, -8.0, -10.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.ceiling.blue-2", + offset: (-11.5, -12.5, -9.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.ceiling.purple-0", + offset: (-8.5, -9.0, -7.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.ceiling.purple-1", + offset: (-8.0, -8.0, -10.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.ceiling.purple-2", + offset: (-11.5, -12.5, -9.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.ceiling.purple-3", + offset: (-11.0, -12.5, -49.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(CrystalLow, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.floor.blue-0", + offset: (-8.5, -9.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.floor.blue-1", + offset: (-8.0, -8.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.floor.blue-2", + offset: (-11.5, -12.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.floor.purple-0", + offset: (-8.5, -9.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.floor.purple-1", + offset: (-8.0, -8.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.floor.purple-2", + offset: (-11.5, -12.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.floor.green-0", + offset: (-8.5, -9.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.floor.green-1", + offset: (-8.0, -8.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.mineral.deposit.crystal.floor.green-2", + offset: (-11.5, -12.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ) + ], + wind_sway: 0.0, +), +(Cotton, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.flowers.cotton", + offset: (-4.5, -4.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.4, +), +(Moonbell, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.flowers.moonbell", + offset: (-3.5, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Pyrebloom, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.flowers.pyrebloom", + offset: (-5.5, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(WildFlax, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.flax.flax-0", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.flax.flax-1", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.flax.flax-2", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.flax.flax-3", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.flax.flax-4", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ( + model: "voxygen.voxel.sprite.flax.flax-5", + offset: (-6.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.7), + ), + ], + wind_sway: 0.4, +), +// Lantern +(Lantern, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.lantern.mine_lamp", + offset: (-3.5, -3.5, 0.0), + lod_axes: (0.5, 0.5, 0.2), + ), + ], + wind_sway: 0.0, +), +// CliffTown & DesertCity Decor +(WindowArabic, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.window.window_arabic", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(BookshelfArabic, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.bookshelf_arabic", + offset: (-24.5, -5.5, -6.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(DecorSetArabic, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.decor_set_arabic-0", + offset: (-10.5, -10.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(SepareArabic, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.separe_arabic", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(CushionArabic, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.cushion_arabic", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(JugArabic, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.jug_arabic", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(TableArabicSmall, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.table_arabic_small", + offset: (-7.5, -7.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(TableArabicLarge, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.table_arabic_large", + offset: (-21.0, -13.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(CanapeArabic, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.canape_arabic", + offset: (-12.5, -14.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(CupboardArabic, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.cupboard_arabic", + offset: (-9.5, -5.5, 4.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(WallTableArabic, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.wall_table_arabic", + offset: (-15.0, -5.5, 2.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(JugAndBowlArabic, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.jug_and_bowl_arabic", + offset: (-15.0, -7.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Melon, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.melon_cut", + offset: (-4.5, -4.5, -0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.melon", + offset: (-5.5, -4.5, -0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(FountainArabic, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.fountain_arabic", + offset: (-15.5, -15.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(OvenArabic, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.oven_arabic", + offset: (-6.5, -8.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Hearth, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.hearth", + offset: (-19.0, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(ForgeTools, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.forge_tools", + offset: (-19.0, -5.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// CliffTown Sprites +(CliffDecorBlock, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.cliff_decor_block-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.cliff_decor_block-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.cliff_decor_block-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.cliff_decor_block-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.cliff_decor_block-4", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.cliff_decor_block-5", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.cliff_decor_block-6", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.cliff_decor_block-7", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.cliff_decor_block-8", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.cliff_decor_block-9", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.cliff_decor_block-10", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.cliff_decor_block-11", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(BedMesa, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.bed_mesa", + offset: (-9.0, -16.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(CupboardMesa, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.cupboard_mesa", + offset: (-8.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(WallLampMesa, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.wall_lamp_mesa", + offset: (-4.5, 0.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(MesaLantern, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.lantern.lantern_mesa", + offset: (-3.5, -3.5, 0.0), + lod_axes: (0.5, 0.5, 0.2), + ), + ], + wind_sway: 0.0, +), +(MirrorMesa, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.mirror_mesa", + offset: (-10.5, -2.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(WallTableMesa, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.wall_table_mesa", + offset: (-7.5, -5.5, 3.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(WardrobeDoubleMesa, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.wardrobe_double_mesa-0", + offset: (-17.0, -6.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.wardrobe_double_mesa-1", + offset: (-12.5, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.wardrobe_double_mesa-2", + offset: (-10.5, -6.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(WardrobeSingleMesa, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.wardrobe_single-0", + offset: (-7.0, -6.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.furniture.wardrobe_single-1", + offset: (-7.0, -6.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Anvil +(Anvil, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.anvil.anvil-0", + offset: (-5.5, -7.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Cauldron +(Cauldron, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cauldron.cauldron-0", + offset: (-10.0, -10.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Forge +(Forge, ()): ( + variations: [ + ( + model: "voxygen.voxel.object.forge", + offset: (-6.5, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Loom, ()): ( + variations: [ + ( + model: "voxygen.voxel.object.loom", + offset: (-6.0, -4.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// DismantlingBench +(DismantlingBench, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.salvaging_station.salvaging_station-0", + offset: (-7.0, -8.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(SpinningWheel, ()): ( + variations: [ + ( + model: "voxygen.voxel.object.spinning_wheel", + offset: (-7.5, -5.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(TanningRack, ()): ( + variations: [ + ( + model: "voxygen.voxel.object.tanning_rack", + offset: (-7.5, -4.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Crafting Bench +(CraftingBench, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.crafting_bench.crafting_bench-0", + offset: (-9.5, -7.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Cooking Pot +(CookingPot, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cooking_pot.pot-0", + offset: (-9.0, -10.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Repair Bench +(RepairBench, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.repair_bench.repair_bench-0", + offset: (-7.0, -8.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Ensnaring Vines +(EnsnaringVines, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.ensnaring_vines", + offset: (-5.0, -6.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Sea Urchin +(SeaUrchin, ()): ( + variations: [ + ( + model: "voxygen.voxel.object.sea_urchin", + offset: (-5.0, -6.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Iron Spike +(IronSpike, ()): ( + variations: [ + ( + model: "voxygen.voxel.object.iron_spike", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// WitchWindow +(WitchWindow, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.window.witch_purple", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.5, 0.5, 0.5), + ), + ], + wind_sway: 0.0, +), +(Keyhole, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.keyhole_block", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.5, 0.5, 0.5), + ), + ], + wind_sway: 0.0, +), +(KeyDoor, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.door_block", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.5, 0.5, 0.5), + ), + ], + wind_sway: 0.0, +), +(BoneKeyhole, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.bone_keyhole_block", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.5, 0.5, 0.5), + ), + ], + wind_sway: 0.0, +), +(BoneKeyDoor, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.bone_door_block", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.5, 0.5, 0.5), + ), + ], + wind_sway: 0.0, +), +// Bones +(Bones, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.bone.bone-1", + offset: (-3.0, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.bone.bone-2", + offset: (-1.0, -5.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.bone.bone-3", + offset: (-1.5, -4.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.bone.bone-4", + offset: (-3.5, -5.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.bone.bone-5", + offset: (-4.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Short Grass Blue +(GrassBlueShort, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.grass_blue_short-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_short-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_short-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_short-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_short-4", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Medium Grass Blue +(GrassBlueMedium, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.grass_blue_med-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_med-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_med-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_med-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Long Grass Blue +(GrassBlueLong, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.grass_blue_long-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_long-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_long-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_long-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_long-4", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_long-5", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_long-6", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.grass_blue_long-7", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ], + wind_sway: 0.0, +), +// Cavern Lillypads Blue +(CavernLillypadBlue, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cavern.lillypad-0", + offset: (-5.5, -5.5, -1.0), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.cavern.lillypad-1", + offset: (-5.5, -5.5, -1.0), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.cavern.lillypad-2", + offset: (-5.5, -5.5, -1.0), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.cavern.lillypad-3", + offset: (-5.5, -5.5, -1.0), + lod_axes: (0.5, 0.5, 0.0), + ), + ( + model: "voxygen.voxel.sprite.cavern.lillypad-4", + offset: (-5.5, -5.5, -1.0), + lod_axes: (0.5, 0.5, 0.0), + ), + ], + wind_sway: 0.0, +), +// Cave Hanging Mycel Blue +(MycelBlue, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.cave.ceiling.mycel-0", + offset: (-1.0, -1.0, -12.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.mycel-1", + offset: (-1.0, -1.0, -25.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.mycel-2", + offset: (-1.0, -1.0, -18.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ( + model: "voxygen.voxel.sprite.cave.ceiling.mycel-3", + offset: (-1.0, -1.0, -29.0), + lod_axes: (0.0, 0.0, 1.0), + ), + ], + wind_sway: 0.1, +), +// LillyPads on rivers +(LillyPads, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.lillypads.temperate-lilypad-1", + offset: (-4.5, -4.5, -18.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.lillypads.temperate-lilypad-2", + offset: (-4.5, -4.5, -18.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.lillypads.temperate-lilypad-3", + offset: (-5.5, -5.0, -18.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.lillypads.temperate-lilypad-4", + offset: (-5.5, -5.5, -18.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.lillypads.temperate-lilypad-5", + offset: (-5.5, -5.5, -18.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.lillypads.temperate-lilypad-6", + offset: (-5.5, -5.5, -18.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.lillypads.temperate-lilypad-7", + offset: (-5.5, -5.5, -18.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.lillypads.temperate-lilypad-8", + offset: (-4.5, -4.5, -18.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.lillypads.temperate-lilypad-9", + offset: (-4.5, -4.5, -18.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.6, +), +(Bomb, ()): ( + variations: [ + ( + model: "voxygen.voxel.object.bomb", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.5, 0.5, 0.5), + ), + ], + wind_sway: 0.0, +), +(EnsnaringWeb, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.ensnaring_web", + offset: (-5.0, -6.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Ice spike +(IceSpike, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.icespike", + offset: (-5.0, -6.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// WOOOOOOD +(Wood, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.wood.log.wood", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Bamboo, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.wood.log.bamboo", + offset: (-6.5, -6.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Hardwood, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.wood.log.hardwood", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Ironwood, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.wood.log.ironwood", + offset: (-6.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Frostwood, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.wood.log.frostwood", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Eldwood, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.wood.log.eldwood", + offset: (-4.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Bedrolls +(Bedroll, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.camp.camp", + offset: (-8.0, -16.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Tent, ()): ( + variations: [ + ( + model: "voxygen.voxel.object.tent", + offset: (-7.5, -15.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(BedrollSnow, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.camp.camp_snow", + offset: (-8.0, -16.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(BedrollPirate, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.camp.camp_pirate", + offset: (-8.0, -16.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Graves +(Grave, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.grave.mud", + offset: (-6.0, -7.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Gravestone, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.grave.grave_0", + offset: (1.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.grave.grave_1", + offset: (1.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.grave.grave_2", + offset: (1.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.grave.grave_3", + offset: (1.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.grave.grave_4", + offset: (1.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.grave.grave_5", + offset: (1.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.grave.grave_6", + offset: (1.0, -6.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +// Wizard assets +(MagicalBarrier, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.wizard.magical_barrier", + offset: (-10.0, -0.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(MagicalSeal, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.wizard.magical_seal", + offset: (-16.0, -16.0, -1.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(Candle, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.wizard.candle", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(DoorBars, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.bars.0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(KeyholeBars, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.bars.keyhole", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(IceCrystal, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.crystal.ice_crystal_0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.ice_crystal_1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.ice_crystal_2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.ice_crystal_3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.ice_crystal_4", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.ice_crystal_5", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.ice_crystal_6", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.ice_crystal_7", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.ice_crystal_8", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.ice_crystal_9", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.ice_crystal_10", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.ice_crystal_11", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), + +(GlowIceCrystal, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.crystal.glow_ice_crystal_0", + offset: (8.5, -9.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.glow_ice_crystal_1", + offset: (-8.0, -8.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.glow_ice_crystal_2", + offset: (-11.5, -12.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.glow_ice_crystal_3", + offset: (-8.5, -9.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.glow_ice_crystal_4", + offset: (-8.0, -8.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.crystal.glow_ice_crystal_5", + offset: (-11.5, -12.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(OneWayWall, ()): ( + variations: [], + wind_sway: 0.0, +), +(Sign, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.sign.basic", + offset: (-8.0, -1.0, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(WoodBarricades, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.barricades_wood.barricades-0", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.barricades_wood.barricades-1", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.barricades_wood.barricades-2", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ( + model: "voxygen.voxel.sprite.barricades_wood.barricades-3", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + + ], + wind_sway: 0.0, +), +(DiamondLight, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.misc.floating_diamond", + offset: (-5.5, -5.5, 0.0), + lod_axes: (0.0, 0.0, 0.0), + ), + ], + wind_sway: 0.0, +), +(SmithingTable, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.smith_table-0", + offset: (-7.5, -7.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(Forge0, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.forge-0", + offset: (-3.5, -7.0, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(GearWheel0, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.gear_wheel-0", + offset: (-8.5, -8.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(Quench0, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.quench-0", + offset: (-2.5, -2.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(HotSurface, ()): ( + variations: [], + wind_sway: 0.0, +), +(Barrel, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.barrel", + offset: (-4.5, -4.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +(CrateBlock, ()): ( + variations: [ + ( + model: "voxygen.voxel.sprite.furniture.crate_block", + offset: (-5.5, -5.5, 0.0), + lod_axes: (1.0, 1.0, 1.0), + ), + ], + wind_sway: 0.0, +), +} diff --git a/assets/voxygen/voxel/theropod_central_manifest.ron b/assets/voxygen/voxel/theropod_central_manifest.ron new file mode 100644 index 0000000..f29c93c --- /dev/null +++ b/assets/voxygen/voxel/theropod_central_manifest.ron @@ -0,0 +1,602 @@ +({ + (Archaeos, Male): ( + head: ( + offset: (-4.5, 0.0, -5.0), + central: ("npc.archaeos.male.head"), + ), + jaw: ( + offset: (-5.5, -2.0, -3.0), + central: ("npc.archaeos.male.jaw"), + ), + neck: ( + offset: (-4.5, 0.0, -3.0), + central: ("npc.archaeos.male.neck"), + ), + chest_front: ( + offset: (-7.5, -5.5, -7.0), + central: ("npc.archaeos.male.chest_front"), + ), + chest_back: ( + offset: (-4.5, -9.0, -7.0), + central: ("npc.archaeos.male.chest_back"), + ), + tail_front: ( + offset: (-3.5, -8.0, -3.5), + central: ("npc.archaeos.male.tail_front"), + ), + tail_back: ( + offset: (-7.5, -23.0, -3.0), + central: ("npc.archaeos.male.tail_back"), + ), + ), + (Archaeos, Female): ( + head: ( + offset: (-4.5, 0.0, -5.0), + central: ("npc.archaeos.male.head"), + ), + jaw: ( + offset: (-5.5, -2.0, -3.0), + central: ("npc.archaeos.male.jaw"), + ), + neck: ( + offset: (-4.5, 0.0, -3.0), + central: ("npc.archaeos.male.neck"), + ), + chest_front: ( + offset: (-7.5, -5.5, -7.0), + central: ("npc.archaeos.male.chest_front"), + ), + chest_back: ( + offset: (-4.5, -9.0, -7.0), + central: ("npc.archaeos.male.chest_back"), + ), + tail_front: ( + offset: (-3.5, -8.0, -3.5), + central: ("npc.archaeos.male.tail_front"), + ), + tail_back: ( + offset: (-7.5, -23.0, -3.0), + central: ("npc.archaeos.male.tail_back"), + ), + ), + (Odonto, Male): ( + head: ( + offset: (-10.5, 0.0, -8.0), + central: ("npc.odonto.male.head"), + ), + jaw: ( + offset: (-6.5, 0.0, -3.0), + central: ("npc.odonto.male.jaw"), + ), + neck: ( + offset: (-3.5, 0.0, -6.5), + central: ("npc.odonto.male.neck"), + ), + chest_front: ( + offset: (-5.5, -5.0, -6.0), + central: ("npc.odonto.male.chest_front"), + ), + chest_back: ( + offset: (-6.5, -8.0, -8.5), + central: ("npc.odonto.male.chest_back"), + ), + tail_front: ( + offset: (-3.5, -8.0, -5.5), + central: ("npc.odonto.male.tail_front"), + ), + tail_back: ( + offset: (-2.5, -19.0, -5.0), + central: ("npc.odonto.male.tail_back"), + ), + ), + (Odonto, Female): ( + head: ( + offset: (-10.5, 0.0, -8.0), + central: ("npc.odonto.male.head"), + ), + jaw: ( + offset: (-6.5, 0.0, -3.0), + central: ("npc.odonto.male.jaw"), + ), + neck: ( + offset: (-3.5, 0.0, -6.5), + central: ("npc.odonto.male.neck"), + ), + chest_front: ( + offset: (-5.5, -5.0, -6.0), + central: ("npc.odonto.male.chest_front"), + ), + chest_back: ( + offset: (-6.5, -8.0, -8.5), + central: ("npc.odonto.male.chest_back"), + ), + tail_front: ( + offset: (-3.5, -8.0, -5.5), + central: ("npc.odonto.male.tail_front"), + ), + tail_back: ( + offset: (-2.5, -19.0, -5.0), + central: ("npc.odonto.male.tail_back"), + ), + ), + (Sandraptor, Male): ( + head: ( + offset: (-2.5, -6.0, -4.5), + central: ("npc.raptor_sand.male.head"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.raptor_sand.male.jaw"), + ), + neck: ( + offset: (-1.5, 0.0, -4.5), + central: ("npc.raptor_sand.male.neck"), + ), + chest_front: ( + offset: (-3.5, -4.0, -4.0), + central: ("npc.raptor_sand.male.chest_front"), + ), + chest_back: ( + offset: (-3.5, -10.0, -4.5), + central: ("npc.raptor_sand.male.chest_back"), + ), + tail_front: ( + offset: (-7.5, -12.0, -2.5), + central: ("npc.raptor_sand.male.tail_front"), + ), + tail_back: ( + offset: (-6.5, -30.0, -2.0), + central: ("npc.raptor_sand.male.tail_back"), + ), + ), + (Sandraptor, Female): ( + head: ( + offset: (-2.5, -6.0, -4.5), + central: ("npc.raptor_sand.male.head"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.raptor_sand.male.jaw"), + ), + neck: ( + offset: (-1.5, 0.0, -4.5), + central: ("npc.raptor_sand.male.neck"), + ), + chest_front: ( + offset: (-3.5, -4.0, -4.0), + central: ("npc.raptor_sand.male.chest_front"), + ), + chest_back: ( + offset: (-3.5, -10.0, -4.5), + central: ("npc.raptor_sand.male.chest_back"), + ), + tail_front: ( + offset: (-7.5, -12.0, -2.5), + central: ("npc.raptor_sand.male.tail_front"), + ), + tail_back: ( + offset: (-6.5, -30.0, -2.0), + central: ("npc.raptor_sand.male.tail_back"), + ), + ), + (Snowraptor, Male): ( + head: ( + offset: (-2.5, 0.0, -4.5), + central: ("npc.raptor_snow.male.head"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.raptor_snow.male.jaw"), + ), + neck: ( + offset: (-1.5, 0.0, -4.5), + central: ("npc.raptor_snow.male.neck"), + ), + chest_front: ( + offset: (-3.5, -4.0, -4.0), + central: ("npc.raptor_snow.male.chest_front"), + ), + chest_back: ( + offset: (-3.5, -10.0, -4.5), + central: ("npc.raptor_snow.male.chest_back"), + ), + tail_front: ( + offset: (-7.5, -12.0, -2.5), + central: ("npc.raptor_snow.male.tail_front"), + ), + tail_back: ( + offset: (-6.5, -30.0, -2.5), + central: ("npc.raptor_snow.male.tail_back"), + ), + ), + (Snowraptor, Female): ( + head: ( + offset: (-2.5, 0.0, -4.5), + central: ("npc.raptor_snow.male.head"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.raptor_snow.male.jaw"), + ), + neck: ( + offset: (-1.5, 0.0, -4.5), + central: ("npc.raptor_snow.male.neck"), + ), + chest_front: ( + offset: (-3.5, -4.0, -4.0), + central: ("npc.raptor_snow.male.chest_front"), + ), + chest_back: ( + offset: (-3.5, -10.0, -4.5), + central: ("npc.raptor_snow.male.chest_back"), + ), + tail_front: ( + offset: (-7.5, -12.0, -2.5), + central: ("npc.raptor_snow.male.tail_front"), + ), + tail_back: ( + offset: (-6.5, -30.0, -2.5), + central: ("npc.raptor_snow.male.tail_back"), + ), + ), + (Woodraptor, Male): ( + head: ( + offset: (-3.5, -6.0, -5.0), + central: ("npc.raptor_wood.male.head"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.raptor_wood.male.jaw"), + ), + neck: ( + offset: (-1.5, 0.0, -4.5), + central: ("npc.raptor_wood.male.neck"), + ), + chest_front: ( + offset: (-3.5, -4.0, -4.0), + central: ("npc.raptor_wood.male.chest_front"), + ), + chest_back: ( + offset: (-3.5, -10.0, -4.5), + central: ("npc.raptor_wood.male.chest_back"), + ), + tail_front: ( + offset: (-7.5, -12.0, -2.5), + central: ("npc.raptor_wood.male.tail_front"), + ), + tail_back: ( + offset: (-6.5, -30.0, -2.0), + central: ("npc.raptor_wood.male.tail_back"), + ), + ), + (Woodraptor, Female): ( + head: ( + offset: (-3.5, -6.0, -5.0), + central: ("npc.raptor_wood.male.head"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.raptor_wood.male.jaw"), + ), + neck: ( + offset: (-1.5, 0.0, -4.5), + central: ("npc.raptor_wood.male.neck"), + ), + chest_front: ( + offset: (-3.5, -4.0, -4.0), + central: ("npc.raptor_wood.male.chest_front"), + ), + chest_back: ( + offset: (-3.5, -10.0, -4.5), + central: ("npc.raptor_wood.male.chest_back"), + ), + tail_front: ( + offset: (-7.5, -12.0, -2.5), + central: ("npc.raptor_wood.male.tail_front"), + ), + tail_back: ( + offset: (-6.5, -30.0, -2.0), + central: ("npc.raptor_wood.male.tail_back"), + ), + ), + (Sunlizard, Male): ( + head: ( + offset: (-12.5, -1.0, -12.5), + central: ("npc.sunlizard.male.head"), + ), + jaw: ( + offset: (-2.5, 0.0, -1.0), + central: ("npc.sunlizard.male.jaw"), + ), + neck: ( + offset: (-1.5, 0.0, -2.0), + central: ("npc.sunlizard.male.neck"), + ), + chest_front: ( + offset: (-3.5, -3.0, -3.5), + central: ("npc.sunlizard.male.chest_front"), + ), + chest_back: ( + offset: (-3.5, -10.0, -3.5), + central: ("npc.sunlizard.male.chest_back"), + ), + tail_front: ( + offset: (-1.5, -11.0, -2.5), + central: ("npc.sunlizard.male.tail_front"), + ), + tail_back: ( + offset: (-1.5, -30.0, -2.0), + central: ("npc.sunlizard.male.tail_back"), + ), + ), + (Sunlizard, Female): ( + head: ( + offset: (-12.5, -1.0, -12.5), + central: ("npc.sunlizard.male.head"), + ), + jaw: ( + offset: (-2.5, 0.0, -1.0), + central: ("npc.sunlizard.male.jaw"), + ), + neck: ( + offset: (-1.5, 0.0, -2.0), + central: ("npc.sunlizard.male.neck"), + ), + chest_front: ( + offset: (-3.5, -3.0, -3.5), + central: ("npc.sunlizard.male.chest_front"), + ), + chest_back: ( + offset: (-3.5, -10.0, -3.5), + central: ("npc.sunlizard.male.chest_back"), + ), + tail_front: ( + offset: (-1.5, -11.0, -2.5), + central: ("npc.sunlizard.male.tail_front"), + ), + tail_back: ( + offset: (-1.5, -30.0, -2.0), + central: ("npc.sunlizard.male.tail_back"), + ), + ), + (Yale, Male): ( + head: ( + offset: (-9.0, -11.0, -13.5), + central: ("npc.yale.male.head"), + ), + jaw: ( + offset: (-2.0, 0.0, -8.0), + central: ("npc.yale.male.jaw"), + ), + neck: ( + offset: (-3.0, 0.0, -7.5), + central: ("npc.yale.male.neck"), + ), + chest_front: ( + offset: (-5.0, -4.0, -7.5), + central: ("npc.yale.male.chest_front"), + ), + chest_back: ( + offset: (-6.0, -11.0, -6.5), + central: ("npc.yale.male.chest_back"), + ), + tail_front: ( + offset: (-3.0, -6.0, -4.5), + central: ("npc.yale.male.tail_front"), + ), + tail_back: ( + offset: (-5.0, -16.0, -7.0), + central: ("npc.yale.male.tail_back"), + ), + ), + (Yale, Female): ( + head: ( + offset: (-9.0, -11.0, -13.5), + central: ("npc.yale.male.head"), + ), + jaw: ( + offset: (-2.0, 0.0, -8.0), + central: ("npc.yale.male.jaw"), + ), + neck: ( + offset: (-3.0, 0.0, -7.5), + central: ("npc.yale.male.neck"), + ), + chest_front: ( + offset: (-5.0, -4.0, -7.5), + central: ("npc.yale.male.chest_front"), + ), + chest_back: ( + offset: (-6.0, -11.0, -6.5), + central: ("npc.yale.male.chest_back"), + ), + tail_front: ( + offset: (-3.0, -6.0, -4.5), + central: ("npc.yale.male.tail_front"), + ), + tail_back: ( + offset: (-5.0, -16.0, -7.0), + central: ("npc.yale.male.tail_back"), + ), + ), + (Dodarock, Male): ( + head: ( + offset: (-3.5, -1.0, -3.5), + central: ("npc.dodarock.male.head"), + ), + jaw: ( + offset: (-5.5, -1.0, -3.0), + central: ("npc.dodarock.male.jaw"), + ), + neck: ( + offset: (-2.5, -1.0, -5.0), + central: ("npc.dodarock.male.neck"), + ), + chest_front: ( + offset: (-4.5, -1.0, -6.0), + central: ("npc.dodarock.male.chest_front"), + ), + chest_back: ( + offset: (-4.5, -1.0, -5.0), + central: ("npc.dodarock.male.chest_back"), + ), + tail_front: ( + offset: (-2.5, -1.0, -1.0), + central: ("npc.dodarock.male.tail_front"), + ), + tail_back: ( + offset: (-4.5, -1.0, -2.5), + central: ("npc.dodarock.male.tail_back"), + ), + ), + (Dodarock, Female): ( + head: ( + offset: (-3.5, -1.0, -3.5), + central: ("npc.dodarock.male.head"), + ), + jaw: ( + offset: (-5.5, -1.0, -3.0), + central: ("npc.dodarock.male.jaw"), + ), + neck: ( + offset: (-2.5, -1.0, -5.0), + central: ("npc.dodarock.male.neck"), + ), + chest_front: ( + offset: (-4.5, -1.0, -6.0), + central: ("npc.dodarock.male.chest_front"), + ), + chest_back: ( + offset: (-4.5, -1.0, -5.0), + central: ("npc.dodarock.male.chest_back"), + ), + tail_front: ( + offset: (-2.5, -1.0, -1.0), + central: ("npc.dodarock.male.tail_front"), + ), + tail_back: ( + offset: (-4.5, -1.0, -2.5), + central: ("npc.dodarock.male.tail_back"), + ), + ), + (Ntouka, Male): ( + head: ( + offset: (-11.5, -8.0, -5.0), + central: ("npc.ntouka.male.head"), + ), + jaw: ( + offset: (-4.5, 0.0, -3.0), + central: ("npc.ntouka.male.jaw"), + ), + neck: ( + offset: (-3.5, 0.0, -4.5), + central: ("npc.ntouka.male.neck"), + ), + chest_front: ( + offset: (-5.5, -5.5, -7.5), + central: ("npc.ntouka.male.chest_front"), + ), + chest_back: ( + offset: (-6.5, -11.0, -8.5), + central: ("npc.ntouka.male.chest_back"), + ), + tail_front: ( + offset: (-3.5, -10.0, -4.0), + central: ("npc.ntouka.male.tail_front"), + ), + tail_back: ( + offset: (-9.5, -16.0, -2.0), + central: ("npc.ntouka.male.tail_back"), + ), + ), + (Ntouka, Female): ( + head: ( + offset: (-11.5, -8.0, -5.0), + central: ("npc.ntouka.male.head"), + ), + jaw: ( + offset: (-4.5, 0.0, -3.0), + central: ("npc.ntouka.male.jaw"), + ), + neck: ( + offset: (-3.5, 0.0, -4.5), + central: ("npc.ntouka.male.neck"), + ), + chest_front: ( + offset: (-5.5, -5.5, -7.5), + central: ("npc.ntouka.male.chest_front"), + ), + chest_back: ( + offset: (-6.5, -11.0, -8.5), + central: ("npc.ntouka.male.chest_back"), + ), + tail_front: ( + offset: (-3.5, -10.0, -4.0), + central: ("npc.ntouka.male.tail_front"), + ), + tail_back: ( + offset: (-9.5, -16.0, -2.0), + central: ("npc.ntouka.male.tail_back"), + ), + ), + (Axebeak, Male): ( + head: ( + offset: (-2.5, -3.5, -3.0), + central: ("npc.axebeak.male.head"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.axebeak.male.jaw"), + ), + neck: ( + offset: (-2.5, -0.5, -4.0), + central: ("npc.axebeak.male.neck"), + ), + chest_front: ( + offset: (-3.5, -4.0, -6.5), + central: ("npc.axebeak.male.chest_front"), + ), + chest_back: ( + offset: (-3.5, -6.0, -6.5), + central: ("npc.axebeak.male.chest_back"), + ), + tail_front: ( + offset: (-11.5, -19.0, -10.0), + central: ("npc.axebeak.male.tail_front"), + ), + tail_back: ( + offset: (-1.5, -30.0, -2.0), + central: ("armor.empty"), + ), + ), + (Axebeak, Female): ( + head: ( + offset: (-2.5, -3.5, -3.0), + central: ("npc.axebeak.male.head"), + ), + jaw: ( + offset: (-1.5, 0.0, -1.5), + central: ("npc.axebeak.male.jaw"), + ), + neck: ( + offset: (-2.5, -0.5, -4.0), + central: ("npc.axebeak.male.neck"), + ), + chest_front: ( + offset: (-3.5, -4.0, -6.5), + central: ("npc.axebeak.male.chest_front"), + ), + chest_back: ( + offset: (-3.5, -6.0, -6.5), + central: ("npc.axebeak.male.chest_back"), + ), + tail_front: ( + offset: (-11.5, -19.0, -10.0), + central: ("npc.axebeak.male.tail_front"), + ), + tail_back: ( + offset: (-1.5, -30.0, -2.0), + central: ("armor.empty"), + ), + ), +}) diff --git a/assets/voxygen/voxel/theropod_lateral_manifest.ron b/assets/voxygen/voxel/theropod_lateral_manifest.ron new file mode 100644 index 0000000..9892553 --- /dev/null +++ b/assets/voxygen/voxel/theropod_lateral_manifest.ron @@ -0,0 +1,522 @@ +({ + (Archaeos, Male): ( + hand_l: ( + offset: (-4.0, -2.0, -9.0), + lateral: ("npc.archaeos.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -2.0, -9.0), + lateral: ("npc.archaeos.male.hand_r"), + ), + leg_l: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("npc.archaeos.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -4.5, -8.0), + lateral: ("npc.archaeos.male.leg_r"), + ), + foot_l: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("npc.archaeos.male.foot_r"), + ), + foot_r: ( + offset: (0.0, -1.0, -8.0), + lateral: ("npc.archaeos.male.foot_r"), + ), + ), + (Archaeos, Female): ( + hand_l: ( + offset: (-4.0, -2.0, -9.0), + lateral: ("npc.archaeos.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -2.0, -9.0), + lateral: ("npc.archaeos.male.hand_r"), + ), + leg_l: ( + offset: (-6.0, -4.5, -8.0), + lateral: ("npc.archaeos.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -4.5, -8.0), + lateral: ("npc.archaeos.male.leg_r"), + ), + foot_l: ( + offset: (-11.0, -1.0, -8.0), + lateral: ("npc.archaeos.male.foot_r"), + ), + foot_r: ( + offset: (0.0, -1.0, -8.0), + lateral: ("npc.archaeos.male.foot_r"), + ), + ), + (Odonto, Male): ( + hand_l: ( + offset: (-3.0, -3.0, -7.0), + lateral: ("npc.odonto.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -3.0, -7.0), + lateral: ("npc.odonto.male.hand_r"), + ), + leg_l: ( + offset: (-7.0, -4.5, -4.0), + lateral: ("npc.odonto.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -4.5, -4.0), + lateral: ("npc.odonto.male.leg_r"), + ), + foot_l: ( + offset: (-8.0, -1.0, -8.0), + lateral: ("npc.odonto.male.foot_r"), + ), + foot_r: ( + offset: (-6.0, -1.0, -8.0), + lateral: ("npc.odonto.male.foot_r"), + ), + ), + (Odonto, Female): ( + hand_l: ( + offset: (-3.0, -3.0, -7.0), + lateral: ("npc.odonto.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -3.0, -7.0), + lateral: ("npc.odonto.male.hand_r"), + ), + leg_l: ( + offset: (-7.0, -4.5, -4.0), + lateral: ("npc.odonto.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -4.5, -4.0), + lateral: ("npc.odonto.male.leg_r"), + ), + foot_l: ( + offset: (-8.0, -1.0, -8.0), + lateral: ("npc.odonto.male.foot_r"), + ), + foot_r: ( + offset: (-6.0, -1.0, -8.0), + lateral: ("npc.odonto.male.foot_r"), + ), + ), + (Sandraptor, Male): ( + hand_l: ( + offset: (-15.0, -9.0, -8.0), + lateral: ("npc.raptor_sand.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -9.0, -8.0), + lateral: ("npc.raptor_sand.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -3.5, -3.5), + lateral: ("npc.raptor_sand.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -3.5, -3.5), + lateral: ("npc.raptor_sand.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.5, -10.0), + lateral: ("npc.raptor_sand.male.foot_r"), + ), + foot_r: ( + offset: (-2.5, -4.5, -10.0), + lateral: ("npc.raptor_sand.male.foot_r"), + ), + ), + (Sandraptor, Female): ( + hand_l: ( + offset: (-15.0, -9.0, -8.0), + lateral: ("npc.raptor_sand.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -9.0, -8.0), + lateral: ("npc.raptor_sand.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -3.5, -3.5), + lateral: ("npc.raptor_sand.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -3.5, -3.5), + lateral: ("npc.raptor_sand.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.5, -10.0), + lateral: ("npc.raptor_sand.male.foot_r"), + ), + foot_r: ( + offset: (-2.5, -4.5, -10.0), + lateral: ("npc.raptor_sand.male.foot_r"), + ), + ), + (Snowraptor, Male): ( + hand_l: ( + offset: (-15.0, -9.0, -8.0), + lateral: ("npc.raptor_snow.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -9.0, -8.0), + lateral: ("npc.raptor_snow.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -3.5, -3.5), + lateral: ("npc.raptor_snow.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -3.5, -3.5), + lateral: ("npc.raptor_snow.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.5, -10.0), + lateral: ("npc.raptor_snow.male.foot_r"), + ), + foot_r: ( + offset: (-2.5, -4.5, -10.0), + lateral: ("npc.raptor_snow.male.foot_r"), + ), + ), + (Snowraptor, Female): ( + hand_l: ( + offset: (-15.0, -9.0, -8.0), + lateral: ("npc.raptor_snow.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -9.0, -8.0), + lateral: ("npc.raptor_snow.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -3.5, -3.5), + lateral: ("npc.raptor_snow.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -3.5, -3.5), + lateral: ("npc.raptor_snow.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.5, -10.0), + lateral: ("npc.raptor_snow.male.foot_r"), + ), + foot_r: ( + offset: (-2.5, -4.5, -10.0), + lateral: ("npc.raptor_snow.male.foot_r"), + ), + ), + (Woodraptor, Male): ( + hand_l: ( + offset: (-15.0, -9.0, -8.0), + lateral: ("npc.raptor_wood.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -9.0, -8.0), + lateral: ("npc.raptor_wood.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -3.5, -3.5), + lateral: ("npc.raptor_wood.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -3.5, -3.5), + lateral: ("npc.raptor_wood.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.5, -10.0), + lateral: ("npc.raptor_wood.male.foot_r"), + ), + foot_r: ( + offset: (-2.5, -4.5, -10.0), + lateral: ("npc.raptor_wood.male.foot_r"), + ), + ), + (Woodraptor, Female): ( + hand_l: ( + offset: (-15.0, -9.0, -8.0), + lateral: ("npc.raptor_wood.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -9.0, -8.0), + lateral: ("npc.raptor_wood.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -3.5, -3.5), + lateral: ("npc.raptor_wood.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -3.5, -3.5), + lateral: ("npc.raptor_wood.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.5, -10.0), + lateral: ("npc.raptor_wood.male.foot_r"), + ), + foot_r: ( + offset: (-2.5, -4.5, -10.0), + lateral: ("npc.raptor_wood.male.foot_r"), + ), + ), + (Sunlizard, Male): ( + hand_l: ( + offset: (-4.0, -1.5, -7.0), + lateral: ("npc.sunlizard.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -1.5, -7.0), + lateral: ("npc.sunlizard.male.hand_r"), + ), + leg_l: ( + offset: (-3.0, -2.5, -3.5), + lateral: ("npc.sunlizard.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -2.5, -3.5), + lateral: ("npc.sunlizard.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.0, -9.0), + lateral: ("npc.sunlizard.male.foot_r"), + ), + foot_r: ( + offset: (-2.5, -4.0, -9.0), + lateral: ("npc.sunlizard.male.foot_r"), + ), + ), + (Sunlizard, Female): ( + hand_l: ( + offset: (-4.0, -1.5, -7.0), + lateral: ("npc.sunlizard.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -1.5, -7.0), + lateral: ("npc.sunlizard.male.hand_r"), + ), + leg_l: ( + offset: (-3.0, -2.5, -3.5), + lateral: ("npc.sunlizard.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -2.5, -3.5), + lateral: ("npc.sunlizard.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -4.0, -9.0), + lateral: ("npc.sunlizard.male.foot_r"), + ), + foot_r: ( + offset: (-2.5, -4.0, -9.0), + lateral: ("npc.sunlizard.male.foot_r"), + ), + ), + (Yale, Male): ( + hand_l: ( + offset: (-5.0, -2.0, -9.0), + lateral: ("npc.yale.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -2.0, -9.0), + lateral: ("npc.yale.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -4.5, -4.5), + lateral: ("npc.yale.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -4.5, -4.5), + lateral: ("npc.yale.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -5.5, -12.0), + lateral: ("npc.yale.male.foot_r"), + ), + foot_r: ( + offset: (-1.5, -5.5, -12.0), + lateral: ("npc.yale.male.foot_r"), + ), + ), + (Yale, Female): ( + hand_l: ( + offset: (-5.0, -2.0, -9.0), + lateral: ("npc.yale.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -2.0, -9.0), + lateral: ("npc.yale.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -4.5, -4.5), + lateral: ("npc.yale.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -4.5, -4.5), + lateral: ("npc.yale.male.leg_r"), + ), + foot_l: ( + offset: (-2.5, -5.5, -12.0), + lateral: ("npc.yale.male.foot_r"), + ), + foot_r: ( + offset: (-1.5, -5.5, -12.0), + lateral: ("npc.yale.male.foot_r"), + ), + ), + (Dodarock, Male): ( + hand_l: ( + offset: (-2.5, -1.0, -6.0), + lateral: ("npc.dodarock.male.hand_r"), + ), + hand_r: ( + offset: (-2.5, -1.0, -6.0), + lateral: ("npc.dodarock.male.hand_r"), + ), + leg_l: ( + offset: (-2.0, -1.0, -3.0), + lateral: ("npc.dodarock.male.leg_r"), + ), + leg_r: ( + offset: (-2.0, -1.0, -3.0), + lateral: ("npc.dodarock.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -1.0, -3.0), + lateral: ("npc.dodarock.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -1.0, -3.0), + lateral: ("npc.dodarock.male.foot_r"), + ), + ), + (Dodarock, Female): ( + hand_l: ( + offset: (-2.5, -1.0, -6.0), + lateral: ("npc.dodarock.male.hand_r"), + ), + hand_r: ( + offset: (-2.5, -1.0, -6.0), + lateral: ("npc.dodarock.male.hand_r"), + ), + leg_l: ( + offset: (-2.0, -1.0, -3.0), + lateral: ("npc.dodarock.male.leg_r"), + ), + leg_r: ( + offset: (-2.0, -1.0, -3.0), + lateral: ("npc.dodarock.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -1.0, -3.0), + lateral: ("npc.dodarock.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -1.0, -3.0), + lateral: ("npc.dodarock.male.foot_r"), + ), + ), + (Ntouka, Male): ( + hand_l: ( + offset: (-4.0, -2.5, -8.0), + lateral: ("npc.ntouka.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -2.5, -8.0), + lateral: ("npc.ntouka.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -4.5, -4.5), + lateral: ("npc.ntouka.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -4.5, -4.5), + lateral: ("npc.ntouka.male.leg_r"), + ), + foot_l: ( + offset: (-6.5, -6.5, -8.0), + lateral: ("npc.ntouka.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -6.5, -8.0), + lateral: ("npc.ntouka.male.foot_r"), + ), + ), + (Ntouka, Female): ( + hand_l: ( + offset: (-4.0, -2.5, -8.0), + lateral: ("npc.ntouka.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -2.5, -8.0), + lateral: ("npc.ntouka.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -4.5, -4.5), + lateral: ("npc.ntouka.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -4.5, -4.5), + lateral: ("npc.ntouka.male.leg_r"), + ), + foot_l: ( + offset: (-6.5, -6.5, -8.0), + lateral: ("npc.ntouka.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -6.5, -8.0), + lateral: ("npc.ntouka.male.foot_r"), + ), + ), + (Axebeak, Male): ( + hand_l: ( + offset: (-10.0, -4.0, -12.0), + lateral: ("npc.axebeak.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -4.0, -12.0), + lateral: ("npc.axebeak.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -4.5, -6.5), + lateral: ("npc.axebeak.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -4.5, -6.5), + lateral: ("npc.axebeak.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -7.0, -5.0), + lateral: ("npc.axebeak.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -7.0, -5.0), + lateral: ("npc.axebeak.male.foot_r"), + ), + ), + (Axebeak, Female): ( + hand_l: ( + offset: (-10.0, -4.0, -12.0), + lateral: ("npc.axebeak.male.hand_r"), + ), + hand_r: ( + offset: (0.0, -4.0, -12.0), + lateral: ("npc.axebeak.male.hand_r"), + ), + leg_l: ( + offset: (-5.0, -4.5, -6.5), + lateral: ("npc.axebeak.male.leg_r"), + ), + leg_r: ( + offset: (0.0, -4.5, -6.5), + lateral: ("npc.axebeak.male.leg_r"), + ), + foot_l: ( + offset: (-3.5, -7.0, -5.0), + lateral: ("npc.axebeak.male.foot_r"), + ), + foot_r: ( + offset: (-3.5, -7.0, -5.0), + lateral: ("npc.axebeak.male.foot_r"), + ), + ), +}) diff --git a/assets/voxygen/voxel/weapon/axe/2haxe_gigas_frost.vox b/assets/voxygen/voxel/weapon/axe/2haxe_gigas_frost.vox new file mode 100644 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b/assets/voxygen/voxel/weapon/tool/wooden_guitar.vox new file mode 100644 index 0000000..9ff99d9 Binary files /dev/null and b/assets/voxygen/voxel/weapon/tool/wooden_guitar.vox differ diff --git a/assets/voxygen/voxel/weapon/tool/wooden_kalimba.vox b/assets/voxygen/voxel/weapon/tool/wooden_kalimba.vox new file mode 100644 index 0000000..4a889bc Binary files /dev/null and b/assets/voxygen/voxel/weapon/tool/wooden_kalimba.vox differ diff --git a/assets/voxygen/voxel/weapon/tool/wooden_lute.vox b/assets/voxygen/voxel/weapon/tool/wooden_lute.vox new file mode 100644 index 0000000..3020007 Binary files /dev/null and b/assets/voxygen/voxel/weapon/tool/wooden_lute.vox differ diff --git a/assets/voxygen/voxel/weapon/tool/wooden_lyre.vox b/assets/voxygen/voxel/weapon/tool/wooden_lyre.vox new file mode 100644 index 0000000..0ee06c6 Binary files /dev/null and b/assets/voxygen/voxel/weapon/tool/wooden_lyre.vox differ diff --git a/assets/voxygen/voxel/weapon/tool/wooden_sitar.vox b/assets/voxygen/voxel/weapon/tool/wooden_sitar.vox new file mode 100644 index 0000000..0d0d992 Binary files /dev/null and b/assets/voxygen/voxel/weapon/tool/wooden_sitar.vox differ diff --git a/assets/world/dungeon/difficulty_distribution.ron b/assets/world/dungeon/difficulty_distribution.ron new file mode 100644 index 0000000..55e7e06 --- /dev/null +++ b/assets/world/dungeon/difficulty_distribution.ron @@ -0,0 +1,20 @@ +/// Distribution of different dungeon levels. +/// +/// first number is dungeon level, integer +/// second number is weight, any normal positive float (not a NaN, for example) +/// +/// Values are relative to each other, +/// lesser weight means there will be less dungeons of that tier. +/// +/// General rules: +/// 1) Weight should not be less then zero +/// 2) At least some of weights shouldn't be a zero +/// 3) Keep it synced with number of dungeon levels +/// 4) Keep these pairs sorted from lowest to highest tier +/// +/// Tips: +/// 1) Set every probability to 0.0 and left one with any other number +/// and you will have map full of dungeons of same level +([ + (4, 0.10), +]) diff --git a/assets/world/features.ron b/assets/world/features.ron new file mode 100644 index 0000000..53a2053 --- /dev/null +++ b/assets/world/features.ron @@ -0,0 +1,19 @@ +#![enable(unwrap_newtypes)] +#![enable(implicit_some)] + +( + caverns: false, // TODO: Disabled by default until cave overhaul + caves: true, + rocks: true, + shrubs: true, + trees: true, + scatter: true, + paths: true, + spots: true, + site2_towns: true, + site2_giant_trees: true, + wildlife_density: 1.0, + peak_naming: true, + biome_naming: true, + train_tracks: false, // TODO: train stations, train entities +) diff --git a/assets/world/manifests/dungeon_entrances/desert.ron b/assets/world/manifests/dungeon_entrances/desert.ron new file mode 100644 index 0000000..cafa1a5 --- /dev/null +++ b/assets/world/manifests/dungeon_entrances/desert.ron @@ -0,0 +1,16 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dungeon.desert_entrance.1", + center: (35, 50, 21) + ), + ( + specifier: "world.structure.dungeon.desert_entrance.2", + center: (21, 21, 41) + ), + ( + specifier: "world.structure.dungeon.desert_entrance.3", + center: (32, 31, 28) + ), +] diff --git a/assets/world/manifests/dungeon_entrances/grassland.ron b/assets/world/manifests/dungeon_entrances/grassland.ron new file mode 100644 index 0000000..54576d0 --- /dev/null +++ b/assets/world/manifests/dungeon_entrances/grassland.ron @@ -0,0 +1,44 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dungeon.pillar_entrance.round.1", + center: (21, 17, 28) + ), + ( + specifier: "world.structure.dungeon.pillar_entrance.round.2", + center: (20, 28, 15) + ), + ( + specifier: "world.structure.dungeon.pillar_entrance.1", + center: (18, 16, 17) + ), + ( + specifier: "world.structure.dungeon.pillar_entrance.2", + center: (18, 16, 17) + ), + ( + specifier: "world.structure.dungeon.pillar_entrance.3", + center: (18, 16, 17) + ), + ( + specifier: "world.structure.dungeon.pillar_entrance.4", + center: (18, 16, 17) + ), + ( + specifier: "world.structure.dungeon.pillar_entrance.5", + center: (18, 16, 17) + ), + ( + specifier: "world.structure.dungeon.pillar_entrance.6", + center: (18, 16, 17) + ), + ( + specifier: "world.structure.dungeon.temperate_entrance.ruins_4", + center: (13, 11, 14) + ), + ( + specifier: "world.structure.dungeon.misc_entrance.tower-ruin", + center: (13, 16, 9) + ), +] diff --git a/assets/world/manifests/dungeon_entrances/jungle.ron b/assets/world/manifests/dungeon_entrances/jungle.ron new file mode 100644 index 0000000..3bee105 --- /dev/null +++ b/assets/world/manifests/dungeon_entrances/jungle.ron @@ -0,0 +1,16 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dungeon.jungle_entrance.1", + center: (50, 40, 10) + ), + ( + specifier: "world.structure.dungeon.jungle_entrance.2", + center: (60, 36, 36) + ), + ( + specifier: "world.structure.dungeon.jungle_entrance.3", + center: (24, 22, 44) + ), +] diff --git a/assets/world/manifests/shrubs/jungle.ron b/assets/world/manifests/shrubs/jungle.ron new file mode 100644 index 0000000..b641f4b --- /dev/null +++ b/assets/world/manifests/shrubs/jungle.ron @@ -0,0 +1,40 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.shrub.jungle.bush-0", + center: (5, 5, 3), + ), + ( + specifier: "world.shrub.jungle.bush-1", + center: (5, 5, 2), + ), + ( + specifier: "world.shrub.jungle.bush-2", + center: (5, 5, 3), + ), + ( + specifier: "world.shrub.jungle.bush-3", + center: (5, 5, 3), + ), + ( + specifier: "world.shrub.jungle.bush-4", + center: (5, 5, 4), + ), + ( + specifier: "world.shrub.jungle.bush-5", + center: (5, 5, 5), + ), + ( + specifier: "world.shrub.jungle.bush-6", + center: (8, 7, 5), + ), + ( + specifier: "world.shrub.jungle.bush-7", + center: (7, 5, 5), + ), + ( + specifier: "world.shrub.jungle.bush-8", + center: (8, 8, 5), + ), +] diff --git a/assets/world/manifests/shrubs/savannah.ron b/assets/world/manifests/shrubs/savannah.ron new file mode 100644 index 0000000..0a63491 --- /dev/null +++ b/assets/world/manifests/shrubs/savannah.ron @@ -0,0 +1,44 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.shrub.savannah.bush-0", + center: (5, 3, 8), + ), + ( + specifier: "world.shrub.savannah.bush-1", + center: (5, 6, 6), + ), + ( + specifier: "world.shrub.savannah.bush-2", + center: (4, 4, 3), + ), + ( + specifier: "world.shrub.savannah.bush-3", + center: (5, 6, 3), + ), + ( + specifier: "world.shrub.savannah.bush-4", + center: (7, 7, 5), + ), + ( + specifier: "world.shrub.savannah.bush-5", + center: (4, 5, 4), + ), + ( + specifier: "world.shrub.savannah.bush-6", + center: (3, 3, 3), + ), + ( + specifier: "world.shrub.savannah.bush-7", + center: (3, 3, 3), + ), + ( + specifier: "world.shrub.savannah.bush-8", + center: (2, 2, 3), + ), + ( + specifier: "world.shrub.savannah.bush-9", + center: (4, 3, 3), + ), +] diff --git a/assets/world/manifests/shrubs/taiga.ron b/assets/world/manifests/shrubs/taiga.ron new file mode 100644 index 0000000..fea4f49 --- /dev/null +++ b/assets/world/manifests/shrubs/taiga.ron @@ -0,0 +1,28 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.shrub.taiga.bush-0", + center: (4, 4, 2), + ), + ( + specifier: "world.shrub.taiga.bush-1", + center: (4, 4, 2), + ), + ( + specifier: "world.shrub.taiga.bush-2", + center: (4, 4, 2), + ), + ( + specifier: "world.shrub.taiga.bush-3", + center: (4, 4, 1), + ), + ( + specifier: "world.shrub.taiga.bush-4", + center: (3, 3, 1), + ), + ( + specifier: "world.shrub.taiga.bush-5", + center: (4, 4, 1), + ), +] diff --git a/assets/world/manifests/shrubs/temperate.ron b/assets/world/manifests/shrubs/temperate.ron new file mode 100644 index 0000000..078d47f --- /dev/null +++ b/assets/world/manifests/shrubs/temperate.ron @@ -0,0 +1,24 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.shrub.temperate.bush-0", + center: (4, 4, 2), + ), + ( + specifier: "world.shrub.temperate.bush-1", + center: (3, 3, 2), + ), + ( + specifier: "world.shrub.temperate.bush-2", + center: (4, 4, 2), + ), + ( + specifier: "world.shrub.temperate.bush-3", + center: (4, 4, 2), + ), + ( + specifier: "world.shrub.temperate.bush-4", + center: (5, 5, 3), + ), +] diff --git a/assets/world/manifests/site_structures/adlet/bonfire.ron b/assets/world/manifests/site_structures/adlet/bonfire.ron new file mode 100644 index 0000000..2bc0786 --- /dev/null +++ b/assets/world/manifests/site_structures/adlet/bonfire.ron @@ -0,0 +1,8 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.bonfire", + center: (10, 10, 2) + ), +] diff --git a/assets/world/manifests/site_structures/adlet/igloo.ron b/assets/world/manifests/site_structures/adlet/igloo.ron new file mode 100644 index 0000000..c391e40 --- /dev/null +++ b/assets/world/manifests/site_structures/adlet/igloo.ron @@ -0,0 +1,8 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.igloo", + center: (14, 13, 3), + ), +] diff --git a/assets/world/manifests/site_structures/camp/camp_forest.ron b/assets/world/manifests/site_structures/camp/camp_forest.ron new file mode 100644 index 0000000..d32670c --- /dev/null +++ b/assets/world/manifests/site_structures/camp/camp_forest.ron @@ -0,0 +1,20 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.camp", + center: (3, 3, 1), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 9: RotatedSprite(Bedroll, 0), + 10: Grass, + 11: Sprite(CookingPot), + 12: Sprite(Chest), + 13: RotatedSprite(Tent, 0), + 14: RotatedSprite(Tent, 4), + 15: RotatedSprite(Tent, 6), + 16: RotatedSprite(Tent, 2), + 251: Sprite(SmokeDummy), + }, + ), +] diff --git a/assets/world/manifests/site_structures/camp/camp_pirate.ron b/assets/world/manifests/site_structures/camp/camp_pirate.ron new file mode 100644 index 0000000..32c85fb --- /dev/null +++ b/assets/world/manifests/site_structures/camp/camp_pirate.ron @@ -0,0 +1,20 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.camp", + center: (3, 3, 1), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 9: RotatedSprite(BedrollPirate, 0), + 10: Grass, + 11: Sprite(CommonLockedChest), + 12: Filled(Air, (r: 255, g: 255, b: 255)), + 13: Filled(Air, (r: 255, g: 255, b: 255)), + 14: Filled(Air, (r: 255, g: 255, b: 255)), + 15: Filled(Air, (r: 255, g: 255, b: 255)), + 16: Filled(Air, (r: 255, g: 255, b: 255)), + 251: Grass, + }, + ), +] \ No newline at end of file diff --git a/assets/world/manifests/site_structures/camp/camp_snow.ron b/assets/world/manifests/site_structures/camp/camp_snow.ron new file mode 100644 index 0000000..97930e9 --- /dev/null +++ b/assets/world/manifests/site_structures/camp/camp_snow.ron @@ -0,0 +1,20 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.camp", + center: (3, 3, 1), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 9: RotatedSprite(BedrollSnow, 0), + 10: Grass, + 11: Sprite(CookingPot), + 12: Sprite(Chest), + 13: RotatedSprite(Tent, 0), + 14: RotatedSprite(Tent, 4), + 15: RotatedSprite(Tent, 6), + 16: RotatedSprite(Tent, 2), + 251: Sprite(SmokeDummy), + }, + ), +] diff --git a/assets/world/manifests/site_structures/dwarves/after_forgemaster.ron b/assets/world/manifests/site_structures/dwarves/after_forgemaster.ron new file mode 100644 index 0000000..54037b8 --- /dev/null +++ b/assets/world/manifests/site_structures/dwarves/after_forgemaster.ron @@ -0,0 +1,16 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dwarven_quarry.prefab.dwarven_quarry-1-after_forgemaster", + center: (12, 7, 0), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 212: Filled(Air, (r: 255, g: 255, b: 255)), // half open Gate +// 216: Sprite(KeyDoor), + 216: Filled(Air, (r: 255, g: 255, b: 255)), + 213: Filled(Air, (r: 255, g: 255, b: 255)), + 136: Sprite(Lantern), + }, + ), +] diff --git a/assets/world/manifests/site_structures/dwarves/cleansing_room.ron b/assets/world/manifests/site_structures/dwarves/cleansing_room.ron new file mode 100644 index 0000000..7cab49d --- /dev/null +++ b/assets/world/manifests/site_structures/dwarves/cleansing_room.ron @@ -0,0 +1,29 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dwarven_quarry.prefab.dwarven_quarry-4-cleansing_room", + center: (25, 20, 10), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 136: Sprite(Lantern), + 213: Filled(Air, (r: 255, g: 255, b: 255)), + 214: Keyhole("common.items.keys.quarry_keys.miner_key"), + 215: Sprite(KeyDoor), + 219: Filled(Air, (r: 255, g: 255, b: 255)), + // ENABLE FOR SEWER PIPE DOOR: 217: KeyholeBars("common.items.keys.quarry_keys.miner_key"), + 217: Filled(Air, (r: 255, g: 255, b: 255)), + // ENABLE FOR SEWER PIPE DOOR: 135: Sprite(DoorBars), + 135: Filled(Air, (r: 255, g: 255, b: 255)), + 207: Filled(Water, (r: 75, g: 158, b: 191)), + 179: Filled(GlowingRock, (r: 76, g: 72, b: 178)), + 187: Filled(GlowingRock, (r: 62, g: 59, b: 146)), + 189: Filled(GlowingRock, (r: 5, g: 22, b: 5)), // Green Walls + 128: Sprite(Candle), + 140: Sprite(DoorBars), + 141: Sprite(Bones), + 142: Sprite(SewerMushroom), + 143: Sprite(MediumGrass), + }, + ), +] diff --git a/assets/world/manifests/site_structures/dwarves/entrance.ron b/assets/world/manifests/site_structures/dwarves/entrance.ron new file mode 100644 index 0000000..0a76606 --- /dev/null +++ b/assets/world/manifests/site_structures/dwarves/entrance.ron @@ -0,0 +1,15 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dwarven_quarry.prefab.dwarven_quarry-7-entrance", + center: (39, 27, 19), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 220: Sign(Localized(key: "common-signs-keep_out"), 0), + 136: Sprite(Lantern), + 222: KeyholeBars("common.items.utility.lockpick_0"), + 221: Sprite(DoorBars), + }, + ), +] diff --git a/assets/world/manifests/site_structures/dwarves/excavation_site.ron b/assets/world/manifests/site_structures/dwarves/excavation_site.ron new file mode 100644 index 0000000..c17c086 --- /dev/null +++ b/assets/world/manifests/site_structures/dwarves/excavation_site.ron @@ -0,0 +1,29 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dwarven_quarry.prefab.dwarven_quarry-5-excavation_site", + center: (58, 55, 0), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 50: RotatedSprite(OneWayWall, 2), + 51: RotatedSprite(OneWayWall, 4), + 128: Filled(Air, (r: 255, g: 255, b: 255)), + 136: Sprite(Lantern), + 137: Sprite(Anvil), + 138: Sprite(ForgeTools), + 139: Sprite(FireBowlGround), + 140: Filled(Air, (r: 255, g: 255, b: 255)), + 141: Filled(Air, (r: 255, g: 255, b: 255)), + 142: Filled(Air, (r: 255, g: 255, b: 255)), + 179: Filled(GlowingRock, (r: 76, g: 72, b: 178)), + 187: Filled(GlowingRock, (r: 62, g: 59, b: 146)), + 207: Filled(Water, (r: 75, g: 158, b: 191)), + 212: Sprite(KeyDoor), + 213: Keyhole("common.items.keys.quarry_keys.miner_key"), + 214: Sprite(SmokeDummy), + 215: Filled(Lava, (r: 212, g: 91, b: 0)), + 216: Sprite(KeyDoor), + }, + ), +] diff --git a/assets/world/manifests/site_structures/dwarves/forgemaster_boss.ron b/assets/world/manifests/site_structures/dwarves/forgemaster_boss.ron new file mode 100644 index 0000000..893dae3 --- /dev/null +++ b/assets/world/manifests/site_structures/dwarves/forgemaster_boss.ron @@ -0,0 +1,35 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dwarven_quarry.prefab.forgemaster_boss", + center: (58, 55, 0), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 50: RotatedSprite(OneWayWall, 6), + 136: Sprite(Lantern), + 137: Sprite(Anvil), + 138: Sprite(ForgeTools), + 139: Sprite(FireBowlGround), + 140: Sprite(DoorBars), + 141: KeyholeBars("common.items.utility.lockpick_0"), + 142: Sprite(WoodBarricades), + 169: Filled(GlowingRock, (r: 49, g: 49, b: 49)), + 209: Filled(GlowingRock, (r: 83, g: 83, b: 83)), + 209: Filled(GlowingRock, (r: 83, g: 83, b: 83)), +// 207: Filled(Water, (r: 75, g: 158, b: 191)), + 207: Filled(Air, (r: 255, g: 255, b: 255)), + 212: Sprite(DoorBars), +// 213: Keyhole("common.items.keys.quarry_keys.overseer"), + 213: Keyhole("common.items.keys.quarry_keys.miner_key"), + 219: Keyhole("common.items.keys.quarry_keys.forge_key"), + 214: Sprite(SmokeDummy), + 215: Filled(Lava, (r: 212, g: 91, b: 0)), + 216: Sprite(KeyDoor), +// 225: Sprite(HotSurface), + 225: Sprite(FireBlock), + 226: Sprite(DiamondLight), + + }, + ), +] diff --git a/assets/world/manifests/site_structures/dwarves/forgemaster_room.ron b/assets/world/manifests/site_structures/dwarves/forgemaster_room.ron new file mode 100644 index 0000000..d697630 --- /dev/null +++ b/assets/world/manifests/site_structures/dwarves/forgemaster_room.ron @@ -0,0 +1,18 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dwarven_quarry.prefab.dwarven_quarry-6-forgemaster_room", + center: (20, 17, 0), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 212: Filled(Air, (r: 255, g: 255, b: 255)), + 213: Filled(Air, (r: 255, g: 255, b: 255)), + 187: Keyhole("common.items.utility.lockpick_0"), // Lockpick + 224: Sprite(KeyDoor), + 215: Filled(Lava, (r: 212, g: 91, b: 0)), + 136: Sprite(Lantern), + 207: Filled(Water, (r: 53, g: 112, b: 137)), + }, + ), +] diff --git a/assets/world/manifests/site_structures/dwarves/hallway.ron b/assets/world/manifests/site_structures/dwarves/hallway.ron new file mode 100644 index 0000000..d380ff2 --- /dev/null +++ b/assets/world/manifests/site_structures/dwarves/hallway.ron @@ -0,0 +1,15 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dwarven_quarry.prefab.dwarven_quarry-2-hallway0", + center: (29, 10, 0), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 212: Filled(Air, (r: 255, g: 255, b: 255)), // half open Gate + 216: Sprite(KeyDoor), + 213: Keyhole("common.items.keys.rusty_tower_key"), + 136: Sprite(Lantern), + }, + ), +] diff --git a/assets/world/manifests/site_structures/dwarves/hallway1.ron b/assets/world/manifests/site_structures/dwarves/hallway1.ron new file mode 100644 index 0000000..47430a6 --- /dev/null +++ b/assets/world/manifests/site_structures/dwarves/hallway1.ron @@ -0,0 +1,19 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dwarven_quarry.prefab.dwarven_quarry-8-hallway1", + center: (27, 15, 3), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 212: Filled(Air, (r: 255, g: 255, b: 255)), + 208: Filled(Water, (r: 75, g: 158, b: 191)), + 216: RotatedSprite(OneWayWall, 6), + 136: Sprite(Lantern), + 140: Sprite(Crate), + 137: Sprite(Anvil), + 138: Sprite(ForgeTools), + 139: Sprite(FireBowlGround), + }, + ), +] diff --git a/assets/world/manifests/site_structures/dwarves/hallway2.ron b/assets/world/manifests/site_structures/dwarves/hallway2.ron new file mode 100644 index 0000000..9866bc0 --- /dev/null +++ b/assets/world/manifests/site_structures/dwarves/hallway2.ron @@ -0,0 +1,15 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dwarven_quarry.prefab.dwarven_quarry-0-hallway2", + center: (10, 29, 0), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 212: Filled(Air, (r: 255, g: 255, b: 255)), // half open Gate + 216: Sprite(KeyDoor), + 213: Keyhole("common.items.keys.quarry_keys.miner_key"), + 136: Sprite(Lantern), + }, + ), +] diff --git a/assets/world/manifests/site_structures/dwarves/mining_site.ron b/assets/world/manifests/site_structures/dwarves/mining_site.ron new file mode 100644 index 0000000..7c20f6f --- /dev/null +++ b/assets/world/manifests/site_structures/dwarves/mining_site.ron @@ -0,0 +1,18 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dwarven_quarry.prefab.dwarven_quarry-7-mining_site", + center: (11, 10, 0), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 212: Filled(Air, (r: 255, g: 255, b: 255)), // half open Gate + 179: Filled(GlowingRock, (r: 76, g: 72, b: 178)), + 187: Filled(GlowingRock, (r: 62, g: 59, b: 146)), + 128: Sprite(Candle), + 136: Sprite(Lantern), + 216: Sprite(KeyDoor), + 213: Keyhole("common.items.keys.quarry_keys.miner_key"), + }, + ), +] diff --git a/assets/world/manifests/site_structures/dwarves/smelting_room.ron b/assets/world/manifests/site_structures/dwarves/smelting_room.ron new file mode 100644 index 0000000..2ec8f1a --- /dev/null +++ b/assets/world/manifests/site_structures/dwarves/smelting_room.ron @@ -0,0 +1,15 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.dwarven_quarry.prefab.dwarven_quarry-3-smelting_room", + center: (14, 20, 0), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 136: Sprite(Lantern), + 215: Filled(Lava, (r: 212, g: 91, b: 0)), + 216: Sprite(KeyDoor), + 135: Sprite(DoorBars), + }, + ), +] diff --git a/assets/world/manifests/site_structures/gnarling/totem.ron b/assets/world/manifests/site_structures/gnarling/totem.ron new file mode 100644 index 0000000..eb7ccc8 --- /dev/null +++ b/assets/world/manifests/site_structures/gnarling/totem.ron @@ -0,0 +1,11 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.gnarling_totem", + center: (9, 5, 5), + custom_indices: { + 217: Filled(GlowingRock, (r: 0, g: 255, b: 246)), + }, + ), +] diff --git a/assets/world/manifests/site_structures/haniwa/bonsai.ron b/assets/world/manifests/site_structures/haniwa/bonsai.ron new file mode 100644 index 0000000..18ce4d4 --- /dev/null +++ b/assets/world/manifests/site_structures/haniwa/bonsai.ron @@ -0,0 +1,8 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.bonsai", + center: (28, 22, 1) + ), +] diff --git a/assets/world/manifests/site_structures/jungle_ruin/jungle_ruin.ron b/assets/world/manifests/site_structures/jungle_ruin/jungle_ruin.ron new file mode 100644 index 0000000..52d945d --- /dev/null +++ b/assets/world/manifests/site_structures/jungle_ruin/jungle_ruin.ron @@ -0,0 +1,292 @@ +#![enable(unwrap_newtypes)] +[ + ( + specifier: "world.structure.jungle_ruin.0", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.1", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.3", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.4", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.5", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.6", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.6", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.8", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.9", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.10", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.11", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.12", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.13", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.14", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.15", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.16", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.17", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.18", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.19", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.20", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.21", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.22", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.23", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.24", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.25", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.26", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.27", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.28", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.29", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.30", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.31", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.32", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.33", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.34", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.35", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.36", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.37", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.38", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.39", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.40", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.41", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.42", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.43", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.44", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.45", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.46", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.47", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.48", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.49", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.50", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.51", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.52", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.53", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.54", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.55", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.56", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.57", + center: (10, 10, 2) + ), + + ( + specifier: "world.structure.jungle_ruin.58", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.59", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.60", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.61", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.62", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.63", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.64", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.65", + center: (10, 10, 2) + ), + ( + specifier: "world.structure.jungle_ruin.66", + center: (10, 10, 2) + ), +] diff --git a/assets/world/manifests/site_structures/pirate_hideout/pirate_hideout.ron b/assets/world/manifests/site_structures/pirate_hideout/pirate_hideout.ron new file mode 100644 index 0000000..337df3f --- /dev/null +++ b/assets/world/manifests/site_structures/pirate_hideout/pirate_hideout.ron @@ -0,0 +1,9 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.pirate_hideout", + center: (32, 27, 5), + + ), +] diff --git a/assets/world/manifests/site_structures/rock_circle/rock_circle.ron b/assets/world/manifests/site_structures/rock_circle/rock_circle.ron new file mode 100644 index 0000000..939b7ba --- /dev/null +++ b/assets/world/manifests/site_structures/rock_circle/rock_circle.ron @@ -0,0 +1,8 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.rock-circle", + center: (30, 30, 4), + ), +] diff --git a/assets/world/manifests/site_structures/terracotta/terracotta_decor_large.ron b/assets/world/manifests/site_structures/terracotta/terracotta_decor_large.ron new file mode 100644 index 0000000..1811075 --- /dev/null +++ b/assets/world/manifests/site_structures/terracotta/terracotta_decor_large.ron @@ -0,0 +1,20 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.terracotta.decor.terracotta_decor-4", + center: (17, 17, 0), + custom_indices: { + 129: Filled(Water, (r: 53, g: 112, b: 137)), + }, + ), + ( + specifier: "world.structure.terracotta.decor.terracotta_decor-5", + center: (17, 17, 0), + custom_indices: { + 130: Sprite(JungleRedGrass), + 131: Sprite(JungleLeafyPlant), + 132: Sprite(JungleFern), + }, + ), +] diff --git a/assets/world/manifests/site_structures/terracotta/terracotta_decor_small.ron b/assets/world/manifests/site_structures/terracotta/terracotta_decor_small.ron new file mode 100644 index 0000000..b07207f --- /dev/null +++ b/assets/world/manifests/site_structures/terracotta/terracotta_decor_small.ron @@ -0,0 +1,36 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.terracotta.decor.terracotta_decor-0", + center: (6, 6, 0), + custom_indices: { + 130: Sprite(JungleRedGrass), + 131: Sprite(JungleLeafyPlant), + 132: Sprite(JungleFern), + }, + ), + ( + specifier: "world.structure.terracotta.decor.terracotta_decor-1", + center: (6, 6, 1), + custom_indices: { + 129: Filled(Water, (r: 53, g: 112, b: 137)), + }, + ), + ( + specifier: "world.structure.terracotta.decor.terracotta_decor-2", + center: (6, 6, 0), + custom_indices: { + 129: Filled(Water, (r: 53, g: 112, b: 137)), + }, + ), + ( + specifier: "world.structure.terracotta.decor.terracotta_decor-3", + center: (6, 6, 0), + custom_indices: { + 130: Sprite(JungleRedGrass), + 131: Sprite(JungleLeafyPlant), + 132: Sprite(JungleFern), + }, + ), +] diff --git a/assets/world/manifests/site_structures/troll_cave/troll_cave.ron b/assets/world/manifests/site_structures/troll_cave/troll_cave.ron new file mode 100644 index 0000000..90ee6ff --- /dev/null +++ b/assets/world/manifests/site_structures/troll_cave/troll_cave.ron @@ -0,0 +1,14 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.troll_cave", + center: (23, 25, 17), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 242: Sprite(Mushroom), + 243: Sprite(CommonLockedChest), + 244: Sprite(Bones), + }, + ), +] \ No newline at end of file diff --git a/assets/world/manifests/spots.ron b/assets/world/manifests/spots.ron new file mode 100644 index 0000000..ed6a5bd --- /dev/null +++ b/assets/world/manifests/spots.ron @@ -0,0 +1,18 @@ +/* ron file pointing to voxel model and defining special colors + base_structures: "spots_general.mage_tower", + maximum occurance per each 1000km^2 world area + freq: 1.0, + placement requirements + condition: All([Typical, MaxGradient(0.2), Biome([Forest, Taiga, Snowland, Grassland])]), + Available Conditions: Typical (Not near river, way, cliffs or underwater), NearRiver,IsWay, IsUnderwater, NearCliffs + Available Biomes: Void, Lake, Grassland, Ocean, Mountain, Snowland, Desert, Swamp, Jungle, Forest, Savannah, Taiga + whether to prevent trees etc. around this spot + spawn: true, */ +[ + ( + base_structures: "spots_general.mage_tower", + freq: 1.0, + condition: All([Typical, MaxGradient(0.2), Biome([Forest, Taiga, Snowland, Grassland])]), + spawn: true, + ), +] diff --git a/assets/world/manifests/spots/arch.ron b/assets/world/manifests/spots/arch.ron new file mode 100644 index 0000000..c49c674 --- /dev/null +++ b/assets/world/manifests/spots/arch.ron @@ -0,0 +1,12 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.arch", + center: (32, 14, 10) + ), + ( + specifier: "world.structure.natural.arch-1", + center: (12, 12, 10) + ), +] diff --git a/assets/world/manifests/spots/big-mushroom.ron b/assets/world/manifests/spots/big-mushroom.ron new file mode 100644 index 0000000..210adf5 --- /dev/null +++ b/assets/world/manifests/spots/big-mushroom.ron @@ -0,0 +1,8 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.big_mushroom", + center: (14, 14, 15), + ), +] diff --git a/assets/world/manifests/spots/bones.ron b/assets/world/manifests/spots/bones.ron new file mode 100644 index 0000000..3b4814b --- /dev/null +++ b/assets/world/manifests/spots/bones.ron @@ -0,0 +1,16 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.ribcage-small", + center: (7, 13, 4) + ), + ( + specifier: "world.structure.natural.ribcage-large", + center: (13, 19, 8) + ), + ( + specifier: "world.structure.natural.skull-large", + center: (15, 20, 4) + ), +] diff --git a/assets/world/manifests/spots/camp_forest.ron b/assets/world/manifests/spots/camp_forest.ron new file mode 100644 index 0000000..d32670c --- /dev/null +++ b/assets/world/manifests/spots/camp_forest.ron @@ -0,0 +1,20 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.camp", + center: (3, 3, 1), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 9: RotatedSprite(Bedroll, 0), + 10: Grass, + 11: Sprite(CookingPot), + 12: Sprite(Chest), + 13: RotatedSprite(Tent, 0), + 14: RotatedSprite(Tent, 4), + 15: RotatedSprite(Tent, 6), + 16: RotatedSprite(Tent, 2), + 251: Sprite(SmokeDummy), + }, + ), +] diff --git a/assets/world/manifests/spots/camp_pirate.ron b/assets/world/manifests/spots/camp_pirate.ron new file mode 100644 index 0000000..32c85fb --- /dev/null +++ b/assets/world/manifests/spots/camp_pirate.ron @@ -0,0 +1,20 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.camp", + center: (3, 3, 1), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 9: RotatedSprite(BedrollPirate, 0), + 10: Grass, + 11: Sprite(CommonLockedChest), + 12: Filled(Air, (r: 255, g: 255, b: 255)), + 13: Filled(Air, (r: 255, g: 255, b: 255)), + 14: Filled(Air, (r: 255, g: 255, b: 255)), + 15: Filled(Air, (r: 255, g: 255, b: 255)), + 16: Filled(Air, (r: 255, g: 255, b: 255)), + 251: Grass, + }, + ), +] \ No newline at end of file diff --git a/assets/world/manifests/spots/camp_snow.ron b/assets/world/manifests/spots/camp_snow.ron new file mode 100644 index 0000000..97930e9 --- /dev/null +++ b/assets/world/manifests/spots/camp_snow.ron @@ -0,0 +1,20 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.camp", + center: (3, 3, 1), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 9: RotatedSprite(BedrollSnow, 0), + 10: Grass, + 11: Sprite(CookingPot), + 12: Sprite(Chest), + 13: RotatedSprite(Tent, 0), + 14: RotatedSprite(Tent, 4), + 15: RotatedSprite(Tent, 6), + 16: RotatedSprite(Tent, 2), + 251: Sprite(SmokeDummy), + }, + ), +] diff --git a/assets/world/manifests/spots/gnome_spring.ron b/assets/world/manifests/spots/gnome_spring.ron new file mode 100644 index 0000000..fecf73d --- /dev/null +++ b/assets/world/manifests/spots/gnome_spring.ron @@ -0,0 +1,12 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.gnome_spring", + center: (10, 10, 4), + custom_indices: { + 136: Filled(GlowingRock, (r: 0, g: 255, b: 255)), + 17: Sprite(PinkFlower), + }, + ), +] diff --git a/assets/world/manifests/spots/grave_small.ron b/assets/world/manifests/spots/grave_small.ron new file mode 100644 index 0000000..5bd91cc --- /dev/null +++ b/assets/world/manifests/spots/grave_small.ron @@ -0,0 +1,16 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.grave_small", + center: (2, 2, 1), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 9: RotatedSprite(Grave, 6), + 10: RotatedSprite(Gravestone, 6), + 11: Grass, + 12: None, + 13: RotatedSprite(Bones, 4), + }, + ), +] \ No newline at end of file diff --git a/assets/world/manifests/spots/jungle/outpost.ron b/assets/world/manifests/spots/jungle/outpost.ron new file mode 100644 index 0000000..efdcd35 --- /dev/null +++ b/assets/world/manifests/spots/jungle/outpost.ron @@ -0,0 +1,13 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.jungle_outpost", + center: (32, 28, 33), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 156: Sprite(FireBowlGround), + 157: EntitySpawner("common.entity.wild.aggressive.occult_saurok", 1.0), + }, + ), +] diff --git a/assets/world/manifests/spots/jungle/saurok-altar.ron b/assets/world/manifests/spots/jungle/saurok-altar.ron new file mode 100644 index 0000000..0f68bb5 --- /dev/null +++ b/assets/world/manifests/spots/jungle/saurok-altar.ron @@ -0,0 +1,12 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.saurok-altar", + center: (10, 13, 3), + custom_indices: { + 105: Filled(GlowingRock, (r: 161, g: 255, b: 133)), + 113: Filled(GlowingRock, (r: 139, g: 245, b: 104)), + }, + ), +] diff --git a/assets/world/manifests/spots/jungle/saurok_totem.ron b/assets/world/manifests/spots/jungle/saurok_totem.ron new file mode 100644 index 0000000..2fc6dbd --- /dev/null +++ b/assets/world/manifests/spots/jungle/saurok_totem.ron @@ -0,0 +1,12 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.saurok_totem_0", + center: (8, 8, 20) + ), + ( + specifier: "world.structure.spots.saurok_totem_1", + center: (8, 8, 20) + ), +] diff --git a/assets/world/manifests/spots/jungle/temple_small.ron b/assets/world/manifests/spots/jungle/temple_small.ron new file mode 100644 index 0000000..de8703f --- /dev/null +++ b/assets/world/manifests/spots/jungle/temple_small.ron @@ -0,0 +1,12 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.temple_small_0", + center: (11, 25, 27) + ), + ( + specifier: "world.structure.spots.temple_small_1", + center: (11, 11, 27) + ), +] \ No newline at end of file diff --git a/assets/world/manifests/spots/myrmidon-temple.ron b/assets/world/manifests/spots/myrmidon-temple.ron new file mode 100644 index 0000000..bb58075 --- /dev/null +++ b/assets/world/manifests/spots/myrmidon-temple.ron @@ -0,0 +1,8 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.myrmidon-temple", + center: (13, 23, 5), + ), +] diff --git a/assets/world/manifests/spots/rock-circle.ron b/assets/world/manifests/spots/rock-circle.ron new file mode 100644 index 0000000..939b7ba --- /dev/null +++ b/assets/world/manifests/spots/rock-circle.ron @@ -0,0 +1,8 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.rock-circle", + center: (30, 30, 4), + ), +] diff --git a/assets/world/manifests/spots/water/shipwreck.ron b/assets/world/manifests/spots/water/shipwreck.ron new file mode 100644 index 0000000..b61cf57 --- /dev/null +++ b/assets/world/manifests/spots/water/shipwreck.ron @@ -0,0 +1,8 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.shipwreck", + center: (32, 14, 16), + ), +] diff --git a/assets/world/manifests/spots/water/shipwreck2.ron b/assets/world/manifests/spots/water/shipwreck2.ron new file mode 100644 index 0000000..2009b18 --- /dev/null +++ b/assets/world/manifests/spots/water/shipwreck2.ron @@ -0,0 +1,12 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.shipwreck2", + center: (32, 31, 14), + /// ( X, Y, Z, ) + custom_indices: { + 48: Sprite(Chest), + }, + ), +] diff --git a/assets/world/manifests/spots_general/igloo.ron b/assets/world/manifests/spots_general/igloo.ron new file mode 100644 index 0000000..6473158 --- /dev/null +++ b/assets/world/manifests/spots_general/igloo.ron @@ -0,0 +1,8 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.igloo", + center: (14, 13, 3), + ), +] diff --git a/assets/world/manifests/spots_general/mage_tower.ron b/assets/world/manifests/spots_general/mage_tower.ron new file mode 100644 index 0000000..ee595cf --- /dev/null +++ b/assets/world/manifests/spots_general/mage_tower.ron @@ -0,0 +1,32 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.mage_tower", + center: (32, 32, 19), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 10: Sprite(WitchWindow), + 11: RotatedSprite(Window1, 0), + 12: RotatedSprite(Window1, 2), + 44: Filled(GlowingRock, (r: 46, g: 10, b: 27)), + 45: Filled(GlowingRock, (r: 0, g: 204, b: 204)), + 233: RotatedSprite(DoorDark, 2), + 234: RotatedSprite(DoorDark, 6), + 239: EntitySpawner("common.entity.spot.wizard.wizard_argo", 1.0), + 240: EntitySpawner("common.entity.spot.wizard.wizard_trish", 1.0), + 241: EntitySpawner("common.entity.spot.wizard.wizard_haku", 1.0), + 242: EntitySpawner("common.entity.spot.wizard.novice", 1.0), + 243: EntitySpawner("common.entity.spot.wizard.adept", 1.0), + 245: EntitySpawner("common.entity.wild.peaceful.bat", 0.4), + 246: Sprite(WallLampWizard), + 249: RotatedSprite(DoorDark, 8), + 250: RotatedSprite(DoorDark, 4), + 252: Keyhole("common.items.keys.rusty_tower_key"), + 253: Sprite(KeyDoor), + 235: Sprite(Candle), + }, + ), +] + + diff --git a/assets/world/manifests/spots_general/troll_cave.ron b/assets/world/manifests/spots_general/troll_cave.ron new file mode 100644 index 0000000..b203ea4 --- /dev/null +++ b/assets/world/manifests/spots_general/troll_cave.ron @@ -0,0 +1,16 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.troll_cave", + center: (23, 25, 17), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 241: EntitySpawner("common.entity.wild.aggressive.cave_troll", 1.0), + 242: Sprite(Mushroom), + 243: Sprite(CommonLockedChest), + 244: Sprite(Bones), + 245: EntitySpawner("common.entity.wild.peaceful.bat", 0.4), + }, + ), +] diff --git a/assets/world/manifests/spots_general/troll_cave_mountain.ron b/assets/world/manifests/spots_general/troll_cave_mountain.ron new file mode 100644 index 0000000..27d0e12 --- /dev/null +++ b/assets/world/manifests/spots_general/troll_cave_mountain.ron @@ -0,0 +1,16 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.troll_cave", + center: (23, 25, 17), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 241: EntitySpawner("common.entity.wild.aggressive.mountain_troll", 1.0), + 242: Sprite(Mushroom), + 243: Sprite(CommonLockedChest), + 244: Sprite(Bones), + 245: EntitySpawner("common.entity.wild.peaceful.bat", 0.4), + }, + ), +] diff --git a/assets/world/manifests/spots_general/troll_cave_swamp.ron b/assets/world/manifests/spots_general/troll_cave_swamp.ron new file mode 100644 index 0000000..dd24515 --- /dev/null +++ b/assets/world/manifests/spots_general/troll_cave_swamp.ron @@ -0,0 +1,16 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.troll_cave", + center: (23, 25, 17), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 241: EntitySpawner("common.entity.wild.aggressive.swamp_troll", 1.0), + 242: Sprite(Mushroom), + 243: Sprite(CommonLockedChest), + 244: Sprite(Bones), + 245: EntitySpawner("common.entity.wild.peaceful.bat", 0.4), + }, + ), +] diff --git a/assets/world/manifests/spots_general/witch_hut.ron b/assets/world/manifests/spots_general/witch_hut.ron new file mode 100644 index 0000000..304b75c --- /dev/null +++ b/assets/world/manifests/spots_general/witch_hut.ron @@ -0,0 +1,18 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.witch-hut-black_0", + center: (10, 13, 16), + custom_indices: { + 12: Sprite(Cauldron), + 10: Sprite(WitchWindow), + 44: Filled(GlowingRock, (r: 54, g: 180, b: 64)), + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 247: RotatedSprite(DoorDark, 4), + 248: RotatedSprite(DoorDark, 0), + 249: Sprite(PotionDummy), + 251: Sprite(SmokeDummy), + }, + ), +] diff --git a/assets/world/manifests/spots_grasslands/dwarven_grave.ron b/assets/world/manifests/spots_grasslands/dwarven_grave.ron new file mode 100644 index 0000000..725d5ba --- /dev/null +++ b/assets/world/manifests/spots_grasslands/dwarven_grave.ron @@ -0,0 +1,12 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.dwarven_grave", + center: (20, 23, 5), + custom_indices: { + 151: Filled(GlowingRock, (r: 50, g: 255, b: 210)), + 152: Filled(GlowingRock, (r: 36, g: 187, b: 151)), + }, + ), +] diff --git a/assets/world/manifests/spots_grasslands/fallen_tree.ron b/assets/world/manifests/spots_grasslands/fallen_tree.ron new file mode 100644 index 0000000..3581570 --- /dev/null +++ b/assets/world/manifests/spots_grasslands/fallen_tree.ron @@ -0,0 +1,12 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.fallen_tree", + center: (32, 28, 15), + /// ( X, Y, Z, ) + custom_indices: { + 48: Sprite(Bones), + }, + ), +] diff --git a/assets/world/manifests/spots_savannah/lion_rock.ron b/assets/world/manifests/spots_savannah/lion_rock.ron new file mode 100644 index 0000000..eb9e36e --- /dev/null +++ b/assets/world/manifests/spots_savannah/lion_rock.ron @@ -0,0 +1,8 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.lionrock_0", + center: (14, 13, 5) + ), +] diff --git a/assets/world/manifests/spots_savannah/wolf_burrow.ron b/assets/world/manifests/spots_savannah/wolf_burrow.ron new file mode 100644 index 0000000..fe2f159 --- /dev/null +++ b/assets/world/manifests/spots_savannah/wolf_burrow.ron @@ -0,0 +1,16 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.wolf_burrow", + center: (10, 10, 6), + custom_indices: { + 8: Filled(Air, (r: 255, g: 255, b: 255)), + 20: Sprite(ShortGrass), + 19: Sprite(Mushroom), + 18: Sprite(CommonLockedChest), + 17: Sprite(Bones), + 242: EntitySpawner("common.entity.wild.aggressive.wolf", 0.5), + }, + ), +] diff --git a/assets/world/manifests/trees/airship_crash.ron b/assets/world/manifests/trees/airship_crash.ron new file mode 100644 index 0000000..446a64e --- /dev/null +++ b/assets/world/manifests/trees/airship_crash.ron @@ -0,0 +1,8 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.spots.airship-crashsite_0", + center: (28, 40, 14), + ), +] diff --git a/assets/world/manifests/trees/fruit_trees.ron b/assets/world/manifests/trees/fruit_trees.ron new file mode 100644 index 0000000..5f629cd --- /dev/null +++ b/assets/world/manifests/trees/fruit_trees.ron @@ -0,0 +1,28 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.tree.fruit.1", + center: (6, 6, 7) + ), + ( + specifier: "world.tree.fruit.2", + center: (6, 6, 7) + ), + ( + specifier: "world.tree.fruit.3", + center: (6, 7, 7) + ), + ( + specifier: "world.tree.fruit.4", + center: (3, 3, 7) + ), + ( + specifier: "world.tree.fruit.5", + center: (6, 8, 7) + ), + ( + specifier: "world.tree.fruit.6", + center: (7, 7, 7) + ), +] diff --git a/assets/world/manifests/trees/oak_stumps.ron b/assets/world/manifests/trees/oak_stumps.ron new file mode 100644 index 0000000..9d83ad6 --- /dev/null +++ b/assets/world/manifests/trees/oak_stumps.ron @@ -0,0 +1,40 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.tree.oak_stump.1", + center: (15, 18, 10) + ), + ( + specifier: "world.tree.oak_stump.2", + center: (15, 18, 10) + ), + ( + specifier: "world.tree.oak_stump.3", + center: (16, 20, 10) + ), + ( + specifier: "world.tree.oak_stump.4", + center: (18, 21, 10) + ), + ( + specifier: "world.tree.oak_stump.5", + center: (18, 18, 10) + ), + ( + specifier: "world.tree.oak_stump.6", + center: (16, 21, 10) + ), + ( + specifier: "world.tree.oak_stump.7", + center: (20, 19, 10) + ), + ( + specifier: "world.tree.oak_stump.8", + center: (22, 20, 10) + ), + ( + specifier: "world.tree.oak_stump.9", + center:(26, 26, 10) + ), +] diff --git a/assets/world/manifests/trees/palms.ron b/assets/world/manifests/trees/palms.ron new file mode 100644 index 0000000..4cd7d85 --- /dev/null +++ b/assets/world/manifests/trees/palms.ron @@ -0,0 +1,44 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.tree.desert_palm.1", + center: (7, 8, 2) + ), + ( + specifier: "world.tree.desert_palm.2", + center: (8, 7, 2) + ), + ( + specifier: "world.tree.desert_palm.3", + center: (7, 8, 2) + ), + ( + specifier: "world.tree.desert_palm.4", + center: (6, 7, 2) + ), + ( + specifier: "world.tree.desert_palm.5", + center: (6, 7, 2) + ), + ( + specifier: "world.tree.desert_palm.6", + center: (7, 7, 2) + ), + ( + specifier: "world.tree.desert_palm.7", + center: (7, 7, 2) + ), + ( + specifier: "world.tree.desert_palm.8", + center: (5, 7, 2) + ), + ( + specifier: "world.tree.desert_palm.9", + center: (7, 7, 2) + ), + ( + specifier: "world.tree.desert_palm.10", + center: (6, 7, 2) + ), +] diff --git a/assets/world/manifests/trees/swamp_trees.ron b/assets/world/manifests/trees/swamp_trees.ron new file mode 100644 index 0000000..ba7caec --- /dev/null +++ b/assets/world/manifests/trees/swamp_trees.ron @@ -0,0 +1,20 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.tree.willow.1", + center: (18, 18, 8) + ), + ( + specifier: "world.tree.willow.2", + center: (17, 18, 7) + ), + ( + specifier: "world.tree.willow.3", + center: (15, 17, 8) + ), + ( + specifier: "world.tree.willow.4", + center: (15, 16, 8) + ), +] diff --git a/assets/world/manifests/trees/tree_house.ron b/assets/world/manifests/trees/tree_house.ron new file mode 100644 index 0000000..4165acf --- /dev/null +++ b/assets/world/manifests/trees/tree_house.ron @@ -0,0 +1,8 @@ +#![enable(unwrap_newtypes)] + +[ + ( + specifier: "world.structure.natural.tree-house", + center: (20, 15, 10) + ), +] diff --git a/assets/world/map/veloren_0_16_0_0.bin b/assets/world/map/veloren_0_16_0_0.bin new file mode 100644 index 0000000..a435f6d Binary files /dev/null and b/assets/world/map/veloren_0_16_0_0.bin differ diff --git a/assets/world/map/veloren_0_9_0_0.bin b/assets/world/map/veloren_0_9_0_0.bin new file mode 100644 index 0000000..4d37e8f Binary files /dev/null and b/assets/world/map/veloren_0_9_0_0.bin differ diff --git a/assets/world/module/misc/well.vox b/assets/world/module/misc/well.vox new file mode 100644 index 0000000..b995f44 Binary files /dev/null and b/assets/world/module/misc/well.vox differ diff --git a/assets/world/shrub/jungle/bush-0.vox b/assets/world/shrub/jungle/bush-0.vox new file mode 100644 index 0000000..1131e57 Binary files /dev/null and b/assets/world/shrub/jungle/bush-0.vox differ diff --git a/assets/world/shrub/jungle/bush-1.vox b/assets/world/shrub/jungle/bush-1.vox new file mode 100644 index 0000000..31911ff Binary files /dev/null and b/assets/world/shrub/jungle/bush-1.vox differ diff --git a/assets/world/shrub/jungle/bush-2.vox b/assets/world/shrub/jungle/bush-2.vox 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b/assets/world/style/colors.ron @@ -0,0 +1,179 @@ +#![enable(unwrap_newtypes)] +#![enable(implicit_some)] + +// NOTE: Many of these colors are not used directly, but are modified in various ways (e.g. via +// lerping). So don't be too frustrated if a color change seems to have a different effect in +// different places; just follow the trends. +( + block: ( + pyramid: (203, 170, 146), + + // These are all ranges from low to high. + structure_blocks: ( + None: None, + // Samples the surface color. + Grass: None, + // Water blocks ignore color information, and even if they didn't would not be lerped. + Water: None, + GreenSludge: None, + // Leaves all actually get interpolated. + TemperateLeaves: [ + (start: (20, 100, 40), end: (60, 120, 0)), + + ], + PineLeaves: [(start: (0, 60, 50), end: (30, 80, 10))], + FrostpineLeaves: [(start: (24, 89, 85), end: (67, 22, 82))], + PalmLeavesInner: [(start: (70, 140, 43), end: (55, 140, 32))], + PalmLeavesOuter: [(start: (60, 130, 38), end: (30, 130, 65))], + Acacia: [(start: (35, 70, 0), end: (100, 120, 30))], + Liana: [(start: (0, 125, 107), end: (0, 155, 129))], + Mangrove: [(start: (20, 60, 0), end: (40, 90, 30))], + Chestnut: [(start: (30, 80, 0), end: (50, 120, 0))], + Baobab: [(start: (50, 100, 40), end: (50, 90, 0))], + MapleLeaves: [(start: (103, 32, 21), end: (131, 24, 26)), (start: (96, 30, 44), end: (92, 9, 46))], + CherryLeaves: [(start: (210, 109, 116), end: (217, 102, 102)), (start: (191, 128, 151), end: (206, 113, 123))], + AutumnLeaves: [(start: (198, 87, 24), end: (184, 57, 15)), (start: (230, 151, 27), end: (213, 130, 20)), (start: (131, 23, 31), end: (115, 5, 31))], + ) + + // Water blocks ignore color now so this isn't used, but just in case this color was worth + // remembering here it is. + // green_sludge: (30.0, 126.0, 23.0) + ), + column: ( + cold_grass: (0.0, 0.3, 0.1), + warm_grass: (0.5, 0.55, 0.0), + dark_grass: (0.15, 0.4, 0.1), + wet_grass: (0.1, 0.8, 0.2), + cold_stone: (0.4, 0.67, 0.8), + hot_stone: (0.05, 0.05, 0.04), + warm_stone: (0.30, 0.2, 0.15), + beach_sand: (0.8, 0.75, 0.5), + desert_sand: (0.6, 0.4, 0.2), + snow: (0.75, 0.8, 1.8), + snow_moss: (0.35, 0.55, 0.7), + + stone_col: (90, 110, 150), + + dirt_low: (0.075, 0.07, 0.3), + dirt_high: (0.6, 0.3, 0.05), + + snow_high: (0.01, 0.3, 0.0), + warm_stone_high: (0.25, 0.22, 0.3), + + grass_high: (0.15, 0.2, 0.15), + tropical_high: (0.95, 0.55, 0.50), + mesa_layers: [ + (0.6, 0.3, 0.2), + (0.4, 0.03, 0.1), + (0.8, 0.5, 0.2), + (0.6, 0.25, 0.1), + (0.35, 0.3, 0.15), + (0.4, 0.15, 0.05), + (0.2, 0.15, 0.1), + (0.7, 0.6, 0.3), + ], + ), + // NOTE: I think (but am not sure) that this is the color of stuff below the bottom-most + // ground. I'm not sure how easy it is to see. + deep_stone_color: (125, 120, 130), + layer: ( + bridge: (80, 80, 100), + stalactite: (90, 71, 112), + cave_floor: (42, 39, 82), + cave_roof: (38, 21, 79), + dirt: (69, 48, 15), + scaffold: (195, 190, 212), + lava: (184, 39, 0), + vein: (61, 229, 198), + ), + site: ( + castle: (), + dungeon: ( + stone: (150, 150, 175), + ), + settlement: ( + building: ( + archetype: ( + keep: ( + brick_base: (80, 80, 80), + floor_base: (80, 60, 10), + pole: (90, 70, 50), + flag: ( + Evil: (80, 10, 130), + Good: (150, 20, 0), + ), + stone: ( + Evil: (65, 60, 55), + Good: (70, 75, 80), + ), + ), + house: ( + foundation: (70, 70, 70), + floor: (100, 75, 50), + roof: ( + Roof1: (0x99, 0x5E, 0x54), + Roof2: (0x43, 0x63, 0x64), + Roof3: (0x76, 0x6D, 0x68), + Roof4: (0x55, 0x25, 0x41), + Roof5: (0x52, 0x20, 0x20), + Roof6: (0x05, 0x3A, 0x40), + Roof7: (0xCC, 0x56, 0x3E), + Roof8: (0x05, 0x48, 0x40), + // (0x1D, 0x4D, 0x45), + // (0xB3, 0x7D, 0x60), + // (0xAC, 0x5D, 0x26), + // (0x32, 0x46, 0x6B), + // (0x2B, 0x19, 0x0F), + // (0x93, 0x78, 0x51), + // (0x92, 0x57, 0x24), + // (0x4A, 0x4E, 0x4E), + // (0x2F, 0x32, 0x47), + // (0x8F, 0x35, 0x43), + // (0x6D, 0x1E, 0x3A), + // (0x6D, 0xA7, 0x80), + // (0x4F, 0xA0, 0x95), + // (0xE2, 0xB9, 0x99), + // (0x7A, 0x30, 0x22), + // (0x4A, 0x06, 0x08), + // (0x8E, 0xB4, 0x57), + ), + wall: ( + Wall1: (200, 180, 150), + Wall2: (0xB8, 0xB4, 0xA4), + Wall3: (0x76, 0x6D, 0x68), + Wall4: (0xF3, 0xC9, 0x8F), + Wall5: (0xD3, 0xB7, 0x99), + Wall6: (0xE1, 0xAB, 0x91), + Wall7: (0x82, 0x57, 0x4C), + Wall8: (0xB9, 0x96, 0x77), + Wall9: (0xAE, 0x8D, 0x9C), + ), + support: ( + Support1: (65, 30, 0), + Support2: (0x35, 0x25, 0x26), + Support3: (0x53, 0x33, 0x13), + Support4: (0x65, 0x30, 0), + ), + ), + ), + ), + plot_town_path: (80, 40, 20), + + plot_field_dirt: (55, 20, 5), + plot_field_mound: (40, 60, 10), + + wall_low: (130, 100, 0), + wall_high :(90, 70, 50), + + tower_color: (50, 50, 50), + + // NOTE: Ideally these would be part of a make_case_elim, but we can't use it beacuse + // it doesn't support struct variants yet. + plot_dirt: (90, 70, 50), + plot_grass: (100, 200, 0), + plot_water: (100, 150, 250), + plot_town: (80, 40, 20), + // TODO: Add field furrow stuff. + ), + ), +) diff --git a/assets/world/tree/desert_palm/1.vox b/assets/world/tree/desert_palm/1.vox new file mode 100644 index 0000000..40e0b47 Binary files /dev/null and b/assets/world/tree/desert_palm/1.vox differ diff --git a/assets/world/tree/desert_palm/10.vox b/assets/world/tree/desert_palm/10.vox new file mode 100644 index 0000000..713dc6b Binary files /dev/null and b/assets/world/tree/desert_palm/10.vox differ diff --git a/assets/world/tree/desert_palm/2.vox b/assets/world/tree/desert_palm/2.vox new file mode 100644 index 0000000..2886fd7 Binary files /dev/null and b/assets/world/tree/desert_palm/2.vox differ diff --git a/assets/world/tree/desert_palm/3.vox b/assets/world/tree/desert_palm/3.vox new file mode 100644 index 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b/assets/world/wildlife/spawn/arctic/ocean.ron @@ -0,0 +1,22 @@ +SpawnEntry ( + name: "Arctic ocean water wildlife.", + note: "Arctic ocean inhabitants", + rules: [ + Pack( + groups: [ + (4, (1, 3, "common.entity.wild.aggressive.icepike")), + ], + spawn_mode: Water, + day_period: [Night, Morning, Noon, Evening], + ), + Pack( + groups: [ + (4, (4, 12, "common.entity.wild.peaceful.penguin")), + (4, (4, 8, "common.entity.wild.peaceful.seal")), + (1, (1, 1, "common.entity.wild.aggressive.tursus")), + ], + spawn_mode: Ice, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/april_fools/jungle/area.ron b/assets/world/wildlife/spawn/calendar/april_fools/jungle/area.ron new file mode 100644 index 0000000..59ea4f5 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/april_fools/jungle/area.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "April Fools Jungle Area", + note: "April Fools NPCs", + rules: [ + Pack( + groups: [ + (3, (3, 6, "common.entity.calendar.april_fools.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([AprilFools]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/april_fools/taiga/core.ron b/assets/world/wildlife/spawn/calendar/april_fools/taiga/core.ron new file mode 100644 index 0000000..7e64754 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/april_fools/taiga/core.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "April Fools Jungle Core", + note: "April Fools NPCs", + rules: [ + Pack( + groups: [ + (3, (3, 6, "common.entity.calendar.april_fools.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([AprilFools]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/april_fools/temperate/rainforest.ron b/assets/world/wildlife/spawn/calendar/april_fools/temperate/rainforest.ron new file mode 100644 index 0000000..04bd23b --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/april_fools/temperate/rainforest.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "April Fools Temperate Rainforest", + note: "April Fools NPCs", + rules: [ + Pack( + groups: [ + (3, (3, 6, "common.entity.calendar.april_fools.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([AprilFools]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/april_fools/tropical/rainforest.ron b/assets/world/wildlife/spawn/calendar/april_fools/tropical/rainforest.ron new file mode 100644 index 0000000..95c41cb --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/april_fools/tropical/rainforest.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "April Fools Tropical Rainforest", + note: "April Fools NPCs", + rules: [ + Pack( + groups: [ + (3, (3, 6, "common.entity.calendar.april_fools.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([AprilFools]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) \ No newline at end of file diff --git a/assets/world/wildlife/spawn/calendar/april_fools/tundra/core.ron b/assets/world/wildlife/spawn/calendar/april_fools/tundra/core.ron new file mode 100644 index 0000000..e450794 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/april_fools/tundra/core.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "April Fools Tundra Core", + note: "April Fools NPCs", + rules: [ + Pack( + groups: [ + (3, (3, 6, "common.entity.calendar.april_fools.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([AprilFools]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/april_fools/tundra/forest.ron b/assets/world/wildlife/spawn/calendar/april_fools/tundra/forest.ron new file mode 100644 index 0000000..920d4c9 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/april_fools/tundra/forest.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "April Fools Tundra Forest", + note: "April Fools NPCs", + rules: [ + Pack( + groups: [ + (3, (3, 6, "common.entity.calendar.april_fools.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([AprilFools]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/april_fools/tundra/snow.ron b/assets/world/wildlife/spawn/calendar/april_fools/tundra/snow.ron new file mode 100644 index 0000000..6957c70 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/april_fools/tundra/snow.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "April Fools Tundra Snow", + note: "April Fools NPCs", + rules: [ + Pack( + groups: [ + (3, (3, 6, "common.entity.calendar.april_fools.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([AprilFools]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/christmas/taiga/core_forest.ron b/assets/world/wildlife/spawn/calendar/christmas/taiga/core_forest.ron new file mode 100644 index 0000000..be512b3 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/christmas/taiga/core_forest.ron @@ -0,0 +1,16 @@ +SpawnEntry ( + name: "Taiga rare forest wildlife for christmas.", + note: "Search for them in the heart of the taiga, if you are feeling lucky.", + rules: [ + Pack( + groups: [ + (9, (1, 1, "common.entity.wild.aggressive.wendigo")), + (9, (1, 1, "common.entity.wild.aggressive.dreadhorn")), + (1, (1, 1, "common.entity.calendar.christmas.aggressive.yeti")), + ], + spawn_mode: Land, + calendar_events: Some([Christmas]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/christmas/tundra/core.ron b/assets/world/wildlife/spawn/calendar/christmas/tundra/core.ron new file mode 100644 index 0000000..7e9ae3a --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/christmas/tundra/core.ron @@ -0,0 +1,18 @@ +SpawnEntry ( + name: "Tundra rare animals for christmas.", + note: "Search for them in the heart of tundra.", + rules: [ + Pack( + groups: [ + (15, (1, 1, "common.entity.wild.aggressive.snow_raptor")), + (1, (1, 1, "common.entity.wild.aggressive.wendigo")), + (1, (2, 6, "common.entity.wild.peaceful.mammoth")), + (1, (1, 1, "common.entity.wild.aggressive.mountain_troll")), + (1, (1, 1, "common.entity.calendar.christmas.aggressive.yeti")), + ], + spawn_mode: Land, + calendar_events: Some([Christmas]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/christmas/tundra/forest.ron b/assets/world/wildlife/spawn/calendar/christmas/tundra/forest.ron new file mode 100644 index 0000000..8364adc --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/christmas/tundra/forest.ron @@ -0,0 +1,18 @@ +SpawnEntry ( + name: "Tundra forest animals for christmas.", + note: "", + rules: [ + Pack( + groups: [ + (4, (1, 1, "common.entity.wild.aggressive.frostfang")), + (4, (1, 1, "common.entity.wild.aggressive.snow_leopard")), + (4, (1, 1, "common.entity.wild.aggressive.yale")), + (4, (1, 1, "common.entity.wild.aggressive.grolgar")), + (1, (1, 1, "common.entity.calendar.christmas.aggressive.yeti")), + ], + spawn_mode: Land, + calendar_events: Some([Christmas]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/christmas/tundra/snow.ron b/assets/world/wildlife/spawn/calendar/christmas/tundra/snow.ron new file mode 100644 index 0000000..1069cf4 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/christmas/tundra/snow.ron @@ -0,0 +1,17 @@ +SpawnEntry ( + name: "Tundra animals for christmas.", + note: "Usually you can find them in snowy areas.", + rules: [ + Pack( + groups: [ + (6, (1, 3, "common.entity.wild.aggressive.frostfang")), + (6, (1, 3, "common.entity.wild.aggressive.snow_raptor")), + (6, (1, 3, "common.entity.wild.aggressive.roshwalr")), + (1, (1, 1, "common.entity.calendar.christmas.aggressive.yeti")), + ], + spawn_mode: Land, + calendar_events: Some([Christmas]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/easter/jungle/area.ron b/assets/world/wildlife/spawn/calendar/easter/jungle/area.ron new file mode 100644 index 0000000..1106d56 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/easter/jungle/area.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "Easter Jungle Area", + note: "Easter NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.easter.peaceful.treasure_egg")), + ], + spawn_mode: Land, + calendar_events: Some([Easter]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/easter/taiga/core.ron b/assets/world/wildlife/spawn/calendar/easter/taiga/core.ron new file mode 100644 index 0000000..cdb6986 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/easter/taiga/core.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "Easter Jungle Core", + note: "Easter NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.easter.peaceful.treasure_egg")), + ], + spawn_mode: Land, + calendar_events: Some([Easter]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/easter/temperate/rainforest.ron b/assets/world/wildlife/spawn/calendar/easter/temperate/rainforest.ron new file mode 100644 index 0000000..a68035a --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/easter/temperate/rainforest.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "Easter Temperate Rainforest", + note: "Easter NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.easter.peaceful.treasure_egg")), + ], + spawn_mode: Land, + calendar_events: Some([Easter]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/easter/tropical/rainforest.ron b/assets/world/wildlife/spawn/calendar/easter/tropical/rainforest.ron new file mode 100644 index 0000000..6ab7373 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/easter/tropical/rainforest.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "Easter Tropical Rainforest", + note: "Easter NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.easter.peaceful.treasure_egg")), + ], + spawn_mode: Land, + calendar_events: Some([Easter]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) \ No newline at end of file diff --git a/assets/world/wildlife/spawn/calendar/easter/tundra/core.ron b/assets/world/wildlife/spawn/calendar/easter/tundra/core.ron new file mode 100644 index 0000000..23694f7 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/easter/tundra/core.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "Easter Tundra Core", + note: "Easter NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.easter.peaceful.treasure_egg")), + ], + spawn_mode: Land, + calendar_events: Some([Easter]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/easter/tundra/forest.ron b/assets/world/wildlife/spawn/calendar/easter/tundra/forest.ron new file mode 100644 index 0000000..7916a1e --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/easter/tundra/forest.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "Easter Tundra Forest", + note: "Easter NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.easter.peaceful.treasure_egg")), + ], + spawn_mode: Land, + calendar_events: Some([Easter]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/easter/tundra/snow.ron b/assets/world/wildlife/spawn/calendar/easter/tundra/snow.ron new file mode 100644 index 0000000..3668a5a --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/easter/tundra/snow.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "Easter Tundra Snow", + note: "Easter NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.easter.peaceful.treasure_egg")), + ], + spawn_mode: Land, + calendar_events: Some([Easter]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/halloween/jungle/area.ron b/assets/world/wildlife/spawn/calendar/halloween/jungle/area.ron new file mode 100644 index 0000000..b6be786 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/halloween/jungle/area.ron @@ -0,0 +1,16 @@ +SpawnEntry ( + name: "Halloween Jungle Area", + note: "Halloween NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.halloween.aggressive.halloween_harvester")), + (4, (4, 8, "common.entity.wild.peaceful.bat")), + (4, (3, 6, "common.entity.calendar.halloween.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([Halloween]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/halloween/taiga/core.ron b/assets/world/wildlife/spawn/calendar/halloween/taiga/core.ron new file mode 100644 index 0000000..fb5cfc1 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/halloween/taiga/core.ron @@ -0,0 +1,16 @@ +SpawnEntry ( + name: "Halloween Taiga Core", + note: "Halloween NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.halloween.aggressive.halloween_harvester")), + (4, (4, 8, "common.entity.wild.peaceful.bat")), + (4, (3, 6, "common.entity.calendar.halloween.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([Halloween]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/halloween/temperate/rainforest.ron b/assets/world/wildlife/spawn/calendar/halloween/temperate/rainforest.ron new file mode 100644 index 0000000..91c3aac --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/halloween/temperate/rainforest.ron @@ -0,0 +1,16 @@ +SpawnEntry ( + name: "Halloween Temperate Rainforest", + note: "Halloween NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.halloween.aggressive.halloween_harvester")), + (4, (4, 8, "common.entity.wild.peaceful.bat")), + (4, (3, 6, "common.entity.calendar.halloween.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([Halloween]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/halloween/tropical/rainforest.ron b/assets/world/wildlife/spawn/calendar/halloween/tropical/rainforest.ron new file mode 100644 index 0000000..7e13179 --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/halloween/tropical/rainforest.ron @@ -0,0 +1,16 @@ +SpawnEntry ( + name: "Halloween Tropical Rainforest", + note: "Halloween NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.halloween.aggressive.halloween_harvester")), + (4, (4, 8, "common.entity.wild.peaceful.bat")), + (4, (3, 6, "common.entity.calendar.halloween.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([Halloween]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/halloween/tundra/core.ron b/assets/world/wildlife/spawn/calendar/halloween/tundra/core.ron new file mode 100644 index 0000000..7d6ea8e --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/halloween/tundra/core.ron @@ -0,0 +1,16 @@ +SpawnEntry ( + name: "Halloween Tundra Core", + note: "Halloween NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.halloween.aggressive.halloween_harvester")), + (4, (4, 8, "common.entity.wild.peaceful.bat")), + (4, (3, 6, "common.entity.calendar.halloween.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([Halloween]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/halloween/tundra/forest.ron b/assets/world/wildlife/spawn/calendar/halloween/tundra/forest.ron new file mode 100644 index 0000000..046889c --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/halloween/tundra/forest.ron @@ -0,0 +1,16 @@ +SpawnEntry ( + name: "Halloween Tundra Forest", + note: "Halloween NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.halloween.aggressive.halloween_harvester")), + (4, (4, 8, "common.entity.wild.peaceful.bat")), + (4, (3, 6, "common.entity.calendar.halloween.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([Halloween]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/calendar/halloween/tundra/snow.ron b/assets/world/wildlife/spawn/calendar/halloween/tundra/snow.ron new file mode 100644 index 0000000..aafe9dc --- /dev/null +++ b/assets/world/wildlife/spawn/calendar/halloween/tundra/snow.ron @@ -0,0 +1,16 @@ +SpawnEntry ( + name: "Halloween Tundra Snow", + note: "Halloween NPCs", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.calendar.halloween.aggressive.halloween_harvester")), + (4, (4, 8, "common.entity.wild.peaceful.bat")), + (4, (3, 6, "common.entity.calendar.halloween.aggressive.trickster")), + ], + spawn_mode: Land, + calendar_events: Some([Halloween]), + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/desert/area.ron b/assets/world/wildlife/spawn/desert/area.ron new file mode 100644 index 0000000..8dbfd0e --- /dev/null +++ b/assets/world/wildlife/spawn/desert/area.ron @@ -0,0 +1,16 @@ +SpawnEntry ( + name: "Desert area wildlife.", + note: "", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.wild.aggressive.asp")), + (1, (1, 3, "common.entity.wild.aggressive.sand_raptor")), + (1, (1, 1, "common.entity.wild.aggressive.antlion")), + (1, (1, 1, "common.entity.wild.aggressive.lavadrake")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/desert/hot.ron b/assets/world/wildlife/spawn/desert/hot.ron new file mode 100644 index 0000000..5c35e49 --- /dev/null +++ b/assets/world/wildlife/spawn/desert/hot.ron @@ -0,0 +1,27 @@ +SpawnEntry ( + name: "Desert hot area wildlife.", + note: "", + rules: [ + Pack( + groups: [ + // Casual + (2, (1, 1, "common.entity.wild.peaceful.camel")), + (2, (1, 1, "common.entity.wild.peaceful.sand_hare")), + (2, (1, 1, "common.entity.wild.peaceful.salamander")), + (2, (1, 1, "common.entity.wild.peaceful.gecko")), + // Rare + (1, (1, 1, "common.entity.wild.peaceful.crawler_sand")), + ], + spawn_mode: Land, + day_period: [Morning, Noon, Evening], + ), + Pack( + groups: [ + (1, (1, 1, "common.entity.wild.peaceful.porcupine")), + (1, (1, 1, "common.entity.wild.peaceful.pangolin")), + ], + spawn_mode: Land, + day_period: [Night], + ), + ], +) diff --git a/assets/world/wildlife/spawn/desert/river.ron b/assets/world/wildlife/spawn/desert/river.ron new file mode 100644 index 0000000..9ebae7f --- /dev/null +++ b/assets/world/wildlife/spawn/desert/river.ron @@ -0,0 +1,14 @@ +SpawnEntry ( + name: "Desert river wildlife.", + note: "", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.wild.aggressive.crocodile")), + (1, (2, 4, "common.entity.wild.peaceful.cockatiel")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/desert/rock.ron b/assets/world/wildlife/spawn/desert/rock.ron new file mode 100644 index 0000000..17a9404 --- /dev/null +++ b/assets/world/wildlife/spawn/desert/rock.ron @@ -0,0 +1,17 @@ +SpawnEntry ( + name: "Desert rocky animals.", + note: "Search for the rocks in desert and you will find them.", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.wild.aggressive.rocksnapper")), + (4, (1, 1, "common.entity.wild.aggressive.dodarock")), + (9, (1, 3, "common.entity.wild.peaceful.gecko")), + (8, (1, 2, "common.entity.wild.peaceful.sand_hare")), + (3, (1, 1, "common.entity.wild.aggressive.bonerattler")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) \ No newline at end of file diff --git a/assets/world/wildlife/spawn/desert/wasteland.ron b/assets/world/wildlife/spawn/desert/wasteland.ron new file mode 100644 index 0000000..a409a2f --- /dev/null +++ b/assets/world/wildlife/spawn/desert/wasteland.ron @@ -0,0 +1,20 @@ +SpawnEntry ( + name: "Desert wasteland wildlife.", + note: "", + rules: [ + Pack( + groups: [ + // Casual + (20, (1, 1, "common.entity.wild.aggressive.sandshark")), + (21, (1, 1, "common.entity.wild.peaceful.eagle")), + (20, (1, 1, "common.entity.wild.aggressive.tarantula")), + // Rare + (1, (1, 1, "common.entity.wild.aggressive.archaeos")), + (1, (1, 1, "common.entity.wild.aggressive.ntouka")), + (7, (1, 1, "common.entity.wild.aggressive.ogre")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/jungle/rainforest.ron b/assets/world/wildlife/spawn/jungle/rainforest.ron new file mode 100644 index 0000000..075c686 --- /dev/null +++ b/assets/world/wildlife/spawn/jungle/rainforest.ron @@ -0,0 +1,38 @@ +SpawnEntry ( + name: "Jungle rainforest core wildlife.", + note: "Concentrated in the core of biome.", + rules: [ + Pack( + groups: [ + // Casual + (12, (1, 1, "common.entity.wild.aggressive.tiger")), + (5, (1, 1, "common.entity.wild.aggressive.maneater")), + (9, (2, 3, "common.entity.wild.aggressive.wood_raptor")), + (14, (1, 1, "common.entity.wild.aggressive.deadwood")), + (18, (2, 6, "common.entity.wild.peaceful.dodo")), + // Rare + (10, (1, 1, "common.entity.wild.aggressive.sunlizard")), + (1, (1, 1, "common.entity.wild.aggressive.odonto")), + (3, (1, 3, "common.entity.wild.aggressive.mighty_saurok")), + (3, (1, 3, "common.entity.wild.aggressive.occult_saurok")), + (3, (1, 3, "common.entity.wild.aggressive.sly_saurok")), + (4, (1, 1, "common.entity.wild.aggressive.mossdrake")), + ], + spawn_mode: Land, + day_period: [Morning, Noon, Evening], + ), + Pack( + groups: [ + (18, (2, 3, "common.entity.wild.aggressive.wood_raptor")), + (28, (1, 1, "common.entity.wild.aggressive.deadwood")), + (24, (1, 1, "common.entity.wild.aggressive.tiger")), + (10, (1, 1, "common.entity.wild.aggressive.maneater")), + (8, (1, 1, "common.entity.wild.aggressive.mossdrake")), + (2, (1, 1, "common.entity.wild.aggressive.cockatrice")), + (1, (1, 1, "common.entity.wild.aggressive.odonto")), + ], + spawn_mode: Land, + day_period: [Night], + ), + ], +) diff --git a/assets/world/wildlife/spawn/jungle/rainforest_area.ron b/assets/world/wildlife/spawn/jungle/rainforest_area.ron new file mode 100644 index 0000000..a340c0f --- /dev/null +++ b/assets/world/wildlife/spawn/jungle/rainforest_area.ron @@ -0,0 +1,56 @@ +SpawnEntry ( + name: "Jungle rainforest wildlife.", + note: "Spread through the area.", + rules: [ + Pack( + groups: [ + // Casual + (5, (1, 1, "common.entity.wild.peaceful.parrot")), + (5, (1, 1, "common.entity.wild.peaceful.parakeet")), + (5, (1, 1, "common.entity.wild.peaceful.toucan")), + (4, (1, 1, "common.entity.wild.peaceful.peacock")), + // Rare + (1, (1, 1, "common.entity.wild.aggressive.tarasque")), + (4, (1, 1, "common.entity.wild.peaceful.tortoise")), + (3, (1, 1, "common.entity.wild.aggressive.monitor")), + (3, (1, 1, "common.entity.wild.peaceful.crawler_moss")), + (1, (1, 1, "common.entity.wild.aggressive.rootsnapper")), + (2, (1, 1, "common.entity.wild.aggressive.axebeak")), + (1, (1, 1, "common.entity.wild.aggressive.swamp_troll")), + ], + spawn_mode: Land, + day_period: [Morning, Noon], + ), + Pack( + groups: [ + (6, (1, 1, "common.entity.wild.peaceful.parrot")), + (6, (1, 1, "common.entity.wild.peaceful.parakeet")), + (6, (1, 1, "common.entity.wild.peaceful.toucan")), + (4, (1, 1, "common.entity.wild.peaceful.peacock")), + (3, (1, 1, "common.entity.wild.peaceful.quokka")), + (1, (1, 1, "common.entity.wild.aggressive.tarasque")), + (2, (1, 1, "common.entity.wild.aggressive.horn_beetle")), + (2, (1, 1, "common.entity.wild.aggressive.stag_beetle")), + (3, (1, 1, "common.entity.wild.peaceful.crawler_moss")), + (1, (1, 1, "common.entity.wild.aggressive.rootsnapper")), + (1, (1, 1, "common.entity.wild.aggressive.swamp_troll")), + + ], + spawn_mode: Land, + day_period: [Evening], + ), + Pack( + groups: [ + (3, (1, 1, "common.entity.wild.peaceful.parrot")), + (3, (1, 1, "common.entity.wild.peaceful.parakeet")), + (3, (1, 1, "common.entity.wild.peaceful.quokka")), + (1, (1, 1, "common.entity.wild.aggressive.tarasque")), + (3, (1, 1, "common.entity.wild.aggressive.horn_beetle")), + (3, (1, 1, "common.entity.wild.aggressive.stag_beetle")), + (2, (1, 1, "common.entity.wild.aggressive.swamp_troll")), + ], + spawn_mode: Land, + day_period: [Night], + ), + ], +) diff --git a/assets/world/wildlife/spawn/taiga/area.ron b/assets/world/wildlife/spawn/taiga/area.ron new file mode 100644 index 0000000..26b4f67 --- /dev/null +++ b/assets/world/wildlife/spawn/taiga/area.ron @@ -0,0 +1,49 @@ +SpawnEntry ( + name: "Taiga animals.", + note: "Spread through the area", + rules: [ + Pack( + groups: [ + (3, (1, 1, "common.entity.wild.aggressive.bear")), + (7, (1, 1, "common.entity.wild.peaceful.eagle")), + (4, (1, 1, "common.entity.wild.peaceful.moose")), + (6, (1, 1, "common.entity.wild.peaceful.tuskram")), + (3, (1, 1, "common.entity.wild.aggressive.bristleback")), + (10, (1, 4, "common.entity.wild.peaceful.crow")), + (7, (1, 7, "common.entity.wild.peaceful.deer")), + (10, (1, 7, "common.entity.wild.peaceful.jackalope")), + (7, (2, 5, "common.entity.wild.peaceful.boar")), + (9, (5, 10, "common.entity.wild.peaceful.sheep")), + (13, (1, 2, "common.entity.wild.peaceful.squirrel")), + (7, (2, 6, "common.entity.wild.peaceful.goat")), + (6, (3, 8, "common.entity.wild.peaceful.llama")), + (6, (1, 2, "common.entity.wild.peaceful.donkey")), + (7, (1, 1, "common.entity.wild.peaceful.skunk")), + (10, (1, 1, "common.entity.wild.peaceful.raccoon")), + (2, (1, 1, "common.entity.wild.peaceful.catoblepas")), + (2, (1, 1, "common.entity.wild.peaceful.hirdrasil")), + (8, (1, 1, "common.entity.wild.peaceful.truffler")), + (3, (1, 1, "common.entity.wild.aggressive.tarasque")), + (3, (1, 1, "common.entity.wild.aggressive.saber")), + ], + spawn_mode: Land, + day_period: [Morning, Noon, Evening], + ), + Pack( + groups: [ + (12, (1, 3, "common.entity.wild.peaceful.squirrel")), + (12, (1, 1, "common.entity.wild.peaceful.forest_fox")), + (12, (1, 3, "common.entity.wild.peaceful.raccoon")), + (11, (1, 1, "common.entity.wild.peaceful.horned_owl")), + (5, (1, 1, "common.entity.wild.aggressive.bear")), + (2, (1, 1, "common.entity.wild.aggressive.tarasque")), + (1, (1, 1, "common.entity.wild.peaceful.catoblepas")), + (1, (1, 1, "common.entity.wild.peaceful.hirdrasil")), + // TODO: Maybe reenable once the dullahan design is more carefully considered, or move it elsewhere (i.e: such as a haunted/ruins site) + //(2, (1, 1, "common.entity.wild.aggressive.dullahan")), + ], + spawn_mode: Land, + day_period: [Night], + ), + ], +) diff --git a/assets/world/wildlife/spawn/taiga/core.ron b/assets/world/wildlife/spawn/taiga/core.ron new file mode 100644 index 0000000..62c5148 --- /dev/null +++ b/assets/world/wildlife/spawn/taiga/core.ron @@ -0,0 +1,16 @@ +SpawnEntry ( + name: "Taiga core wildlife.", + note: "Search for them in the heart of taiga.", + rules: [ + Pack( + groups: [ + (1, (1, 3, "common.entity.wild.peaceful.mouflon")), + (1, (1, 3, "common.entity.wild.peaceful.llama")), + (1, (1, 3, "common.entity.wild.peaceful.alpaca")), + (1, (1, 3, "common.entity.wild.peaceful.highland")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/taiga/core_forest.ron b/assets/world/wildlife/spawn/taiga/core_forest.ron new file mode 100644 index 0000000..9d37e5e --- /dev/null +++ b/assets/world/wildlife/spawn/taiga/core_forest.ron @@ -0,0 +1,22 @@ +SpawnEntry ( + name: "Taiga core forest wildlife.", + note: "Search for them in the heart of the taiga, if you are feeling lucky.", + rules: [ + Pack( + groups: [ + // We need more entities to fill this out + (1, (1, 1, "common.entity.wild.aggressive.dreadhorn")), + ], + spawn_mode: Land, + day_period: [Morning, Noon, Evening], + ), + Pack( + groups: [ + (1, (1, 1, "common.entity.wild.aggressive.dreadhorn")), + (4, (1, 1, "common.entity.wild.aggressive.irrwurz")), + ], + spawn_mode: Land, + day_period: [Night], + ), + ], +) diff --git a/assets/world/wildlife/spawn/taiga/forest.ron b/assets/world/wildlife/spawn/taiga/forest.ron new file mode 100644 index 0000000..44bd99a --- /dev/null +++ b/assets/world/wildlife/spawn/taiga/forest.ron @@ -0,0 +1,20 @@ +SpawnEntry ( + name: "Taiga forest wildlife.", + note: "Search for them in taiga forests.", + rules: [ + Pack( + groups: [ + (1, (3, 7, "common.entity.wild.aggressive.wolf")), + ], + spawn_mode: Land, + day_period: [Morning, Noon, Evening], + ), + Pack( + groups: [ + (1, (1, 1, "common.entity.wild.aggressive.irrwurz")), + ], + spawn_mode: Land, + day_period: [Night], + ), + ], +) \ No newline at end of file diff --git a/assets/world/wildlife/spawn/taiga/river.ron b/assets/world/wildlife/spawn/taiga/river.ron new file mode 100644 index 0000000..019e7ca --- /dev/null +++ b/assets/world/wildlife/spawn/taiga/river.ron @@ -0,0 +1,15 @@ +SpawnEntry ( + name: "Taiga river wildlife.", + note: "", + rules: [ + Pack( + groups: [ + (5, (1, 1, "common.entity.wild.peaceful.beaver")), + (5, (1, 1, "common.entity.wild.peaceful.elbst")), + (5, (1, 1, "common.entity.wild.peaceful.duck")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/taiga/water.ron b/assets/world/wildlife/spawn/taiga/water.ron new file mode 100644 index 0000000..1d3c77f --- /dev/null +++ b/assets/world/wildlife/spawn/taiga/water.ron @@ -0,0 +1,13 @@ +SpawnEntry ( + name: "Taiga water wildlife.", + note: "River inhabitants", + rules: [ + Pack( + groups: [ + (1, (1, 2, "common.entity.wild.peaceful.marlin")), + ], + spawn_mode: Water, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/temperate/beach.ron b/assets/world/wildlife/spawn/temperate/beach.ron new file mode 100644 index 0000000..ea6475c --- /dev/null +++ b/assets/world/wildlife/spawn/temperate/beach.ron @@ -0,0 +1,13 @@ +SpawnEntry ( + name: "Temperate Ocean beach wildlife.", + note: "Beach inhabitants", + rules: [ + Pack( + groups: [ + (5, (1, 3, "common.entity.wild.peaceful.puffin")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/temperate/ocean.ron b/assets/world/wildlife/spawn/temperate/ocean.ron new file mode 100644 index 0000000..6e2e714 --- /dev/null +++ b/assets/world/wildlife/spawn/temperate/ocean.ron @@ -0,0 +1,13 @@ +SpawnEntry ( + name: "Temperate Ocean wildlife.", + note: "Ocean inhabitants", + rules: [ + Pack( + groups: [ + (3, (3, 4, "common.entity.wild.peaceful.marlin")), + ], + spawn_mode: Water, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/temperate/plains.ron b/assets/world/wildlife/spawn/temperate/plains.ron new file mode 100644 index 0000000..3d576c6 --- /dev/null +++ b/assets/world/wildlife/spawn/temperate/plains.ron @@ -0,0 +1,31 @@ +SpawnEntry ( + name: "Temperate plains wildlife.", + note: "", + rules: [ + Pack( + groups: [ + (3, (1, 1, "common.entity.wild.aggressive.weevil")), + (1, (1, 7, "common.entity.wild.peaceful.horse")), + (1, (5, 10, "common.entity.wild.peaceful.cattle")), + (5, (3, 5, "common.entity.wild.peaceful.chicken")), + (5, (2, 7, "common.entity.wild.peaceful.rabbit")), + (5, (1, 2, "common.entity.wild.peaceful.frog")), + (5, (3, 7, "common.entity.wild.peaceful.pig")), + (4, (1, 1, "common.entity.wild.peaceful.leaf_beetle")), + (4, (1, 1, "common.entity.wild.peaceful.bushly")), + (4, (1, 1, "common.entity.wild.peaceful.driggle")), + ], + spawn_mode: Land, + day_period: [Morning, Noon, Evening], + ), + Pack( + groups: [ + // Solitary + // Pack + (1, (1, 2, "common.entity.wild.peaceful.emberfly")), + ], + spawn_mode: Land, + day_period: [Night], + ), + ], +) diff --git a/assets/world/wildlife/spawn/temperate/rainforest.ron b/assets/world/wildlife/spawn/temperate/rainforest.ron new file mode 100644 index 0000000..96ae11d --- /dev/null +++ b/assets/world/wildlife/spawn/temperate/rainforest.ron @@ -0,0 +1,30 @@ +SpawnEntry ( + name: "Temperate rainforest wildlife.", + note: "", + rules: [ + Pack( + groups: [ + // Pack animals + (3, (1, 7, "common.entity.wild.peaceful.boar")), + // Solitary + (3, (1, 1, "common.entity.wild.peaceful.mossy_snail")), + (3, (1, 1, "common.entity.wild.peaceful.treant_sapling")), + (2, (1, 1, "common.entity.wild.peaceful.peacock")), + (4, (1, 1, "common.entity.wild.peaceful.turtle")), + (4, (1, 1, "common.entity.wild.peaceful.truffler")), + (3, (1, 1, "common.entity.wild.peaceful.leaf_beetle")), + (2, (1, 1, "common.entity.wild.aggressive.weevil")), + ], + spawn_mode: Land, + day_period: [Morning, Noon, Evening], + ), + Pack( + groups: [ + // Pack + (5, (1, 3, "common.entity.wild.peaceful.emberfly")), + ], + spawn_mode: Land, + day_period: [Night], + ), + ], +) diff --git a/assets/world/wildlife/spawn/temperate/rare.ron b/assets/world/wildlife/spawn/temperate/rare.ron new file mode 100644 index 0000000..1aae3af --- /dev/null +++ b/assets/world/wildlife/spawn/temperate/rare.ron @@ -0,0 +1,20 @@ +SpawnEntry ( + name: "Temperate rare wildlife.", + note: "", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.wild.aggressive.ogre")), + ], + spawn_mode: Land, + day_period: [Morning, Noon, Evening], + ), + Pack( + groups: [ + (1, (1, 1, "common.entity.wild.aggressive.ogre")), + ], + spawn_mode: Land, + day_period: [Night], + ), + ], +) diff --git a/assets/world/wildlife/spawn/temperate/river.ron b/assets/world/wildlife/spawn/temperate/river.ron new file mode 100644 index 0000000..69ae79a --- /dev/null +++ b/assets/world/wildlife/spawn/temperate/river.ron @@ -0,0 +1,15 @@ +SpawnEntry ( + name: "Temperate river wildlife.", + note: "", + rules: [ + Pack( + groups: [ + (5, (2, 3, "common.entity.wild.peaceful.duck")), + (5, (1, 2, "common.entity.wild.peaceful.goose")), + (5, (1, 1, "common.entity.wild.peaceful.turtle")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/temperate/wood.ron b/assets/world/wildlife/spawn/temperate/wood.ron new file mode 100644 index 0000000..70c42f2 --- /dev/null +++ b/assets/world/wildlife/spawn/temperate/wood.ron @@ -0,0 +1,42 @@ +SpawnEntry ( + name: "Temperate wood wildlife.", + note: "", + rules: [ + Pack( + groups: [ + // Aggressive + (6, (1, 1, "common.entity.wild.aggressive.weevil")), + // Peaceful + (8, (1, 1, "common.entity.wild.peaceful.skunk")), + (10, (1, 4, "common.entity.wild.peaceful.crow")), + (7, (1, 1, "common.entity.wild.peaceful.leaf_beetle")), + (5, (1, 7, "common.entity.wild.peaceful.deer")), + (9, (1, 7, "common.entity.wild.peaceful.rabbit")), + (9, (1, 2, "common.entity.wild.peaceful.squirrel")), + (7, (1, 1, "common.entity.wild.peaceful.mossy_snail")), + (7, (1, 1, "common.entity.wild.peaceful.treant_sapling")), + (6, (1, 1, "common.entity.wild.peaceful.raccoon")), + (9, (1, 1, "common.entity.wild.peaceful.turtle")), + (9, (1, 2, "common.entity.wild.peaceful.frog")), + (9, (1, 2, "common.entity.wild.peaceful.fungome")), + (1, (1, 1, "common.entity.wild.peaceful.hirdrasil")), + ], + spawn_mode: Land, + day_period: [Morning, Noon, Evening], + ), + Pack( + groups: [ + // Solitary + (20, (1, 1, "common.entity.wild.peaceful.forest_fox")), + (1, (1, 1, "common.entity.wild.peaceful.hirdrasil")), + // Pack + (20, (1, 3, "common.entity.wild.peaceful.rat")), + (20, (1, 3, "common.entity.wild.peaceful.squirrel")), + (20, (1, 3, "common.entity.wild.peaceful.raccoon")), + (20, (1, 2, "common.entity.wild.peaceful.fungome")), + ], + spawn_mode: Land, + day_period: [Night], + ), + ], +) diff --git a/assets/world/wildlife/spawn/tropical/beach.ron b/assets/world/wildlife/spawn/tropical/beach.ron new file mode 100644 index 0000000..e05ab9a --- /dev/null +++ b/assets/world/wildlife/spawn/tropical/beach.ron @@ -0,0 +1,15 @@ +SpawnEntry ( + name: "Tropical Ocean beach wildlife.", + note: "Beach inhabitants", + rules: [ + Pack( + groups: [ + (3, (1, 3, "common.entity.wild.aggressive.sea_crocodile")), + (16, (8, 16, "common.entity.wild.peaceful.crab")), + (2, (1, 1, "common.entity.wild.aggressive.reefsnapper")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/tropical/ocean.ron b/assets/world/wildlife/spawn/tropical/ocean.ron new file mode 100644 index 0000000..40ad6bf --- /dev/null +++ b/assets/world/wildlife/spawn/tropical/ocean.ron @@ -0,0 +1,13 @@ +SpawnEntry ( + name: "Tropical Ocean wildlife.", + note: "Ocean inhabitants", + rules: [ + Pack( + groups: [ + (3, (3, 4, "common.entity.wild.peaceful.clownfish")), + ], + spawn_mode: Water, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/tropical/rainforest.ron b/assets/world/wildlife/spawn/tropical/rainforest.ron new file mode 100644 index 0000000..927a807 --- /dev/null +++ b/assets/world/wildlife/spawn/tropical/rainforest.ron @@ -0,0 +1,20 @@ +SpawnEntry ( + name: "Tropical rainforest wildlife.", + note: "", + rules: [ + Pack( + groups: [ + (7, (2, 3, "common.entity.wild.aggressive.male_lion")), + (9, (2, 5, "common.entity.wild.aggressive.hyena")), + (11, (3, 6, "common.entity.wild.peaceful.zebra")), + (11, (3, 6, "common.entity.wild.peaceful.antelope")), + (15, (1, 1, "common.entity.wild.peaceful.porcupine")), + (14, (1, 1, "common.entity.wild.peaceful.pangolin")), + (4, (1, 1, "common.entity.wild.aggressive.tarantula")), + (1, (1, 1, "common.entity.wild.aggressive.ngoubou")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/tropical/river.ron b/assets/world/wildlife/spawn/tropical/river.ron new file mode 100644 index 0000000..fe5a238 --- /dev/null +++ b/assets/world/wildlife/spawn/tropical/river.ron @@ -0,0 +1,24 @@ +SpawnEntry ( + name: "Tropical river wildlife.", + note: "", + rules: [ + Pack( + groups: [ + (3, (3, 4, "common.entity.wild.peaceful.piranha")), + (6, (1, 2, "common.entity.wild.peaceful.axolotl")), + (1, (1, 2, "common.entity.wild.aggressive.alligator")), + ], + spawn_mode: Water, + day_period: [Night, Morning, Noon, Evening], + ), + Pack( + groups: [ + (1, (1, 1, "common.entity.wild.peaceful.kelpie")), + (8, (2, 6, "common.entity.wild.peaceful.crab")), + (2, (1, 1, "common.entity.wild.aggressive.crocodile")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/tropical/rock.ron b/assets/world/wildlife/spawn/tropical/rock.ron new file mode 100644 index 0000000..0083e2e --- /dev/null +++ b/assets/world/wildlife/spawn/tropical/rock.ron @@ -0,0 +1,13 @@ +SpawnEntry ( + name: "Tropical rocks wildlife.", + note: "", + rules: [ + Pack( + groups: [ + (1, (1, 3, "common.entity.wild.peaceful.gecko")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) \ No newline at end of file diff --git a/assets/world/wildlife/spawn/tundra/core.ron b/assets/world/wildlife/spawn/tundra/core.ron new file mode 100644 index 0000000..f5684a0 --- /dev/null +++ b/assets/world/wildlife/spawn/tundra/core.ron @@ -0,0 +1,17 @@ +SpawnEntry ( + name: "Tundra core animals.", + note: "Search for them in the heart of tundra.", + rules: [ + Pack( + groups: [ + (7, (2, 4, "common.entity.wild.aggressive.snow_raptor")), + (2, (1, 1, "common.entity.wild.aggressive.wendigo")), + (1, (2, 3, "common.entity.wild.peaceful.mammoth")), + (9, (2, 6, "common.entity.wild.peaceful.yak")), + (3, (1, 1, "common.entity.wild.aggressive.mountain_troll")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/tundra/forest.ron b/assets/world/wildlife/spawn/tundra/forest.ron new file mode 100644 index 0000000..c106da8 --- /dev/null +++ b/assets/world/wildlife/spawn/tundra/forest.ron @@ -0,0 +1,16 @@ +SpawnEntry ( + name: "Tundra forest animals.", + note: "", + rules: [ + Pack( + groups: [ + (7, (2, 3, "common.entity.wild.aggressive.frostfang")), + (11, (1, 1, "common.entity.wild.aggressive.snow_leopard")), + (1, (1, 1, "common.entity.wild.aggressive.yale")), + (1, (1, 1, "common.entity.wild.aggressive.grolgar")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/tundra/river.ron b/assets/world/wildlife/spawn/tundra/river.ron new file mode 100644 index 0000000..fb1ee10 --- /dev/null +++ b/assets/world/wildlife/spawn/tundra/river.ron @@ -0,0 +1,21 @@ +SpawnEntry ( + name: "Tundra river wildlife.", + note: "", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.wild.aggressive.hakulaq")), + (4, (2, 5, "common.entity.wild.aggressive.icepike")), + ], + spawn_mode: Water, + day_period: [Night, Morning, Noon, Evening], + ), + Pack( + groups: [ + (1, (1, 1, "common.entity.wild.aggressive.hakulaq")), + ], + spawn_mode: Ice, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/assets/world/wildlife/spawn/tundra/rock.ron b/assets/world/wildlife/spawn/tundra/rock.ron new file mode 100644 index 0000000..a4e9b03 --- /dev/null +++ b/assets/world/wildlife/spawn/tundra/rock.ron @@ -0,0 +1,13 @@ +SpawnEntry ( + name: "Tundra rocky animals.", + note: "Search for the rocks in tundra and you will find them.", + rules: [ + Pack( + groups: [ + (1, (1, 1, "common.entity.wild.peaceful.arctic_hare")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) \ No newline at end of file diff --git a/assets/world/wildlife/spawn/tundra/snow.ron b/assets/world/wildlife/spawn/tundra/snow.ron new file mode 100644 index 0000000..6d150ad --- /dev/null +++ b/assets/world/wildlife/spawn/tundra/snow.ron @@ -0,0 +1,27 @@ +SpawnEntry ( + name: "Tundra snow animals.", + note: "Usually you can find them in snowy areas.", + rules: [ + Pack( + groups: [ + (1, (2, 3, "common.entity.wild.aggressive.frostfang")), + (1, (2, 4, "common.entity.wild.aggressive.snow_raptor")), + (3, (1, 1, "common.entity.wild.peaceful.snowy_owl")), + (2, (1, 1, "common.entity.wild.peaceful.arctic_fox")), + ], + spawn_mode: Land, + day_period: [Night, Morning, Noon, Evening], + ), + Pack( + groups: [ + (1, (1, 1, "common.entity.wild.aggressive.akhlut")), + (1, (1, 1, "common.entity.wild.aggressive.icedrake")), + (1, (1, 1, "common.entity.wild.aggressive.roshwalr")), + + + ], + spawn_mode: Ice, + day_period: [Night, Morning, Noon, Evening], + ), + ], +) diff --git a/src/bot.rs b/src/bot.rs index 3bb347f..2540fd5 100644 --- a/src/bot.rs +++ b/src/bot.rs @@ -4,7 +4,7 @@ use tokio::runtime::Runtime; use veloren_client::{addr::ConnectionArgs, Client, Event}; use veloren_common::{ clock::Clock, - comp::{invite::InviteKind, ChatMode, ChatType, ControllerInputs}, + comp::{invite::InviteKind, ChatType, ControllerInputs}, uid::Uid, ViewDistances, }; @@ -26,7 +26,7 @@ impl Bot { ban_list: Vec, ) -> Result { let client = connect_to_veloren(username, password)?; - let clock = Clock::new(Duration::from_secs_f64(1.0)); + let clock = Clock::new(Duration::from_secs_f64(0.1)); Ok(Bot { client,