Raise walls: plan them on own floor, imps build reinforced earth
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -316,6 +316,7 @@ hint.tower_where = Věže lze stavět jen na zabraných prázdných políčkách
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hint.tower_mana = Tvým magickým věžím došla mana.
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hint.tower_mana = Tvým magickým věžím došla mana.
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job.repair = Opravuje věž
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job.repair = Opravuje věž
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job.mend_bridge = Opravuje most
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job.mend_bridge = Opravuje most
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job.raise_wall = Staví zeď
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job.attack_tower = Útočí na věž
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job.attack_tower = Útočí na věž
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unit.jailer = Žalářník
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unit.jailer = Žalářník
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@@ -404,10 +405,14 @@ tool.bridge.desc = Postaví most přes vodu nebo lávu. Táhni z vlastní země
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tool.drawbridge.label = Padací most
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tool.drawbridge.label = Padací most
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tool.drawbridge.name = Postavit padací most
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tool.drawbridge.name = Postavit padací most
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tool.drawbridge.desc = Most, který můžeš vytáhnout: táhni přes řeku a postav ho, kliknutím přepínáš: dole, nahoře, automaticky (zvedne se, když se blíží nepřátelé). Dřevo nad vodou hoří, kámen nad lávou ne.
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tool.drawbridge.desc = Most, který můžeš vytáhnout: táhni přes řeku a postav ho, kliknutím přepínáš: dole, nahoře, automaticky (zvedne se, když se blíží nepřátelé). Dřevo nad vodou hoří, kámen nad lávou ne.
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tool.wall.label = Zeď
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tool.wall.name = Postavit zeď
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tool.wall.desc = Naplánuj zdi na své prázdné podlaze (opětovným tažením zrušíš): skřítci je postaví ze zpevněné země. Uzavři tunely a dej dveře tam, kde mají smysl.
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cost.bridge = {0} zlata + {1} dřeva/pole nad vodou, {2} zlata nad lávou
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cost.bridge = {0} zlata + {1} dřeva/pole nad vodou, {2} zlata nad lávou
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cost.drawbridge = {0} zlata + {1} dřeva/pole nad vodou, {2} zlata nad lávou
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cost.drawbridge = {0} zlata + {1} dřeva/pole nad vodou, {2} zlata nad lávou
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hint.bridge_where = Mosty musí začínat na tvé zemi: táhni ze svého území přes řeku.
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hint.bridge_where = Mosty musí začínat na tvé zemi: táhni ze svého území přes řeku.
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hint.bridge_fire = Dřevěné mosty hoří: drž ohnivé pasti, ohnivý dech a blesky dál od nich – kamenné mosty nad lávou nehoří.
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hint.bridge_fire = Dřevěné mosty hoří: drž ohnivé pasti, ohnivý dech a blesky dál od nich – kamenné mosty nad lávou nehoří.
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hint.wall_where = Zdi lze stavět jen na tvé prázdné podlaze (bez místnosti, pasti či dveří).
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hint.bridge_river = Mosty lze stavět jen přes vodu nebo lávu.
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hint.bridge_river = Mosty lze stavět jen přes vodu nebo lávu.
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msg.hero_burned = Do lávy spadl hrdina: {0}! +{1} zlata.
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msg.hero_burned = Do lávy spadl hrdina: {0}! +{1} zlata.
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msg.creature_burned = Do lávy spadl tvůj tvor: {0}.
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msg.creature_burned = Do lávy spadl tvůj tvor: {0}.
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@@ -827,6 +832,7 @@ best.b.temple.text = Modlitby léčí jádro duše a drží dobrou náladu. Kvů
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best.b.aerie.text = Bidla a hnízda pro létající tvory. Netopýři, chrliči, sovy i žhavý drak tu potřebují místo.
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best.b.aerie.text = Bidla a hnízda pro létající tvory. Netopýři, chrliči, sovy i žhavý drak tu potřebují místo.
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best.b.bridge.text = Dřevo přes vodu, kámen přes lávu. Rytíři tvé mosty strhávají - zaber ty jejich.
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best.b.bridge.text = Dřevo přes vodu, kámen přes lávu. Rytíři tvé mosty strhávají - zaber ty jejich.
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best.b.drawbridge.text = Vytažený most dělá z řeky opět zeď. V automatickém režimu se zvedne, když se blíží nepřátelé – a spustí se pro tvé bytosti.
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best.b.drawbridge.text = Vytažený most dělá z řeky opět zeď. V automatickém režimu se zvedne, když se blíží nepřátelé – a spustí se pro tvé bytosti.
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best.b.wall.text = Vykopaný tunel není navždy: zazdi ho a nech hrdinům jedinou cestu – skrz tvé dveře.
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best.b.steel.text = Nýtované železné pláty na zpevněné zdi. Nikdo se rychle neprokope, ani trpaslíci.
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best.b.steel.text = Nýtované železné pláty na zpevněné zdi. Nikdo se rychle neprokope, ani trpaslíci.
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best.b.arrow.text = Šíp prolétne až dvěma dalšími nepřáteli za cílem. Levná a spolehlivá.
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best.b.arrow.text = Šíp prolétne až dvěma dalšími nepřáteli za cílem. Levná a spolehlivá.
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best.b.cannon.text = Plošné poškození a odhození - natlač rytíře do lávy.
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best.b.cannon.text = Plošné poškození a odhození - natlač rytíře do lávy.
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@@ -316,6 +316,7 @@ hint.tower_where = Tårne kan kun bygges på indtagne, tomme gulvfelter.
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hint.tower_mana = Dine magitårne er løbet tør for mana.
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hint.tower_mana = Dine magitårne er løbet tør for mana.
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job.repair = Reparerer et tårn
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job.repair = Reparerer et tårn
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job.mend_bridge = Reparerer en bro
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job.mend_bridge = Reparerer en bro
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job.raise_wall = Rejser en mur
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job.attack_tower = Angriber et tårn
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job.attack_tower = Angriber et tårn
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unit.jailer = Fangevogter
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unit.jailer = Fangevogter
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@@ -403,10 +404,14 @@ tool.bridge.desc = Bygger en bro over vand eller lava. Træk fra din egen jord h
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tool.drawbridge.label = Vindebro
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tool.drawbridge.label = Vindebro
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tool.drawbridge.name = Byg vindebro
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tool.drawbridge.name = Byg vindebro
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tool.drawbridge.desc = En bro du kan hejse op: træk over floden for at bygge den, klik for at skifte: nede, oppe, automatisk (hejses når fjender nærmer sig). Træ over vand brænder, sten over lava gør ikke.
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tool.drawbridge.desc = En bro du kan hejse op: træk over floden for at bygge den, klik for at skifte: nede, oppe, automatisk (hejses når fjender nærmer sig). Træ over vand brænder, sten over lava gør ikke.
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tool.wall.label = Mur
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tool.wall.name = Rejs mur
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tool.wall.desc = Planlæg mure på dit eget tomme gulv (træk igen for at annullere): imps rejser dem som forstærket jord. Luk tunneller og sæt døre, hvor de tæller.
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cost.bridge = {0} guld + {1} træ/felt over vand, {2} guld over lava
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cost.bridge = {0} guld + {1} træ/felt over vand, {2} guld over lava
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cost.drawbridge = {0} guld + {1} træ/felt over vand, {2} guld over lava
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cost.drawbridge = {0} guld + {1} træ/felt over vand, {2} guld over lava
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hint.bridge_where = Broer skal starte på din egen jord: træk fra dit område hen over floden.
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hint.bridge_where = Broer skal starte på din egen jord: træk fra dit område hen over floden.
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hint.bridge_fire = Træbroer brænder: hold ildfælder, ildånde og lyn væk fra dem – stenbroer over lava er brandsikre.
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hint.bridge_fire = Træbroer brænder: hold ildfælder, ildånde og lyn væk fra dem – stenbroer over lava er brandsikre.
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hint.wall_where = Mure kan kun rejses på dit eget tomme gulv (intet rum, ingen fælde eller dør).
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hint.bridge_river = Broer kan kun bygges over vand eller lava.
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hint.bridge_river = Broer kan kun bygges over vand eller lava.
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msg.hero_burned = En {0} faldt i lavaen! +{1} guld.
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msg.hero_burned = En {0} faldt i lavaen! +{1} guld.
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msg.creature_burned = Din {0} faldt i lavaen.
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msg.creature_burned = Din {0} faldt i lavaen.
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@@ -826,6 +831,7 @@ best.b.temple.text = Bønner heler sjælekernen og holder humøret oppe. Flammep
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best.b.aerie.text = Siddepinde og reder til flyvende væsner. Flagermus, gargoyler, ugler og selv glødelindormen skal have plads her.
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best.b.aerie.text = Siddepinde og reder til flyvende væsner. Flagermus, gargoyler, ugler og selv glødelindormen skal have plads her.
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best.b.bridge.text = Træ over vand, sten over lava. Ridderne river dine broer ned - indtag deres.
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best.b.bridge.text = Træ over vand, sten over lava. Ridderne river dine broer ned - indtag deres.
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best.b.drawbridge.text = Hejst op er floden igen en mur. På automatisk hejses den, når fjender nærmer sig – og sænkes for dine egne væsner.
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best.b.drawbridge.text = Hejst op er floden igen en mur. På automatisk hejses den, når fjender nærmer sig – og sænkes for dine egne væsner.
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best.b.wall.text = En gravet tunnel er ikke for evigt: mur den til og giv heltene én vej ind – gennem din dør.
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best.b.steel.text = Nittede jernplader på en forstærket mur. Ingen graver sig hurtigt igennem, ikke engang dværge.
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best.b.steel.text = Nittede jernplader på en forstærket mur. Ingen graver sig hurtigt igennem, ikke engang dværge.
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best.b.arrow.text = Pilen gennemborer op til to fjender mere bag målet. Billigt og pålideligt.
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best.b.arrow.text = Pilen gennemborer op til to fjender mere bag målet. Billigt og pålideligt.
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best.b.cannon.text = Områdeskade og tilbageslag - skub ridderne i lavaen.
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best.b.cannon.text = Områdeskade og tilbageslag - skub ridderne i lavaen.
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@@ -315,6 +315,7 @@ hint.tower_where = Türme können nur auf eroberten, leeren Bodenfeldern gebaut
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hint.tower_mana = Deinen Magietürmen ist das Mana ausgegangen.
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hint.tower_mana = Deinen Magietürmen ist das Mana ausgegangen.
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job.repair = Repariert einen Turm
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job.repair = Repariert einen Turm
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job.mend_bridge = Flickt eine Brücke
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job.mend_bridge = Flickt eine Brücke
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job.raise_wall = Mauert eine Wand
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job.attack_tower = Greift einen Turm an
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job.attack_tower = Greift einen Turm an
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unit.jailer = Kerkermeister
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unit.jailer = Kerkermeister
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@@ -403,10 +404,14 @@ tool.bridge.desc = Baut eine Brücke über Wasser oder Lava. Ziehe von deinem Ge
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tool.drawbridge.label = Zugbrücke
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tool.drawbridge.label = Zugbrücke
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tool.drawbridge.name = Zugbrücke bauen
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tool.drawbridge.name = Zugbrücke bauen
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tool.drawbridge.desc = Eine Brücke, die du hochziehen kannst: Ziehe über den Fluss, um sie zu bauen, klicke sie an zum Umschalten: unten, oben, automatisch (hebt sich, wenn Feinde nahen). Holz über Wasser brennt, Stein über Lava nicht.
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tool.drawbridge.desc = Eine Brücke, die du hochziehen kannst: Ziehe über den Fluss, um sie zu bauen, klicke sie an zum Umschalten: unten, oben, automatisch (hebt sich, wenn Feinde nahen). Holz über Wasser brennt, Stein über Lava nicht.
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tool.wall.label = Wand
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tool.wall.name = Wand aufrichten
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tool.wall.desc = Plane Wände auf deinem eigenen leeren Boden (nochmal ziehen hebt den Plan auf): Imps mauern sie als verstärkte Erde. Schließe Gänge und setze Türen dorthin, wo sie zählen.
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cost.bridge = {0} Gold + {1} Holz/Kachel über Wasser, {2} Gold über Lava
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cost.bridge = {0} Gold + {1} Holz/Kachel über Wasser, {2} Gold über Lava
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cost.drawbridge = {0} Gold + {1} Holz/Kachel über Wasser, {2} Gold über Lava
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cost.drawbridge = {0} Gold + {1} Holz/Kachel über Wasser, {2} Gold über Lava
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hint.bridge_where = Brücken müssen an deinem Gebiet beginnen: Ziehe von deinem Reich aus über den Fluss.
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hint.bridge_where = Brücken müssen an deinem Gebiet beginnen: Ziehe von deinem Reich aus über den Fluss.
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hint.bridge_fire = Holzbrücken brennen: Halte Feuerfallen, Feueratem und Blitze von ihnen fern – Steinbrücken über Lava sind feuerfest.
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hint.bridge_fire = Holzbrücken brennen: Halte Feuerfallen, Feueratem und Blitze von ihnen fern – Steinbrücken über Lava sind feuerfest.
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hint.wall_where = Wände lassen sich nur auf deinem eigenen leeren Boden aufrichten (kein Raum, keine Falle, keine Tür).
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hint.bridge_river = Brücken lassen sich nur über Wasser oder Lava bauen.
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hint.bridge_river = Brücken lassen sich nur über Wasser oder Lava bauen.
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msg.hero_burned = Ein {0} ist in die Lava gefallen! +{1} Gold.
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msg.hero_burned = Ein {0} ist in die Lava gefallen! +{1} Gold.
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msg.creature_burned = Dein {0} ist in die Lava gefallen.
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msg.creature_burned = Dein {0} ist in die Lava gefallen.
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@@ -826,6 +831,7 @@ best.b.temple.text = Gebete heilen den Seelenkern und heben die Stimmung. Die Fl
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best.b.aerie.text = Sitzstangen und Nester für Flieger. Fledermäuse, Gargoyles, Eulen und sogar der Glutlindwurm brauchen hier Platz.
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best.b.aerie.text = Sitzstangen und Nester für Flieger. Fledermäuse, Gargoyles, Eulen und sogar der Glutlindwurm brauchen hier Platz.
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best.b.bridge.text = Holz über Wasser, Stein über Lava. Die Ritter reißen deine Brücken ein - nimm dir ihre.
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best.b.bridge.text = Holz über Wasser, Stein über Lava. Die Ritter reißen deine Brücken ein - nimm dir ihre.
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best.b.drawbridge.text = Hochgezogen ist der Fluss wieder eine Mauer. Auf Automatik hebt sie sich, sobald Feinde nahen – und senkt sich für deine eigenen Kreaturen.
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best.b.drawbridge.text = Hochgezogen ist der Fluss wieder eine Mauer. Auf Automatik hebt sie sich, sobald Feinde nahen – und senkt sich für deine eigenen Kreaturen.
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best.b.wall.text = Ein gegrabener Gang ist nicht für immer: Mauere ihn wieder zu und lass den Helden nur einen Weg hinein – durch deine Tür.
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best.b.steel.text = Genietete Eisenplatten auf einer verstärkten Mauer. Da gräbt sich keiner schnell durch, nicht einmal Zwerge.
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best.b.steel.text = Genietete Eisenplatten auf einer verstärkten Mauer. Da gräbt sich keiner schnell durch, nicht einmal Zwerge.
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best.b.arrow.text = Der Pfeil durchbohrt bis zu zwei weitere Feinde hinter dem Ziel. Billig und zuverlässig.
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best.b.arrow.text = Der Pfeil durchbohrt bis zu zwei weitere Feinde hinter dem Ziel. Billig und zuverlässig.
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best.b.cannon.text = Flächenschaden und Rückstoß - schieb die Ritter in die Lava.
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best.b.cannon.text = Flächenschaden und Rückstoß - schieb die Ritter in die Lava.
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@@ -316,6 +316,7 @@ hint.tower_where = Πύργοι χτίζονται μόνο σε κατακτη
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hint.tower_mana = Οι πύργοι μαγείας σου ξέμειναν από μάνα.
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hint.tower_mana = Οι πύργοι μαγείας σου ξέμειναν από μάνα.
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job.repair = Επισκευάζει πύργο
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job.repair = Επισκευάζει πύργο
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job.mend_bridge = Επισκευάζει γέφυρα
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job.mend_bridge = Επισκευάζει γέφυρα
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job.raise_wall = Υψώνει τοίχο
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job.attack_tower = Επιτίθεται σε πύργο
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job.attack_tower = Επιτίθεται σε πύργο
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unit.jailer = Δεσμοφύλακας
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unit.jailer = Δεσμοφύλακας
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@@ -404,10 +405,14 @@ tool.bridge.desc = Χτίζει γέφυρα πάνω από νερό ή λάβ
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tool.drawbridge.label = Κινητή γέφυρα
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tool.drawbridge.label = Κινητή γέφυρα
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tool.drawbridge.name = Χτίσε κινητή γέφυρα
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tool.drawbridge.name = Χτίσε κινητή γέφυρα
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tool.drawbridge.desc = Γέφυρα που μπορείς να σηκώσεις: σύρε πάνω από το ποτάμι για να τη χτίσεις, κάνε κλικ για αλλαγή: κάτω, πάνω, αυτόματα (σηκώνεται όταν πλησιάζουν εχθροί). Το ξύλο πάνω από νερό καίγεται, η πέτρα πάνω από λάβα όχι.
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tool.drawbridge.desc = Γέφυρα που μπορείς να σηκώσεις: σύρε πάνω από το ποτάμι για να τη χτίσεις, κάνε κλικ για αλλαγή: κάτω, πάνω, αυτόματα (σηκώνεται όταν πλησιάζουν εχθροί). Το ξύλο πάνω από νερό καίγεται, η πέτρα πάνω από λάβα όχι.
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tool.wall.label = Τοίχος
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tool.wall.name = Ύψωσε τοίχο
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tool.wall.desc = Σχεδίασε τοίχους στο δικό σου άδειο πάτωμα (σύρε ξανά για ακύρωση): τα διαβολάκια τους υψώνουν από ενισχυμένο χώμα. Κλείσε σήραγγες και βάλε πόρτες εκεί που μετράνε.
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cost.bridge = {0} χρυσός + {1} ξύλο/πλακίδιο πάνω από νερό, {2} χρυσός πάνω από λάβα
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cost.bridge = {0} χρυσός + {1} ξύλο/πλακίδιο πάνω από νερό, {2} χρυσός πάνω από λάβα
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cost.drawbridge = {0} χρυσός + {1} ξύλο/πλακίδιο πάνω από νερό, {2} χρυσός πάνω από λάβα
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cost.drawbridge = {0} χρυσός + {1} ξύλο/πλακίδιο πάνω από νερό, {2} χρυσός πάνω από λάβα
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hint.bridge_where = Οι γέφυρες ξεκινούν από το δικό σου έδαφος: σύρε από την επικράτειά σου πέρα από το ποτάμι.
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hint.bridge_where = Οι γέφυρες ξεκινούν από το δικό σου έδαφος: σύρε από την επικράτειά σου πέρα από το ποτάμι.
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hint.bridge_fire = Οι ξύλινες γέφυρες καίγονται: κράτα μακριά παγίδες φωτιάς, πύρινη ανάσα και κεραυνούς – οι πέτρινες γέφυρες πάνω από λάβα δεν καίγονται.
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hint.bridge_fire = Οι ξύλινες γέφυρες καίγονται: κράτα μακριά παγίδες φωτιάς, πύρινη ανάσα και κεραυνούς – οι πέτρινες γέφυρες πάνω από λάβα δεν καίγονται.
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hint.wall_where = Τοίχοι υψώνονται μόνο στο δικό σου άδειο πάτωμα (χωρίς δωμάτιο, παγίδα ή πόρτα).
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hint.bridge_river = Γέφυρες χτίζονται μόνο πάνω από νερό ή λάβα.
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hint.bridge_river = Γέφυρες χτίζονται μόνο πάνω από νερό ή λάβα.
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msg.hero_burned = Έπεσε στη λάβα: {0}! +{1} χρυσός.
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msg.hero_burned = Έπεσε στη λάβα: {0}! +{1} χρυσός.
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msg.creature_burned = Έπεσε στη λάβα: {0}.
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msg.creature_burned = Έπεσε στη λάβα: {0}.
|
||||||
@@ -827,6 +832,7 @@ best.b.temple.text = Οι προσευχές γιατρεύουν τον πυρ
|
|||||||
best.b.aerie.text = Κούρνιες και φωλιές για ιπτάμενα πλάσματα. Νυχτερίδες, γκάργκοϊλ, κουκουβάγιες, ακόμη και ο δράκος της θράκας χρειάζονται χώρο εδώ.
|
best.b.aerie.text = Κούρνιες και φωλιές για ιπτάμενα πλάσματα. Νυχτερίδες, γκάργκοϊλ, κουκουβάγιες, ακόμη και ο δράκος της θράκας χρειάζονται χώρο εδώ.
|
||||||
best.b.bridge.text = Ξύλο πάνω από νερό, πέτρα πάνω από λάβα. Οι ιππότες γκρεμίζουν τις γέφυρές σου - κατάκτησε τις δικές τους.
|
best.b.bridge.text = Ξύλο πάνω από νερό, πέτρα πάνω από λάβα. Οι ιππότες γκρεμίζουν τις γέφυρές σου - κατάκτησε τις δικές τους.
|
||||||
best.b.drawbridge.text = Σηκωμένη, το ποτάμι γίνεται ξανά τείχος. Στο αυτόματο σηκώνεται όταν πλησιάζουν εχθροί – και κατεβαίνει για τα δικά σου πλάσματα.
|
best.b.drawbridge.text = Σηκωμένη, το ποτάμι γίνεται ξανά τείχος. Στο αυτόματο σηκώνεται όταν πλησιάζουν εχθροί – και κατεβαίνει για τα δικά σου πλάσματα.
|
||||||
|
best.b.wall.text = Μια σκαμμένη σήραγγα δεν είναι για πάντα: χτίσ' την ξανά και άφησε στους ήρωες έναν μόνο δρόμο – από την πόρτα σου.
|
||||||
best.b.steel.text = Καρφωμένες σιδερένιες πλάκες πάνω σε ενισχυμένο τοίχο. Κανείς δεν σκάβει γρήγορα από μέσα, ούτε καν οι νάνοι.
|
best.b.steel.text = Καρφωμένες σιδερένιες πλάκες πάνω σε ενισχυμένο τοίχο. Κανείς δεν σκάβει γρήγορα από μέσα, ούτε καν οι νάνοι.
|
||||||
best.b.arrow.text = Το βέλος διαπερνά έως δύο ακόμη εχθρούς πίσω από τον στόχο. Φθηνός και αξιόπιστος.
|
best.b.arrow.text = Το βέλος διαπερνά έως δύο ακόμη εχθρούς πίσω από τον στόχο. Φθηνός και αξιόπιστος.
|
||||||
best.b.cannon.text = Ζημιά περιοχής και απώθηση - σπρώξε τους ιππότες στη λάβα.
|
best.b.cannon.text = Ζημιά περιοχής και απώθηση - σπρώξε τους ιππότες στη λάβα.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Towers can only be built on claimed, empty floor tiles.
|
|||||||
hint.tower_mana = Your magic towers have run out of mana.
|
hint.tower_mana = Your magic towers have run out of mana.
|
||||||
job.repair = Repairing a tower
|
job.repair = Repairing a tower
|
||||||
job.mend_bridge = Mending a bridge
|
job.mend_bridge = Mending a bridge
|
||||||
|
job.raise_wall = Raising a wall
|
||||||
job.attack_tower = Attacking a tower
|
job.attack_tower = Attacking a tower
|
||||||
|
|
||||||
unit.jailer = Jailer
|
unit.jailer = Jailer
|
||||||
@@ -404,10 +405,14 @@ tool.bridge.desc = Builds a bridge over water or lava. Drag from your own ground
|
|||||||
tool.drawbridge.label = Drawbridge
|
tool.drawbridge.label = Drawbridge
|
||||||
tool.drawbridge.name = Build Drawbridge
|
tool.drawbridge.name = Build Drawbridge
|
||||||
tool.drawbridge.desc = A bridge you can raise: drag across the river to build it, click it to switch: down, up, automatic (rises when enemies come near). Wood over water burns, stone over lava does not.
|
tool.drawbridge.desc = A bridge you can raise: drag across the river to build it, click it to switch: down, up, automatic (rises when enemies come near). Wood over water burns, stone over lava does not.
|
||||||
|
tool.wall.label = Wall
|
||||||
|
tool.wall.name = Raise Wall
|
||||||
|
tool.wall.desc = Plan walls on your own empty floor (drag again to cancel): imps raise them as reinforced earth. Close tunnels, then put doors where they matter.
|
||||||
cost.bridge = {0} gold + {1} wood/tile over water, {2} gold over lava
|
cost.bridge = {0} gold + {1} wood/tile over water, {2} gold over lava
|
||||||
cost.drawbridge = {0} gold + {1} wood/tile over water, {2} gold over lava
|
cost.drawbridge = {0} gold + {1} wood/tile over water, {2} gold over lava
|
||||||
hint.bridge_where = Bridges must start at your own ground: drag from your territory across the river.
|
hint.bridge_where = Bridges must start at your own ground: drag from your territory across the river.
|
||||||
hint.bridge_fire = Wooden bridges burn: keep fire traps, fire breath and lightning away from them – stone bridges over lava are fireproof.
|
hint.bridge_fire = Wooden bridges burn: keep fire traps, fire breath and lightning away from them – stone bridges over lava are fireproof.
|
||||||
|
hint.wall_where = Walls can only be raised on your own empty floor (no room, trap or door).
|
||||||
hint.bridge_river = Bridges can only be built over water or lava.
|
hint.bridge_river = Bridges can only be built over water or lava.
|
||||||
msg.hero_burned = A {0} fell into the lava! +{1} gold.
|
msg.hero_burned = A {0} fell into the lava! +{1} gold.
|
||||||
msg.creature_burned = Your {0} fell into the lava.
|
msg.creature_burned = Your {0} fell into the lava.
|
||||||
@@ -827,6 +832,7 @@ best.b.temple.text = Prayers heal the soul core and keep spirits high. The flame
|
|||||||
best.b.aerie.text = Perches and nests for flying creatures. Bats, gargoyles, owls and even the ember wyrm need room here.
|
best.b.aerie.text = Perches and nests for flying creatures. Bats, gargoyles, owls and even the ember wyrm need room here.
|
||||||
best.b.bridge.text = Wood over water, stone over lava. The knights tear down your bridges - claim theirs.
|
best.b.bridge.text = Wood over water, stone over lava. The knights tear down your bridges - claim theirs.
|
||||||
best.b.drawbridge.text = Pull it up and the river is a wall again. Set to automatic, it rises whenever enemies come close – and comes down for your own creatures.
|
best.b.drawbridge.text = Pull it up and the river is a wall again. Set to automatic, it rises whenever enemies come close – and comes down for your own creatures.
|
||||||
|
best.b.wall.text = A tunnel you dug is not forever: wall it up again and leave the heroes one way in – through your door.
|
||||||
best.b.steel.text = Riveted iron plates on a reinforced wall. Nobody digs through quickly, not even dwarves.
|
best.b.steel.text = Riveted iron plates on a reinforced wall. Nobody digs through quickly, not even dwarves.
|
||||||
best.b.arrow.text = The arrow pierces up to two more enemies behind the target. Cheap and reliable.
|
best.b.arrow.text = The arrow pierces up to two more enemies behind the target. Cheap and reliable.
|
||||||
best.b.cannon.text = Splash damage and knockback - push the knights into the lava.
|
best.b.cannon.text = Splash damage and knockback - push the knights into the lava.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Las torres solo pueden construirse en casillas de suelo recla
|
|||||||
hint.tower_mana = Tus torres mágicas se han quedado sin maná.
|
hint.tower_mana = Tus torres mágicas se han quedado sin maná.
|
||||||
job.repair = Reparando una torre
|
job.repair = Reparando una torre
|
||||||
job.mend_bridge = Repara un puente
|
job.mend_bridge = Repara un puente
|
||||||
|
job.raise_wall = Levanta un muro
|
||||||
job.attack_tower = Atacando una torre
|
job.attack_tower = Atacando una torre
|
||||||
|
|
||||||
unit.jailer = Carcelero
|
unit.jailer = Carcelero
|
||||||
@@ -404,10 +405,14 @@ tool.bridge.desc = Construye un puente sobre agua o lava. Arrastra desde tu prop
|
|||||||
tool.drawbridge.label = Levadizo
|
tool.drawbridge.label = Levadizo
|
||||||
tool.drawbridge.name = Construir puente levadizo
|
tool.drawbridge.name = Construir puente levadizo
|
||||||
tool.drawbridge.desc = Un puente que puedes alzar: arrástralo sobre el río para construirlo y haz clic para cambiar: abajo, arriba, automático (se alza cuando se acercan enemigos). La madera sobre agua arde, la piedra sobre lava no.
|
tool.drawbridge.desc = Un puente que puedes alzar: arrástralo sobre el río para construirlo y haz clic para cambiar: abajo, arriba, automático (se alza cuando se acercan enemigos). La madera sobre agua arde, la piedra sobre lava no.
|
||||||
|
tool.wall.label = Muro
|
||||||
|
tool.wall.name = Levantar muro
|
||||||
|
tool.wall.desc = Planea muros en tu propio suelo vacío (arrastra otra vez para cancelar): los diablillos los levantan como tierra reforzada. Cierra túneles y pon puertas donde importan.
|
||||||
cost.bridge = {0} oro + {1} madera/casilla sobre agua, {2} oro sobre lava
|
cost.bridge = {0} oro + {1} madera/casilla sobre agua, {2} oro sobre lava
|
||||||
cost.drawbridge = {0} oro + {1} madera/casilla sobre agua, {2} oro sobre lava
|
cost.drawbridge = {0} oro + {1} madera/casilla sobre agua, {2} oro sobre lava
|
||||||
hint.bridge_where = Los puentes deben empezar en tu propio suelo: arrastra desde tu territorio a través del río.
|
hint.bridge_where = Los puentes deben empezar en tu propio suelo: arrastra desde tu territorio a través del río.
|
||||||
hint.bridge_fire = Los puentes de madera arden: aleja de ellos las trampas de fuego, el aliento de fuego y los rayos; los puentes de piedra sobre lava son ignífugos.
|
hint.bridge_fire = Los puentes de madera arden: aleja de ellos las trampas de fuego, el aliento de fuego y los rayos; los puentes de piedra sobre lava son ignífugos.
|
||||||
|
hint.wall_where = Solo puedes levantar muros en tu propio suelo vacío (sin sala, trampa ni puerta).
|
||||||
hint.bridge_river = Los puentes solo pueden construirse sobre agua o lava.
|
hint.bridge_river = Los puentes solo pueden construirse sobre agua o lava.
|
||||||
msg.hero_burned = ¡Un {0} ha caído en la lava! +{1} de oro.
|
msg.hero_burned = ¡Un {0} ha caído en la lava! +{1} de oro.
|
||||||
msg.creature_burned = Tu {0} ha caído en la lava.
|
msg.creature_burned = Tu {0} ha caído en la lava.
|
||||||
@@ -819,6 +824,7 @@ best.b.temple.text = Las oraciones curan el núcleo de alma y mantienen alta la
|
|||||||
best.b.aerie.text = Perchas y nidos para criaturas voladoras. Murciélagos, gárgolas, búhos e incluso el dragón de brasas necesitan sitio aquí.
|
best.b.aerie.text = Perchas y nidos para criaturas voladoras. Murciélagos, gárgolas, búhos e incluso el dragón de brasas necesitan sitio aquí.
|
||||||
best.b.bridge.text = Madera sobre agua, piedra sobre lava. Los caballeros derriban tus puentes: reclama los suyos.
|
best.b.bridge.text = Madera sobre agua, piedra sobre lava. Los caballeros derriban tus puentes: reclama los suyos.
|
||||||
best.b.drawbridge.text = Álzalo y el río vuelve a ser un muro. En automático se alza cuando se acercan enemigos y baja para tus criaturas.
|
best.b.drawbridge.text = Álzalo y el río vuelve a ser un muro. En automático se alza cuando se acercan enemigos y baja para tus criaturas.
|
||||||
|
best.b.wall.text = Un túnel excavado no es para siempre: tápialo y deja a los héroes un solo camino, a través de tu puerta.
|
||||||
best.b.steel.text = Placas de hierro remachadas sobre un muro reforzado. Nadie lo atraviesa rápido, ni siquiera los enanos.
|
best.b.steel.text = Placas de hierro remachadas sobre un muro reforzado. Nadie lo atraviesa rápido, ni siquiera los enanos.
|
||||||
best.b.arrow.text = La flecha atraviesa hasta dos enemigos más detrás del objetivo. Barata y fiable.
|
best.b.arrow.text = La flecha atraviesa hasta dos enemigos más detrás del objetivo. Barata y fiable.
|
||||||
best.b.cannon.text = Daño en área y retroceso: empuja a los caballeros a la lava.
|
best.b.cannon.text = Daño en área y retroceso: empuja a los caballeros a la lava.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Torneja voi rakentaa vain vallatuille, tyhjille lattiaruuduil
|
|||||||
hint.tower_mana = Taikatorneiltasi on loppunut mana.
|
hint.tower_mana = Taikatorneiltasi on loppunut mana.
|
||||||
job.repair = Korjaa tornia
|
job.repair = Korjaa tornia
|
||||||
job.mend_bridge = Korjaa siltaa
|
job.mend_bridge = Korjaa siltaa
|
||||||
|
job.raise_wall = Pystyttää muuria
|
||||||
job.attack_tower = Hyökkää tornia vastaan
|
job.attack_tower = Hyökkää tornia vastaan
|
||||||
|
|
||||||
unit.jailer = Vanginvartija
|
unit.jailer = Vanginvartija
|
||||||
@@ -404,10 +405,14 @@ tool.bridge.desc = Rakentaa sillan veden tai laavan yli. Vedä omalta maaltasi j
|
|||||||
tool.drawbridge.label = Laskusilta
|
tool.drawbridge.label = Laskusilta
|
||||||
tool.drawbridge.name = Rakenna laskusilta
|
tool.drawbridge.name = Rakenna laskusilta
|
||||||
tool.drawbridge.desc = Silta, jonka voit nostaa: vedä joen yli rakentaaksesi, napsauta vaihtaaksesi: alhaalla, ylhäällä, automaattinen (nousee vihollisten lähestyessä). Puu veden yllä palaa, kivi laavan yllä ei.
|
tool.drawbridge.desc = Silta, jonka voit nostaa: vedä joen yli rakentaaksesi, napsauta vaihtaaksesi: alhaalla, ylhäällä, automaattinen (nousee vihollisten lähestyessä). Puu veden yllä palaa, kivi laavan yllä ei.
|
||||||
|
tool.wall.label = Muuri
|
||||||
|
tool.wall.name = Pystytä muuri
|
||||||
|
tool.wall.desc = Suunnittele muureja omalle tyhjälle lattiallesi (vedä uudelleen peruaksesi): pirut pystyttävät ne vahvistetusta maasta. Sulje tunnelit ja laita ovet sinne, missä ne merkitsevät.
|
||||||
cost.bridge = {0} kultaa + {1} puuta/ruutu veden yllä, {2} kultaa laavan yllä
|
cost.bridge = {0} kultaa + {1} puuta/ruutu veden yllä, {2} kultaa laavan yllä
|
||||||
cost.drawbridge = {0} kultaa + {1} puuta/ruutu veden yllä, {2} kultaa laavan yllä
|
cost.drawbridge = {0} kultaa + {1} puuta/ruutu veden yllä, {2} kultaa laavan yllä
|
||||||
hint.bridge_where = Siltojen on alettava omalta maaltasi: vedä alueeltasi joen yli.
|
hint.bridge_where = Siltojen on alettava omalta maaltasi: vedä alueeltasi joen yli.
|
||||||
hint.bridge_fire = Puusillat palavat: pidä tuliansat, tulihenkäys ja salamat loitolla – kivisillat laavan yllä eivät pala.
|
hint.bridge_fire = Puusillat palavat: pidä tuliansat, tulihenkäys ja salamat loitolla – kivisillat laavan yllä eivät pala.
|
||||||
|
hint.wall_where = Muureja voi pystyttää vain omalle tyhjälle lattialle (ei huonetta, ansaa eikä ovea).
|
||||||
hint.bridge_river = Siltoja voi rakentaa vain veden tai laavan yli.
|
hint.bridge_river = Siltoja voi rakentaa vain veden tai laavan yli.
|
||||||
msg.hero_burned = Laavaan putosi: {0}! +{1} kultaa.
|
msg.hero_burned = Laavaan putosi: {0}! +{1} kultaa.
|
||||||
msg.creature_burned = Olentosi putosi laavaan: {0}.
|
msg.creature_burned = Olentosi putosi laavaan: {0}.
|
||||||
@@ -827,6 +832,7 @@ best.b.temple.text = Rukoukset parantavat sieluydintä ja pitävät mielialan ko
|
|||||||
best.b.aerie.text = Orsia ja pesiä lentäville olennoille. Lepakot, gargoilit, pöllöt ja jopa hehkulohikäärme tarvitsevat täällä tilaa.
|
best.b.aerie.text = Orsia ja pesiä lentäville olennoille. Lepakot, gargoilit, pöllöt ja jopa hehkulohikäärme tarvitsevat täällä tilaa.
|
||||||
best.b.bridge.text = Puuta veden yli, kiveä laavan yli. Ritarit purkavat siltasi - valtaa heidän siltansa.
|
best.b.bridge.text = Puuta veden yli, kiveä laavan yli. Ritarit purkavat siltasi - valtaa heidän siltansa.
|
||||||
best.b.drawbridge.text = Nostettuna joki on taas muuri. Automaattisena se nousee vihollisten lähestyessä – ja laskeutuu omille olennoillesi.
|
best.b.drawbridge.text = Nostettuna joki on taas muuri. Automaattisena se nousee vihollisten lähestyessä – ja laskeutuu omille olennoillesi.
|
||||||
|
best.b.wall.text = Kaivettu tunneli ei ole ikuinen: muuraa se umpeen ja jätä sankareille yksi tie sisään – ovesi kautta.
|
||||||
best.b.steel.text = Niitattuja rautalevyjä vahvistetulla seinällä. Kukaan ei kaiva läpi nopeasti, eivät edes kääpiöt.
|
best.b.steel.text = Niitattuja rautalevyjä vahvistetulla seinällä. Kukaan ei kaiva läpi nopeasti, eivät edes kääpiöt.
|
||||||
best.b.arrow.text = Nuoli lävistää vielä kaksi vihollista kohteen takana. Halpa ja luotettava.
|
best.b.arrow.text = Nuoli lävistää vielä kaksi vihollista kohteen takana. Halpa ja luotettava.
|
||||||
best.b.cannon.text = Roiskevahinkoa ja takaisku - tönäise ritarit laavaan.
|
best.b.cannon.text = Roiskevahinkoa ja takaisku - tönäise ritarit laavaan.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Tornjevi se grade samo na osvojenim, praznim podnim poljima.
|
|||||||
hint.tower_mana = Tvojim čarobnim tornjevima ponestalo je mane.
|
hint.tower_mana = Tvojim čarobnim tornjevima ponestalo je mane.
|
||||||
job.repair = Popravlja toranj
|
job.repair = Popravlja toranj
|
||||||
job.mend_bridge = Popravlja most
|
job.mend_bridge = Popravlja most
|
||||||
|
job.raise_wall = Podiže zid
|
||||||
job.attack_tower = Napada toranj
|
job.attack_tower = Napada toranj
|
||||||
|
|
||||||
unit.jailer = Tamničar
|
unit.jailer = Tamničar
|
||||||
@@ -404,10 +405,14 @@ tool.bridge.desc = Gradi most preko vode ili lave. Povuci sa svog tla preko rije
|
|||||||
tool.drawbridge.label = Pokretni most
|
tool.drawbridge.label = Pokretni most
|
||||||
tool.drawbridge.name = Izgradi pokretni most
|
tool.drawbridge.name = Izgradi pokretni most
|
||||||
tool.drawbridge.desc = Most koji možeš podići: povuci preko rijeke da ga izgradiš, klikni za promjenu: dolje, gore, automatski (diže se kad se neprijatelji približe). Drvo nad vodom gori, kamen nad lavom ne.
|
tool.drawbridge.desc = Most koji možeš podići: povuci preko rijeke da ga izgradiš, klikni za promjenu: dolje, gore, automatski (diže se kad se neprijatelji približe). Drvo nad vodom gori, kamen nad lavom ne.
|
||||||
|
tool.wall.label = Zid
|
||||||
|
tool.wall.name = Podigni zid
|
||||||
|
tool.wall.desc = Planiraj zidove na svom praznom podu (ponovno povuci za poništavanje): vražići ih podižu od ojačane zemlje. Zatvori tunele i postavi vrata gdje su važna.
|
||||||
cost.bridge = {0} zlata + {1} drva/polje nad vodom, {2} zlata nad lavom
|
cost.bridge = {0} zlata + {1} drva/polje nad vodom, {2} zlata nad lavom
|
||||||
cost.drawbridge = {0} zlata + {1} drva/polje nad vodom, {2} zlata nad lavom
|
cost.drawbridge = {0} zlata + {1} drva/polje nad vodom, {2} zlata nad lavom
|
||||||
hint.bridge_where = Mostovi moraju početi na tvom tlu: povuci sa svog teritorija preko rijeke.
|
hint.bridge_where = Mostovi moraju početi na tvom tlu: povuci sa svog teritorija preko rijeke.
|
||||||
hint.bridge_fire = Drveni mostovi gore: drži vatrene zamke, vatreni dah i munje podalje – kameni mostovi nad lavom ne gore.
|
hint.bridge_fire = Drveni mostovi gore: drži vatrene zamke, vatreni dah i munje podalje – kameni mostovi nad lavom ne gore.
|
||||||
|
hint.wall_where = Zidovi se mogu podići samo na tvom praznom podu (bez sobe, zamke ili vrata).
|
||||||
hint.bridge_river = Mostovi se grade samo preko vode ili lave.
|
hint.bridge_river = Mostovi se grade samo preko vode ili lave.
|
||||||
msg.hero_burned = Pao je u lavu: {0}! +{1} zlata.
|
msg.hero_burned = Pao je u lavu: {0}! +{1} zlata.
|
||||||
msg.creature_burned = Tvoje stvorenje palo je u lavu: {0}.
|
msg.creature_burned = Tvoje stvorenje palo je u lavu: {0}.
|
||||||
@@ -827,6 +832,7 @@ best.b.temple.text = Molitve liječe jezgru duše i drže duh visoko. Svećenica
|
|||||||
best.b.aerie.text = Prečke i gnijezda za leteća stvorenja. Šišmišima, gargojlima, sovama, pa i žarnom zmaju ovdje treba mjesta.
|
best.b.aerie.text = Prečke i gnijezda za leteća stvorenja. Šišmišima, gargojlima, sovama, pa i žarnom zmaju ovdje treba mjesta.
|
||||||
best.b.bridge.text = Drvo preko vode, kamen preko lave. Vitezovi ruše tvoje mostove - osvoji njihove.
|
best.b.bridge.text = Drvo preko vode, kamen preko lave. Vitezovi ruše tvoje mostove - osvoji njihove.
|
||||||
best.b.drawbridge.text = Podignut, rijeka je opet zid. Na automatskom se diže kad se neprijatelji približe – i spušta za tvoja stvorenja.
|
best.b.drawbridge.text = Podignut, rijeka je opet zid. Na automatskom se diže kad se neprijatelji približe – i spušta za tvoja stvorenja.
|
||||||
|
best.b.wall.text = Iskopani tunel nije zauvijek: zazidaj ga i ostavi junacima samo jedan put – kroz tvoja vrata.
|
||||||
best.b.steel.text = Zakovane željezne ploče na ojačanom zidu. Nitko se ne prokopa brzo, čak ni patuljci.
|
best.b.steel.text = Zakovane željezne ploče na ojačanom zidu. Nitko se ne prokopa brzo, čak ni patuljci.
|
||||||
best.b.arrow.text = Strijela probija do dva neprijatelja iza mete. Jeftino i pouzdano.
|
best.b.arrow.text = Strijela probija do dva neprijatelja iza mete. Jeftino i pouzdano.
|
||||||
best.b.cannon.text = Šteta u području i odbacivanje - gurni vitezove u lavu.
|
best.b.cannon.text = Šteta u području i odbacivanje - gurni vitezove u lavu.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Tornyot csak elfoglalt, üres padlómezőre lehet építeni.
|
|||||||
hint.tower_mana = A mágiatornyaidból kifogyott a mana.
|
hint.tower_mana = A mágiatornyaidból kifogyott a mana.
|
||||||
job.repair = Tornyot javít
|
job.repair = Tornyot javít
|
||||||
job.mend_bridge = Hidat javít
|
job.mend_bridge = Hidat javít
|
||||||
|
job.raise_wall = Falat emel
|
||||||
job.attack_tower = Tornyot támad
|
job.attack_tower = Tornyot támad
|
||||||
|
|
||||||
unit.jailer = Börtönőr
|
unit.jailer = Börtönőr
|
||||||
@@ -404,10 +405,14 @@ tool.bridge.desc = Hidat épít víz vagy láva fölé. Húzd a saját földedr
|
|||||||
tool.drawbridge.label = Felvonóhíd
|
tool.drawbridge.label = Felvonóhíd
|
||||||
tool.drawbridge.name = Felvonóhíd építése
|
tool.drawbridge.name = Felvonóhíd építése
|
||||||
tool.drawbridge.desc = Felhúzható híd: húzd át a folyón az építéshez, kattints rá a váltáshoz: lent, fent, automatikus (felemelkedik, ha ellenség közeledik). A víz feletti fa ég, a láva feletti kő nem.
|
tool.drawbridge.desc = Felhúzható híd: húzd át a folyón az építéshez, kattints rá a váltáshoz: lent, fent, automatikus (felemelkedik, ha ellenség közeledik). A víz feletti fa ég, a láva feletti kő nem.
|
||||||
|
tool.wall.label = Fal
|
||||||
|
tool.wall.name = Fal emelése
|
||||||
|
tool.wall.desc = Tervezz falakat a saját üres padlódra (újra húzva törlöd): a manók megerősített földből emelik. Zárd le az alagutakat, és tegyél ajtót oda, ahol számít.
|
||||||
cost.bridge = {0} arany + {1} fa/mező víz fölött, {2} arany láva fölött
|
cost.bridge = {0} arany + {1} fa/mező víz fölött, {2} arany láva fölött
|
||||||
cost.drawbridge = {0} arany + {1} fa/mező víz fölött, {2} arany láva fölött
|
cost.drawbridge = {0} arany + {1} fa/mező víz fölött, {2} arany láva fölött
|
||||||
hint.bridge_where = A hídnak a saját földedről kell indulnia: húzd a területedről a folyón át.
|
hint.bridge_where = A hídnak a saját földedről kell indulnia: húzd a területedről a folyón át.
|
||||||
hint.bridge_fire = A fahidak égnek: tartsd távol tőlük a tűzcsapdákat, a tűzleheletet és a villámokat – a láva feletti kőhidak tűzállók.
|
hint.bridge_fire = A fahidak égnek: tartsd távol tőlük a tűzcsapdákat, a tűzleheletet és a villámokat – a láva feletti kőhidak tűzállók.
|
||||||
|
hint.wall_where = Falat csak a saját üres padlódra emelhetsz (nincs ott szoba, csapda vagy ajtó).
|
||||||
hint.bridge_river = Hidat csak víz vagy láva fölé lehet építeni.
|
hint.bridge_river = Hidat csak víz vagy láva fölé lehet építeni.
|
||||||
msg.hero_burned = Hős esett a lávába: {0}! +{1} arany.
|
msg.hero_burned = Hős esett a lávába: {0}! +{1} arany.
|
||||||
msg.creature_burned = Lényed esett a lávába: {0}.
|
msg.creature_burned = Lényed esett a lávába: {0}.
|
||||||
@@ -827,6 +832,7 @@ best.b.temple.text = Az imák gyógyítják a lélekmagot, és jó hangulatban t
|
|||||||
best.b.aerie.text = Ülőrudak és fészkek repülő lényeknek. A denevéreknek, vízköpőknek, baglyoknak, sőt a parázssárkánynak is itt kell hely.
|
best.b.aerie.text = Ülőrudak és fészkek repülő lényeknek. A denevéreknek, vízköpőknek, baglyoknak, sőt a parázssárkánynak is itt kell hely.
|
||||||
best.b.bridge.text = Fa a víz fölött, kő a láva fölött. A lovagok lerombolják a hidaidat - foglald el az övéiket.
|
best.b.bridge.text = Fa a víz fölött, kő a láva fölött. A lovagok lerombolják a hidaidat - foglald el az övéiket.
|
||||||
best.b.drawbridge.text = Felhúzva a folyó újra fal. Automatikus módban felemelkedik, ha ellenség közeledik – és leereszkedik a saját lényeidnek.
|
best.b.drawbridge.text = Felhúzva a folyó újra fal. Automatikus módban felemelkedik, ha ellenség közeledik – és leereszkedik a saját lényeidnek.
|
||||||
|
best.b.wall.text = Egy kiásott alagút nem örök: falazd be újra, és csak egy utat hagyj a hősöknek – az ajtódon át.
|
||||||
best.b.steel.text = Szegecselt vaslemezek egy megerősített falon. Senki sem ás át rajta gyorsan, még a törpék sem.
|
best.b.steel.text = Szegecselt vaslemezek egy megerősített falon. Senki sem ás át rajta gyorsan, még a törpék sem.
|
||||||
best.b.arrow.text = A nyíl a célpont mögött még legfeljebb két ellenségen áthatol. Olcsó és megbízható.
|
best.b.arrow.text = A nyíl a célpont mögött még legfeljebb két ellenségen áthatol. Olcsó és megbízható.
|
||||||
best.b.cannon.text = Területi sebzés és hátralökés - lökd a lovagokat a lávába.
|
best.b.cannon.text = Területi sebzés és hátralökés - lökd a lovagokat a lávába.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Le torri si costruiscono solo su caselle di pavimento conquis
|
|||||||
hint.tower_mana = Le tue torri magiche sono rimaste senza mana.
|
hint.tower_mana = Le tue torri magiche sono rimaste senza mana.
|
||||||
job.repair = Ripara una torre
|
job.repair = Ripara una torre
|
||||||
job.mend_bridge = Ripara un ponte
|
job.mend_bridge = Ripara un ponte
|
||||||
|
job.raise_wall = Alza un muro
|
||||||
job.attack_tower = Attacca una torre
|
job.attack_tower = Attacca una torre
|
||||||
|
|
||||||
unit.jailer = Carceriere
|
unit.jailer = Carceriere
|
||||||
@@ -404,10 +405,14 @@ tool.bridge.desc = Costruisce un ponte su acqua o lava. Trascina dal tuo suolo a
|
|||||||
tool.drawbridge.label = Levatoio
|
tool.drawbridge.label = Levatoio
|
||||||
tool.drawbridge.name = Costruisci ponte levatoio
|
tool.drawbridge.name = Costruisci ponte levatoio
|
||||||
tool.drawbridge.desc = Un ponte che puoi sollevare: trascina sul fiume per costruirlo, clicca per cambiare: giù, su, automatico (si alza quando arrivano nemici). Il legno sull'acqua brucia, la pietra sulla lava no.
|
tool.drawbridge.desc = Un ponte che puoi sollevare: trascina sul fiume per costruirlo, clicca per cambiare: giù, su, automatico (si alza quando arrivano nemici). Il legno sull'acqua brucia, la pietra sulla lava no.
|
||||||
|
tool.wall.label = Muro
|
||||||
|
tool.wall.name = Alza muro
|
||||||
|
tool.wall.desc = Pianifica muri sul tuo pavimento vuoto (trascina di nuovo per annullare): i diavoletti li alzano come terra rinforzata. Chiudi i tunnel e metti le porte dove contano.
|
||||||
cost.bridge = {0} oro + {1} legno/casella sull'acqua, {2} oro sulla lava
|
cost.bridge = {0} oro + {1} legno/casella sull'acqua, {2} oro sulla lava
|
||||||
cost.drawbridge = {0} oro + {1} legno/casella sull'acqua, {2} oro sulla lava
|
cost.drawbridge = {0} oro + {1} legno/casella sull'acqua, {2} oro sulla lava
|
||||||
hint.bridge_where = I ponti devono partire dal tuo suolo: trascina dal tuo territorio attraverso il fiume.
|
hint.bridge_where = I ponti devono partire dal tuo suolo: trascina dal tuo territorio attraverso il fiume.
|
||||||
hint.bridge_fire = I ponti di legno bruciano: tieni lontani trappole di fuoco, soffio infuocato e fulmini; i ponti di pietra sulla lava sono ignifughi.
|
hint.bridge_fire = I ponti di legno bruciano: tieni lontani trappole di fuoco, soffio infuocato e fulmini; i ponti di pietra sulla lava sono ignifughi.
|
||||||
|
hint.wall_where = I muri si alzano solo sul tuo pavimento vuoto (niente stanze, trappole o porte).
|
||||||
hint.bridge_river = I ponti si costruiscono solo su acqua o lava.
|
hint.bridge_river = I ponti si costruiscono solo su acqua o lava.
|
||||||
msg.hero_burned = Un eroe è caduto nella lava: {0}! +{1} oro.
|
msg.hero_burned = Un eroe è caduto nella lava: {0}! +{1} oro.
|
||||||
msg.creature_burned = È caduto nella lava: {0}.
|
msg.creature_burned = È caduto nella lava: {0}.
|
||||||
@@ -819,6 +824,7 @@ best.b.temple.text = Le preghiere curano il nucleo dell'anima e tengono alto il
|
|||||||
best.b.aerie.text = Posatoi e nidi per creature volanti. Pipistrelli, gargoyle, gufi e perfino il drago di brace hanno bisogno di spazio qui.
|
best.b.aerie.text = Posatoi e nidi per creature volanti. Pipistrelli, gargoyle, gufi e perfino il drago di brace hanno bisogno di spazio qui.
|
||||||
best.b.bridge.text = Legno sull'acqua, pietra sulla lava. I cavalieri abbattono i tuoi ponti - conquista i loro.
|
best.b.bridge.text = Legno sull'acqua, pietra sulla lava. I cavalieri abbattono i tuoi ponti - conquista i loro.
|
||||||
best.b.drawbridge.text = Sollevato, il fiume torna a essere un muro. In automatico si alza quando arrivano nemici e si abbassa per le tue creature.
|
best.b.drawbridge.text = Sollevato, il fiume torna a essere un muro. In automatico si alza quando arrivano nemici e si abbassa per le tue creature.
|
||||||
|
best.b.wall.text = Un tunnel scavato non è per sempre: murato di nuovo, agli eroi resta una sola via, attraverso la tua porta.
|
||||||
best.b.steel.text = Piastre di ferro rivettate su un muro rinforzato. Nessuno ci scava attraverso in fretta, nemmeno i nani.
|
best.b.steel.text = Piastre di ferro rivettate su un muro rinforzato. Nessuno ci scava attraverso in fretta, nemmeno i nani.
|
||||||
best.b.arrow.text = La freccia trapassa fino a due nemici dietro il bersaglio. Economica e affidabile.
|
best.b.arrow.text = La freccia trapassa fino a due nemici dietro il bersaglio. Economica e affidabile.
|
||||||
best.b.cannon.text = Danno ad area e contraccolpo - spingi i cavalieri nella lava.
|
best.b.cannon.text = Danno ad area e contraccolpo - spingi i cavalieri nella lava.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Torens kun je alleen op ingenomen, lege vloervakken bouwen.
|
|||||||
hint.tower_mana = Je magietorens hebben geen mana meer.
|
hint.tower_mana = Je magietorens hebben geen mana meer.
|
||||||
job.repair = Repareert een toren
|
job.repair = Repareert een toren
|
||||||
job.mend_bridge = Herstelt een brug
|
job.mend_bridge = Herstelt een brug
|
||||||
|
job.raise_wall = Trekt een muur op
|
||||||
job.attack_tower = Valt een toren aan
|
job.attack_tower = Valt een toren aan
|
||||||
|
|
||||||
unit.jailer = Cipier
|
unit.jailer = Cipier
|
||||||
@@ -404,10 +405,14 @@ tool.bridge.desc = Bouwt een brug over water of lava. Sleep vanaf je eigen grond
|
|||||||
tool.drawbridge.label = Ophaalbrug
|
tool.drawbridge.label = Ophaalbrug
|
||||||
tool.drawbridge.name = Ophaalbrug bouwen
|
tool.drawbridge.name = Ophaalbrug bouwen
|
||||||
tool.drawbridge.desc = Een brug die je kunt ophalen: sleep over de rivier om hem te bouwen, klik om te wisselen: omlaag, omhoog, automatisch (gaat omhoog als vijanden naderen). Hout boven water brandt, steen boven lava niet.
|
tool.drawbridge.desc = Een brug die je kunt ophalen: sleep over de rivier om hem te bouwen, klik om te wisselen: omlaag, omhoog, automatisch (gaat omhoog als vijanden naderen). Hout boven water brandt, steen boven lava niet.
|
||||||
|
tool.wall.label = Muur
|
||||||
|
tool.wall.name = Muur optrekken
|
||||||
|
tool.wall.desc = Plan muren op je eigen lege vloer (nogmaals slepen annuleert): duiveltjes trekken ze op als versterkte aarde. Sluit tunnels en zet deuren waar ze tellen.
|
||||||
cost.bridge = {0} goud + {1} hout/tegel boven water, {2} goud boven lava
|
cost.bridge = {0} goud + {1} hout/tegel boven water, {2} goud boven lava
|
||||||
cost.drawbridge = {0} goud + {1} hout/tegel boven water, {2} goud boven lava
|
cost.drawbridge = {0} goud + {1} hout/tegel boven water, {2} goud boven lava
|
||||||
hint.bridge_where = Bruggen moeten op je eigen grond beginnen: sleep vanuit je gebied over de rivier.
|
hint.bridge_where = Bruggen moeten op je eigen grond beginnen: sleep vanuit je gebied over de rivier.
|
||||||
hint.bridge_fire = Houten bruggen branden: houd vuurvallen, vuuradem en bliksem uit de buurt – stenen bruggen over lava zijn vuurvast.
|
hint.bridge_fire = Houten bruggen branden: houd vuurvallen, vuuradem en bliksem uit de buurt – stenen bruggen over lava zijn vuurvast.
|
||||||
|
hint.wall_where = Muren kunnen alleen op je eigen lege vloer (geen kamer, val of deur).
|
||||||
hint.bridge_river = Bruggen kun je alleen over water of lava bouwen.
|
hint.bridge_river = Bruggen kun je alleen over water of lava bouwen.
|
||||||
msg.hero_burned = Een {0} is in de lava gevallen! +{1} goud.
|
msg.hero_burned = Een {0} is in de lava gevallen! +{1} goud.
|
||||||
msg.creature_burned = Je {0} is in de lava gevallen.
|
msg.creature_burned = Je {0} is in de lava gevallen.
|
||||||
@@ -827,6 +832,7 @@ best.b.temple.text = Gebeden genezen de zielenkern en houden de moed erin. De vl
|
|||||||
best.b.aerie.text = Zitstokken en nesten voor vliegende wezens. Vleermuizen, gargouilles, uilen en zelfs de gloeddraak hebben hier ruimte nodig.
|
best.b.aerie.text = Zitstokken en nesten voor vliegende wezens. Vleermuizen, gargouilles, uilen en zelfs de gloeddraak hebben hier ruimte nodig.
|
||||||
best.b.bridge.text = Hout over water, steen over lava. De ridders breken je bruggen af - neem de hunne in.
|
best.b.bridge.text = Hout over water, steen over lava. De ridders breken je bruggen af - neem de hunne in.
|
||||||
best.b.drawbridge.text = Opgehaald is de rivier weer een muur. Op automatisch gaat hij omhoog zodra vijanden naderen – en zakt voor je eigen wezens.
|
best.b.drawbridge.text = Opgehaald is de rivier weer een muur. Op automatisch gaat hij omhoog zodra vijanden naderen – en zakt voor je eigen wezens.
|
||||||
|
best.b.wall.text = Een gegraven tunnel is niet voor altijd: metsel hem dicht en laat de helden één weg naar binnen – door je deur.
|
||||||
best.b.steel.text = Geklonken ijzeren platen op een versterkte muur. Niemand graaft er snel doorheen, zelfs dwergen niet.
|
best.b.steel.text = Geklonken ijzeren platen op een versterkte muur. Niemand graaft er snel doorheen, zelfs dwergen niet.
|
||||||
best.b.arrow.text = De pijl doorboort tot twee extra vijanden achter het doelwit. Goedkoop en betrouwbaar.
|
best.b.arrow.text = De pijl doorboort tot twee extra vijanden achter het doelwit. Goedkoop en betrouwbaar.
|
||||||
best.b.cannon.text = Spatschade en terugslag - duw de ridders de lava in.
|
best.b.cannon.text = Spatschade en terugslag - duw de ridders de lava in.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Tårn kan bare bygges på inntatte, tomme gulvruter.
|
|||||||
hint.tower_mana = Magitårnene dine har gått tom for mana.
|
hint.tower_mana = Magitårnene dine har gått tom for mana.
|
||||||
job.repair = Reparerer et tårn
|
job.repair = Reparerer et tårn
|
||||||
job.mend_bridge = Reparerer en bro
|
job.mend_bridge = Reparerer en bro
|
||||||
|
job.raise_wall = Reiser en mur
|
||||||
job.attack_tower = Angriper et tårn
|
job.attack_tower = Angriper et tårn
|
||||||
|
|
||||||
unit.jailer = Fangevokter
|
unit.jailer = Fangevokter
|
||||||
@@ -403,10 +404,14 @@ tool.bridge.desc = Bygger en bro over vann eller lava. Dra fra din egen grunn ov
|
|||||||
tool.drawbridge.label = Vindebro
|
tool.drawbridge.label = Vindebro
|
||||||
tool.drawbridge.name = Bygg vindebro
|
tool.drawbridge.name = Bygg vindebro
|
||||||
tool.drawbridge.desc = En bro du kan heise opp: dra over elva for å bygge den, klikk for å bytte: nede, oppe, automatisk (heises når fiender nærmer seg). Tre over vann brenner, stein over lava gjør ikke.
|
tool.drawbridge.desc = En bro du kan heise opp: dra over elva for å bygge den, klikk for å bytte: nede, oppe, automatisk (heises når fiender nærmer seg). Tre over vann brenner, stein over lava gjør ikke.
|
||||||
|
tool.wall.label = Mur
|
||||||
|
tool.wall.name = Reis mur
|
||||||
|
tool.wall.desc = Planlegg murer på ditt eget tomme gulv (dra igjen for å avbryte): imper reiser dem som forsterket jord. Steng tunneler og sett dører der de teller.
|
||||||
cost.bridge = {0} gull + {1} tre/rute over vann, {2} gull over lava
|
cost.bridge = {0} gull + {1} tre/rute over vann, {2} gull over lava
|
||||||
cost.drawbridge = {0} gull + {1} tre/rute over vann, {2} gull over lava
|
cost.drawbridge = {0} gull + {1} tre/rute over vann, {2} gull over lava
|
||||||
hint.bridge_where = Broer må starte på din egen grunn: dra fra området ditt over elven.
|
hint.bridge_where = Broer må starte på din egen grunn: dra fra området ditt over elven.
|
||||||
hint.bridge_fire = Trebroer brenner: hold ildfeller, ildpust og lyn unna dem – steinbroer over lava er brannsikre.
|
hint.bridge_fire = Trebroer brenner: hold ildfeller, ildpust og lyn unna dem – steinbroer over lava er brannsikre.
|
||||||
|
hint.wall_where = Murer kan bare reises på ditt eget tomme gulv (ikke rom, felle eller dør).
|
||||||
hint.bridge_river = Broer kan bare bygges over vann eller lava.
|
hint.bridge_river = Broer kan bare bygges over vann eller lava.
|
||||||
msg.hero_burned = En {0} falt i lavaen! +{1} gull.
|
msg.hero_burned = En {0} falt i lavaen! +{1} gull.
|
||||||
msg.creature_burned = Din {0} falt i lavaen.
|
msg.creature_burned = Din {0} falt i lavaen.
|
||||||
@@ -826,6 +831,7 @@ best.b.temple.text = Bønner leger sjelekjernen og holder humøret oppe. Flammep
|
|||||||
best.b.aerie.text = Sittepinner og reder for flygende skapninger. Flaggermus, gargoyler, ugler og til og med glødlindormen trenger plass her.
|
best.b.aerie.text = Sittepinner og reder for flygende skapninger. Flaggermus, gargoyler, ugler og til og med glødlindormen trenger plass her.
|
||||||
best.b.bridge.text = Tre over vann, stein over lava. Ridderne river ned broene dine - innta deres.
|
best.b.bridge.text = Tre over vann, stein over lava. Ridderne river ned broene dine - innta deres.
|
||||||
best.b.drawbridge.text = Heist opp er elva en mur igjen. På automatisk heises den når fiender nærmer seg – og senkes for dine egne skapninger.
|
best.b.drawbridge.text = Heist opp er elva en mur igjen. På automatisk heises den når fiender nærmer seg – og senkes for dine egne skapninger.
|
||||||
|
best.b.wall.text = En gravd tunnel varer ikke evig: mur den igjen og gi heltene én vei inn – gjennom døra di.
|
||||||
best.b.steel.text = Naglede jernplater på en forsterket vegg. Ingen graver seg raskt gjennom, ikke engang dverger.
|
best.b.steel.text = Naglede jernplater på en forsterket vegg. Ingen graver seg raskt gjennom, ikke engang dverger.
|
||||||
best.b.arrow.text = Pilen gjennomborer opptil to fiender til bak målet. Billig og pålitelig.
|
best.b.arrow.text = Pilen gjennomborer opptil to fiender til bak målet. Billig og pålitelig.
|
||||||
best.b.cannon.text = Områdeskade og tilbakeslag - dytt ridderne i lavaen.
|
best.b.cannon.text = Områdeskade og tilbakeslag - dytt ridderne i lavaen.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Só se podem construir torres em casas de chão reclamadas e
|
|||||||
hint.tower_mana = As tuas torres mágicas ficaram sem mana.
|
hint.tower_mana = As tuas torres mágicas ficaram sem mana.
|
||||||
job.repair = A reparar uma torre
|
job.repair = A reparar uma torre
|
||||||
job.mend_bridge = Repara uma ponte
|
job.mend_bridge = Repara uma ponte
|
||||||
|
job.raise_wall = Ergue um muro
|
||||||
job.attack_tower = A atacar uma torre
|
job.attack_tower = A atacar uma torre
|
||||||
|
|
||||||
unit.jailer = Carcereiro
|
unit.jailer = Carcereiro
|
||||||
@@ -404,10 +405,14 @@ tool.bridge.desc = Constrói uma ponte sobre água ou lava. Arrasta a partir do
|
|||||||
tool.drawbridge.label = Levadiça
|
tool.drawbridge.label = Levadiça
|
||||||
tool.drawbridge.name = Construir ponte levadiça
|
tool.drawbridge.name = Construir ponte levadiça
|
||||||
tool.drawbridge.desc = Uma ponte que podes levantar: arrasta sobre o rio para a construir, clica para mudar: em baixo, em cima, automática (sobe quando os inimigos se aproximam). Madeira sobre água arde, pedra sobre lava não.
|
tool.drawbridge.desc = Uma ponte que podes levantar: arrasta sobre o rio para a construir, clica para mudar: em baixo, em cima, automática (sobe quando os inimigos se aproximam). Madeira sobre água arde, pedra sobre lava não.
|
||||||
|
tool.wall.label = Muro
|
||||||
|
tool.wall.name = Erguer muro
|
||||||
|
tool.wall.desc = Planeia muros no teu chão vazio (arrasta outra vez para cancelar): os diabretes erguem-nos como terra reforçada. Fecha túneis e põe portas onde contam.
|
||||||
cost.bridge = {0} ouro + {1} madeira/casa sobre água, {2} ouro sobre lava
|
cost.bridge = {0} ouro + {1} madeira/casa sobre água, {2} ouro sobre lava
|
||||||
cost.drawbridge = {0} ouro + {1} madeira/casa sobre água, {2} ouro sobre lava
|
cost.drawbridge = {0} ouro + {1} madeira/casa sobre água, {2} ouro sobre lava
|
||||||
hint.bridge_where = As pontes têm de começar no teu chão: arrasta a partir do teu território através do rio.
|
hint.bridge_where = As pontes têm de começar no teu chão: arrasta a partir do teu território através do rio.
|
||||||
hint.bridge_fire = As pontes de madeira ardem: mantém armadilhas de fogo, sopro de fogo e relâmpagos longe delas – as pontes de pedra sobre lava não ardem.
|
hint.bridge_fire = As pontes de madeira ardem: mantém armadilhas de fogo, sopro de fogo e relâmpagos longe delas – as pontes de pedra sobre lava não ardem.
|
||||||
|
hint.wall_where = Só podes erguer muros no teu chão vazio (sem sala, armadilha ou porta).
|
||||||
hint.bridge_river = Só se podem construir pontes sobre água ou lava.
|
hint.bridge_river = Só se podem construir pontes sobre água ou lava.
|
||||||
msg.hero_burned = Um {0} caiu na lava! +{1} de ouro.
|
msg.hero_burned = Um {0} caiu na lava! +{1} de ouro.
|
||||||
msg.creature_burned = O teu {0} caiu na lava.
|
msg.creature_burned = O teu {0} caiu na lava.
|
||||||
@@ -827,6 +832,7 @@ best.b.temple.text = As orações curam o núcleo de alma e mantêm o moral alto
|
|||||||
best.b.aerie.text = Poleiros e ninhos para criaturas voadoras. Morcegos, gárgulas, corujas e até a serpe de brasa precisam de espaço aqui.
|
best.b.aerie.text = Poleiros e ninhos para criaturas voadoras. Morcegos, gárgulas, corujas e até a serpe de brasa precisam de espaço aqui.
|
||||||
best.b.bridge.text = Madeira sobre água, pedra sobre lava. Os cavaleiros destroem as tuas pontes - reclama as deles.
|
best.b.bridge.text = Madeira sobre água, pedra sobre lava. Os cavaleiros destroem as tuas pontes - reclama as deles.
|
||||||
best.b.drawbridge.text = Levantada, o rio volta a ser uma muralha. Em automático sobe quando os inimigos se aproximam e desce para as tuas criaturas.
|
best.b.drawbridge.text = Levantada, o rio volta a ser uma muralha. Em automático sobe quando os inimigos se aproximam e desce para as tuas criaturas.
|
||||||
|
best.b.wall.text = Um túnel escavado não é para sempre: empareda-o e deixa aos heróis um só caminho – pela tua porta.
|
||||||
best.b.steel.text = Placas de ferro rebitadas numa parede reforçada. Ninguém a escava depressa, nem sequer os anões.
|
best.b.steel.text = Placas de ferro rebitadas numa parede reforçada. Ninguém a escava depressa, nem sequer os anões.
|
||||||
best.b.arrow.text = A flecha trespassa até mais dois inimigos atrás do alvo. Barata e fiável.
|
best.b.arrow.text = A flecha trespassa até mais dois inimigos atrás do alvo. Barata e fiável.
|
||||||
best.b.cannon.text = Dano em área e repulsão - empurra os cavaleiros para a lava.
|
best.b.cannon.text = Dano em área e repulsão - empurra os cavaleiros para a lava.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Turnurile se pot construi doar pe dale de podea cucerite și
|
|||||||
hint.tower_mana = Turnurile tale magice au rămas fără mana.
|
hint.tower_mana = Turnurile tale magice au rămas fără mana.
|
||||||
job.repair = Repară un turn
|
job.repair = Repară un turn
|
||||||
job.mend_bridge = Repară un pod
|
job.mend_bridge = Repară un pod
|
||||||
|
job.raise_wall = Ridică un zid
|
||||||
job.attack_tower = Atacă un turn
|
job.attack_tower = Atacă un turn
|
||||||
|
|
||||||
unit.jailer = Temnicer
|
unit.jailer = Temnicer
|
||||||
@@ -404,10 +405,14 @@ tool.bridge.desc = Construiește un pod peste apă sau lavă. Trage de pe terenu
|
|||||||
tool.drawbridge.label = Pod mobil
|
tool.drawbridge.label = Pod mobil
|
||||||
tool.drawbridge.name = Construiește pod mobil
|
tool.drawbridge.name = Construiește pod mobil
|
||||||
tool.drawbridge.desc = Un pod pe care îl poți ridica: trage peste râu ca să-l construiești, dă clic pentru a schimba: jos, sus, automat (se ridică atunci când se apropie dușmanii). Lemnul peste apă arde, piatra peste lavă nu.
|
tool.drawbridge.desc = Un pod pe care îl poți ridica: trage peste râu ca să-l construiești, dă clic pentru a schimba: jos, sus, automat (se ridică atunci când se apropie dușmanii). Lemnul peste apă arde, piatra peste lavă nu.
|
||||||
|
tool.wall.label = Zid
|
||||||
|
tool.wall.name = Ridică zid
|
||||||
|
tool.wall.desc = Plănuiește ziduri pe propria podea goală (trage din nou ca să anulezi): drăcușorii le ridică din pământ întărit. Închide tunelurile și pune uși unde contează.
|
||||||
cost.bridge = {0} aur + {1} lemn/pătrat peste apă, {2} aur peste lavă
|
cost.bridge = {0} aur + {1} lemn/pătrat peste apă, {2} aur peste lavă
|
||||||
cost.drawbridge = {0} aur + {1} lemn/pătrat peste apă, {2} aur peste lavă
|
cost.drawbridge = {0} aur + {1} lemn/pătrat peste apă, {2} aur peste lavă
|
||||||
hint.bridge_where = Podurile trebuie să pornească de pe terenul tău: trage de pe teritoriul tău peste râu.
|
hint.bridge_where = Podurile trebuie să pornească de pe terenul tău: trage de pe teritoriul tău peste râu.
|
||||||
hint.bridge_fire = Podurile de lemn ard: ține capcanele de foc, suflarea de foc și fulgerele departe de ele – podurile de piatră peste lavă nu ard.
|
hint.bridge_fire = Podurile de lemn ard: ține capcanele de foc, suflarea de foc și fulgerele departe de ele – podurile de piatră peste lavă nu ard.
|
||||||
|
hint.wall_where = Zidurile se pot ridica doar pe propria podea goală (fără cameră, capcană sau ușă).
|
||||||
hint.bridge_river = Podurile se pot construi doar peste apă sau lavă.
|
hint.bridge_river = Podurile se pot construi doar peste apă sau lavă.
|
||||||
msg.hero_burned = Un {0} a căzut în lavă! +{1} aur.
|
msg.hero_burned = Un {0} a căzut în lavă! +{1} aur.
|
||||||
msg.creature_burned = {0} al tău a căzut în lavă.
|
msg.creature_burned = {0} al tău a căzut în lavă.
|
||||||
@@ -827,6 +832,7 @@ best.b.temple.text = Rugăciunile vindecă miezul sufletului și țin moralul su
|
|||||||
best.b.aerie.text = Stinghii și cuiburi pentru creaturile zburătoare. Liliecii, gargujii, bufnițele și chiar balaurul de jar au nevoie de loc aici.
|
best.b.aerie.text = Stinghii și cuiburi pentru creaturile zburătoare. Liliecii, gargujii, bufnițele și chiar balaurul de jar au nevoie de loc aici.
|
||||||
best.b.bridge.text = Lemn peste apă, piatră peste lavă. Cavalerii îți dărâmă podurile - cucerește-le pe ale lor.
|
best.b.bridge.text = Lemn peste apă, piatră peste lavă. Cavalerii îți dărâmă podurile - cucerește-le pe ale lor.
|
||||||
best.b.drawbridge.text = Ridicat, râul devine din nou zid. Pe automat se ridică atunci când se apropie dușmanii – și coboară pentru creaturile tale.
|
best.b.drawbridge.text = Ridicat, râul devine din nou zid. Pe automat se ridică atunci când se apropie dușmanii – și coboară pentru creaturile tale.
|
||||||
|
best.b.wall.text = Un tunel săpat nu e pentru totdeauna: zidește-l la loc și lasă eroilor o singură cale – prin ușa ta.
|
||||||
best.b.steel.text = Plăci de fier nituite pe un zid întărit. Nimeni nu sapă repede prin el, nici măcar piticii.
|
best.b.steel.text = Plăci de fier nituite pe un zid întărit. Nimeni nu sapă repede prin el, nici măcar piticii.
|
||||||
best.b.arrow.text = Săgeata străpunge până la doi dușmani din spatele țintei. Ieftin și de încredere.
|
best.b.arrow.text = Săgeata străpunge până la doi dușmani din spatele țintei. Ieftin și de încredere.
|
||||||
best.b.cannon.text = Daune în zonă și recul - împinge cavalerii în lavă.
|
best.b.cannon.text = Daune în zonă și recul - împinge cavalerii în lavă.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Башни строятся только на захваче
|
|||||||
hint.tower_mana = У магических башен кончилась мана.
|
hint.tower_mana = У магических башен кончилась мана.
|
||||||
job.repair = Чинит башню
|
job.repair = Чинит башню
|
||||||
job.mend_bridge = Чинит мост
|
job.mend_bridge = Чинит мост
|
||||||
|
job.raise_wall = Возводит стену
|
||||||
job.attack_tower = Атакует башню
|
job.attack_tower = Атакует башню
|
||||||
|
|
||||||
unit.jailer = Тюремщик
|
unit.jailer = Тюремщик
|
||||||
@@ -404,10 +405,14 @@ tool.bridge.desc = Строит мост через воду или лаву. Т
|
|||||||
tool.drawbridge.label = Подъёмный
|
tool.drawbridge.label = Подъёмный
|
||||||
tool.drawbridge.name = Построить подъёмный мост
|
tool.drawbridge.name = Построить подъёмный мост
|
||||||
tool.drawbridge.desc = Мост, который можно поднять: протяните через реку, чтобы построить, щёлкните, чтобы переключить: опущен, поднят, автоматически (поднимается при приближении врагов). Дерево над водой горит, камень над лавой — нет.
|
tool.drawbridge.desc = Мост, который можно поднять: протяните через реку, чтобы построить, щёлкните, чтобы переключить: опущен, поднят, автоматически (поднимается при приближении врагов). Дерево над водой горит, камень над лавой — нет.
|
||||||
|
tool.wall.label = Стена
|
||||||
|
tool.wall.name = Возвести стену
|
||||||
|
tool.wall.desc = Планируйте стены на своём пустом полу (повторное протягивание отменяет): бесы возводят их из укреплённой земли. Закрывайте туннели и ставьте двери там, где нужно.
|
||||||
cost.bridge = {0} золота + {1} дерева/клетка над водой, {2} золота над лавой
|
cost.bridge = {0} золота + {1} дерева/клетка над водой, {2} золота над лавой
|
||||||
cost.drawbridge = {0} золота + {1} дерева/клетка над водой, {2} золота над лавой
|
cost.drawbridge = {0} золота + {1} дерева/клетка над водой, {2} золота над лавой
|
||||||
hint.bridge_where = Мост должен начинаться у твоей земли: тяни от своей территории через реку.
|
hint.bridge_where = Мост должен начинаться у твоей земли: тяни от своей территории через реку.
|
||||||
hint.bridge_fire = Деревянные мосты горят: держите огненные ловушки, огненное дыхание и молнии подальше; каменные мосты над лавой не горят.
|
hint.bridge_fire = Деревянные мосты горят: держите огненные ловушки, огненное дыхание и молнии подальше; каменные мосты над лавой не горят.
|
||||||
|
hint.wall_where = Стены можно возводить только на своём пустом полу (без комнат, ловушек и дверей).
|
||||||
hint.bridge_river = Мосты строятся только над водой или лавой.
|
hint.bridge_river = Мосты строятся только над водой или лавой.
|
||||||
msg.hero_burned = Герой упал в лаву: {0}! +{1} золота.
|
msg.hero_burned = Герой упал в лаву: {0}! +{1} золота.
|
||||||
msg.creature_burned = Твой боец упал в лаву: {0}.
|
msg.creature_burned = Твой боец упал в лаву: {0}.
|
||||||
@@ -819,6 +824,7 @@ best.b.temple.text = Молитвы лечат ядро души и подним
|
|||||||
best.b.aerie.text = Насесты и гнёзда для летунов. Нетопырям, горгульям, совам и даже огненному змию нужно здесь место.
|
best.b.aerie.text = Насесты и гнёзда для летунов. Нетопырям, горгульям, совам и даже огненному змию нужно здесь место.
|
||||||
best.b.bridge.text = Дерево над водой, камень над лавой. Рыцари ломают твои мосты - захватывай их мосты.
|
best.b.bridge.text = Дерево над водой, камень над лавой. Рыцари ломают твои мосты - захватывай их мосты.
|
||||||
best.b.drawbridge.text = Поднимите его — и река снова стена. В автоматическом режиме он поднимается при приближении врагов и опускается для ваших существ.
|
best.b.drawbridge.text = Поднимите его — и река снова стена. В автоматическом режиме он поднимается при приближении врагов и опускается для ваших существ.
|
||||||
|
best.b.wall.text = Выкопанный туннель не навсегда: замуруйте его и оставьте героям один путь — через вашу дверь.
|
||||||
best.b.steel.text = Клёпаные железные листы на укреплённой стене. Быстро никто не прокопает, даже гномы.
|
best.b.steel.text = Клёпаные железные листы на укреплённой стене. Быстро никто не прокопает, даже гномы.
|
||||||
best.b.arrow.text = Стрела пробивает ещё до двух врагов за целью. Дёшево и надёжно.
|
best.b.arrow.text = Стрела пробивает ещё до двух врагов за целью. Дёшево и надёжно.
|
||||||
best.b.cannon.text = Урон по площади и отбрасывание - столкни рыцарей в лаву.
|
best.b.cannon.text = Урон по площади и отбрасывание - столкни рыцарей в лаву.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Veže sa dajú stavať len na zabratých prázdnych políčka
|
|||||||
hint.tower_mana = Tvojim magickým vežiam došla mana.
|
hint.tower_mana = Tvojim magickým vežiam došla mana.
|
||||||
job.repair = Opravuje vežu
|
job.repair = Opravuje vežu
|
||||||
job.mend_bridge = Opravuje most
|
job.mend_bridge = Opravuje most
|
||||||
|
job.raise_wall = Stavia múr
|
||||||
job.attack_tower = Útočí na vežu
|
job.attack_tower = Útočí na vežu
|
||||||
|
|
||||||
unit.jailer = Žalárnik
|
unit.jailer = Žalárnik
|
||||||
@@ -404,10 +405,14 @@ tool.bridge.desc = Postaví most cez vodu alebo lávu. Ťahaj z vlastnej zeme ce
|
|||||||
tool.drawbridge.label = Padací most
|
tool.drawbridge.label = Padací most
|
||||||
tool.drawbridge.name = Postaviť padací most
|
tool.drawbridge.name = Postaviť padací most
|
||||||
tool.drawbridge.desc = Most, ktorý môžeš vytiahnuť: potiahni cez rieku a postav ho, kliknutím prepínaš: dole, hore, automaticky (zdvihne sa, keď sa blížia nepriatelia). Drevo nad vodou horí, kameň nad lávou nie.
|
tool.drawbridge.desc = Most, ktorý môžeš vytiahnuť: potiahni cez rieku a postav ho, kliknutím prepínaš: dole, hore, automaticky (zdvihne sa, keď sa blížia nepriatelia). Drevo nad vodou horí, kameň nad lávou nie.
|
||||||
|
tool.wall.label = Múr
|
||||||
|
tool.wall.name = Postaviť múr
|
||||||
|
tool.wall.desc = Naplánuj múry na svojej prázdnej podlahe (opätovným ťahaním zrušíš): škriatkovia ich postavia zo spevnenej zeme. Uzavri tunely a daj dvere tam, kde majú zmysel.
|
||||||
cost.bridge = {0} zlata + {1} dreva/pole nad vodou, {2} zlata nad lávou
|
cost.bridge = {0} zlata + {1} dreva/pole nad vodou, {2} zlata nad lávou
|
||||||
cost.drawbridge = {0} zlata + {1} dreva/pole nad vodou, {2} zlata nad lávou
|
cost.drawbridge = {0} zlata + {1} dreva/pole nad vodou, {2} zlata nad lávou
|
||||||
hint.bridge_where = Mosty musia začínať na tvojej zemi: ťahaj zo svojho územia cez rieku.
|
hint.bridge_where = Mosty musia začínať na tvojej zemi: ťahaj zo svojho územia cez rieku.
|
||||||
hint.bridge_fire = Drevené mosty horia: drž ohnivé pasce, ohnivý dych a blesky ďalej od nich – kamenné mosty nad lávou nehoria.
|
hint.bridge_fire = Drevené mosty horia: drž ohnivé pasce, ohnivý dych a blesky ďalej od nich – kamenné mosty nad lávou nehoria.
|
||||||
|
hint.wall_where = Múry sa dajú postaviť len na tvojej prázdnej podlahe (bez miestnosti, pasce či dverí).
|
||||||
hint.bridge_river = Mosty sa dajú stavať len cez vodu alebo lávu.
|
hint.bridge_river = Mosty sa dajú stavať len cez vodu alebo lávu.
|
||||||
msg.hero_burned = Do lávy spadol hrdina: {0}! +{1} zlata.
|
msg.hero_burned = Do lávy spadol hrdina: {0}! +{1} zlata.
|
||||||
msg.creature_burned = Do lávy spadol tvoj tvor: {0}.
|
msg.creature_burned = Do lávy spadol tvoj tvor: {0}.
|
||||||
@@ -827,6 +832,7 @@ best.b.temple.text = Modlitby liečia jadro duše a držia dobrú náladu. Kvôl
|
|||||||
best.b.aerie.text = Bidlá a hniezda pre lietajúce tvory. Netopiere, chrliče, sovy aj žeravý šarkan tu potrebujú miesto.
|
best.b.aerie.text = Bidlá a hniezda pre lietajúce tvory. Netopiere, chrliče, sovy aj žeravý šarkan tu potrebujú miesto.
|
||||||
best.b.bridge.text = Drevo cez vodu, kameň cez lávu. Rytieri tvoje mosty strhávajú - zaber tie ich.
|
best.b.bridge.text = Drevo cez vodu, kameň cez lávu. Rytieri tvoje mosty strhávajú - zaber tie ich.
|
||||||
best.b.drawbridge.text = Vytiahnutý most robí z rieky opäť múr. V automatickom režime sa zdvihne, keď sa blížia nepriatelia – a spustí sa pre tvoje bytosti.
|
best.b.drawbridge.text = Vytiahnutý most robí z rieky opäť múr. V automatickom režime sa zdvihne, keď sa blížia nepriatelia – a spustí sa pre tvoje bytosti.
|
||||||
|
best.b.wall.text = Vykopaný tunel nie je navždy: zamuruj ho a nechaj hrdinom jedinú cestu – cez tvoje dvere.
|
||||||
best.b.steel.text = Nitované železné pláty na spevnenej stene. Nikto sa rýchlo neprekope, ani trpaslíci.
|
best.b.steel.text = Nitované železné pláty na spevnenej stene. Nikto sa rýchlo neprekope, ani trpaslíci.
|
||||||
best.b.arrow.text = Šíp preletí až dvoma ďalšími nepriateľmi za cieľom. Lacná a spoľahlivá.
|
best.b.arrow.text = Šíp preletí až dvoma ďalšími nepriateľmi za cieľom. Lacná a spoľahlivá.
|
||||||
best.b.cannon.text = Plošné poškodenie a odhodenie - natlač rytierov do lávy.
|
best.b.cannon.text = Plošné poškodenie a odhodenie - natlač rytierov do lávy.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Куле се граде само на освојеним, п
|
|||||||
hint.tower_mana = Твојим магијским кулама је понестало мане.
|
hint.tower_mana = Твојим магијским кулама је понестало мане.
|
||||||
job.repair = Поправља кулу
|
job.repair = Поправља кулу
|
||||||
job.mend_bridge = Поправља мост
|
job.mend_bridge = Поправља мост
|
||||||
|
job.raise_wall = Подиже зид
|
||||||
job.attack_tower = Напада кулу
|
job.attack_tower = Напада кулу
|
||||||
|
|
||||||
unit.jailer = Тамничар
|
unit.jailer = Тамничар
|
||||||
@@ -404,10 +405,14 @@ tool.bridge.desc = Гради мост преко воде или лаве. Пр
|
|||||||
tool.drawbridge.label = Покретни мост
|
tool.drawbridge.label = Покретни мост
|
||||||
tool.drawbridge.name = Изгради покретни мост
|
tool.drawbridge.name = Изгради покретни мост
|
||||||
tool.drawbridge.desc = Мост који можеш подићи: повуци преко реке да га изградиш, кликни за промену: доле, горе, аутоматски (диже се кад се непријатељи приближе). Дрво над водом гори, камен над лавом не.
|
tool.drawbridge.desc = Мост који можеш подићи: повуци преко реке да га изградиш, кликни за промену: доле, горе, аутоматски (диже се кад се непријатељи приближе). Дрво над водом гори, камен над лавом не.
|
||||||
|
tool.wall.label = Зид
|
||||||
|
tool.wall.name = Подигни зид
|
||||||
|
tool.wall.desc = Планирај зидове на свом празном поду (поново повуци за поништавање): врагови их подижу од ојачане земље. Затвори тунеле и постави врата где су важна.
|
||||||
cost.bridge = {0} злата + {1} дрва/поље над водом, {2} злата над лавом
|
cost.bridge = {0} злата + {1} дрва/поље над водом, {2} злата над лавом
|
||||||
cost.drawbridge = {0} злата + {1} дрва/поље над водом, {2} злата над лавом
|
cost.drawbridge = {0} злата + {1} дрва/поље над водом, {2} злата над лавом
|
||||||
hint.bridge_where = Мостови морају да почну на твом тлу: превуци са своје територије преко реке.
|
hint.bridge_where = Мостови морају да почну на твом тлу: превуци са своје територије преко реке.
|
||||||
hint.bridge_fire = Дрвени мостови горе: држи ватрене замке, ватрени дах и муње подаље – камени мостови над лавом не горе.
|
hint.bridge_fire = Дрвени мостови горе: држи ватрене замке, ватрени дах и муње подаље – камени мостови над лавом не горе.
|
||||||
|
hint.wall_where = Зидови се могу подићи само на твом празном поду (без собе, замке или врата).
|
||||||
hint.bridge_river = Мостови се граде само преко воде или лаве.
|
hint.bridge_river = Мостови се граде само преко воде или лаве.
|
||||||
msg.hero_burned = Пао је у лаву: {0}! +{1} злата.
|
msg.hero_burned = Пао је у лаву: {0}! +{1} злата.
|
||||||
msg.creature_burned = Твоје створење је пало у лаву: {0}.
|
msg.creature_burned = Твоје створење је пало у лаву: {0}.
|
||||||
@@ -827,6 +832,7 @@ best.b.temple.text = Молитве лече језгро душе и држе
|
|||||||
best.b.aerie.text = Пречке и гнезда за летећа створења. Шишмишима, гаргојлима, совама, па и жарком змају овде треба места.
|
best.b.aerie.text = Пречке и гнезда за летећа створења. Шишмишима, гаргојлима, совама, па и жарком змају овде треба места.
|
||||||
best.b.bridge.text = Дрво преко воде, камен преко лаве. Витезови руше твоје мостове - освоји њихове.
|
best.b.bridge.text = Дрво преко воде, камен преко лаве. Витезови руше твоје мостове - освоји њихове.
|
||||||
best.b.drawbridge.text = Подигнут, река је опет зид. На аутоматском се диже кад се непријатељи приближе – и спушта за твоја створења.
|
best.b.drawbridge.text = Подигнут, река је опет зид. На аутоматском се диже кад се непријатељи приближе – и спушта за твоја створења.
|
||||||
|
best.b.wall.text = Ископани тунел није заувек: зазидај га и остави јунацима само један пут – кроз твоја врата.
|
||||||
best.b.steel.text = Заковане гвоздене плоче на ојачаном зиду. Нико се не прокопа брзо, чак ни патуљци.
|
best.b.steel.text = Заковане гвоздене плоче на ојачаном зиду. Нико се не прокопа брзо, чак ни патуљци.
|
||||||
best.b.arrow.text = Стрела пробија до два непријатеља иза мете. Јефтино и поуздано.
|
best.b.arrow.text = Стрела пробија до два непријатеља иза мете. Јефтино и поуздано.
|
||||||
best.b.cannon.text = Штета у подручју и одбацивање - гурни витезове у лаву.
|
best.b.cannon.text = Штета у подручју и одбацивање - гурни витезове у лаву.
|
||||||
|
|||||||
@@ -316,6 +316,7 @@ hint.tower_where = Torn kan bara byggas på erövrade, tomma golvrutor.
|
|||||||
hint.tower_mana = Dina magitorn har slut på mana.
|
hint.tower_mana = Dina magitorn har slut på mana.
|
||||||
job.repair = Reparerar ett torn
|
job.repair = Reparerar ett torn
|
||||||
job.mend_bridge = Lagar en bro
|
job.mend_bridge = Lagar en bro
|
||||||
|
job.raise_wall = Reser en mur
|
||||||
job.attack_tower = Anfaller ett torn
|
job.attack_tower = Anfaller ett torn
|
||||||
|
|
||||||
unit.jailer = Fångvaktare
|
unit.jailer = Fångvaktare
|
||||||
@@ -404,10 +405,14 @@ tool.bridge.desc = Bygger en bro över vatten eller lava. Dra från din egen mar
|
|||||||
tool.drawbridge.label = Vindbrygga
|
tool.drawbridge.label = Vindbrygga
|
||||||
tool.drawbridge.name = Bygg vindbrygga
|
tool.drawbridge.name = Bygg vindbrygga
|
||||||
tool.drawbridge.desc = En bro du kan hissa upp: dra över floden för att bygga den, klicka för att växla: nere, uppe, automatisk (hissas när fiender närmar sig). Trä över vatten brinner, sten över lava gör det inte.
|
tool.drawbridge.desc = En bro du kan hissa upp: dra över floden för att bygga den, klicka för att växla: nere, uppe, automatisk (hissas när fiender närmar sig). Trä över vatten brinner, sten över lava gör det inte.
|
||||||
|
tool.wall.label = Mur
|
||||||
|
tool.wall.name = Res mur
|
||||||
|
tool.wall.desc = Planera murar på ditt eget tomma golv (dra igen för att avbryta): impar reser dem som förstärkt jord. Stäng tunnlar och sätt dörrar där de gör nytta.
|
||||||
cost.bridge = {0} guld + {1} trä/ruta över vatten, {2} guld över lava
|
cost.bridge = {0} guld + {1} trä/ruta över vatten, {2} guld över lava
|
||||||
cost.drawbridge = {0} guld + {1} trä/ruta över vatten, {2} guld över lava
|
cost.drawbridge = {0} guld + {1} trä/ruta över vatten, {2} guld över lava
|
||||||
hint.bridge_where = Broar måste börja vid din egen mark: dra från ditt territorium över floden.
|
hint.bridge_where = Broar måste börja vid din egen mark: dra från ditt territorium över floden.
|
||||||
hint.bridge_fire = Träbroar brinner: håll eldfällor, eldande och blixtar borta från dem – stenbroar över lava är brandsäkra.
|
hint.bridge_fire = Träbroar brinner: håll eldfällor, eldande och blixtar borta från dem – stenbroar över lava är brandsäkra.
|
||||||
|
hint.wall_where = Murar kan bara resas på ditt eget tomma golv (inget rum, ingen fälla eller dörr).
|
||||||
hint.bridge_river = Broar kan bara byggas över vatten eller lava.
|
hint.bridge_river = Broar kan bara byggas över vatten eller lava.
|
||||||
msg.hero_burned = En {0} föll i lavan! +{1} guld.
|
msg.hero_burned = En {0} föll i lavan! +{1} guld.
|
||||||
msg.creature_burned = Din {0} föll i lavan.
|
msg.creature_burned = Din {0} föll i lavan.
|
||||||
@@ -827,6 +832,7 @@ best.b.temple.text = Böner läker själskärnan och håller humöret uppe. Flam
|
|||||||
best.b.aerie.text = Sittpinnar och bon för flygande varelser. Fladdermöss, gargoyler, ugglor och till och med glödlindormen behöver plats här.
|
best.b.aerie.text = Sittpinnar och bon för flygande varelser. Fladdermöss, gargoyler, ugglor och till och med glödlindormen behöver plats här.
|
||||||
best.b.bridge.text = Trä över vatten, sten över lava. Riddarna river dina broar - erövra deras.
|
best.b.bridge.text = Trä över vatten, sten över lava. Riddarna river dina broar - erövra deras.
|
||||||
best.b.drawbridge.text = Uppdragen är floden en mur igen. På automatik hissas den när fiender närmar sig – och sänks för dina egna varelser.
|
best.b.drawbridge.text = Uppdragen är floden en mur igen. På automatik hissas den när fiender närmar sig – och sänks för dina egna varelser.
|
||||||
|
best.b.wall.text = En grävd tunnel är inte för evigt: mura igen den och ge hjältarna en enda väg in – genom din dörr.
|
||||||
best.b.steel.text = Nitade järnplåtar på en förstärkt vägg. Ingen gräver sig snabbt igenom, inte ens dvärgar.
|
best.b.steel.text = Nitade järnplåtar på en förstärkt vägg. Ingen gräver sig snabbt igenom, inte ens dvärgar.
|
||||||
best.b.arrow.text = Pilen genomborrar upp till två fiender till bakom målet. Billigt och pålitligt.
|
best.b.arrow.text = Pilen genomborrar upp till två fiender till bakom målet. Billigt och pålitligt.
|
||||||
best.b.cannon.text = Områdesskada och tillbakaslag - knuffa ner riddarna i lavan.
|
best.b.cannon.text = Områdesskada och tillbakaslag - knuffa ner riddarna i lavan.
|
||||||
|
|||||||
+3
-1
@@ -34,6 +34,7 @@ pub enum Act {
|
|||||||
Sell(Rect),
|
Sell(Rect),
|
||||||
Bridge(Rect),
|
Bridge(Rect),
|
||||||
Steel(Rect),
|
Steel(Rect),
|
||||||
|
Wall(Rect), // plan walls on own floor (or cancel planned ones)
|
||||||
Drawbridge(Rect), // build drawbridges, or (one tile on an own drawbridge) switch it: down, up, automatic
|
Drawbridge(Rect), // build drawbridges, or (one tile on an own drawbridge) switch it: down, up, automatic
|
||||||
Tower {
|
Tower {
|
||||||
kind: TowerKind,
|
kind: TowerKind,
|
||||||
@@ -142,7 +143,7 @@ impl Game {
|
|||||||
Act::Dig(r) => (rect_center(r), MARK_DIG, 4.0),
|
Act::Dig(r) => (rect_center(r), MARK_DIG, 4.0),
|
||||||
Act::Room { r, .. } => (rect_center(r), MARK_ROOM, 5.0),
|
Act::Room { r, .. } => (rect_center(r), MARK_ROOM, 5.0),
|
||||||
Act::Sell(r) => (rect_center(r), MARK_SELL, 4.0),
|
Act::Sell(r) => (rect_center(r), MARK_SELL, 4.0),
|
||||||
Act::Bridge(r) | Act::Drawbridge(r) => (rect_center(r), MARK_BRIDGE, 4.0),
|
Act::Bridge(r) | Act::Drawbridge(r) | Act::Wall(r) => (rect_center(r), MARK_BRIDGE, 4.0),
|
||||||
Act::Steel(r) => (rect_center(r), MARK_STEEL, 4.0),
|
Act::Steel(r) => (rect_center(r), MARK_STEEL, 4.0),
|
||||||
Act::Tower { x, y, .. } => (point(x as f32, y as f32), MARK_TOWER, 6.0),
|
Act::Tower { x, y, .. } => (point(x as f32, y as f32), MARK_TOWER, 6.0),
|
||||||
Act::Trap { x, y, .. } => (point(x as f32, y as f32), MARK_TRAP, 6.0),
|
Act::Trap { x, y, .. } => (point(x as f32, y as f32), MARK_TRAP, 6.0),
|
||||||
@@ -187,6 +188,7 @@ impl Game {
|
|||||||
Act::Sell(r) => self.sell_rect(r.x0, r.y0, r.x1, r.y1),
|
Act::Sell(r) => self.sell_rect(r.x0, r.y0, r.x1, r.y1),
|
||||||
Act::Bridge(r) => self.build_bridges(r.x0, r.y0, r.x1, r.y1),
|
Act::Bridge(r) => self.build_bridges(r.x0, r.y0, r.x1, r.y1),
|
||||||
Act::Drawbridge(r) => self.drawbridge_order(r.x0, r.y0, r.x1, r.y1),
|
Act::Drawbridge(r) => self.drawbridge_order(r.x0, r.y0, r.x1, r.y1),
|
||||||
|
Act::Wall(r) => self.plan_walls(r.x0, r.y0, r.x1, r.y1),
|
||||||
Act::Steel(r) => self.build_steel(r.x0, r.y0, r.x1, r.y1),
|
Act::Steel(r) => self.build_steel(r.x0, r.y0, r.x1, r.y1),
|
||||||
Act::Tower { kind, x, y } => self.build_tower(kind, x, y),
|
Act::Tower { kind, x, y } => self.build_tower(kind, x, y),
|
||||||
Act::Trap { kind, x, y } => self.place_trap(kind, x, y),
|
Act::Trap { kind, x, y } => self.place_trap(kind, x, y),
|
||||||
|
|||||||
+26
-4
@@ -208,6 +208,7 @@ pub enum Job {
|
|||||||
Guard(usize), // holds a guard post
|
Guard(usize), // holds a guard post
|
||||||
Spar(usize), // sparring in the arena
|
Spar(usize), // sparring in the arena
|
||||||
MendBridge(usize), // imp mends a worn bridge tile
|
MendBridge(usize), // imp mends a worn bridge tile
|
||||||
|
RaiseWall(usize), // imp raises a planned wall on own floor
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Clone, Serialize, Deserialize)]
|
#[derive(Clone, Serialize, Deserialize)]
|
||||||
@@ -587,6 +588,8 @@ pub struct Game {
|
|||||||
#[serde(default)]
|
#[serde(default)]
|
||||||
pub bridgework: crate::bridges::BridgeWork, // burning and worn bridges
|
pub bridgework: crate::bridges::BridgeWork, // burning and worn bridges
|
||||||
#[serde(default)]
|
#[serde(default)]
|
||||||
|
pub wall_plans: Vec<(usize, u8)>, // walls to raise: tile, master side (see walls.rs)
|
||||||
|
#[serde(default)]
|
||||||
pub wood: f32, // the second resource (see wood.rs)
|
pub wood: f32, // the second resource (see wood.rs)
|
||||||
#[serde(default)]
|
#[serde(default)]
|
||||||
pub woodwork: crate::wood::WoodWork, // felled mushrooms growing back
|
pub woodwork: crate::wood::WoodWork, // felled mushrooms growing back
|
||||||
@@ -765,7 +768,7 @@ pub fn room_index(k: Kind) -> Option<usize> {
|
|||||||
ROOM_KINDS.iter().position(|&r| r == k)
|
ROOM_KINDS.iter().position(|&r| r == k)
|
||||||
}
|
}
|
||||||
|
|
||||||
fn adj4(a: usize, b: usize) -> bool {
|
pub(crate) fn adj4(a: usize, b: usize) -> bool {
|
||||||
let (ax, ay) = xy(a);
|
let (ax, ay) = xy(a);
|
||||||
let (bx, by) = xy(b);
|
let (bx, by) = xy(b);
|
||||||
(ax - bx).abs() + (ay - by).abs() == 1
|
(ax - bx).abs() + (ay - by).abs() == 1
|
||||||
@@ -780,7 +783,7 @@ fn norm(x: f32, y: f32) -> (f32, f32) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn sgn(v: f32) -> f32 {
|
pub(crate) fn sgn(v: f32) -> f32 {
|
||||||
if v < 0.0 {
|
if v < 0.0 {
|
||||||
-1.0
|
-1.0
|
||||||
} else {
|
} else {
|
||||||
@@ -909,6 +912,7 @@ impl Game {
|
|||||||
vrng: crate::particles::vrng(),
|
vrng: crate::particles::vrng(),
|
||||||
dwarf_caves: Vec::new(),
|
dwarf_caves: Vec::new(),
|
||||||
bridgework: Default::default(),
|
bridgework: Default::default(),
|
||||||
|
wall_plans: Vec::new(),
|
||||||
wood: crate::wood::WOOD_START,
|
wood: crate::wood::WOOD_START,
|
||||||
woodwork: Default::default(),
|
woodwork: Default::default(),
|
||||||
dwarf_t: 30.0,
|
dwarf_t: 30.0,
|
||||||
@@ -1764,7 +1768,7 @@ impl Game {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// working speed at a tile: +25% per helper, at most 200% (five imps)
|
// working speed at a tile: +25% per helper, at most 200% (five imps)
|
||||||
fn help_speed(&self, t: usize) -> f32 {
|
pub(crate) fn help_speed(&self, t: usize) -> f32 {
|
||||||
1.0 + 0.25 * self.helpers(t).min(HELPERS_MAX) as f32
|
1.0 + 0.25 * self.helpers(t).min(HELPERS_MAX) as f32
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -2356,7 +2360,7 @@ impl Game {
|
|||||||
Some((x as f32 + 0.5, y as f32 + 0.5))
|
Some((x as f32 + 0.5, y as f32 + 0.5))
|
||||||
};
|
};
|
||||||
let target = match e.job {
|
let target = match e.job {
|
||||||
Job::Dig(t) | Job::Reinforce(t) | Job::Help(t) | Job::TearBridge(t) | Job::MendBridge(t) => tile(t),
|
Job::Dig(t) | Job::Reinforce(t) | Job::Help(t) | Job::TearBridge(t) | Job::MendBridge(t) | Job::RaiseWall(t) => tile(t),
|
||||||
Job::Attack(id) | Job::Torment(id) | Job::Carry(id) | Job::Brawl(id) => self.find(id).map(|j| (self.ents[j].x, self.ents[j].y)),
|
Job::Attack(id) | Job::Torment(id) | Job::Carry(id) | Job::Brawl(id) => self.find(id).map(|j| (self.ents[j].x, self.ents[j].y)),
|
||||||
Job::Repair(id) | Job::AttackTower(id) => self.towers.iter().find(|t| t.id == id).map(|t| t.pos()),
|
Job::Repair(id) | Job::AttackTower(id) => self.towers.iter().find(|t| t.id == id).map(|t| t.pos()),
|
||||||
_ => None,
|
_ => None,
|
||||||
@@ -3360,6 +3364,12 @@ impl Game {
|
|||||||
self.sfx(Sfx::Reinforce, tx, ty);
|
self.sfx(Sfx::Reinforce, tx, ty);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Job::RaiseWall(w) => {
|
||||||
|
if !self.raise_wall_job(e, w, dt) {
|
||||||
|
self.unreserve(me);
|
||||||
|
e.job = Job::None;
|
||||||
|
}
|
||||||
|
}
|
||||||
Job::MendBridge(b) => {
|
Job::MendBridge(b) => {
|
||||||
let (bx, by) = xy(b);
|
let (bx, by) = xy(b);
|
||||||
let (tx, ty) = (bx as f32 + 0.5, by as f32 + 0.5);
|
let (tx, ty) = (bx as f32 + 0.5, by as f32 + 0.5);
|
||||||
@@ -3542,6 +3552,17 @@ impl Game {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// planned walls are raised
|
||||||
|
if let Some(p) = self.map.search(cur, self.map.walk_cost(), |i| self.planned_wall_near(i, me).is_some(), true) {
|
||||||
|
let end = p.last().copied().unwrap_or(cur);
|
||||||
|
if let Some(w) = self.planned_wall_near(end, me) {
|
||||||
|
self.map.t[w].reserved = me;
|
||||||
|
e.path = p;
|
||||||
|
e.job = Job::RaiseWall(w);
|
||||||
|
e.timer = 0.0;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
// ... and so are bridges the knights worked on
|
// ... and so are bridges the knights worked on
|
||||||
if let Some(p) = self.map.search(cur, self.map.walk_cost(), |i| self.worn_bridge_near(i).is_some(), true) {
|
if let Some(p) = self.map.search(cur, self.map.walk_cost(), |i| self.worn_bridge_near(i).is_some(), true) {
|
||||||
let end = p.last().copied().unwrap_or(cur);
|
let end = p.last().copied().unwrap_or(cur);
|
||||||
@@ -5618,6 +5639,7 @@ pub fn job_name(e: &Ent) -> &'static str {
|
|||||||
Job::Reinforce(_) => "job.reinforce",
|
Job::Reinforce(_) => "job.reinforce",
|
||||||
Job::Repair(_) => "job.repair",
|
Job::Repair(_) => "job.repair",
|
||||||
Job::MendBridge(_) => "job.mend_bridge",
|
Job::MendBridge(_) => "job.mend_bridge",
|
||||||
|
Job::RaiseWall(_) => "job.raise_wall",
|
||||||
Job::Carry(_) => "job.carry",
|
Job::Carry(_) => "job.carry",
|
||||||
Job::Pray(_) => "job.pray",
|
Job::Pray(_) => "job.pray",
|
||||||
Job::HealCore => "job.heal_core",
|
Job::HealCore => "job.heal_core",
|
||||||
|
|||||||
+15
@@ -88,6 +88,7 @@ pub const T_CAP: u32 = 200; // giant mushroom cap, glowing spots
|
|||||||
pub const T_BARK: u32 = 201; // tree trunk
|
pub const T_BARK: u32 = 201; // tree trunk
|
||||||
pub const T_LEAVES: u32 = 202; // 2 variants: tree crown
|
pub const T_LEAVES: u32 = 202; // 2 variants: tree crown
|
||||||
pub const T_GRASS: u32 = 204; // 4 variants: grass above ground
|
pub const T_GRASS: u32 = 204; // 4 variants: grass above ground
|
||||||
|
pub const I_WALL: u32 = 208; // wall tool: bricks rising from the floor
|
||||||
|
|
||||||
pub struct Gfx {
|
pub struct Gfx {
|
||||||
pub atlas: Texture2D,
|
pub atlas: Texture2D,
|
||||||
@@ -827,6 +828,20 @@ fn gen_atlas() -> Image {
|
|||||||
None
|
None
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
// wall tool icon: a block of bricks with an arrow up
|
||||||
|
cv.cell(I_WALL, |x, y| {
|
||||||
|
if (3..=12).contains(&x) && (6..=14).contains(&y) {
|
||||||
|
let row = (y - 6) / 3;
|
||||||
|
let joint = (y - 6) % 3 == 2 || (x + row * 3) % 6 == 0;
|
||||||
|
Some(if joint { c(60, 40, 30) } else { c(150, 100, 70) })
|
||||||
|
} else if y <= 4 && (x - 8).abs() <= 4 - y.max(1) + 1 && y >= 1 {
|
||||||
|
Some(c(200, 140, 255))
|
||||||
|
} else if y == 5 && (7..=9).contains(&x) {
|
||||||
|
Some(c(200, 140, 255))
|
||||||
|
} else {
|
||||||
|
None
|
||||||
|
}
|
||||||
|
});
|
||||||
// frost spell icon: a snowflake
|
// frost spell icon: a snowflake
|
||||||
cv.cell(I_FREEZE, |x, y| {
|
cv.cell(I_FREEZE, |x, y| {
|
||||||
let (dx, dy) = (x - 8, y - 8);
|
let (dx, dy) = (x - 8, y - 8);
|
||||||
|
|||||||
+23
-2
@@ -41,6 +41,7 @@ mod spells;
|
|||||||
mod touch;
|
mod touch;
|
||||||
mod ui;
|
mod ui;
|
||||||
mod voice;
|
mod voice;
|
||||||
|
mod walls;
|
||||||
mod wilds;
|
mod wilds;
|
||||||
mod wood;
|
mod wood;
|
||||||
mod xm;
|
mod xm;
|
||||||
@@ -108,7 +109,7 @@ fn tool_tile(cam: &Cam, map: &map::Map, tool: Tool, mx: f32, my: f32) -> Option<
|
|||||||
}
|
}
|
||||||
|
|
||||||
fn area_tool(t: Tool) -> bool {
|
fn area_tool(t: Tool) -> bool {
|
||||||
matches!(t, Tool::Dig | Tool::Room(_) | Tool::Sell | Tool::Bridge | Tool::Steel | Tool::Drawbridge)
|
matches!(t, Tool::Dig | Tool::Room(_) | Tool::Sell | Tool::Bridge | Tool::Steel | Tool::Drawbridge | Tool::Wall)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Use the active tool on the world at (mx, my) (CSS pixels): a click, or a tap on touch screens
|
// Use the active tool on the world at (mx, my) (CSS pixels): a click, or a tap on touch screens
|
||||||
@@ -121,7 +122,7 @@ fn world_action(app: &mut App, ui: &mut Ui, r3d: &R3d, inp: &mut Input, mx: f32,
|
|||||||
let ground = app.cam.ground_point(mx, my);
|
let ground = app.cam.ground_point(mx, my);
|
||||||
let (wx, wy) = (ground.x, ground.y);
|
let (wx, wy) = (ground.x, ground.y);
|
||||||
match (ui.tool, tile) {
|
match (ui.tool, tile) {
|
||||||
(Tool::Dig | Tool::Room(_) | Tool::Sell | Tool::Bridge | Tool::Steel | Tool::Drawbridge, Some(t)) => inp.ldown = Some(t),
|
(Tool::Dig | Tool::Room(_) | Tool::Sell | Tool::Bridge | Tool::Steel | Tool::Drawbridge | Tool::Wall, Some(t)) => inp.ldown = Some(t),
|
||||||
(Tool::Hand, _) => {
|
(Tool::Hand, _) => {
|
||||||
let j = r3d.pick_ent(&app.game, &app.cam, mx, my, false);
|
let j = r3d.pick_ent(&app.game, &app.cam, mx, my, false);
|
||||||
let Some(j) = j else { return };
|
let Some(j) = j else { return };
|
||||||
@@ -165,6 +166,7 @@ fn finish_rect(app: &mut App, tool: Tool, start: (i32, i32), mx: f32, my: f32) {
|
|||||||
Tool::Sell => app.game.queue(Act::Sell(r)),
|
Tool::Sell => app.game.queue(Act::Sell(r)),
|
||||||
Tool::Bridge => app.game.queue(Act::Bridge(r)),
|
Tool::Bridge => app.game.queue(Act::Bridge(r)),
|
||||||
Tool::Drawbridge => app.game.queue(Act::Drawbridge(r)),
|
Tool::Drawbridge => app.game.queue(Act::Drawbridge(r)),
|
||||||
|
Tool::Wall => app.game.queue(Act::Wall(r)),
|
||||||
Tool::Steel => app.game.queue(Act::Steel(r)),
|
Tool::Steel => app.game.queue(Act::Steel(r)),
|
||||||
_ => {}
|
_ => {}
|
||||||
}
|
}
|
||||||
@@ -1949,6 +1951,7 @@ fn draw_frame(app: &mut App, gfx: &Gfx, r3d: &mut R3d, ui: &mut Ui, menu: &mut M
|
|||||||
Tool::Heal => (Color::new(0.4, 1.0, 0.5, 1.0), Some((ground.x, ground.y, 2.55))),
|
Tool::Heal => (Color::new(0.4, 1.0, 0.5, 1.0), Some((ground.x, ground.y, 2.55))),
|
||||||
Tool::Summon => (Color::new(0.8, 0.5, 1.0, 1.0), None),
|
Tool::Summon => (Color::new(0.8, 0.5, 1.0, 1.0), None),
|
||||||
Tool::Bridge | Tool::Drawbridge => (Color::new(0.9, 0.7, 0.4, 1.0), None),
|
Tool::Bridge | Tool::Drawbridge => (Color::new(0.9, 0.7, 0.4, 1.0), None),
|
||||||
|
Tool::Wall => (Color::new(0.8, 0.4, 1.0, 1.0), None),
|
||||||
Tool::Steel => (Color::new(0.75, 0.8, 0.9, 1.0), None),
|
Tool::Steel => (Color::new(0.75, 0.8, 0.9, 1.0), None),
|
||||||
Tool::Tower(_) => (Color::new(1.0, 0.6, 0.25, 1.0), None),
|
Tool::Tower(_) => (Color::new(1.0, 0.6, 0.25, 1.0), None),
|
||||||
Tool::Trap(_) => (Color::new(1.0, 0.4, 0.3, 1.0), None),
|
Tool::Trap(_) => (Color::new(1.0, 0.4, 0.3, 1.0), None),
|
||||||
@@ -1966,6 +1969,24 @@ fn draw_frame(app: &mut App, gfx: &Gfx, r3d: &mut R3d, ui: &mut Ui, menu: &mut M
|
|||||||
if app.settings.debug_trigger_zones || app.settings.debug_path_lines || app.editor_testing {
|
if app.settings.debug_trigger_zones || app.settings.debug_path_lines || app.editor_testing {
|
||||||
draw_debug_3d(app, now);
|
draw_debug_3d(app, now);
|
||||||
}
|
}
|
||||||
|
// planned walls of this master: a pulsing frame where the wall will rise
|
||||||
|
let pulse = 0.55 + 0.25 * ((now * 3.0).sin() as f32);
|
||||||
|
let me = app.game.local_side;
|
||||||
|
for &(i, side) in app.game.wall_plans.iter().filter(|p| p.1 == me).take(200) {
|
||||||
|
let (x, z) = map::xy(i);
|
||||||
|
let (x0, z0, x1, z1) = (x as f32 + 0.08, z as f32 + 0.08, x as f32 + 0.92, z as f32 + 0.92);
|
||||||
|
let c = Color::new(0.75, 0.45, 1.0, pulse);
|
||||||
|
let _ = side;
|
||||||
|
for h in [0.02, 0.9] {
|
||||||
|
line3(vec3(x0, h, z0), vec3(x1, h, z0), 0.04, c);
|
||||||
|
line3(vec3(x1, h, z0), vec3(x1, h, z1), 0.04, c);
|
||||||
|
line3(vec3(x1, h, z1), vec3(x0, h, z1), 0.04, c);
|
||||||
|
line3(vec3(x0, h, z1), vec3(x0, h, z0), 0.04, c);
|
||||||
|
}
|
||||||
|
for (a, b) in [(x0, z0), (x1, z0), (x1, z1), (x0, z1)] {
|
||||||
|
line3(vec3(a, 0.02, b), vec3(a, 0.9, b), 0.04, c);
|
||||||
|
}
|
||||||
|
}
|
||||||
let title_screen = matches!(
|
let title_screen = matches!(
|
||||||
menu.page,
|
menu.page,
|
||||||
Some(Page::Title)
|
Some(Page::Title)
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ pub const TABS: [&str; 4] = ["best.tab.creatures", "best.tab.humans", "best.tab.
|
|||||||
const CREATURES: [EK; 14] = [EK::Worker, EK::Kobold, EK::Spider, EK::Mage, EK::Ogre, EK::Jailer, EK::Priestess, EK::Chainbreaker, EK::Cogling, EK::Revenant, EK::Bat, EK::Gargoyle, EK::Owl, EK::Wyrm];
|
const CREATURES: [EK; 14] = [EK::Worker, EK::Kobold, EK::Spider, EK::Mage, EK::Ogre, EK::Jailer, EK::Priestess, EK::Chainbreaker, EK::Cogling, EK::Revenant, EK::Bat, EK::Gargoyle, EK::Owl, EK::Wyrm];
|
||||||
const HUMANS: [EK; 8] = [EK::Knight, EK::Archer, EK::Priest, EK::Dwarf, EK::Fairy, EK::BattleMage, EK::Giant, EK::Paladin];
|
const HUMANS: [EK; 8] = [EK::Knight, EK::Archer, EK::Priest, EK::Dwarf, EK::Fairy, EK::BattleMage, EK::Giant, EK::Paladin];
|
||||||
// buildings: indices into ui::TOOLS
|
// buildings: indices into ui::TOOLS
|
||||||
const BUILDINGS: [usize; 31] = [2, 3, 4, 5, 6, 12, 40, 13, 18, 21, 41, 42, 43, 44, 17, 47, 19, 14, 15, 16, 20, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31];
|
const BUILDINGS: [usize; 32] = [2, 3, 4, 5, 6, 12, 40, 13, 18, 21, 41, 42, 43, 44, 17, 47, 49, 19, 14, 15, 16, 20, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31];
|
||||||
|
|
||||||
#[derive(Clone, Copy)]
|
#[derive(Clone, Copy)]
|
||||||
enum Entry {
|
enum Entry {
|
||||||
@@ -267,6 +267,7 @@ impl Menu {
|
|||||||
crate::ui::Tool::Tower(k) => crate::game::tower_name(k).trim_start_matches("tower.").to_string(),
|
crate::ui::Tool::Tower(k) => crate::game::tower_name(k).trim_start_matches("tower.").to_string(),
|
||||||
crate::ui::Tool::Bridge => "bridge".into(),
|
crate::ui::Tool::Bridge => "bridge".into(),
|
||||||
crate::ui::Tool::Drawbridge => "drawbridge".into(),
|
crate::ui::Tool::Drawbridge => "drawbridge".into(),
|
||||||
|
crate::ui::Tool::Wall => "wall".into(),
|
||||||
crate::ui::Tool::Trap(k) => k.id().into(),
|
crate::ui::Tool::Trap(k) => k.id().into(),
|
||||||
_ => "steel".into(),
|
_ => "steel".into(),
|
||||||
};
|
};
|
||||||
|
|||||||
+1
-1
@@ -45,7 +45,7 @@ pub const RESEARCH: &[(usize, f32)] = &[
|
|||||||
];
|
];
|
||||||
|
|
||||||
// known from the start in free play
|
// known from the start in free play
|
||||||
pub const BASE_TOOLS: &[usize] = &[0, 1, 2, 3, 4, 6, 7, 8, 9, 14, 17, 20, 45, 46];
|
pub const BASE_TOOLS: &[usize] = &[0, 1, 2, 3, 4, 6, 7, 8, 9, 14, 17, 20, 45, 46, 49];
|
||||||
|
|
||||||
// campaign: what the next missions bring may be researched early
|
// campaign: what the next missions bring may be researched early
|
||||||
const LOOKAHEAD: usize = 4;
|
const LOOKAHEAD: usize = 4;
|
||||||
|
|||||||
@@ -175,13 +175,14 @@ pub enum Tool {
|
|||||||
Bridge,
|
Bridge,
|
||||||
Steel,
|
Steel,
|
||||||
Drawbridge,
|
Drawbridge,
|
||||||
|
Wall,
|
||||||
Trap(crate::traps::TrapKind),
|
Trap(crate::traps::TrapKind),
|
||||||
Spell(crate::spells::Spell),
|
Spell(crate::spells::Spell),
|
||||||
Order(u8), // 0 attack, 1 guard
|
Order(u8), // 0 attack, 1 guard
|
||||||
}
|
}
|
||||||
|
|
||||||
// New tools are appended so that existing key bindings ("tool<i>") keep their meaning
|
// New tools are appended so that existing key bindings ("tool<i>") keep their meaning
|
||||||
pub const TOOLS: [Tool; 49] = [
|
pub const TOOLS: [Tool; 50] = [
|
||||||
Tool::Dig,
|
Tool::Dig,
|
||||||
Tool::Hand,
|
Tool::Hand,
|
||||||
Tool::Room(0),
|
Tool::Room(0),
|
||||||
@@ -231,6 +232,7 @@ pub const TOOLS: [Tool; 49] = [
|
|||||||
Tool::Order(1),
|
Tool::Order(1),
|
||||||
Tool::Drawbridge,
|
Tool::Drawbridge,
|
||||||
Tool::Spell(crate::spells::Spell::Freeze),
|
Tool::Spell(crate::spells::Spell::Freeze),
|
||||||
|
Tool::Wall,
|
||||||
];
|
];
|
||||||
|
|
||||||
|
|
||||||
@@ -274,6 +276,7 @@ pub fn tool_info(t: Tool) -> ToolInfo {
|
|||||||
Tool::Summon => ("summon", I_SUMMON, None),
|
Tool::Summon => ("summon", I_SUMMON, None),
|
||||||
Tool::Bridge => ("bridge", I_BRIDGE, None),
|
Tool::Bridge => ("bridge", I_BRIDGE, None),
|
||||||
Tool::Drawbridge => ("drawbridge", I_DRAWBRIDGE, None),
|
Tool::Drawbridge => ("drawbridge", I_DRAWBRIDGE, None),
|
||||||
|
Tool::Wall => ("wall", I_WALL, None),
|
||||||
Tool::Steel => ("steel", I_STEEL, None),
|
Tool::Steel => ("steel", I_STEEL, None),
|
||||||
};
|
};
|
||||||
let name = match room {
|
let name = match room {
|
||||||
@@ -289,6 +292,7 @@ pub fn tool_cost_static(t: Tool) -> String {
|
|||||||
Tool::Spell(sp) => trf("cost.mana", &[(sp.cost() as i32).to_string()]),
|
Tool::Spell(sp) => trf("cost.mana", &[(sp.cost() as i32).to_string()]),
|
||||||
Tool::Trap(k) => trf("cost.work", &[(k.work() as i32).to_string()]),
|
Tool::Trap(k) => trf("cost.work", &[(k.work() as i32).to_string()]),
|
||||||
Tool::Bridge => trf("cost.bridge", &[BRIDGE_COST[0].to_string(), (crate::wood::BRIDGE_WOOD as i32).to_string(), BRIDGE_COST[1].to_string()]),
|
Tool::Bridge => trf("cost.bridge", &[BRIDGE_COST[0].to_string(), (crate::wood::BRIDGE_WOOD as i32).to_string(), BRIDGE_COST[1].to_string()]),
|
||||||
|
Tool::Wall => trf("cost.gold_tile", &[(crate::walls::WALL_COST as i32).to_string()]),
|
||||||
Tool::Drawbridge => trf("cost.drawbridge", &[DRAWBRIDGE_COST[0].to_string(), (crate::wood::DRAWBRIDGE_WOOD as i32).to_string(), DRAWBRIDGE_COST[1].to_string()]),
|
Tool::Drawbridge => trf("cost.drawbridge", &[DRAWBRIDGE_COST[0].to_string(), (crate::wood::DRAWBRIDGE_WOOD as i32).to_string(), DRAWBRIDGE_COST[1].to_string()]),
|
||||||
Tool::Steel => trf("cost.steel", &[STEEL_COST[0].to_string(), STEEL_COST[1].to_string()]),
|
Tool::Steel => trf("cost.steel", &[STEEL_COST[0].to_string(), STEEL_COST[1].to_string()]),
|
||||||
Tool::Tower(TowerKind::Rune) => {
|
Tool::Tower(TowerKind::Rune) => {
|
||||||
@@ -315,6 +319,7 @@ pub fn tool_cost(t: Tool, g: &Game) -> String {
|
|||||||
Tool::Heal => trf("cost.mana", &["60".into()]),
|
Tool::Heal => trf("cost.mana", &["60".into()]),
|
||||||
Tool::Summon => trf("cost.mana", &[(g.summon_cost() as i32).to_string()]),
|
Tool::Summon => trf("cost.mana", &[(g.summon_cost() as i32).to_string()]),
|
||||||
Tool::Bridge => trf("cost.bridge", &[BRIDGE_COST[0].to_string(), (crate::wood::BRIDGE_WOOD as i32).to_string(), BRIDGE_COST[1].to_string()]),
|
Tool::Bridge => trf("cost.bridge", &[BRIDGE_COST[0].to_string(), (crate::wood::BRIDGE_WOOD as i32).to_string(), BRIDGE_COST[1].to_string()]),
|
||||||
|
Tool::Wall => trf("cost.gold_tile", &[(crate::walls::WALL_COST as i32).to_string()]),
|
||||||
Tool::Drawbridge => trf("cost.drawbridge", &[DRAWBRIDGE_COST[0].to_string(), (crate::wood::DRAWBRIDGE_WOOD as i32).to_string(), DRAWBRIDGE_COST[1].to_string()]),
|
Tool::Drawbridge => trf("cost.drawbridge", &[DRAWBRIDGE_COST[0].to_string(), (crate::wood::DRAWBRIDGE_WOOD as i32).to_string(), DRAWBRIDGE_COST[1].to_string()]),
|
||||||
Tool::Steel => trf("cost.steel", &[STEEL_COST[0].to_string(), STEEL_COST[1].to_string()]),
|
Tool::Steel => trf("cost.steel", &[STEEL_COST[0].to_string(), STEEL_COST[1].to_string()]),
|
||||||
Tool::Tower(TowerKind::Rune) => {
|
Tool::Tower(TowerKind::Rune) => {
|
||||||
@@ -337,7 +342,7 @@ pub fn tool_cost(t: Tool, g: &Game) -> String {
|
|||||||
pub const CATS: [(&str, &[usize]); 7] = [
|
pub const CATS: [(&str, &[usize]); 7] = [
|
||||||
("cat.dig", &[0]),
|
("cat.dig", &[0]),
|
||||||
("cat.hand", &[1]),
|
("cat.hand", &[1]),
|
||||||
("cat.rooms", &[2, 3, 4, 5, 6, 12, 40, 13, 18, 21, 41, 42, 43, 44, 17, 47]),
|
("cat.rooms", &[2, 3, 4, 5, 6, 12, 40, 13, 18, 21, 41, 42, 43, 44, 17, 47, 49]),
|
||||||
("cat.towers", &[14, 15, 16, 20]),
|
("cat.towers", &[14, 15, 16, 20]),
|
||||||
("cat.traps", &[22, 23, 24, 25, 26, 27, 28, 29, 30, 31]),
|
("cat.traps", &[22, 23, 24, 25, 26, 27, 28, 29, 30, 31]),
|
||||||
("cat.spells", &[9, 10, 11, 32, 33, 34, 35, 36, 37, 38, 39, 48]),
|
("cat.spells", &[9, 10, 11, 32, 33, 34, 35, 36, 37, 38, 39, 48]),
|
||||||
|
|||||||
+162
@@ -0,0 +1,162 @@
|
|||||||
|
// Raising walls: the master plans walls on his own empty floor (the wall tool, paid at once);
|
||||||
|
// pit imps raise them as reinforced earth. Tunnels can be closed again and doors put where they
|
||||||
|
// matter. Dragging over a planned tile again cancels the plan (the gold comes back).
|
||||||
|
|
||||||
|
use crate::game::*;
|
||||||
|
use crate::map::*;
|
||||||
|
|
||||||
|
// gold a raised wall costs
|
||||||
|
pub const WALL_COST: f32 = 50.0;
|
||||||
|
// seconds of imp work for one wall
|
||||||
|
pub const WALL_WORK: f32 = 3.0;
|
||||||
|
|
||||||
|
impl Game {
|
||||||
|
// a tile where a wall may be planned: own plain floor without a trap, door or torch stand
|
||||||
|
fn wall_spot(&self, i: usize) -> bool {
|
||||||
|
let t = &self.map.t[i];
|
||||||
|
t.kind == Kind::Floor && t.owner == self.me && !self.traps.iter().any(|tr| tr.tile == i)
|
||||||
|
}
|
||||||
|
|
||||||
|
// the wall tool over a rectangle: plans walls (or cancels planned ones)
|
||||||
|
pub fn plan_walls(&mut self, x0: i32, y0: i32, x1: i32, y1: i32) {
|
||||||
|
let (mut planned, mut cancelled, mut broke) = (0, 0, false);
|
||||||
|
for y in y0.min(y1)..=y0.max(y1) {
|
||||||
|
for x in x0.min(x1)..=x0.max(x1) {
|
||||||
|
if !inb(x, y) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
let i = idx(x, y);
|
||||||
|
if let Some(k) = self.wall_plans.iter().position(|p| p.0 == i && p.1 == self.me_side) {
|
||||||
|
self.wall_plans.swap_remove(k);
|
||||||
|
self.gold += WALL_COST;
|
||||||
|
cancelled += 1;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if !self.wall_spot(i) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if self.gold < WALL_COST {
|
||||||
|
broke = true;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
self.gold -= WALL_COST;
|
||||||
|
self.wall_plans.push((i, self.me_side));
|
||||||
|
planned += 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if broke {
|
||||||
|
self.msg("msg.no_gold", vec![]);
|
||||||
|
self.sfx_ui(Sfx::Error);
|
||||||
|
} else if planned + cancelled == 0 {
|
||||||
|
self.hint(33, "hint.wall_where");
|
||||||
|
} else {
|
||||||
|
self.sfx_ui(Sfx::FlagSet);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// a planned wall of the master being processed next to tile i (for his imps)
|
||||||
|
pub(crate) fn planned_wall_near(&self, i: usize, me: u32) -> Option<usize> {
|
||||||
|
if self.wall_plans.is_empty() {
|
||||||
|
return None;
|
||||||
|
}
|
||||||
|
let (x, y) = xy(i);
|
||||||
|
DIR4.iter().find_map(|&(dx, dy)| {
|
||||||
|
if !inb(x + dx, y + dy) {
|
||||||
|
return None;
|
||||||
|
}
|
||||||
|
let n = idx(x + dx, y + dy);
|
||||||
|
let t = &self.map.t[n];
|
||||||
|
let mine = self.wall_plans.iter().any(|p| p.0 == n && p.1 == self.me_side);
|
||||||
|
(mine && (t.reserved == 0 || t.reserved == me)).then_some(n)
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
// an imp works on a planned wall: true while there is more to do
|
||||||
|
pub(crate) fn raise_wall_job(&mut self, e: &mut Ent, w: usize, dt: f32) -> bool {
|
||||||
|
let me = e.id + 1;
|
||||||
|
let planned = self.wall_plans.iter().any(|p| p.0 == w && p.1 == self.me_side);
|
||||||
|
if !planned || !adj4(e.tile(), w) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// the ground was lost or built over: the plan is dropped, the gold comes back
|
||||||
|
if !self.wall_spot(w) {
|
||||||
|
self.wall_plans.retain(|p| p.0 != w);
|
||||||
|
self.gold += WALL_COST;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
self.map.t[w].reserved = me;
|
||||||
|
let (wx, wy) = xy(w);
|
||||||
|
e.face = sgn(wx as f32 + 0.5 - e.x);
|
||||||
|
e.working = true;
|
||||||
|
e.timer += dt * self.help_speed(w);
|
||||||
|
if e.timer < WALL_WORK {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
e.timer = 0.0;
|
||||||
|
// whoever stands there steps aside
|
||||||
|
let bank = DIR8.iter().map(|&(dx, dy)| (wx + dx, wy + dy)).find(|&(bx, by)| self.map.walk(bx, by) && idx(bx, by) != w);
|
||||||
|
for o in self.ents.iter_mut() {
|
||||||
|
if o.alive && !o.held && o.tile() == w {
|
||||||
|
if let Some((bx, by)) = bank {
|
||||||
|
o.x = bx as f32 + 0.5;
|
||||||
|
o.y = by as f32 + 0.5;
|
||||||
|
o.path.clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// torch stands on the tile and wall torches facing it go
|
||||||
|
self.torches.retain(|t| !(t.stand && t.wall == w) && !(!t.stand && {
|
||||||
|
let (tx, ty) = xy(t.wall);
|
||||||
|
let (dx, dy) = DIR4[t.dir % 4];
|
||||||
|
inb(tx + dx, ty + dy) && idx(tx + dx, ty + dy) == w
|
||||||
|
}));
|
||||||
|
let tl = &mut self.map.t[w];
|
||||||
|
tl.kind = Kind::Earth;
|
||||||
|
tl.reinforced = true;
|
||||||
|
tl.hp = 12.0;
|
||||||
|
tl.marked = false;
|
||||||
|
tl.reserved = 0;
|
||||||
|
tl.bed = 0;
|
||||||
|
tl.food = 0.0;
|
||||||
|
self.wall_plans.retain(|p| p.0 != w);
|
||||||
|
self.fx(8, wx as f32 + 0.5, wy as f32 + 0.5, 0.0, 0.0, 0.5, 0xff4040e0);
|
||||||
|
self.sfx(Sfx::Reinforce, wx as f32 + 0.5, wy as f32 + 0.5);
|
||||||
|
false
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[cfg(test)]
|
||||||
|
mod tests {
|
||||||
|
use super::*;
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn imps_raise_planned_walls() {
|
||||||
|
let mut g = Game::new(4, 64, 64);
|
||||||
|
let (cx, cy) = g.map.core;
|
||||||
|
// own floor next to the core
|
||||||
|
let (x, y) = (cx + 4, cy + 1);
|
||||||
|
for (xx, yy) in [(x, y), (x - 1, y), (x + 1, y)] {
|
||||||
|
let t = &mut g.map.t[idx(xx, yy)];
|
||||||
|
t.kind = Kind::Floor;
|
||||||
|
t.owner = Owner::Player;
|
||||||
|
}
|
||||||
|
g.gold = 1000.0;
|
||||||
|
g.plan_walls(x, y, x, y);
|
||||||
|
assert_eq!(g.wall_plans.len(), 1);
|
||||||
|
assert_eq!(g.gold, 1000.0 - WALL_COST);
|
||||||
|
// planning it again cancels (and pays back)
|
||||||
|
g.plan_walls(x, y, x, y);
|
||||||
|
assert!(g.wall_plans.is_empty() && g.gold == 1000.0);
|
||||||
|
g.plan_walls(x, y, x, y);
|
||||||
|
let mut raised = false;
|
||||||
|
for _ in 0..(60 * 20) {
|
||||||
|
g.update(0.05);
|
||||||
|
if g.map.t[idx(x, y)].kind == Kind::Earth {
|
||||||
|
raised = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
assert!(raised, "an imp raised the wall");
|
||||||
|
assert!(g.map.t[idx(x, y)].reinforced && g.wall_plans.is_empty());
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in new issue
Block a user