diff --git a/Mods/vcmi/config/vcmi/english.json b/Mods/vcmi/config/vcmi/english.json index 68b0c81ee..67e81b826 100644 --- a/Mods/vcmi/config/vcmi/english.json +++ b/Mods/vcmi/config/vcmi/english.json @@ -1,5 +1,5 @@ { - "vcmi.adventureMap.monsterThreat.title" : "\n\n Threat: ", + "vcmi.adventureMap.monsterThreat.title" : "\n\nThreat: ", "vcmi.adventureMap.monsterThreat.levels.0" : "Effortless", "vcmi.adventureMap.monsterThreat.levels.1" : "Very Weak", "vcmi.adventureMap.monsterThreat.levels.2" : "Weak", @@ -13,24 +13,24 @@ "vcmi.adventureMap.monsterThreat.levels.10" : "Deadly", "vcmi.adventureMap.monsterThreat.levels.11" : "Impossible", - "vcmi.adventureMap.confirmRestartGame" : "Are you sure you want to restart game?", - "vcmi.adventureMap.noTownWithMarket" : "No available marketplace!", - "vcmi.adventureMap.noTownWithTavern" : "No available town with tavern!", - "vcmi.adventureMap.spellUnknownProblem" : "Unknown problem with this spell, no more information available.", + "vcmi.adventureMap.confirmRestartGame" : "Are you sure you want to restart the game?", + "vcmi.adventureMap.noTownWithMarket" : "There are no available marketplaces!", + "vcmi.adventureMap.noTownWithTavern" : "There are no available towns with taverns!", + "vcmi.adventureMap.spellUnknownProblem" : "There is an unknown problem with this spell! No more information is available.", "vcmi.adventureMap.playerAttacked" : "Player has been attacked: %s", "vcmi.adventureMap.moveCostDetails" : "Movement points - Cost: %TURNS turns + %POINTS points, Remaining points: %REMAINING", "vcmi.adventureMap.moveCostDetailsNoTurns" : "Movement points - Cost: %POINTS points, Remaining points: %REMAINING", - "vcmi.server.errors.existingProcess" : "Another vcmiserver process is running, please terminate it first", - "vcmi.server.errors.modsIncompatibility" : "Required mods to load game:", - "vcmi.server.confirmReconnect" : "Connect to the last session?", + "vcmi.server.errors.existingProcess" : "Another VCMI server process is running. Please terminate it before starting a new game.", + "vcmi.server.errors.modsIncompatibility" : "The following mods are required to load the game:", + "vcmi.server.confirmReconnect" : "Do you want to reconnect to the last session?", "vcmi.settingsMainWindow.generalTab.hover" : "General", "vcmi.settingsMainWindow.generalTab.help" : "Switches to General Options tab, which contains settings related to general game client behavior", "vcmi.settingsMainWindow.battleTab.hover" : "Battle", "vcmi.settingsMainWindow.battleTab.help" : "Switches to Battle Options tab, which allows configuring game behavior during battles", "vcmi.settingsMainWindow.adventureTab.hover" : "Adventure Map", - "vcmi.settingsMainWindow.adventureTab.help" : "Switches to Adventure Map Options tab - adventure map is part of the game where you can move your heroes", + "vcmi.settingsMainWindow.adventureTab.help" : "Switches to Adventure Map Options tab (adventure map is the section of the game where players can control the movements of their heroes)", "vcmi.systemOptions.videoGroup" : "Video Settings", "vcmi.systemOptions.audioGroup" : "Audio Settings", @@ -38,51 +38,50 @@ "vcmi.systemOptions.townsGroup" : "Town Screen", "vcmi.systemOptions.fullscreenButton.hover" : "Fullscreen", - "vcmi.systemOptions.fullscreenButton.help" : "{Fullscreen}\n\n If selected, VCMI will run in fullscreen mode, otherwise VCMI will run in window", + "vcmi.systemOptions.fullscreenButton.help" : "{Fullscreen}\n\nIf selected, VCMI will run in fullscreen mode, otherwise it will run in windowed mode", "vcmi.systemOptions.resolutionButton.hover" : "Resolution: %wx%h", - "vcmi.systemOptions.resolutionButton.help" : "{Select Resolution}\n\n Change in-game screen resolution. Game restart required to apply new resolution.", + "vcmi.systemOptions.resolutionButton.help" : "{Select Resolution}\n\nChange in-game screen resolution. A game restart is required to apply the new resolution.", "vcmi.systemOptions.resolutionMenu.hover" : "Select Resolution", "vcmi.systemOptions.resolutionMenu.help" : "Change in-game screen resolution.", - "vcmi.systemOptions.fullscreenFailed" : "{Fullscreen}\n\n Failed to switch to fullscreen mode! Current resolution is not supported by display!", + "vcmi.systemOptions.fullscreenFailed" : "{Fullscreen}\n\nFailed to switch to fullscreen mode! The current resolution is not supported by the display!", "vcmi.systemOptions.framerateButton.hover" : "Show FPS", - "vcmi.systemOptions.framerateButton.help" : "{Show FPS}\n\n Toggles visibility of Frames Per Second counter in corner of game window.", + "vcmi.systemOptions.framerateButton.help" : "{Show FPS}\n\nToggle the visibility of the Frames Per Second counter in the corner of the game window", "vcmi.adventureOptions.infoBarPick.hover" : "Show Messages in Info Panel", - "vcmi.adventureOptions.infoBarPick.help" : "{Show Messages in Info Panel}\n\nWhenever possible, game messages from visiting map objects will be shown in info bar instead of showing up as popup windows", + "vcmi.adventureOptions.infoBarPick.help" : "{Show Messages in Info Panel}\n\nWhenever possible, game messages from visiting map objects will be shown in the info pannel, instead of popping up in a separate window.", "vcmi.adventureOptions.numericQuantities.hover" : "Numeric Creature Quantities", - "vcmi.adventureOptions.numericQuantities.help" : "{Numeric Creature Quantities}\n\n Shows approximate enemy creatures quantities in numeric A-B format.", + "vcmi.adventureOptions.numericQuantities.help" : "{Numeric Creature Quantities}\n\nShow the approximate quantities of enemy creatures in the numeric A-B format.", "vcmi.adventureOptions.forceMovementInfo.hover" : "Always Show Movement Cost", - "vcmi.adventureOptions.forceMovementInfo.help" : "{Always Show Movement Cost}\n\n Replaces default status bar info with movement points data without need to hold ALT button.", + "vcmi.adventureOptions.forceMovementInfo.help" : "{Always Show Movement Cost}\n\nAlways show movement points data in status bar information. (Instead of viewing it only while you hold down ALT key)", "vcmi.adventureOptions.showGrid.hover" : "Show Grid", - "vcmi.adventureOptions.showGrid.help" : "{Show Grid}\n\n Shows grid overlay, showing borders between adventure map tiles.", - "vcmi.adventureOptions.mapSwipe.hover" : "Map Swipe", - "vcmi.adventureOptions.mapSwipe.help" : "{Map Swipe}\n\n Allows map movement via finger swipe gesture on systems with touchscreen. As of right now, can also be accessed via left mouse button.", + "vcmi.adventureOptions.showGrid.help" : "{Show Grid}\n\nShow the grid overlay, highlighting the borders between adventure map tiles.", + "vcmi.adventureOptions.mapSwipe.hover" : "Map Swipe/Panning", + "vcmi.adventureOptions.mapSwipe.help" : "{Map Swipe/Panning}\n\nOn touchscreen devices, you can move the map by swiping with your finger. To pan the map using the mouse, hold down the left or middle mouse button and move the mouse.", "vcmi.adventureOptions.mapScrollSpeed1.hover": "", "vcmi.adventureOptions.mapScrollSpeed5.hover": "", "vcmi.adventureOptions.mapScrollSpeed6.hover": "", - "vcmi.adventureOptions.mapScrollSpeed1.help": "Set map scrolling speed to very slow", - "vcmi.adventureOptions.mapScrollSpeed5.help": "Set map scrolling speed to very fast", - "vcmi.adventureOptions.mapScrollSpeed6.help": "Set map scrolling speed to instantaneous.", + "vcmi.adventureOptions.mapScrollSpeed1.help": "Set the map scrolling speed to very slow", + "vcmi.adventureOptions.mapScrollSpeed5.help": "Set the map scrolling speed to very fast", + "vcmi.adventureOptions.mapScrollSpeed6.help": "Set the map scrolling speed to instantaneous.", - "vcmi.battleOptions.queueSizeLabel.hover": "Show Creature Turn Order", + "vcmi.battleOptions.queueSizeLabel.hover": "Show Turn Order Queue", "vcmi.battleOptions.queueSizeNoneButton.hover": "OFF", "vcmi.battleOptions.queueSizeAutoButton.hover": "AUTO", "vcmi.battleOptions.queueSizeSmallButton.hover": "SMALL", "vcmi.battleOptions.queueSizeBigButton.hover": "BIG", - "vcmi.battleOptions.queueSizeNoneButton.help": "Completely disables visibility of creature turn order in battle", - "vcmi.battleOptions.queueSizeAutoButton.help": "Sets turn order size depending on game resolution (small when playing with screen resolution below 700 pixels high, big otherwise)", - "vcmi.battleOptions.queueSizeSmallButton.help": "Sets turn order size to small", - "vcmi.battleOptions.queueSizeBigButton.help": "Sets turn order size to big (not supported if game resolution is less than 700 pixels high)", + "vcmi.battleOptions.queueSizeNoneButton.help": "Do not display Turn Order Queue", + "vcmi.battleOptions.queueSizeAutoButton.help": "Automatically adjust the size of the turn order queue based on the game's resolution(SMALL size is used when playing the game on a resolution with a height lower than 700 pixels, BIG size is used otherwise)", + "vcmi.battleOptions.queueSizeSmallButton.help": "Sets turn order queue size to SMALL", + "vcmi.battleOptions.queueSizeBigButton.help": "Sets turn order queue size to BIG (not supported if game resolution height is less than 700 pixels)", "vcmi.battleOptions.animationsSpeed1.hover": "", "vcmi.battleOptions.animationsSpeed5.hover": "", "vcmi.battleOptions.animationsSpeed6.hover": "", - "vcmi.battleOptions.animationsSpeed1.help": "Sets animation speed to very slow", - "vcmi.battleOptions.animationsSpeed5.help": "Sets animation speed to very fast", - "vcmi.battleOptions.animationsSpeed6.help": "Sets animation speed to instantaneous", + "vcmi.battleOptions.animationsSpeed1.help": "Set animation speed to very slow", + "vcmi.battleOptions.animationsSpeed5.help": "Set animation speed to very fast", + "vcmi.battleOptions.animationsSpeed6.help": "Set animation speed to instantaneous", "vcmi.battleOptions.skipBattleIntroMusic.hover": "Skip Intro Music", - "vcmi.battleOptions.skipBattleIntroMusic.help": "{Skip Intro Music}\n\n Skip short music that plays at beginning of each battle before action starts. Can also be skipped by pressing ESC key.", - - "vcmi.battleWindow.pressKeyToSkipIntro" : "Press any key to skip battle intro", + "vcmi.battleOptions.skipBattleIntroMusic.help": "{Skip Intro Music}\n\nAllow actions during the intro music that plays at the beginning of each battle", + "vcmi.battleWindow.pressKeyToSkipIntro" : "Press any key to start battle immediately", "vcmi.battleWindow.damageEstimation.melee" : "Attack %CREATURE (%DAMAGE).", "vcmi.battleWindow.damageEstimation.meleeKills" : "Attack %CREATURE (%DAMAGE, %KILLS).", @@ -96,11 +95,11 @@ "vcmi.battleWindow.damageEstimation.kills.1" : "%d will perish", "vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "Show Available Creatures", - "vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{Show Available Creatures}\n\n Shows creatures available to purchase instead of their growth in town summary (bottom-left corner).", + "vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{Show Available Creatures}\n\nShow the number of creatures available to purchase instead of their growth in town summary (bottom-left corner of town screen).", "vcmi.otherOptions.creatureGrowthAsDwellingLabel.hover" : "Show Weekly Growth of Creatures", - "vcmi.otherOptions.creatureGrowthAsDwellingLabel.help" : "{Show Weekly Growth of Creatures}\n\n Shows creatures' weekly growth instead of available amount in town summary (bottom-left corner).", + "vcmi.otherOptions.creatureGrowthAsDwellingLabel.help" : "{Show Weekly Growth of Creatures}\n\nShow creatures' weekly growth instead of available amount in town summary (bottom-left corner of town screen).", "vcmi.otherOptions.compactTownCreatureInfo.hover": "Compact Creature Info", - "vcmi.otherOptions.compactTownCreatureInfo.help": "{Compact Creature Info}\n\n Smaller town creatures information in town summary.", + "vcmi.otherOptions.compactTownCreatureInfo.help": "{Compact Creature Info}\n\nShow smaller information for town creatures in town summary (bottom-left corner of town screen).", "vcmi.townHall.missingBase" : "Base building %s must be built first", "vcmi.townHall.noCreaturesToRecruit" : "There are no creatures to recruit!", @@ -120,20 +119,20 @@ "vcmi.logicalExpressions.allOf" : "All of the following:", "vcmi.logicalExpressions.noneOf" : "None of the following:", - "vcmi.heroWindow.openCommander.hover" : "Open commander window", - "vcmi.heroWindow.openCommander.help" : "Displays information about commander of this hero", + "vcmi.heroWindow.openCommander.hover" : "Open commander info window", + "vcmi.heroWindow.openCommander.help" : "Shows details about the commander of this hero", - "vcmi.commanderWindow.artifactMessage" : "Do you want to give this artifact back to hero?", + "vcmi.commanderWindow.artifactMessage" : "Do you want to return this artifact to the hero?", "vcmi.creatureWindow.showBonuses.hover" : "Switch to bonuses view", - "vcmi.creatureWindow.showBonuses.help" : "Displays all active bonuses of the commander", + "vcmi.creatureWindow.showBonuses.help" : "Display all active bonuses of the commander", "vcmi.creatureWindow.showSkills.hover" : "Switch to skills view", - "vcmi.creatureWindow.showSkills.help" : "Displays all learned skills of the commander", - "vcmi.creatureWindow.returnArtifact.hover" : "Give back artifact", - "vcmi.creatureWindow.returnArtifact.help" : "Use this button to return stack artifact back into hero backpack", + "vcmi.creatureWindow.showSkills.help" : "Display all learned skills of the commander", + "vcmi.creatureWindow.returnArtifact.hover" : "Return artifact", + "vcmi.creatureWindow.returnArtifact.help" : "Click this button to return the artifact to the hero's backpack", "vcmi.questLog.hideComplete.hover" : "Hide complete quests", - "vcmi.questLog.hideComplete.help" : "Hide all quests that already completed", + "vcmi.questLog.hideComplete.help" : "Hide all completed quests", "vcmi.randomMapTab.widgets.defaultTemplate" : "(default)", "vcmi.randomMapTab.widgets.templateLabel" : "Template", @@ -158,93 +157,93 @@ "core.bonus.ADDITIONAL_ATTACK.name": "Double Strike", "core.bonus.ADDITIONAL_ATTACK.description": "Attacks twice", "core.bonus.ADDITIONAL_RETALIATION.name": "Additional retaliations", - "core.bonus.ADDITIONAL_RETALIATION.description": "May Retaliate ${val} extra times", + "core.bonus.ADDITIONAL_RETALIATION.description": "May retaliate ${val} extra times", "core.bonus.AIR_IMMUNITY.name": "Air immunity", - "core.bonus.AIR_IMMUNITY.description": "Immune to all Air school spells", + "core.bonus.AIR_IMMUNITY.description": "Immune to all spells from the school of Air magic", "core.bonus.ATTACKS_ALL_ADJACENT.name": "Attack all around", "core.bonus.ATTACKS_ALL_ADJACENT.description": "Attacks all adjacent enemies", "core.bonus.BLOCKS_RETALIATION.name": "No retaliation", "core.bonus.BLOCKS_RETALIATION.description": "Enemy cannot retaliate", "core.bonus.BLOCKS_RANGED_RETALIATION.name": "No ranged retaliation", - "core.bonus.BLOCKS_RANGED_RETALIATION.description": "Enemy cannot Retaliate by shooting", + "core.bonus.BLOCKS_RANGED_RETALIATION.description": "Enemy cannot retaliate by using a ranged attack", "core.bonus.CATAPULT.name": "Catapult", "core.bonus.CATAPULT.description": "Attacks siege walls", "core.bonus.CATAPULT_EXTRA_SHOTS.name": "Additional siege attacks", "core.bonus.CATAPULT_EXTRA_SHOTS.description": "Can hit siege walls ${val} extra times per attack", "core.bonus.CHANGES_SPELL_COST_FOR_ALLY.name": "Reduce Casting Cost (${val})", - "core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "Reduces spell cost for hero", + "core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "Reduces the spellcasting cost for the hero by ${val}", "core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.name": "Magic Damper (${val})", - "core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "Increases Cost of enemy spells", + "core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "Increases spellcasting cost of enemy spells by ${val}", "core.bonus.CHARGE_IMMUNITY.name": "Immune to Charge", - "core.bonus.CHARGE_IMMUNITY.description": "Immune to Champion charge", + "core.bonus.CHARGE_IMMUNITY.description": "Immune to Cavalier's and Champion's Charge", "core.bonus.DARKNESS.name": "Darkness cover", - "core.bonus.DARKNESS.description": "Adds ${val} darkness radius", + "core.bonus.DARKNESS.description": "Creates a shroud of darkness with a ${val} radius", "core.bonus.DEATH_STARE.name": "Death Stare (${val}%)", - "core.bonus.DEATH_STARE.description": "${val}% chance to kill single creature", + "core.bonus.DEATH_STARE.description": "Has a ${val}% chance to kill a single creature", "core.bonus.DEFENSIVE_STANCE.name": "Defense Bonus", "core.bonus.DEFENSIVE_STANCE.description": "+${val} Defense when defending", "core.bonus.DESTRUCTION.name": "Destruction", "core.bonus.DESTRUCTION.description": "Has ${val}% chance to kill extra units after attack", "core.bonus.DOUBLE_DAMAGE_CHANCE.name": "Death Blow", - "core.bonus.DOUBLE_DAMAGE_CHANCE.description": "${val}% chance for double damage", + "core.bonus.DOUBLE_DAMAGE_CHANCE.description": "Has a ${val}% chance of dealing double base damage when attacking", "core.bonus.DRAGON_NATURE.name": "Dragon", "core.bonus.DRAGON_NATURE.description": "Creature has a Dragon Nature", "core.bonus.DIRECT_DAMAGE_IMMUNITY.name": "Direct Damage Immunity", "core.bonus.DIRECT_DAMAGE_IMMUNITY.description": "Immune to direct damage spells", "core.bonus.EARTH_IMMUNITY.name": "Earth immunity", - "core.bonus.EARTH_IMMUNITY.description": "Immune to all Earth school spells", + "core.bonus.EARTH_IMMUNITY.description": "Immune to all spells from the school of Earth magic", "core.bonus.ENCHANTER.name": "Enchanter", "core.bonus.ENCHANTER.description": "Can cast mass ${subtype.spell} every turn", "core.bonus.ENCHANTED.name": "Enchanted", "core.bonus.ENCHANTED.description": "Affected by permanent ${subtype.spell}", "core.bonus.ENEMY_DEFENCE_REDUCTION.name": "Ignore Defense (${val}%)", - "core.bonus.ENEMY_DEFENCE_REDUCTION.description": "Ignores part of Defence for the attack", + "core.bonus.ENEMY_DEFENCE_REDUCTION.description": "When attacking, ${val}% of the defender's defense is ignored", "core.bonus.FIRE_IMMUNITY.name": "Fire immunity", - "core.bonus.FIRE_IMMUNITY.description": "Immune to all Fire school spells", + "core.bonus.FIRE_IMMUNITY.description": "Immune to all spells from the school of Fire magic", "core.bonus.FIRE_SHIELD.name": "Fire Shield (${val}%)", "core.bonus.FIRE_SHIELD.description": "Reflects part of melee damage", "core.bonus.FIRST_STRIKE.name": "First Strike", - "core.bonus.FIRST_STRIKE.description": "This creature attacks first instead of retaliating", + "core.bonus.FIRST_STRIKE.description": "This creature retaliates before being attacked", "core.bonus.FEAR.name": "Fear", "core.bonus.FEAR.description": "Causes Fear on an enemy stack", "core.bonus.FEARLESS.name": "Fearless", "core.bonus.FEARLESS.description": "Immune to Fear ability", "core.bonus.FLYING.name": "Fly", - "core.bonus.FLYING.description": "Can Fly (ignores obstacles)", + "core.bonus.FLYING.description": "Flies when moving (ignores obstacles)", "core.bonus.FREE_SHOOTING.name": "Shoot Close", - "core.bonus.FREE_SHOOTING.description": "Can shoot in Close Combat", + "core.bonus.FREE_SHOOTING.description": "Can use ranged attacks at melee range", "core.bonus.GARGOYLE.name": "Gargoyle", - "core.bonus.GARGOYLE.description": "Cannot be rised or healed", + "core.bonus.GARGOYLE.description": "Cannot be raised or healed", "core.bonus.GENERAL_DAMAGE_REDUCTION.name": "Reduce Damage (${val}%)", - "core.bonus.GENERAL_DAMAGE_REDUCTION.description": "Reduces physical damage from ranged or melee", + "core.bonus.GENERAL_DAMAGE_REDUCTION.description": "Reduces physical damage from ranged or melee attacks", "core.bonus.HATE.name": "Hates ${subtype.creature}", - "core.bonus.HATE.description": "Does ${val}% more damage", + "core.bonus.HATE.description": "Does ${val}% more damage to ${subtype.creature}", "core.bonus.HEALER.name": "Healer", "core.bonus.HEALER.description": "Heals allied units", "core.bonus.HP_REGENERATION.name": "Regeneration", "core.bonus.HP_REGENERATION.description": "Heals ${SHval} hit points every round", - "core.bonus.JOUSTING.name": "Champion Charge", - "core.bonus.JOUSTING.description": "+${val}% damage per hex travelled", + "core.bonus.JOUSTING.name": "Champion charge", + "core.bonus.JOUSTING.description": "+${val}% damage for each hex travelled", "core.bonus.KING.name": "King", "core.bonus.KING.description": "Vulnerable to SLAYER level ${val} or higher", "core.bonus.LEVEL_SPELL_IMMUNITY.name": "Spell immunity 1-${val}", "core.bonus.LEVEL_SPELL_IMMUNITY.description": "Immune to spells of levels 1-${val}", "core.bonus.LIMITED_SHOOTING_RANGE.name" : "Limited shooting range", - "core.bonus.LIMITED_SHOOTING_RANGE.description" : "Cannot shoot targets beyond ${val} hexes away", + "core.bonus.LIMITED_SHOOTING_RANGE.description" : "Unable to target units farther than ${val} hexes", "core.bonus.LIFE_DRAIN.name": "Drain life (${val}%)", "core.bonus.LIFE_DRAIN.description": "Drains ${val}% of damage dealt", "core.bonus.MANA_CHANNELING.name": "Magic Channel ${val}%", - "core.bonus.MANA_CHANNELING.description": "Gives your hero mana spent by enemy", + "core.bonus.MANA_CHANNELING.description": "Gives your hero ${val}% of the mana spent by the enemy", "core.bonus.MANA_DRAIN.name": "Mana Drain", "core.bonus.MANA_DRAIN.description": "Drains ${val} mana every turn", "core.bonus.MAGIC_MIRROR.name": "Magic Mirror (${val}%)", - "core.bonus.MAGIC_MIRROR.description": "${val}% chance to redirects an offensive spell to enemy", - "core.bonus.MAGIC_RESISTANCE.name": "Magic Resistance(${val}%)", - "core.bonus.MAGIC_RESISTANCE.description": "${val}% chance to resist enemy spell", + "core.bonus.MAGIC_MIRROR.description": "Has a ${val}% chance to redirect an offensive spell to an enemy unit", + "core.bonus.MAGIC_RESISTANCE.name": "Magic Resistance (${val}%)", + "core.bonus.MAGIC_RESISTANCE.description": "Has a ${val}% chance to resist an enemy spell", "core.bonus.MIND_IMMUNITY.name": "Mind Spell Immunity", "core.bonus.MIND_IMMUNITY.description": "Immune to Mind-type spells", "core.bonus.NO_DISTANCE_PENALTY.name": "No distance penalty", - "core.bonus.NO_DISTANCE_PENALTY.description": "Full damage from any distance", + "core.bonus.NO_DISTANCE_PENALTY.description": "Does full damage at any distance", "core.bonus.NO_MELEE_PENALTY.name": "No melee penalty", "core.bonus.NO_MELEE_PENALTY.description": "Creature has no Melee Penalty", "core.bonus.NO_MORALE.name": "Neutral Morale", @@ -276,11 +275,11 @@ "core.bonus.SPELLCASTER.name": "Spellcaster", "core.bonus.SPELLCASTER.description": "Can cast ${subtype.spell}", "core.bonus.SPELL_AFTER_ATTACK.name": "Cast After Attack", - "core.bonus.SPELL_AFTER_ATTACK.description": "${val}% to cast ${subtype.spell} after attack", + "core.bonus.SPELL_AFTER_ATTACK.description": "Has a ${val}% chance to cast ${subtype.spell} after it attacks", "core.bonus.SPELL_BEFORE_ATTACK.name": "Cast Before Attack", - "core.bonus.SPELL_BEFORE_ATTACK.description": "${val}% to cast ${subtype.spell} before attack", + "core.bonus.SPELL_BEFORE_ATTACK.description": "Has a ${val}% chance to cast ${subtype.spell} before it attacks", "core.bonus.SPELL_DAMAGE_REDUCTION.name": "Spell Resistance", - "core.bonus.SPELL_DAMAGE_REDUCTION.description": "Damage from spells reduced ${val}%.", + "core.bonus.SPELL_DAMAGE_REDUCTION.description": "Damage from spells reduced by ${val}%.", "core.bonus.SPELL_IMMUNITY.name": "Spell immunity", "core.bonus.SPELL_IMMUNITY.description": "Immune to ${subtype.spell}", "core.bonus.SPELL_LIKE_ATTACK.name": "Spell-like attack", @@ -288,7 +287,7 @@ "core.bonus.SPELL_RESISTANCE_AURA.name": "Aura of Resistance", "core.bonus.SPELL_RESISTANCE_AURA.description": "Nearby stacks get ${val}% magic resistance", "core.bonus.SUMMON_GUARDIANS.name": "Summon guardians", - "core.bonus.SUMMON_GUARDIANS.description": "At battle start summons ${subtype.creature} (${val}%)", + "core.bonus.SUMMON_GUARDIANS.description": "At the start of battle summons ${subtype.creature} (${val}%)", "core.bonus.SYNERGY_TARGET.name": "Synergizable", "core.bonus.SYNERGY_TARGET.description": "This creature is vulnerable to synergy effect", "core.bonus.TWO_HEX_ATTACK_BREATH.name": "Breath", @@ -296,13 +295,13 @@ "core.bonus.THREE_HEADED_ATTACK.name": "Three-headed attack", "core.bonus.THREE_HEADED_ATTACK.description": "Attacks three adjacent units", "core.bonus.TRANSMUTATION.name": "Transmutation", - "core.bonus.TRANSMUTATION.description": "${val}% chance to transform attacked unit to other type", + "core.bonus.TRANSMUTATION.description": "${val}% chance to transform attacked unit to a different type", "core.bonus.UNDEAD.name": "Undead", "core.bonus.UNDEAD.description": "Creature is Undead", "core.bonus.UNLIMITED_RETALIATIONS.name": "Unlimited retaliations", - "core.bonus.UNLIMITED_RETALIATIONS.description": "Retaliates any number of attacks", + "core.bonus.UNLIMITED_RETALIATIONS.description": "Can retaliate against an unlimited number of attacks", "core.bonus.WATER_IMMUNITY.name": "Water immunity", - "core.bonus.WATER_IMMUNITY.description": "Immune to all Water school spells", + "core.bonus.WATER_IMMUNITY.description": "Immune to all spells from the school of Water magic", "core.bonus.WIDE_BREATH.name": "Wide breath", "core.bonus.WIDE_BREATH.description": "Wide breath attack (multiple hexes)" }