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9804e24015 | ||
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bd956a4f57 |
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@@ -129,7 +129,10 @@ grid), guard and attack markers (shields and swords), savegames with the game st
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to the gate; slain, his loot is yours; from wave 3), monk (spells do not touch him, 5), ranger (shoots, lays
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snares that hurt and stun a creature, 7), inquisitor (fragile, every 20 s turns a nearby kobold or spider to
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the heroes, 9). In the campaign from missions 5, 9, 12 and 16 on.
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4. **Master talents** - Builder, Warlord, Warlock, Merchant (5 levels each), a toolbar button; per game,
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carried over in the campaign.
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4. **Master talents** (done, v202611-00064, talents.rs) - experience from slain heroes, digging, rooms, walls,
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traps, towers, spells and gold; points get dearer (300, 450, 600 ...). Builder (imps dig +10%, rooms -6% per
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level), Warlord (creatures +5% damage, -5% damage taken), Warlock (mana +15%, spells -6%), Merchant (wages
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-6%, treasure +6%); 5 levels each. The "Master" button (number of free points, pulsing) opens the window.
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AI masters spend their points themselves; per game, carried over in the campaign and co-op runs.
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5. **Weather above ground** - rain (puts out fire), fog (less sight), storms (lightning in trees and units).
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6. **Named creatures** - names per kind and language, epithets at higher levels, memorial stones.
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@@ -1693,3 +1693,22 @@ tut.slap = Křivoprst: Ha! Slyšel jsi to? Něco přichází od východu. Připr
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tut.obj6 = Poraz dva rytíře.
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tut.knights = Křivoprst: Dva rytíři! Pošli na ně tvory útočnou vlajkou (Rozkazy) nebo je zasáhni bleskem.
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tut.win = Křivoprst: Výborně, pane! To je všechno. No - skoro. Zbytek poví kampaň. Přistavím vodu na čaj.
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# master talents
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cat.master = Pán
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talent.title = Pánovy talenty
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talent.points = Volné body talentů: {0}
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talent.next = {0}/{1} zkušeností do dalšího bodu
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talent.all = Všechny talenty jsou naučené.
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talent.builder = Stavitel
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talent.warlord = Vojevůdce
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talent.warlock = Černokněžník
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talent.merchant = Obchodník
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talent.builder.desc = Čertíci kopou o {0}% rychleji, místnosti stojí o {1}% méně.
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talent.warlord.desc = Tvorové udeří o {0}% silněji a dostávají o {1}% méně poškození.
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talent.warlock.desc = Mana proudí o {0}% rychleji, kouzla stojí o {1}% méně.
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talent.merchant.desc = Mzdy jsou o {0}% nižší, doručené poklady mají o {1}% vyšší hodnotu.
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talent.none = Zatím nenaučeno.
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talent.then = Další úroveň: {0}
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msg.talent_point = Nový bod talentu! Použij ho v okně pána.
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msg.talent_learned = {0}: úroveň {1} naučena.
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@@ -1692,3 +1692,22 @@ tut.slap = Krumfinger: Ha! Hørte du det? Noget kommer fra øst. Gør dig klar:
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tut.obj6 = Besejr de to riddere.
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tut.knights = Krumfinger: To riddere! Send dine væsner af sted med angrebsflaget (Ordrer), eller ram dem med lynet.
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tut.win = Krumfinger: Godt gået, mester! Det er alt, hvad der skal til. Altså – næsten. Kampagnen fortæller resten. Jeg sætter kedlen over.
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# master talents
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cat.master = Mester
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talent.title = Mestertalenter
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talent.points = Frie talentpoint: {0}
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talent.next = {0}/{1} erfaring til næste point
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talent.all = Alle talenter er lært.
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talent.builder = Bygmester
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talent.warlord = Krigsherre
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talent.warlock = Heksemester
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talent.merchant = Købmand
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talent.builder.desc = Imps graver {0}% hurtigere, rum koster {1}% mindre.
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talent.warlord.desc = Væsner slår {0}% hårdere og tager {1}% mindre skade.
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talent.warlock.desc = Mana flyder {0}% hurtigere, besværgelser koster {1}% mindre.
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talent.merchant.desc = Lønninger er {0}% lavere, afleverede skatte er {1}% mere værd.
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talent.none = Endnu ikke lært.
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talent.then = Næste niveau: {0}
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msg.talent_point = Et nyt talentpoint! Brug det i mestervinduet.
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msg.talent_learned = {0} niveau {1} lært.
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@@ -1692,3 +1692,22 @@ tut.slap = Crookfinger: Ha! Hast du das gehört? Aus dem Osten kommt etwas. Mach
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tut.obj6 = Besiege die beiden Ritter.
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tut.knights = Crookfinger: Zwei Ritter! Schick deine Kreaturen mit der Angriffsflagge (Befehle) oder triff sie mit dem Blitz.
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tut.win = Crookfinger: Gut gemacht, Meister! Mehr ist es nicht. Na ja – fast. Den Rest erzählt die Kampagne. Ich setze Wasser auf.
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# master talents
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cat.master = Meister
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talent.title = Meister-Talente
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talent.points = Freie Talentpunkte: {0}
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talent.next = {0}/{1} Erfahrung bis zum nächsten Punkt
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talent.all = Alle Talente sind gelernt.
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talent.builder = Baumeister
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talent.warlord = Kriegsherr
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talent.warlock = Hexer
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talent.merchant = Händler
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talent.builder.desc = Imps graben {0}% schneller, Räume kosten {1}% weniger.
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talent.warlord.desc = Kreaturen schlagen {0}% härter zu und nehmen {1}% weniger Schaden.
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talent.warlock.desc = Mana fließt {0}% schneller, Zauber kosten {1}% weniger.
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talent.merchant.desc = Löhne sind {0}% niedriger, gelieferte Schätze sind {1}% mehr wert.
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talent.none = Noch nicht gelernt.
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talent.then = Nächste Stufe: {0}
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msg.talent_point = Ein neuer Talentpunkt! Verteile ihn im Meister-Fenster.
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msg.talent_learned = {0} Stufe {1} gelernt.
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@@ -1693,3 +1693,22 @@ tut.slap = Στραβοδάχτυλος: Χα! Το άκουσες; Κάτι έ
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tut.obj6 = Νίκησε τους δύο ιππότες.
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tut.knights = Στραβοδάχτυλος: Δύο ιππότες! Στείλε τα πλάσματά σου με τη σημαία επίθεσης (Εντολές) ή χτύπησέ τους με κεραυνό.
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tut.win = Στραβοδάχτυλος: Μπράβο, αφέντη! Αυτό ήταν όλο. Ε - σχεδόν. Τα υπόλοιπα θα τα πει η εκστρατεία. Βάζω νερό για τσάι.
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# master talents
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cat.master = Άρχοντας
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talent.title = Ταλέντα του άρχοντα
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talent.points = Ελεύθεροι πόντοι ταλέντου: {0}
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talent.next = {0}/{1} εμπειρία ως τον επόμενο πόντο
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talent.all = Όλα τα ταλέντα έχουν μαθευτεί.
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talent.builder = Χτίστης
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talent.warlord = Πολέμαρχος
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talent.warlock = Μαυρομάγος
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talent.merchant = Έμπορος
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talent.builder.desc = Τα δαιμόνια σκάβουν {0}% πιο γρήγορα, τα δωμάτια κοστίζουν {1}% λιγότερο.
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talent.warlord.desc = Τα πλάσματα χτυπούν {0}% πιο δυνατά και δέχονται {1}% λιγότερη ζημιά.
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talent.warlock.desc = Η μάνα ρέει {0}% πιο γρήγορα, τα ξόρκια κοστίζουν {1}% λιγότερο.
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talent.merchant.desc = Οι μισθοί είναι {0}% χαμηλότεροι, ο παραδομένος θησαυρός αξίζει {1}% περισσότερο.
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talent.none = Δεν έχει μαθευτεί ακόμη.
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talent.then = Επόμενο επίπεδο: {0}
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msg.talent_point = Νέος πόντος ταλέντου! Ξόδεψέ τον στο παράθυρο του άρχοντα.
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msg.talent_learned = {0}: μαθεύτηκε το επίπεδο {1}.
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@@ -1693,3 +1693,22 @@ tut.slap = Crookfinger: Ha! Did you hear that? Something is coming from the east
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tut.obj6 = Defeat the two knights.
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tut.knights = Crookfinger: Two knights! Send your creatures with the attack flag (Orders) or strike them with lightning.
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tut.win = Crookfinger: Well done, master! That is all there is to it. Well - almost. The campaign tells the rest. I'll put the kettle on.
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# master talents
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cat.master = Master
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talent.title = Master talents
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talent.points = Free talent points: {0}
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talent.next = {0}/{1} experience to the next point
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talent.all = Every talent is learned.
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talent.builder = Builder
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talent.warlord = Warlord
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talent.warlock = Warlock
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talent.merchant = Merchant
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talent.builder.desc = Imps dig {0}% faster, rooms cost {1}% less.
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talent.warlord.desc = Creatures hit {0}% harder and take {1}% less damage.
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talent.warlock.desc = Mana flows {0}% faster, spells cost {1}% less.
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talent.merchant.desc = Wages are {0}% lower, delivered treasure is worth {1}% more.
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talent.none = Not learned yet.
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talent.then = Next level: {0}
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msg.talent_point = A new talent point! Spend it in the Master window.
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msg.talent_learned = {0} level {1} learned.
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@@ -1693,3 +1693,22 @@ tut.slap = Dedotuerto: ¡Ja! ¿Lo has oído? Algo viene del este. Prepárate: el
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tut.obj6 = Derrota a los dos caballeros.
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tut.knights = Dedotuerto: ¡Dos caballeros! Envía a tus criaturas con la bandera de ataque (Órdenes) o fulmínalos con el rayo.
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tut.win = Dedotuerto: ¡Bien hecho, amo! Eso es todo. Bueno, casi. La campaña cuenta el resto. Voy a poner el agua a hervir.
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# master talents
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cat.master = Maestro
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talent.title = Talentos del maestro
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talent.points = Puntos de talento libres: {0}
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talent.next = {0}/{1} de experiencia hasta el siguiente punto
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talent.all = Todos los talentos están aprendidos.
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talent.builder = Constructor
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talent.warlord = Caudillo
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talent.warlock = Brujo
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talent.merchant = Mercader
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talent.builder.desc = Los diablillos cavan un {0}% más rápido y las salas cuestan un {1}% menos.
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talent.warlord.desc = Las criaturas golpean un {0}% más fuerte y reciben un {1}% menos de daño.
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talent.warlock.desc = El maná fluye un {0}% más rápido y los hechizos cuestan un {1}% menos.
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talent.merchant.desc = Los sueldos son un {0}% más bajos y el tesoro entregado vale un {1}% más.
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talent.none = Aún no aprendido.
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talent.then = Siguiente nivel: {0}
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msg.talent_point = ¡Un nuevo punto de talento! Gástalo en la ventana del maestro.
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msg.talent_learned = {0}: nivel {1} aprendido.
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@@ -1693,3 +1693,22 @@ tut.slap = Crookfinger: Ha! Kuulitko? Idästä tulee jotain. Valmistaudu: salama
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tut.obj6 = Kukista kaksi ritaria.
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tut.knights = Crookfinger: Kaksi ritaria! Lähetä olentosi hyökkäyslipulla (Käskyt) tai iske heitä salamalla.
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tut.win = Crookfinger: Hyvin tehty, mestari! Siinä kaikki. No - melkein. Kampanja kertoo loput. Panen teeveden kiehumaan.
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# master talents
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cat.master = Mestari
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talent.title = Mestarin kyvyt
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talent.points = Vapaita kykypisteitä: {0}
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talent.next = {0}/{1} kokemusta seuraavaan pisteeseen
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talent.all = Kaikki kyvyt on opittu.
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talent.builder = Rakentaja
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talent.warlord = Sotaherra
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talent.warlock = Noita
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talent.merchant = Kauppias
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talent.builder.desc = Pirut kaivavat {0}% nopeammin, huoneet maksavat {1}% vähemmän.
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talent.warlord.desc = Olennot lyövät {0}% kovempaa ja ottavat {1}% vähemmän vahinkoa.
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talent.warlock.desc = Mana virtaa {0}% nopeammin, loitsut maksavat {1}% vähemmän.
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talent.merchant.desc = Palkat ovat {0}% pienemmät, toimitettu aarre on {1}% arvokkaampi.
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talent.none = Ei vielä opittu.
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talent.then = Seuraava taso: {0}
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msg.talent_point = Uusi kykypiste! Käytä se mestarin ikkunassa.
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msg.talent_learned = {0}: taso {1} opittu.
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@@ -1693,3 +1693,22 @@ tut.slap = Krivoprst: Ha! Jesi li čuo? Nešto dolazi s istoka. Pripremi se: mun
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tut.obj6 = Porazi dva viteza.
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tut.knights = Krivoprst: Dva viteza! Pošalji stvorenja zastavom napada (Naredbe) ili ih udari munjom.
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tut.win = Krivoprst: Bravo, gospodaru! To je sve. Pa - skoro. Ostatak će ispričati kampanja. Idem staviti vodu za čaj.
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# master talents
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cat.master = Gospodar
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talent.title = Gospodarevi talenti
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talent.points = Slobodni bodovi talenta: {0}
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talent.next = {0}/{1} iskustva do sljedećeg boda
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talent.all = Svi talenti su naučeni.
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talent.builder = Graditelj
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talent.warlord = Vojskovođa
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talent.warlock = Vještac
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talent.merchant = Trgovac
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talent.builder.desc = Vražići kopaju {0}% brže, sobe koštaju {1}% manje.
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talent.warlord.desc = Stvorenja udaraju {0}% jače i primaju {1}% manje štete.
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talent.warlock.desc = Mana teče {0}% brže, čarolije koštaju {1}% manje.
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talent.merchant.desc = Plaće su {0}% niže, dostavljeno blago vrijedi {1}% više.
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talent.none = Još nije naučeno.
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talent.then = Sljedeća razina: {0}
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msg.talent_point = Novi bod talenta! Potroši ga u prozoru gospodara.
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msg.talent_learned = {0}: naučena razina {1}.
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@@ -1693,3 +1693,22 @@ tut.slap = Crookfinger: Ha! Hallottad? Valami jön keletről. Készülj: a vill
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tut.obj6 = Győzd le a két lovagot.
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tut.knights = Crookfinger: Két lovag! Küldd rájuk a lényeidet a támadózászlóval (Parancs), vagy sújtsd őket villámmal.
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tut.win = Crookfinger: Szép munka, mester! Ennyi az egész. Nos - majdnem. A többit elmondja a hadjárat. Felteszem a teavizet.
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# master talents
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cat.master = Mester
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talent.title = Mesteri tehetségek
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talent.points = Szabad tehetségpontok: {0}
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talent.next = {0}/{1} tapasztalat a következő pontig
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talent.all = Minden tehetség megtanulva.
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talent.builder = Építész
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talent.warlord = Hadúr
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talent.warlock = Boszorkánymester
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talent.merchant = Kereskedő
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talent.builder.desc = A manók {0}%-kal gyorsabban ásnak, a szobák {1}%-kal olcsóbbak.
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talent.warlord.desc = A lények {0}%-kal erősebben ütnek, és {1}%-kal kevesebb sebzést kapnak.
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talent.warlock.desc = A mana {0}%-kal gyorsabban áramlik, a varázslatok {1}%-kal olcsóbbak.
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talent.merchant.desc = A bérek {0}%-kal alacsonyabbak, a leadott kincs {1}%-kal többet ér.
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talent.none = Még nincs megtanulva.
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talent.then = Következő szint: {0}
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msg.talent_point = Új tehetségpont! Költsd el a mester ablakában.
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msg.talent_learned = {0}: {1}. szint megtanulva.
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@@ -1693,3 +1693,22 @@ tut.slap = Ditastorte: Ah! Hai sentito? Qualcosa arriva da est. Preparati: il fu
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tut.obj6 = Sconfiggi i due cavalieri.
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tut.knights = Ditastorte: Due cavalieri! Manda le tue creature con la bandiera d'attacco (Ordini) o colpiscili con il fulmine.
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tut.win = Ditastorte: Ben fatto, padrone! Tutto qui. Be', quasi. Il resto lo racconta la campagna. Metto su il bollitore.
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# master talents
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cat.master = Maestro
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||||
talent.title = Talenti del maestro
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||||
talent.points = Punti talento liberi: {0}
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||||
talent.next = {0}/{1} esperienza al prossimo punto
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talent.all = Tutti i talenti sono appresi.
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talent.builder = Costruttore
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talent.warlord = Condottiero
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talent.warlock = Stregone
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talent.merchant = Mercante
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||||
talent.builder.desc = Gli Imp scavano il {0}% più in fretta, le stanze costano il {1}% in meno.
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talent.warlord.desc = Le creature colpiscono il {0}% più forte e subiscono il {1}% di danni in meno.
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talent.warlock.desc = Il mana scorre il {0}% più in fretta, le magie costano il {1}% in meno.
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talent.merchant.desc = I salari sono il {0}% più bassi, il tesoro consegnato vale il {1}% in più.
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talent.none = Non ancora appreso.
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||||
talent.then = Livello successivo: {0}
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msg.talent_point = Un nuovo punto talento! Spendilo nella finestra del maestro.
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msg.talent_learned = {0}: livello {1} appreso.
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@@ -1693,3 +1693,22 @@ tut.slap = Krommevinger: Ha! Hoorde je dat? Er komt iets uit het oosten. Maak je
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tut.obj6 = Versla de twee ridders.
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||||
tut.knights = Krommevinger: Twee ridders! Stuur je wezens met de aanvalsvlag (Bevelen) of tref ze met de bliksem.
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tut.win = Krommevinger: Goed gedaan, meester! Meer is het niet. Nou ja, bijna. De veldtocht vertelt de rest. Ik zet water op.
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# master talents
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cat.master = Meester
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||||
talent.title = Meestertalenten
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||||
talent.points = Vrije talentpunten: {0}
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||||
talent.next = {0}/{1} ervaring tot het volgende punt
|
||||
talent.all = Alle talenten zijn geleerd.
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||||
talent.builder = Bouwmeester
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||||
talent.warlord = Krijgsheer
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||||
talent.warlock = Heksenmeester
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||||
talent.merchant = Koopman
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||||
talent.builder.desc = Imps graven {0}% sneller, kamers kosten {1}% minder.
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||||
talent.warlord.desc = Wezens slaan {0}% harder en krijgen {1}% minder schade.
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||||
talent.warlock.desc = Mana stroomt {0}% sneller, spreuken kosten {1}% minder.
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||||
talent.merchant.desc = Lonen zijn {0}% lager, afgeleverde schatten zijn {1}% meer waard.
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||||
talent.none = Nog niet geleerd.
|
||||
talent.then = Volgend niveau: {0}
|
||||
msg.talent_point = Een nieuw talentpunt! Besteed het in het meestervenster.
|
||||
msg.talent_learned = {0} niveau {1} geleerd.
|
||||
@@ -1692,3 +1692,22 @@ tut.slap = Krokfinger: Ha! Hørte du det? Noe kommer fra øst. Gjør deg klar: l
|
||||
tut.obj6 = Beseir de to ridderne.
|
||||
tut.knights = Krokfinger: To riddere! Send skapningene dine med angrepsflagget (Ordrer), eller slå dem med lynet.
|
||||
tut.win = Krokfinger: Godt gjort, mester! Det var det hele. Vel – nesten. Kampanjen forteller resten. Jeg setter på kjelen.
|
||||
|
||||
# master talents
|
||||
cat.master = Mester
|
||||
talent.title = Mestertalenter
|
||||
talent.points = Ledige talentpoeng: {0}
|
||||
talent.next = {0}/{1} erfaring til neste poeng
|
||||
talent.all = Alle talenter er lært.
|
||||
talent.builder = Byggmester
|
||||
talent.warlord = Krigsherre
|
||||
talent.warlock = Heksemester
|
||||
talent.merchant = Kjøpmann
|
||||
talent.builder.desc = Imper graver {0}% raskere, rom koster {1}% mindre.
|
||||
talent.warlord.desc = Skapninger slår {0}% hardere og tar {1}% mindre skade.
|
||||
talent.warlock.desc = Mana flyter {0}% raskere, formler koster {1}% mindre.
|
||||
talent.merchant.desc = Lønningene er {0}% lavere, levert skatt er verdt {1}% mer.
|
||||
talent.none = Ikke lært ennå.
|
||||
talent.then = Neste nivå: {0}
|
||||
msg.talent_point = Et nytt talentpoeng! Bruk det i mestervinduet.
|
||||
msg.talent_learned = {0} nivå {1} lært.
|
||||
@@ -1693,3 +1693,22 @@ tut.slap = Dedotorto: Ah! Ouviste aquilo? Vem aí qualquer coisa do leste. Prepa
|
||||
tut.obj6 = Derrota os dois cavaleiros.
|
||||
tut.knights = Dedotorto: Dois cavaleiros! Envia as tuas criaturas com a bandeira de ataque (Ordens) ou atinge-os com o relâmpago.
|
||||
tut.win = Dedotorto: Muito bem, mestre! É tudo. Bem, quase. A campanha conta o resto. Vou pôr a chaleira ao lume.
|
||||
|
||||
# master talents
|
||||
cat.master = Mestre
|
||||
talent.title = Talentos do mestre
|
||||
talent.points = Pontos de talento livres: {0}
|
||||
talent.next = {0}/{1} de experiência até ao próximo ponto
|
||||
talent.all = Todos os talentos foram aprendidos.
|
||||
talent.builder = Construtor
|
||||
talent.warlord = Senhor da Guerra
|
||||
talent.warlock = Bruxo
|
||||
talent.merchant = Mercador
|
||||
talent.builder.desc = Os diabretes cavam {0}% mais depressa e as salas custam {1}% menos.
|
||||
talent.warlord.desc = As criaturas batem {0}% mais forte e sofrem {1}% menos dano.
|
||||
talent.warlock.desc = A mana flui {0}% mais depressa e os feitiços custam {1}% menos.
|
||||
talent.merchant.desc = Os salários são {0}% mais baixos e o tesouro entregue vale {1}% mais.
|
||||
talent.none = Ainda não aprendido.
|
||||
talent.then = Próximo nível: {0}
|
||||
msg.talent_point = Um novo ponto de talento! Gasta-o na janela do mestre.
|
||||
msg.talent_learned = {0}: nível {1} aprendido.
|
||||
@@ -1693,3 +1693,22 @@ tut.slap = Crookfinger: Ha! Ai auzit? Ceva vine dinspre est. Pregătește-te: fu
|
||||
tut.obj6 = Învinge cei doi cavaleri.
|
||||
tut.knights = Crookfinger: Doi cavaleri! Trimite-ți creaturile cu steagul de atac (Ordine) sau lovește-i cu fulgerul.
|
||||
tut.win = Crookfinger: Bravo, stăpâne! Asta e tot. Ei - aproape. Campania îți spune restul. Pun de un ceai.
|
||||
|
||||
# master talents
|
||||
cat.master = Stăpân
|
||||
talent.title = Talentele stăpânului
|
||||
talent.points = Puncte de talent libere: {0}
|
||||
talent.next = {0}/{1} experiență până la următorul punct
|
||||
talent.all = Toate talentele sunt învățate.
|
||||
talent.builder = Constructor
|
||||
talent.warlord = Căpetenie
|
||||
talent.warlock = Vrăjitor
|
||||
talent.merchant = Negustor
|
||||
talent.builder.desc = Drăcușorii sapă cu {0}% mai repede, camerele costă cu {1}% mai puțin.
|
||||
talent.warlord.desc = Creaturile lovesc cu {0}% mai tare și primesc cu {1}% mai puține daune.
|
||||
talent.warlock.desc = Mana curge cu {0}% mai repede, vrăjile costă cu {1}% mai puțin.
|
||||
talent.merchant.desc = Simbriile sunt cu {0}% mai mici, comorile livrate valorează cu {1}% mai mult.
|
||||
talent.none = Încă neînvățat.
|
||||
talent.then = Nivelul următor: {0}
|
||||
msg.talent_point = Un nou punct de talent! Folosește-l în fereastra stăpânului.
|
||||
msg.talent_learned = {0}: nivelul {1} învățat.
|
||||
@@ -1693,3 +1693,22 @@ tut.slap = Кривопал: Ха! Слышал? С востока что-то
|
||||
tut.obj6 = Победи двух рыцарей.
|
||||
tut.knights = Кривопал: Два рыцаря! Пошли своих существ флагом атаки (Приказы) или порази их молнией.
|
||||
tut.win = Кривопал: Молодец, хозяин! Вот и всё. Ну — почти. Остальное расскажет кампания. Пойду поставлю чайник.
|
||||
|
||||
# master talents
|
||||
cat.master = Мастер
|
||||
talent.title = Таланты мастера
|
||||
talent.points = Свободные очки талантов: {0}
|
||||
talent.next = {0}/{1} опыта до следующего очка
|
||||
talent.all = Все таланты изучены.
|
||||
talent.builder = Строитель
|
||||
talent.warlord = Полководец
|
||||
talent.warlock = Чернокнижник
|
||||
talent.merchant = Торговец
|
||||
talent.builder.desc = Бесята копают на {0}% быстрее, комнаты стоят на {1}% меньше.
|
||||
talent.warlord.desc = Существа бьют на {0}% сильнее и получают на {1}% меньше урона.
|
||||
talent.warlock.desc = Мана течёт на {0}% быстрее, чары стоят на {1}% меньше.
|
||||
talent.merchant.desc = Жалованье на {0}% ниже, доставленные сокровища ценятся на {1}% выше.
|
||||
talent.none = Ещё не изучено.
|
||||
talent.then = Следующий уровень: {0}
|
||||
msg.talent_point = Новое очко таланта! Потрать его в окне мастера.
|
||||
msg.talent_learned = {0}: изучен уровень {1}.
|
||||
@@ -1693,3 +1693,22 @@ tut.slap = Krivoprst: Ha! Počul si? Niečo prichádza z východu. Priprav sa: b
|
||||
tut.obj6 = Poraz dvoch rytierov.
|
||||
tut.knights = Krivoprst: Dvaja rytieri! Pošli na nich tvory útočnou vlajkou (Rozkazy) alebo ich zasiahni bleskom.
|
||||
tut.win = Krivoprst: Výborne, pane! To je všetko. No - takmer. Zvyšok povie kampaň. Pristavím vodu na čaj.
|
||||
|
||||
# master talents
|
||||
cat.master = Pán
|
||||
talent.title = Pánove talenty
|
||||
talent.points = Voľné body talentov: {0}
|
||||
talent.next = {0}/{1} skúseností do ďalšieho bodu
|
||||
talent.all = Všetky talenty sú naučené.
|
||||
talent.builder = Staviteľ
|
||||
talent.warlord = Vojvodca
|
||||
talent.warlock = Černokňažník
|
||||
talent.merchant = Obchodník
|
||||
talent.builder.desc = Čertíci kopú o {0}% rýchlejšie, miestnosti stoja o {1}% menej.
|
||||
talent.warlord.desc = Tvory udierajú o {0}% silnejšie a dostávajú o {1}% menej poškodenia.
|
||||
talent.warlock.desc = Mana prúdi o {0}% rýchlejšie, kúzla stoja o {1}% menej.
|
||||
talent.merchant.desc = Mzdy sú o {0}% nižšie, doručené poklady majú o {1}% vyššiu hodnotu.
|
||||
talent.none = Zatiaľ nenaučené.
|
||||
talent.then = Ďalšia úroveň: {0}
|
||||
msg.talent_point = Nový bod talentu! Použi ho v okne pána.
|
||||
msg.talent_learned = {0}: úroveň {1} naučená.
|
||||
@@ -1693,3 +1693,22 @@ tut.slap = Кривопрст: Ха! Јеси ли чуо? Нешто долаз
|
||||
tut.obj6 = Порази два витеза.
|
||||
tut.knights = Кривопрст: Два витеза! Пошаљи створења заставом напада (Наредбе) или их удари муњом.
|
||||
tut.win = Кривопрст: Браво, господару! То је све. Па - скоро. Остатак ће испричати кампања. Идем да ставим воду за чај.
|
||||
|
||||
# master talents
|
||||
cat.master = Господар
|
||||
talent.title = Господареви таленти
|
||||
talent.points = Слободни бодови талента: {0}
|
||||
talent.next = {0}/{1} искуства до следећег бода
|
||||
talent.all = Сви таленти су научени.
|
||||
talent.builder = Градитељ
|
||||
talent.warlord = Војсковођа
|
||||
talent.warlock = Вештац
|
||||
talent.merchant = Трговац
|
||||
talent.builder.desc = Ђаволци копају {0}% брже, собе коштају {1}% мање.
|
||||
talent.warlord.desc = Створења ударају {0}% јаче и примају {1}% мање штете.
|
||||
talent.warlock.desc = Мана тече {0}% брже, чини коштају {1}% мање.
|
||||
talent.merchant.desc = Плате су {0}% ниже, достављено благо вреди {1}% више.
|
||||
talent.none = Још није научено.
|
||||
talent.then = Следећи ниво: {0}
|
||||
msg.talent_point = Нови бод талента! Потроши га у прозору господара.
|
||||
msg.talent_learned = {0}: научен ниво {1}.
|
||||
@@ -1693,3 +1693,22 @@ tut.slap = Crookfinger: Ha! Hörde du det? Något kommer från öster. Gör dig
|
||||
tut.obj6 = Besegra de två riddarna.
|
||||
tut.knights = Crookfinger: Två riddare! Skicka dina varelser med anfallsflaggan (Order) eller träffa dem med blixten.
|
||||
tut.win = Crookfinger: Bra gjort, mästare! Det är allt. Nåja – nästan. Kampanjen berättar resten. Jag sätter på tevattnet.
|
||||
|
||||
# master talents
|
||||
cat.master = Mästare
|
||||
talent.title = Mästartalanger
|
||||
talent.points = Lediga talangpoäng: {0}
|
||||
talent.next = {0}/{1} erfarenhet till nästa poäng
|
||||
talent.all = Alla talanger är inlärda.
|
||||
talent.builder = Byggmästare
|
||||
talent.warlord = Krigsherre
|
||||
talent.warlock = Häxmästare
|
||||
talent.merchant = Köpman
|
||||
talent.builder.desc = Hobar gräver {0}% snabbare, rum kostar {1}% mindre.
|
||||
talent.warlord.desc = Varelser slår {0}% hårdare och tar {1}% mindre skada.
|
||||
talent.warlock.desc = Mana flödar {0}% snabbare, besvärjelser kostar {1}% mindre.
|
||||
talent.merchant.desc = Lönerna är {0}% lägre, levererade skatter är värda {1}% mer.
|
||||
talent.none = Inte inlärd än.
|
||||
talent.then = Nästa nivå: {0}
|
||||
msg.talent_point = En ny talangpoäng! Använd den i mästarfönstret.
|
||||
msg.talent_learned = {0} nivå {1} inlärd.
|
||||
@@ -54,6 +54,7 @@ impl Game {
|
||||
self.ai_rooms(cx, cy);
|
||||
self.ai_towers(d, cx, cy);
|
||||
self.ai_fight(k, d, side, cx, cy);
|
||||
self.ai_talents();
|
||||
}
|
||||
|
||||
// the tiles an AI master may mark: within MARK_REACH tiles of its own ground
|
||||
|
||||
+6
-2
@@ -84,6 +84,8 @@ pub struct Carry {
|
||||
pub rune_free: u32, // unbuilt rune forge towers from chests
|
||||
#[serde(default)]
|
||||
pub rune_final: u32, // unbuilt or sold rune forge towers that were already given back once
|
||||
#[serde(default)]
|
||||
pub talents: crate::talents::Talents, // the master's talents go along from mission to mission
|
||||
}
|
||||
|
||||
pub const CARRY_CREATURES: usize = 5;
|
||||
@@ -580,6 +582,7 @@ fn start_mission_def(d: &MissionDef, i: usize, carry: Option<&Carry>, coop: bool
|
||||
g.gold += c.gold;
|
||||
g.rune_free += c.rune_free;
|
||||
g.rune_final += c.rune_final;
|
||||
g.talents = c.talents.clone();
|
||||
}
|
||||
for (k, &(kind, level, xp)) in joiners.iter().enumerate() {
|
||||
let a = k as f32 * 0.9;
|
||||
@@ -796,7 +799,7 @@ pub fn carry_from(g: &Game) -> Carry {
|
||||
let mut c: Vec<&Ent> = g.ents.iter().filter(|e| e.alive && e.creature()).collect();
|
||||
let power = |e: &Ent| e.max_hp * e.atk() / st(e.kind).interval;
|
||||
c.sort_by(|a, b| power(b).partial_cmp(&power(a)).unwrap_or(std::cmp::Ordering::Equal));
|
||||
Carry { creatures: c.iter().take(CARRY_CREATURES).map(|e| (e.kind, e.level, e.xp)).collect(), gold: (g.gold * CARRY_GOLD).floor(), rune_free: g.rune_free, rune_final: g.rune_final + g.rune_next }
|
||||
Carry { creatures: c.iter().take(CARRY_CREATURES).map(|e| (e.kind, e.level, e.xp)).collect(), gold: (g.gold * CARRY_GOLD).floor(), rune_free: g.rune_free, rune_final: g.rune_final + g.rune_next, talents: g.talents.clone() }
|
||||
}
|
||||
|
||||
// a co-op match of an editor campaign: what every master takes into the next mission - his
|
||||
@@ -810,7 +813,7 @@ pub fn coop_carry_from(g: &Game) -> Vec<(u8, Carry)> {
|
||||
let mut c: Vec<&Ent> = g.ents.iter().filter(|e| e.alive && !e.hero && e.side == side && e.kind != EK::Worker && !e.chained && e.captive == 0).collect();
|
||||
c.sort_by(|a, b| power(b).partial_cmp(&power(a)).unwrap_or(std::cmp::Ordering::Equal).then(a.id.cmp(&b.id)));
|
||||
let creatures = c.iter().take(CARRY_CREATURES).map(|e| (e.kind, e.level, e.xp)).collect();
|
||||
(side, Carry { creatures, gold: (g.gold_of(side).max(0.0) * CARRY_GOLD).floor(), rune_free: 0, rune_final: 0 })
|
||||
(side, Carry { creatures, gold: (g.gold_of(side).max(0.0) * CARRY_GOLD).floor(), rune_free: 0, rune_final: 0, talents: g.talents_of(side) })
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
@@ -824,6 +827,7 @@ pub fn apply_coop_carry(g: &mut Game, carry: &[(u8, Carry)]) {
|
||||
}
|
||||
g.switch_to(*side);
|
||||
g.gold += c.gold.max(0.0);
|
||||
g.talents = c.talents.clone();
|
||||
let (cx, cy) = g.map.core;
|
||||
for (k, &(kind, level, xp)) in c.creatures.iter().take(CARRY_CREATURES).enumerate() {
|
||||
let a = k as f32 * 1.1;
|
||||
|
||||
+6
-1
@@ -101,6 +101,10 @@ pub enum Act {
|
||||
to: u8,
|
||||
amount: u32,
|
||||
},
|
||||
// spend a talent point on a branch (talents.rs)
|
||||
Talent {
|
||||
branch: u8,
|
||||
},
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
|
||||
@@ -148,7 +152,7 @@ impl Game {
|
||||
|
||||
fn mark_command(&mut self, act: Act, side: u8) {
|
||||
let ((x, y), kind, dur) = match act {
|
||||
Act::SendGold { .. } => return, // nothing to point at on the map
|
||||
Act::SendGold { .. } | Act::Talent { .. } => return, // nothing to point at on the map
|
||||
Act::Dig(r) => (rect_center(r), MARK_DIG, 4.0),
|
||||
Act::Room { r, .. } => (rect_center(r), MARK_ROOM, 5.0),
|
||||
Act::Sell(r) => (rect_center(r), MARK_SELL, 4.0),
|
||||
@@ -227,6 +231,7 @@ impl Game {
|
||||
Act::CancelOrders => self.cancel_orders(),
|
||||
Act::Unmark { x, y } => self.unmark(x, y),
|
||||
Act::SendGold { to, amount } => self.send_gold(to, amount),
|
||||
Act::Talent { branch } => self.learn_talent(branch as usize),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+29
-14
@@ -523,6 +523,8 @@ pub struct MasterState {
|
||||
pub rune_next: u32,
|
||||
pub portal_timer: f32,
|
||||
pub punch_ready: f32,
|
||||
#[serde(default)]
|
||||
pub talents: crate::talents::Talents,
|
||||
}
|
||||
|
||||
#[derive(Serialize, Deserialize)]
|
||||
@@ -640,6 +642,8 @@ pub struct Game {
|
||||
#[serde(default)]
|
||||
pub snares: Vec<usize>, // tiles with a ranger's snare (rogues.rs)
|
||||
#[serde(default)]
|
||||
pub talents: crate::talents::Talents, // of the master being processed (talents.rs)
|
||||
#[serde(default)]
|
||||
pub guard_marks: Vec<usize>, // guard markers (shields) of the master being processed (orders.rs)
|
||||
#[serde(default)]
|
||||
pub attack_marks: Vec<usize>, // attack markers (swords)
|
||||
@@ -990,6 +994,7 @@ impl Game {
|
||||
trading: Default::default(),
|
||||
happenings: None,
|
||||
snares: Vec::new(),
|
||||
talents: Default::default(),
|
||||
guard_marks: Vec::new(),
|
||||
attack_marks: Vec::new(),
|
||||
marks_t: 0.0,
|
||||
@@ -1218,7 +1223,7 @@ impl Game {
|
||||
|
||||
// what the next payday costs: wages of all creatures plus the training bill
|
||||
pub fn next_payday_cost(&self) -> f32 {
|
||||
let wages: f32 = self.ents.iter().filter(|e| e.alive && e.creature()).map(|e| st(e.kind).wage as f32 * (1.0 + 0.1 * (e.level - 1) as f32)).sum();
|
||||
let wages: f32 = self.ents.iter().filter(|e| e.alive && e.creature()).map(|e| st(e.kind).wage as f32 * (1.0 + 0.1 * (e.level - 1) as f32)).sum::<f32>() * self.talents.wages();
|
||||
wages + self.training_bill
|
||||
}
|
||||
|
||||
@@ -1514,6 +1519,7 @@ impl Game {
|
||||
rune_next: self.rune_next,
|
||||
portal_timer: self.portal_timer,
|
||||
punch_ready: self.punch_ready,
|
||||
talents: self.talents.clone(),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1549,6 +1555,7 @@ impl Game {
|
||||
self.rune_next = m.rune_next;
|
||||
self.portal_timer = m.portal_timer;
|
||||
self.punch_ready = m.punch_ready;
|
||||
self.talents = m.talents;
|
||||
}
|
||||
|
||||
// make `side` the master being processed (no-op for sides that are no masters)
|
||||
@@ -1734,7 +1741,7 @@ impl Game {
|
||||
// a master's household: mana, core, portals, payday
|
||||
fn economy(&mut self, dt: f32) {
|
||||
self.recount();
|
||||
self.mana = (self.mana + (1.0 + SPRING_MANA * self.springs as f32) * dt).min(self.mana_max());
|
||||
self.mana = (self.mana + (1.0 + SPRING_MANA * self.springs as f32) * self.talents.mana_rate() * dt).min(self.mana_max());
|
||||
self.core_hp = (self.core_hp + 0.5 * dt).min(CORE_HP);
|
||||
|
||||
let owned = self.portals_owned();
|
||||
@@ -2081,13 +2088,14 @@ impl Game {
|
||||
self.training_bill = 0.0;
|
||||
let mut n = 0;
|
||||
let mut total = bill;
|
||||
let merchant = self.talents.wages();
|
||||
for i in 0..self.ents.len() {
|
||||
if !self.ents[i].alive || !self.ents[i].creature() {
|
||||
continue;
|
||||
}
|
||||
let r = self.rng.f();
|
||||
let e = &mut self.ents[i];
|
||||
let w = st(e.kind).wage as f32 * (1.0 + 0.1 * (e.level - 1) as f32);
|
||||
let w = st(e.kind).wage as f32 * (1.0 + 0.1 * (e.level - 1) as f32) * merchant;
|
||||
e.pay_due += w;
|
||||
e.pay_t = r * 55.0;
|
||||
n += 1;
|
||||
@@ -2761,7 +2769,9 @@ impl Game {
|
||||
}
|
||||
|
||||
fn hit(&mut self, e: &mut Ent, j: usize) {
|
||||
let dmg = e.atk() * (0.85 + self.rng.f() * 0.3);
|
||||
// the Warlord talent of the attacker's master
|
||||
let boost = if !e.hero && Owner::MASTER_SIDES.contains(&e.side) { self.talents_of(e.side).damage() } else { 1.0 };
|
||||
let dmg = e.atk() * (0.85 + self.rng.f() * 0.3) * boost;
|
||||
let (tx, ty) = (self.ents[j].x, self.ents[j].y);
|
||||
let s = st(e.kind);
|
||||
// the higher the level, the bigger the attack looks (up to almost twice at Lv 10)
|
||||
@@ -2870,8 +2880,12 @@ impl Game {
|
||||
}
|
||||
let my_id = e.id;
|
||||
e.invis = 0.0; // attacking breaks invisibility
|
||||
let armour = {
|
||||
let t = &self.ents[j];
|
||||
if !t.hero && Owner::MASTER_SIDES.contains(&t.side) { self.talents_of(t.side).armour() } else { 1.0 }
|
||||
};
|
||||
let t = &mut self.ents[j];
|
||||
t.hp -= if t.shield > 0.0 { dmg * 0.5 } else { dmg };
|
||||
t.hp -= if t.shield > 0.0 { dmg * 0.5 } else { dmg } * armour;
|
||||
t.flash = 0.15;
|
||||
if t.creature() && !matches!(t.job, Job::Attack(_)) {
|
||||
t.job = Job::Attack(my_id);
|
||||
@@ -2946,6 +2960,7 @@ impl Game {
|
||||
}
|
||||
if hero {
|
||||
let b = s.bounty as f32 + if kind == EK::Thief { self.thief_loot(id) } else { 0.0 };
|
||||
self.add_master_xp(s.bounty as f32 * crate::talents::HERO_XP);
|
||||
let got = self.add_gold(b);
|
||||
self.fx(5, x, y, 0.0, 0.0, 1.0, 0xff30d0ff);
|
||||
self.sfx(Sfx::HeroDeath, x, y);
|
||||
@@ -3495,7 +3510,7 @@ impl Game {
|
||||
e.face = sgn(tx as f32 + 0.5 - e.x);
|
||||
e.working = true;
|
||||
let skilled = if crate::personality::knows(e, "dig") { 1.25 } else { 1.0 };
|
||||
e.timer += dt * self.help_speed(t) * skilled;
|
||||
e.timer += dt * self.help_speed(t) * skilled * self.talents.dig_speed();
|
||||
if e.timer >= 0.45 {
|
||||
e.timer = 0.0;
|
||||
let fxx = (e.x + tx as f32 + 0.5) * 0.5;
|
||||
@@ -3655,7 +3670,7 @@ impl Game {
|
||||
}
|
||||
Job::Deliver => {
|
||||
if self.is_deposit(cur) {
|
||||
let amount = e.carry as f32;
|
||||
let amount = e.carry as f32 * self.talents.treasure();
|
||||
let got = self.add_res_at(amount, e.carry_res, Some(cur));
|
||||
if got < amount {
|
||||
self.hint(3, "hint.treasury_full");
|
||||
@@ -4939,7 +4954,7 @@ impl Game {
|
||||
|
||||
pub fn build_rect(&mut self, room: usize, x0: i32, y0: i32, x1: i32, y1: i32) {
|
||||
let kind = ROOM_KINDS[room];
|
||||
let cost = ROOM_COST[room] as f32;
|
||||
let cost = (ROOM_COST[room] as f32 * self.talents.room_cost()).round();
|
||||
let mut built = 0;
|
||||
let mut broke = false;
|
||||
for y in y0.min(y1)..=y0.max(y1) {
|
||||
@@ -5693,13 +5708,13 @@ impl Game {
|
||||
}
|
||||
|
||||
pub fn lightning(&mut self, wx: f32, wy: f32) {
|
||||
const COST: f32 = 50.0;
|
||||
if self.mana < COST {
|
||||
let cost = 50.0 * self.talents.spell_cost();
|
||||
if self.mana < cost {
|
||||
self.msg("msg.no_mana_bolt", vec![]);
|
||||
self.sfx_ui(Sfx::Error);
|
||||
return;
|
||||
}
|
||||
self.mana -= COST;
|
||||
self.mana -= cost;
|
||||
self.count(crate::stats::SPELLS, 1.0);
|
||||
self.sfx(Sfx::Lightning, wx, wy);
|
||||
self.fx(1, wx, wy, 0.0, 0.0, 0.5, 0xffffeeaa);
|
||||
@@ -5720,13 +5735,13 @@ impl Game {
|
||||
}
|
||||
|
||||
pub fn heal(&mut self, wx: f32, wy: f32) {
|
||||
const COST: f32 = 60.0;
|
||||
if self.mana < COST {
|
||||
let cost = 60.0 * self.talents.spell_cost();
|
||||
if self.mana < cost {
|
||||
self.msg("msg.no_mana_heal", vec![]);
|
||||
self.sfx_ui(Sfx::Error);
|
||||
return;
|
||||
}
|
||||
self.mana -= COST;
|
||||
self.mana -= cost;
|
||||
self.count(crate::stats::SPELLS, 1.0);
|
||||
self.sfx(Sfx::Heal, wx, wy);
|
||||
let mut fxs = Vec::new();
|
||||
|
||||
+5
-2
@@ -30,6 +30,7 @@ mod props;
|
||||
mod research;
|
||||
mod rival;
|
||||
mod rogues;
|
||||
mod talents;
|
||||
mod render3d;
|
||||
mod rooms;
|
||||
mod save;
|
||||
@@ -969,8 +970,9 @@ async fn main() {
|
||||
// pixel look: the interface on a virtual screen whose pixels are whole parts of the world's
|
||||
let rows = if [270, 360, 480].contains(&app.settings.pixel_rows) { app.settings.pixel_rows as u32 } else { 360 };
|
||||
// the interface needs room: the smallest whole multiple of the world's rows with at least
|
||||
// 900 rows on a desktop (360 -> 1080) and 540 on a touch screen (360 -> 720)
|
||||
let need: u32 = if touch_mode { 540 } else { 900 };
|
||||
// 900 rows (360 -> 1080), on a desktop and on a touch screen alike (a phone has about
|
||||
// 1080 device rows in landscape; a smaller screen draws in device pixels)
|
||||
let need: u32 = 900;
|
||||
ui::set_virtual_rows(rows * need.div_ceil(rows));
|
||||
if touch_mode {
|
||||
// the pointer is the finger, or the position of this frame's gesture
|
||||
@@ -1821,6 +1823,7 @@ app.pending_briefing = briefing_of(&campaign, i);
|
||||
}
|
||||
UiAction::OpenMenu => menu.page = Some(Page::Pause),
|
||||
UiAction::SendGold(to, amount) => app.game.queue(Act::SendGold { to, amount }),
|
||||
UiAction::LearnTalent(branch) => app.game.queue(Act::Talent { branch }),
|
||||
UiAction::Locked => {
|
||||
let locked = ui.last_locked.unwrap_or(usize::MAX);
|
||||
app.game.msg(if app.game.can_research(locked) { "msg.tool_research" } else { "msg.tool_locked" }, vec![]);
|
||||
|
||||
+1
-1
@@ -92,7 +92,7 @@ impl Game {
|
||||
}
|
||||
|
||||
pub fn cast(&mut self, spell: Spell, wx: f32, wy: f32) {
|
||||
let cost = spell.cost();
|
||||
let cost = spell.cost() * self.talents.spell_cost();
|
||||
if self.mana < cost {
|
||||
self.msg("msg.no_mana_cost", vec![(cost as i32).to_string()]);
|
||||
self.sfx_ui(Sfx::Error);
|
||||
|
||||
@@ -48,6 +48,8 @@ impl GameStats {
|
||||
impl Game {
|
||||
// counts for the master at this computer (another master's deeds count on his computer)
|
||||
pub(crate) fn count(&mut self, k: usize, n: f32) {
|
||||
// every master's deeds bring him experience for his talents
|
||||
self.add_master_xp(crate::talents::xp_for(k) * n);
|
||||
if self.me_side != self.local_side || self.demo.is_some() {
|
||||
return;
|
||||
}
|
||||
|
||||
+220
@@ -0,0 +1,220 @@
|
||||
// Master talents: a master earns experience (slain heroes, dug tiles, rooms, walls, traps,
|
||||
// towers, spells, gold) and with it talent points, spent on four branches of five levels each:
|
||||
// Builder (imps dig faster, rooms cost less), Warlord (creatures hit harder and take less
|
||||
// damage), Warlock (more mana, cheaper spells), Merchant (lower wages, more gold from treasure).
|
||||
// Per game in free play and matches; in the campaign they go along from mission to mission.
|
||||
|
||||
use crate::game::*;
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
pub const BRANCHES: usize = 4;
|
||||
pub const BUILDER: usize = 0;
|
||||
pub const WARLORD: usize = 1;
|
||||
pub const WARLOCK: usize = 2;
|
||||
pub const MERCHANT: usize = 3;
|
||||
pub const MAX_LEVEL: u8 = 5;
|
||||
pub const NAMES: [&str; BRANCHES] = ["talent.builder", "talent.warlord", "talent.warlock", "talent.merchant"];
|
||||
|
||||
// experience for the deeds of a master (stats counter -> experience per unit)
|
||||
pub fn xp_for(counter: usize) -> f32 {
|
||||
use crate::stats as k;
|
||||
match counter {
|
||||
k::DUG => 2.0,
|
||||
k::ROOMS => 3.0,
|
||||
k::WALLS => 2.0,
|
||||
k::TRAPS => 8.0,
|
||||
k::TOWERS => 25.0,
|
||||
k::SPELLS => 5.0,
|
||||
k::SIEGE => 20.0,
|
||||
k::GOLD => 0.02,
|
||||
_ => 0.0,
|
||||
}
|
||||
}
|
||||
// experience for a slain hero: a share of his bounty
|
||||
pub const HERO_XP: f32 = 0.5;
|
||||
|
||||
#[derive(Clone, Debug, Default, Serialize, Deserialize, PartialEq)]
|
||||
pub struct Talents {
|
||||
pub xp: f32,
|
||||
pub lv: [u8; BRANCHES],
|
||||
}
|
||||
|
||||
// experience the k-th talent point needs in all (the points get dearer)
|
||||
pub fn point_xp(k: u32) -> f32 {
|
||||
(0..k).map(|i| 300.0 + 150.0 * i as f32).sum()
|
||||
}
|
||||
|
||||
impl Talents {
|
||||
pub fn spent(&self) -> u32 {
|
||||
self.lv.iter().map(|&l| l as u32).sum()
|
||||
}
|
||||
// points earned so far (at most enough for every level)
|
||||
pub fn earned(&self) -> u32 {
|
||||
let max = BRANCHES as u32 * MAX_LEVEL as u32;
|
||||
(1..=max).take_while(|&k| self.xp >= point_xp(k)).count() as u32
|
||||
}
|
||||
pub fn free(&self) -> u32 {
|
||||
self.earned().saturating_sub(self.spent())
|
||||
}
|
||||
// progress towards the next point: (experience into it, experience it needs)
|
||||
pub fn progress(&self) -> Option<(f32, f32)> {
|
||||
let k = self.earned();
|
||||
if k >= BRANCHES as u32 * MAX_LEVEL as u32 {
|
||||
return None;
|
||||
}
|
||||
let (a, b) = (point_xp(k), point_xp(k + 1));
|
||||
Some((self.xp - a, b - a))
|
||||
}
|
||||
pub fn can_learn(&self, branch: usize) -> bool {
|
||||
branch < BRANCHES && self.lv[branch] < MAX_LEVEL && self.free() > 0
|
||||
}
|
||||
fn level(&self, branch: usize) -> f32 {
|
||||
self.lv.get(branch).copied().unwrap_or(0) as f32
|
||||
}
|
||||
// Builder: imps dig and claim faster, rooms cost less
|
||||
pub fn dig_speed(&self) -> f32 {
|
||||
1.0 + 0.1 * self.level(BUILDER)
|
||||
}
|
||||
pub fn room_cost(&self) -> f32 {
|
||||
1.0 - 0.06 * self.level(BUILDER)
|
||||
}
|
||||
// Warlord: creatures hit harder and take less damage
|
||||
pub fn damage(&self) -> f32 {
|
||||
1.0 + 0.05 * self.level(WARLORD)
|
||||
}
|
||||
pub fn armour(&self) -> f32 {
|
||||
1.0 / (1.0 + 0.05 * self.level(WARLORD))
|
||||
}
|
||||
// Warlock: mana flows faster, spells cost less
|
||||
pub fn mana_rate(&self) -> f32 {
|
||||
1.0 + 0.15 * self.level(WARLOCK)
|
||||
}
|
||||
pub fn spell_cost(&self) -> f32 {
|
||||
1.0 - 0.06 * self.level(WARLOCK)
|
||||
}
|
||||
// Merchant: lower wages, more gold from delivered treasure
|
||||
pub fn wages(&self) -> f32 {
|
||||
1.0 - 0.06 * self.level(MERCHANT)
|
||||
}
|
||||
pub fn treasure(&self) -> f32 {
|
||||
1.0 + 0.06 * self.level(MERCHANT)
|
||||
}
|
||||
}
|
||||
|
||||
impl Game {
|
||||
// the talents of the master on `side`
|
||||
pub fn talents_of(&self, side: u8) -> Talents {
|
||||
if side == self.me_side {
|
||||
self.talents.clone()
|
||||
} else {
|
||||
self.masters.iter().find(|m| m.side == side).map(|m| m.talents.clone()).unwrap_or_default()
|
||||
}
|
||||
}
|
||||
|
||||
// experience for the master being processed; a new talent point is announced
|
||||
pub(crate) fn add_master_xp(&mut self, xp: f32) {
|
||||
if xp <= 0.0 || self.demo.is_some() {
|
||||
return;
|
||||
}
|
||||
let before = self.talents.earned();
|
||||
self.talents.xp += xp;
|
||||
if self.talents.earned() > before && self.me_side == self.local_side {
|
||||
self.msg("msg.talent_point", vec![]);
|
||||
self.sfx_ui(Sfx::LevelUp);
|
||||
}
|
||||
}
|
||||
|
||||
// the master spends a point on a branch (an order: the same on every computer of a match)
|
||||
pub fn learn_talent(&mut self, branch: usize) {
|
||||
if !self.talents.can_learn(branch) {
|
||||
self.sfx_ui(Sfx::Error);
|
||||
return;
|
||||
}
|
||||
self.talents.lv[branch] += 1;
|
||||
let lv = self.talents.lv[branch];
|
||||
self.msg("msg.talent_learned", vec![format!("@{}", NAMES[branch]), lv.to_string()]);
|
||||
self.sfx_ui(Sfx::LevelUp);
|
||||
}
|
||||
|
||||
// an AI master spends his points by himself: the branches in turn, the lowest first
|
||||
pub(crate) fn ai_talents(&mut self) {
|
||||
while self.talents.free() > 0 {
|
||||
let order = [WARLORD, BUILDER, MERCHANT, WARLOCK];
|
||||
let Some(&b) = order.iter().filter(|&&b| self.talents.lv[b] < MAX_LEVEL).min_by_key(|&&b| self.talents.lv[b]) else { break };
|
||||
self.talents.lv[b] += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn points_get_dearer_and_levels_are_capped() {
|
||||
let mut t = Talents::default();
|
||||
assert_eq!(t.earned(), 0);
|
||||
t.xp = point_xp(1);
|
||||
assert_eq!((t.earned(), t.free()), (1, 1));
|
||||
assert!(point_xp(3) - point_xp(2) > point_xp(2) - point_xp(1));
|
||||
t.xp = 1e9;
|
||||
assert_eq!(t.earned(), 20);
|
||||
t.lv = [5, 5, 5, 5];
|
||||
assert_eq!(t.free(), 0);
|
||||
assert!(!t.can_learn(0) && t.progress().is_none());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn deeds_bring_points_and_points_bring_talents() {
|
||||
let mut g = Game::new(9, 64, 64);
|
||||
let (cx, cy) = g.map.core;
|
||||
g.mark_rect(cx - 6, cy - 6, cx + 8, cy + 8, true);
|
||||
for _ in 0..(20 * 60 * 6) {
|
||||
g.update(0.05);
|
||||
}
|
||||
assert!(g.talents.xp > 100.0, "digging gives experience: {}", g.talents.xp);
|
||||
g.talents.xp = point_xp(2);
|
||||
let room0 = g.talents.room_cost();
|
||||
g.learn_talent(BUILDER);
|
||||
g.learn_talent(WARLORD);
|
||||
g.learn_talent(WARLORD); // no third point
|
||||
assert_eq!(g.talents.lv, [1, 1, 0, 0]);
|
||||
assert!(g.talents.room_cost() < room0 && g.talents.damage() > 1.0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn talents_make_rooms_cheaper_and_wages_lower() {
|
||||
let mut g = Game::new(9, 64, 64);
|
||||
let (cx, cy) = g.map.core;
|
||||
for y in cy + 4..cy + 7 {
|
||||
for x in cx..cx + 3 {
|
||||
let t = &mut g.map.t[crate::map::idx(x, y)];
|
||||
t.kind = crate::map::Kind::Floor;
|
||||
t.owner = crate::map::Owner::Player;
|
||||
}
|
||||
}
|
||||
g.gold = 10000.0;
|
||||
let gold0 = g.gold;
|
||||
g.build_rect(1, cx, cy + 4, cx + 2, cy + 6);
|
||||
let plain = gold0 - g.gold;
|
||||
g.sell_rect(cx, cy + 4, cx + 2, cy + 6);
|
||||
g.talents.lv[BUILDER] = 5;
|
||||
let gold1 = g.gold;
|
||||
g.build_rect(1, cx, cy + 4, cx + 2, cy + 6);
|
||||
let cheap = gold1 - g.gold;
|
||||
assert!(cheap < plain * 0.8, "{} < {}", cheap, plain);
|
||||
g.spawn(EK::Ogre, false, cx as f32 + 1.5, cy as f32 + 5.5, 3);
|
||||
let wages = g.next_payday_cost();
|
||||
g.talents.lv[MERCHANT] = 5;
|
||||
assert!(g.next_payday_cost() < wages);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn ai_masters_spend_their_points() {
|
||||
let mut g = Game::new(9, 64, 64);
|
||||
g.talents.xp = point_xp(6);
|
||||
g.ai_talents();
|
||||
assert_eq!(g.talents.free(), 0);
|
||||
assert!(g.talents.lv.iter().all(|&l| l >= 1), "{:?}", g.talents.lv);
|
||||
}
|
||||
}
|
||||
@@ -457,6 +457,8 @@ enum TBtn {
|
||||
Tool(usize),
|
||||
Menu,
|
||||
Overview,
|
||||
Talents, // the master's talent window
|
||||
Learn(u8), // spend a point on a branch
|
||||
OvRow(u32),
|
||||
OvScroll(i32),
|
||||
GoldTo, // the next ally to receive gold
|
||||
@@ -478,6 +480,7 @@ pub enum UiAction {
|
||||
ChatSetTeam(bool),
|
||||
ChatSend,
|
||||
SendGold(u8, u32), // gold for an ally of a match (side, amount)
|
||||
LearnTalent(u8), // spend a talent point on a branch
|
||||
Consumed,
|
||||
}
|
||||
|
||||
@@ -485,6 +488,7 @@ pub struct Ui {
|
||||
pub tool: Tool,
|
||||
pub show_help: bool,
|
||||
pub show_overview: bool, // list of all creatures
|
||||
pub show_talents: bool, // the master's talents
|
||||
pub coop_end: Option<(bool, bool, bool)>, // end of an editor co-op mission: (host, a next mission, asked for it)
|
||||
gold_to: usize, // the ally chosen in the creature overview
|
||||
ov_scroll: usize,
|
||||
@@ -547,6 +551,28 @@ pub fn wrap(s: &str, cols: usize) -> Vec<String> {
|
||||
out
|
||||
}
|
||||
|
||||
// what a talent branch gives at its level now, and at the next level
|
||||
fn branch_text(t: &crate::talents::Talents, b: usize) -> String {
|
||||
use crate::talents::*;
|
||||
let desc = |lv: u8| {
|
||||
let l = lv as i32;
|
||||
let (a, c) = match b {
|
||||
BUILDER => (10 * l, 6 * l),
|
||||
WARLORD => (5 * l, 5 * l),
|
||||
WARLOCK => (15 * l, 6 * l),
|
||||
_ => (6 * l, 6 * l),
|
||||
};
|
||||
trf(&format!("{}.desc", NAMES[b]), &[a.to_string(), c.to_string()])
|
||||
};
|
||||
let lv = t.lv[b];
|
||||
let now = if lv == 0 { tr("talent.none") } else { desc(lv) };
|
||||
if lv < MAX_LEVEL {
|
||||
format!("{} {}", now, trf("talent.then", &[desc(lv + 1)]))
|
||||
} else {
|
||||
now
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod wrap_tests {
|
||||
#[test]
|
||||
@@ -573,6 +599,7 @@ impl Ui {
|
||||
tool: Tool::Dig,
|
||||
show_help: true,
|
||||
show_overview: false,
|
||||
show_talents: false,
|
||||
coop_end: None,
|
||||
gold_to: 0,
|
||||
ov_scroll: 0,
|
||||
@@ -664,9 +691,17 @@ impl Ui {
|
||||
TBtn::Overview => {
|
||||
self.open_cat = None;
|
||||
self.show_overview = !self.show_overview;
|
||||
self.show_talents = false;
|
||||
self.ov_scroll = 0;
|
||||
UiAction::Consumed
|
||||
}
|
||||
TBtn::Talents => {
|
||||
self.open_cat = None;
|
||||
self.show_talents = !self.show_talents;
|
||||
self.show_overview = false;
|
||||
UiAction::Consumed
|
||||
}
|
||||
TBtn::Learn(b) => UiAction::LearnTalent(b),
|
||||
TBtn::OvScroll(d) => {
|
||||
self.ov_scroll = (self.ov_scroll as i32 + d).max(0) as usize;
|
||||
UiAction::Consumed
|
||||
@@ -891,7 +926,7 @@ impl Ui {
|
||||
let mut popup_top = tb_y;
|
||||
// categories + menu button; a category with several tools opens a row above
|
||||
// (the same layout for mouse and touch; on the desktop the keys still select tools directly)
|
||||
let n = CATS.len() + 2;
|
||||
let n = CATS.len() + 3;
|
||||
let bcols = (((cols - 2) as usize / n) as f32).clamp(4.0, 8.0);
|
||||
let bw = bcols * CW();
|
||||
let x0 = grid_center(sw, bw * n as f32);
|
||||
@@ -932,10 +967,27 @@ impl Ui {
|
||||
let ol: String = ol.chars().take(maxc).collect();
|
||||
gfx.text(&ol, bx + (bw - gfx.measure(&ol, SMALL())) * 0.5, by + 2.0 * CH() + 4.0 * px, SMALL(), TXT);
|
||||
self.touch_btns.push((r, TBtn::Overview));
|
||||
// menu button
|
||||
// the master's talents: the frame pulses while points are free
|
||||
let bx = x0 + (CATS.len() + 1) as f32 * bw;
|
||||
let r = Rect::new(bx + px, by, bw - 2.0 * px, 3.0 * CH());
|
||||
let hovered = !touch_ui() && r.contains(vec2(mx, my));
|
||||
let free = g.talents.free();
|
||||
let glow = free > 0 && ((now * 3.0) as i64) % 2 == 0;
|
||||
draw_rectangle(r.x, r.y, r.w, r.h, if hovered || self.show_talents { Color::new(0.18, 0.13, 0.1, 1.0) } else { Color::new(0.1, 0.07, 0.07, 1.0) });
|
||||
draw_rectangle_lines(r.x, r.y, r.w, r.h, 2.0 * px, if glow { GOLD } else if self.show_talents { FRAME_HI } else { Color::new(0.35, 0.28, 0.2, 1.0) });
|
||||
let isz = 2.0 * CH() - 2.0 * px;
|
||||
draw_texture_ex(&gfx.atlas, bx + (bw - isz) * 0.5, by + 2.0 * px, WHITE, DrawTextureParams { source: Some(Gfx::cell(I_RUNE)), dest_size: Some(vec2(isz, isz)), ..Default::default() });
|
||||
if free > 0 {
|
||||
gfx.text(&free.to_string(), r.x + 3.0 * px, r.y + 3.0 * px, SMALL(), if glow { WHITE } else { GOLD });
|
||||
}
|
||||
let tl = tr("cat.master");
|
||||
let tl: String = tl.chars().take(maxc).collect();
|
||||
gfx.text(&tl, bx + (bw - gfx.measure(&tl, SMALL())) * 0.5, by + 2.0 * CH() + 4.0 * px, SMALL(), TXT);
|
||||
self.touch_btns.push((r, TBtn::Talents));
|
||||
// menu button
|
||||
let bx = x0 + (CATS.len() + 2) as f32 * bw;
|
||||
let r = Rect::new(bx + px, by, bw - 2.0 * px, 3.0 * CH());
|
||||
let hovered = !touch_ui() && r.contains(vec2(mx, my));
|
||||
draw_rectangle(r.x, r.y, r.w, r.h, if hovered { Color::new(0.18, 0.13, 0.1, 1.0) } else { Color::new(0.1, 0.07, 0.07, 1.0) });
|
||||
draw_rectangle_lines(r.x, r.y, r.w, r.h, 2.0 * px, Color::new(0.35, 0.28, 0.2, 1.0));
|
||||
gfx.glyph('≡', bx + (bw - GW * TITLE()) * 0.5, by + 2.0 * px, TITLE(), FRAME_HI);
|
||||
@@ -1204,6 +1256,9 @@ impl Ui {
|
||||
if self.show_overview {
|
||||
self.draw_overview(g, gfx, tb_y);
|
||||
}
|
||||
if self.show_talents {
|
||||
self.draw_talents(g, gfx, tb_y);
|
||||
}
|
||||
|
||||
// ---------------- Tooltip
|
||||
if let Some(i) = hover_tool {
|
||||
@@ -1232,6 +1287,55 @@ impl Ui {
|
||||
}
|
||||
|
||||
// all creatures, grouped by kind: level, mood, wage, job, health; a click jumps there
|
||||
// the master's talents: four branches of five levels, points from experience
|
||||
fn draw_talents(&mut self, g: &Game, gfx: &Gfx, bottom: f32) {
|
||||
use crate::talents::*;
|
||||
let (mx, my) = mouse();
|
||||
let t = &g.talents;
|
||||
let cols = ((sw() / CW()) as i32 - 2).min(48);
|
||||
let inner = (cols - 4) as usize;
|
||||
// the lines of each branch: name and level, what it gives now (wrapped)
|
||||
let rows_of = |b: usize| wrap(&branch_text(t, b), inner.saturating_sub(6)).len() as i32 + 2;
|
||||
let rows = 5 + (0..BRANCHES).map(rows_of).sum::<i32>();
|
||||
let x = grid_center(sw(), cols as f32 * CW()).max(0.0);
|
||||
let y = (bottom - rows as f32 * CH() - CH()).max(CH() * 4.0);
|
||||
gfx.window_titled(x, y, cols, rows, S(), false, FRAME_HI, BG, &tr("talent.title"), FRAME_HI);
|
||||
self.rects.push(Rect::new(x, y, cols as f32 * CW(), rows as f32 * CH()));
|
||||
let ix = x + CW() * 2.0;
|
||||
let mut yy = y + CH();
|
||||
// points and the way to the next one
|
||||
gfx.text(&trf("talent.points", &[t.free().to_string()]), ix, yy, S(), if t.free() > 0 { GOLD } else { TXT });
|
||||
yy += CH() * 1.2;
|
||||
match t.progress() {
|
||||
Some((have, need)) => {
|
||||
ascii_bar(gfx, ix, yy, 16, (have / need).clamp(0.0, 1.0), MANA, SMALL());
|
||||
gfx.text(&trf("talent.next", &[(have as i32).to_string(), (need as i32).to_string()]), ix + CW() * 17.0, yy, SMALL(), DIM);
|
||||
}
|
||||
None => gfx.text(&tr("talent.all"), ix, yy, SMALL(), DIM),
|
||||
}
|
||||
yy += CH() * 1.8;
|
||||
for b in 0..BRANCHES {
|
||||
let lv = t.lv[b];
|
||||
let pips: String = (0..MAX_LEVEL).map(|k| if k < lv { '■' } else { '·' }).collect();
|
||||
gfx.text(&format!("{} {}", tr(NAMES[b]), pips), ix, yy, S(), FRAME_HI);
|
||||
// a button to learn the next level
|
||||
if t.can_learn(b) {
|
||||
let r = Rect::new(x + (cols - 7) as f32 * CW(), yy - CH() * 0.2, CW() * 4.0, CH() * 1.6);
|
||||
let hov = r.contains(vec2(mx, my));
|
||||
draw_rectangle(r.x, r.y, r.w, r.h, if hov { Color::new(0.35, 0.22, 0.1, 1.0) } else { Color::new(0.15, 0.1, 0.08, 1.0) });
|
||||
draw_rectangle_lines(r.x, r.y, r.w, r.h, 2.0, GOLD);
|
||||
gfx.text("+", r.x + (r.w - gfx.measure("+", S())) * 0.5, r.y + (r.h - GH * S()) * 0.5, S(), GOLD);
|
||||
self.touch_btns.push((r, TBtn::Learn(b as u8)));
|
||||
}
|
||||
yy += CH() * 1.2;
|
||||
for l in wrap(&branch_text(t, b), inner.saturating_sub(6)) {
|
||||
gfx.text(&l, ix + CW() * 2.0, yy, SMALL(), DIM);
|
||||
yy += CH();
|
||||
}
|
||||
yy += CH() * 0.8;
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_overview(&mut self, g: &Game, gfx: &Gfx, bottom: f32) {
|
||||
let (sw, _) = (sw(), sh());
|
||||
let (mx, my) = mouse();
|
||||
|
||||
Reference in new issue
Block a user