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English.json strings revisited
This commit is contained in:
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@ -1,5 +1,5 @@
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{
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"vcmi.adventureMap.monsterThreat.title" : "\n\n Threat: ",
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"vcmi.adventureMap.monsterThreat.title" : "\n\nThreat: ",
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"vcmi.adventureMap.monsterThreat.levels.0" : "Effortless",
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"vcmi.adventureMap.monsterThreat.levels.1" : "Very Weak",
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"vcmi.adventureMap.monsterThreat.levels.2" : "Weak",
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@ -13,24 +13,24 @@
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"vcmi.adventureMap.monsterThreat.levels.10" : "Deadly",
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"vcmi.adventureMap.monsterThreat.levels.11" : "Impossible",
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"vcmi.adventureMap.confirmRestartGame" : "Are you sure you want to restart game?",
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"vcmi.adventureMap.noTownWithMarket" : "No available marketplace!",
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"vcmi.adventureMap.noTownWithTavern" : "No available town with tavern!",
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"vcmi.adventureMap.spellUnknownProblem" : "Unknown problem with this spell, no more information available.",
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"vcmi.adventureMap.confirmRestartGame" : "Are you sure you want to restart the game?",
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"vcmi.adventureMap.noTownWithMarket" : "There are no available marketplaces!",
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"vcmi.adventureMap.noTownWithTavern" : "There are no available towns with taverns!",
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"vcmi.adventureMap.spellUnknownProblem" : "There is an unknown problem with this spell! No more information is available.",
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"vcmi.adventureMap.playerAttacked" : "Player has been attacked: %s",
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"vcmi.adventureMap.moveCostDetails" : "Movement points - Cost: %TURNS turns + %POINTS points, Remaining points: %REMAINING",
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"vcmi.adventureMap.moveCostDetailsNoTurns" : "Movement points - Cost: %POINTS points, Remaining points: %REMAINING",
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"vcmi.server.errors.existingProcess" : "Another vcmiserver process is running, please terminate it first",
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"vcmi.server.errors.modsIncompatibility" : "Required mods to load game:",
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"vcmi.server.confirmReconnect" : "Connect to the last session?",
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"vcmi.server.errors.existingProcess" : "Another VCMI server process is running. Please terminate it before starting a new game.",
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"vcmi.server.errors.modsIncompatibility" : "The following mods are required to load the game:",
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"vcmi.server.confirmReconnect" : "Do you want to reconnect to the last session?",
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"vcmi.settingsMainWindow.generalTab.hover" : "General",
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"vcmi.settingsMainWindow.generalTab.help" : "Switches to General Options tab, which contains settings related to general game client behavior",
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"vcmi.settingsMainWindow.battleTab.hover" : "Battle",
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"vcmi.settingsMainWindow.battleTab.help" : "Switches to Battle Options tab, which allows configuring game behavior during battles",
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"vcmi.settingsMainWindow.adventureTab.hover" : "Adventure Map",
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"vcmi.settingsMainWindow.adventureTab.help" : "Switches to Adventure Map Options tab - adventure map is part of the game where you can move your heroes",
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"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)",
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"vcmi.systemOptions.videoGroup" : "Video Settings",
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"vcmi.systemOptions.audioGroup" : "Audio Settings",
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@ -38,51 +38,51 @@
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"vcmi.systemOptions.townsGroup" : "Town Screen",
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"vcmi.systemOptions.fullscreenButton.hover" : "Fullscreen",
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"vcmi.systemOptions.fullscreenButton.help" : "{Fullscreen}\n\n If selected, VCMI will run in fullscreen mode, otherwise VCMI will run in window",
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"vcmi.systemOptions.fullscreenButton.help" : "{Fullscreen}\n\nIf selected, VCMI will run in fullscreen mode, otherwise it will run in windowed mode",
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"vcmi.systemOptions.resolutionButton.hover" : "Resolution: %wx%h",
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"vcmi.systemOptions.resolutionButton.help" : "{Select Resolution}\n\n Change in-game screen resolution. Game restart required to apply new resolution.",
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"vcmi.systemOptions.resolutionButton.help" : "{Select Resolution}\n\nChange in-game screen resolution. A game restart is required to apply the new resolution.",
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"vcmi.systemOptions.resolutionMenu.hover" : "Select Resolution",
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"vcmi.systemOptions.resolutionMenu.help" : "Change in-game screen resolution.",
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"vcmi.systemOptions.fullscreenFailed" : "{Fullscreen}\n\n Failed to switch to fullscreen mode! Current resolution is not supported by display!",
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"vcmi.systemOptions.fullscreenFailed" : "{Fullscreen}\n\nFailed to switch to fullscreen mode! The current resolution is not supported by the display!",
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"vcmi.systemOptions.framerateButton.hover" : "Show FPS",
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"vcmi.systemOptions.framerateButton.help" : "{Show FPS}\n\n Toggles visibility of Frames Per Second counter in corner of game window.",
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"vcmi.systemOptions.framerateButton.help" : "{Show FPS}\n\nToggle the visibility of the Frames Per Second counter in the corner of the game window",
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"vcmi.adventureOptions.infoBarPick.hover" : "Show Messages in Info Panel",
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"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",
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"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.",
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"vcmi.adventureOptions.numericQuantities.hover" : "Numeric Creature Quantities",
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"vcmi.adventureOptions.numericQuantities.help" : "{Numeric Creature Quantities}\n\n Shows approximate enemy creatures quantities in numeric A-B format.",
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"vcmi.adventureOptions.numericQuantities.help" : "{Numeric Creature Quantities}\n\nShow the approximate quantities of enemy creatures in the numeric A-B format.",
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"vcmi.adventureOptions.forceMovementInfo.hover" : "Always Show Movement Cost",
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"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.",
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"vcmi.adventureOptions.forceMovementInfo.help" : "{Always Show Movement Cost}\n\nAlways show movement points data in status bar information",
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"vcmi.adventureOptions.showGrid.hover" : "Show Grid",
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"vcmi.adventureOptions.showGrid.help" : "{Show Grid}\n\n Shows grid overlay, showing borders between adventure map tiles.",
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"vcmi.adventureOptions.mapSwipe.hover" : "Map Swipe",
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"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.",
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"vcmi.adventureOptions.showGrid.help" : "{Show Grid}\n\nShow the grid overlay, highlighting the borders between adventure map tiles.",
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"vcmi.adventureOptions.mapSwipe.hover" : "Map Panning",
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"vcmi.adventureOptions.mapSwipe.help" : "{Map Panning}\n\nYou can move the map by holding down the left mouse button while moving the mouse. On touchscreen devices, you can use a finger swipe gesture",
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"vcmi.adventureOptions.mapScrollSpeed1.hover": "",
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"vcmi.adventureOptions.mapScrollSpeed5.hover": "",
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"vcmi.adventureOptions.mapScrollSpeed6.hover": "",
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"vcmi.adventureOptions.mapScrollSpeed1.help": "Set map scrolling speed to very slow",
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"vcmi.adventureOptions.mapScrollSpeed5.help": "Set map scrolling speed to very fast",
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"vcmi.adventureOptions.mapScrollSpeed6.help": "Set map scrolling speed to instantaneous.",
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"vcmi.adventureOptions.mapScrollSpeed1.help": "Set the map scrolling speed to very slow",
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"vcmi.adventureOptions.mapScrollSpeed5.help": "Set the map scrolling speed to very fast",
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"vcmi.adventureOptions.mapScrollSpeed6.help": "Set the map scrolling speed to instantaneous.",
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"vcmi.battleOptions.queueSizeLabel.hover": "Show Creature Turn Order",
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"vcmi.battleOptions.queueSizeLabel.hover": "Show Turn Order Queue",
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"vcmi.battleOptions.queueSizeNoneButton.hover": "OFF",
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"vcmi.battleOptions.queueSizeAutoButton.hover": "AUTO",
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"vcmi.battleOptions.queueSizeSmallButton.hover": "SMALL",
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"vcmi.battleOptions.queueSizeBigButton.hover": "BIG",
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"vcmi.battleOptions.queueSizeNoneButton.help": "Completely disables visibility of creature turn order in battle",
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"vcmi.battleOptions.queueSizeAutoButton.help": "Sets turn order size depending on game resolution (small when playing with screen resolution below 700 pixels high, big otherwise)",
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"vcmi.battleOptions.queueSizeSmallButton.help": "Sets turn order size to small",
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"vcmi.battleOptions.queueSizeBigButton.help": "Sets turn order size to big (not supported if game resolution is less than 700 pixels high)",
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"vcmi.battleOptions.queueSizeNoneButton.help": "Do not display Turn Order Queue",
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"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)",
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"vcmi.battleOptions.queueSizeSmallButton.help": "Sets turn order queue size to SMALL",
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"vcmi.battleOptions.queueSizeBigButton.help": "Sets turn order queue size to BIG (not supported if game resolution height is less than 700 pixels)",
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"vcmi.battleOptions.animationsSpeed1.hover": "",
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"vcmi.battleOptions.animationsSpeed5.hover": "",
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"vcmi.battleOptions.animationsSpeed6.hover": "",
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"vcmi.battleOptions.animationsSpeed1.help": "Sets animation speed to very slow",
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"vcmi.battleOptions.animationsSpeed5.help": "Sets animation speed to very fast",
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"vcmi.battleOptions.animationsSpeed6.help": "Sets animation speed to instantaneous",
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"vcmi.battleOptions.animationsSpeed1.help": "Set animation speed to very slow",
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"vcmi.battleOptions.animationsSpeed5.help": "Set animation speed to very fast",
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"vcmi.battleOptions.animationsSpeed6.help": "Set animation speed to instantaneous",
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"vcmi.battleOptions.skipBattleIntroMusic.hover": "Skip Intro Music",
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"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.",
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"vcmi.battleOptions.skipBattleIntroMusic.help": "{Skip Intro Music}\n\nAllow actions during the intro music that plays at the beginning of each battle",
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"vcmi.battleWindow.pressKeyToSkipIntro" : "Press any key to skip battle intro",
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"vcmi.battleWindow.pressKeyToSkipIntro" : "Press any key to skip battle intro music",
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"vcmi.battleWindow.damageEstimation.melee" : "Attack %CREATURE (%DAMAGE).",
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"vcmi.battleWindow.damageEstimation.meleeKills" : "Attack %CREATURE (%DAMAGE, %KILLS).",
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@ -96,11 +96,11 @@
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"vcmi.battleWindow.damageEstimation.kills.1" : "%d will perish",
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"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "Show Available Creatures",
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"vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{Show Available Creatures}\n\n Shows creatures available to purchase instead of their growth in town summary (bottom-left corner).",
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"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).",
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"vcmi.otherOptions.creatureGrowthAsDwellingLabel.hover" : "Show Weekly Growth of Creatures",
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"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).",
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"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).",
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"vcmi.otherOptions.compactTownCreatureInfo.hover": "Compact Creature Info",
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"vcmi.otherOptions.compactTownCreatureInfo.help": "{Compact Creature Info}\n\n Smaller town creatures information in town summary.",
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"vcmi.otherOptions.compactTownCreatureInfo.help": "{Compact Creature Info}\n\nShow smaller information for town creatures in town summary (bottom-left corner of town screen).",
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"vcmi.townHall.missingBase" : "Base building %s must be built first",
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"vcmi.townHall.noCreaturesToRecruit" : "There are no creatures to recruit!",
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@ -120,20 +120,20 @@
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"vcmi.logicalExpressions.allOf" : "All of the following:",
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"vcmi.logicalExpressions.noneOf" : "None of the following:",
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"vcmi.heroWindow.openCommander.hover" : "Open commander window",
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"vcmi.heroWindow.openCommander.help" : "Displays information about commander of this hero",
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"vcmi.heroWindow.openCommander.hover" : "Open commander info window",
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"vcmi.heroWindow.openCommander.help" : "Shows details about the commander of this hero",
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"vcmi.commanderWindow.artifactMessage" : "Do you want to give this artifact back to hero?",
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"vcmi.commanderWindow.artifactMessage" : "Do you want to return this artifact to the hero?",
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"vcmi.creatureWindow.showBonuses.hover" : "Switch to bonuses view",
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"vcmi.creatureWindow.showBonuses.help" : "Displays all active bonuses of the commander",
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"vcmi.creatureWindow.showBonuses.help" : "Display all active bonuses of the commander",
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"vcmi.creatureWindow.showSkills.hover" : "Switch to skills view",
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"vcmi.creatureWindow.showSkills.help" : "Displays all learned skills of the commander",
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"vcmi.creatureWindow.returnArtifact.hover" : "Give back artifact",
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"vcmi.creatureWindow.returnArtifact.help" : "Use this button to return stack artifact back into hero backpack",
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"vcmi.creatureWindow.showSkills.help" : "Display all learned skills of the commander",
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"vcmi.creatureWindow.returnArtifact.hover" : "Return artifact",
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"vcmi.creatureWindow.returnArtifact.help" : "Click this button to return the artifact to the hero's backpack",
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"vcmi.questLog.hideComplete.hover" : "Hide complete quests",
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"vcmi.questLog.hideComplete.help" : "Hide all quests that already completed",
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"vcmi.questLog.hideComplete.help" : "Hide all completed quests",
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"vcmi.randomMapTab.widgets.defaultTemplate" : "(default)",
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"vcmi.randomMapTab.widgets.templateLabel" : "Template",
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@ -160,91 +160,91 @@
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"core.bonus.ADDITIONAL_RETALIATION.name": "Additional retaliations",
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"core.bonus.ADDITIONAL_RETALIATION.description": "May Retaliate ${val} extra times",
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"core.bonus.AIR_IMMUNITY.name": "Air immunity",
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"core.bonus.AIR_IMMUNITY.description": "Immune to all Air school spells",
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"core.bonus.AIR_IMMUNITY.description": "Immune to all spells from the school of Air magic",
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"core.bonus.ATTACKS_ALL_ADJACENT.name": "Attack all around",
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"core.bonus.ATTACKS_ALL_ADJACENT.description": "Attacks all adjacent enemies",
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"core.bonus.BLOCKS_RETALIATION.name": "No retaliation",
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"core.bonus.BLOCKS_RETALIATION.description": "Enemy cannot retaliate",
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"core.bonus.BLOCKS_RANGED_RETALIATION.name": "No ranged retaliation",
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"core.bonus.BLOCKS_RANGED_RETALIATION.description": "Enemy cannot Retaliate by shooting",
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"core.bonus.BLOCKS_RANGED_RETALIATION.description": "Enemy cannot Retaliate by using a ranged attack",
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"core.bonus.CATAPULT.name": "Catapult",
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"core.bonus.CATAPULT.description": "Attacks siege walls",
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"core.bonus.CATAPULT_EXTRA_SHOTS.name": "Additional siege attacks",
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"core.bonus.CATAPULT_EXTRA_SHOTS.description": "Can hit siege walls ${val} extra times per attack",
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"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.name": "Reduce Casting Cost (${val})",
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"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "Reduces spell cost for hero",
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"core.bonus.CHANGES_SPELL_COST_FOR_ALLY.description": "Reduces the spellcasting cost for the hero by ${val}",
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"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.name": "Magic Damper (${val})",
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"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "Increases Cost of enemy spells",
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"core.bonus.CHANGES_SPELL_COST_FOR_ENEMY.description": "Increases spellcasting cost of enemy spells by ${val}",
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"core.bonus.CHARGE_IMMUNITY.name": "Immune to Charge",
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"core.bonus.CHARGE_IMMUNITY.description": "Immune to Champion charge",
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"core.bonus.CHARGE_IMMUNITY.description": "Immune to Cavalier's and Champion's Charge",
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"core.bonus.DARKNESS.name": "Darkness cover",
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"core.bonus.DARKNESS.description": "Adds ${val} darkness radius",
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"core.bonus.DARKNESS.description": "Creates a shroud of darkness with a ${val} radius",
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"core.bonus.DEATH_STARE.name": "Death Stare (${val}%)",
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"core.bonus.DEATH_STARE.description": "${val}% chance to kill single creature",
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"core.bonus.DEATH_STARE.description": "Has a ${val}% chance to kill a single creature",
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"core.bonus.DEFENSIVE_STANCE.name": "Defense Bonus",
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"core.bonus.DEFENSIVE_STANCE.description": "+${val} Defense when defending",
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"core.bonus.DESTRUCTION.name": "Destruction",
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"core.bonus.DESTRUCTION.description": "Has ${val}% chance to kill extra units after attack",
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"core.bonus.DOUBLE_DAMAGE_CHANCE.name": "Death Blow",
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"core.bonus.DOUBLE_DAMAGE_CHANCE.description": "${val}% chance for double damage",
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"core.bonus.DOUBLE_DAMAGE_CHANCE.description": "Has a ${val}% chance of dealing double base damage when attacking",
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"core.bonus.DRAGON_NATURE.name": "Dragon",
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"core.bonus.DRAGON_NATURE.description": "Creature has a Dragon Nature",
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"core.bonus.DIRECT_DAMAGE_IMMUNITY.name": "Direct Damage Immunity",
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"core.bonus.DIRECT_DAMAGE_IMMUNITY.description": "Immune to direct damage spells",
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"core.bonus.EARTH_IMMUNITY.name": "Earth immunity",
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"core.bonus.EARTH_IMMUNITY.description": "Immune to all Earth school spells",
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"core.bonus.EARTH_IMMUNITY.description": "Immune to all spells from the school of Earth magic",
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"core.bonus.ENCHANTER.name": "Enchanter",
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"core.bonus.ENCHANTER.description": "Can cast mass ${subtype.spell} every turn",
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"core.bonus.ENCHANTED.name": "Enchanted",
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"core.bonus.ENCHANTED.description": "Affected by permanent ${subtype.spell}",
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"core.bonus.ENEMY_DEFENCE_REDUCTION.name": "Ignore Defense (${val}%)",
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"core.bonus.ENEMY_DEFENCE_REDUCTION.description": "Ignores part of Defence for the attack",
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"core.bonus.ENEMY_DEFENCE_REDUCTION.description": "When attacking, ${val}% of the defender's defense is ignored",
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"core.bonus.FIRE_IMMUNITY.name": "Fire immunity",
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"core.bonus.FIRE_IMMUNITY.description": "Immune to all Fire school spells",
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"core.bonus.FIRE_IMMUNITY.description": "Immune to all spells from the school of Fire magic",
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"core.bonus.FIRE_SHIELD.name": "Fire Shield (${val}%)",
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"core.bonus.FIRE_SHIELD.description": "Reflects part of melee damage",
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"core.bonus.FIRST_STRIKE.name": "First Strike",
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"core.bonus.FIRST_STRIKE.description": "This creature attacks first instead of retaliating",
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"core.bonus.FIRST_STRIKE.description": "This creature retaliates before being attacked",
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"core.bonus.FEAR.name": "Fear",
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"core.bonus.FEAR.description": "Causes Fear on an enemy stack",
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"core.bonus.FEARLESS.name": "Fearless",
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"core.bonus.FEARLESS.description": "Immune to Fear ability",
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"core.bonus.FLYING.name": "Fly",
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"core.bonus.FLYING.description": "Can Fly (ignores obstacles)",
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"core.bonus.FLYING.description": "Flies when moving (ignores obstacles)",
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"core.bonus.FREE_SHOOTING.name": "Shoot Close",
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"core.bonus.FREE_SHOOTING.description": "Can shoot in Close Combat",
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"core.bonus.FREE_SHOOTING.description": "Can use ranged attacks at melee range",
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"core.bonus.GARGOYLE.name": "Gargoyle",
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"core.bonus.GARGOYLE.description": "Cannot be rised or healed",
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"core.bonus.GARGOYLE.description": "Cannot be raised or healed",
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"core.bonus.GENERAL_DAMAGE_REDUCTION.name": "Reduce Damage (${val}%)",
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"core.bonus.GENERAL_DAMAGE_REDUCTION.description": "Reduces physical damage from ranged or melee",
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"core.bonus.GENERAL_DAMAGE_REDUCTION.description": "Reduces physical damage from ranged or melee attacks",
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"core.bonus.HATE.name": "Hates ${subtype.creature}",
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"core.bonus.HATE.description": "Does ${val}% more damage",
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"core.bonus.HATE.description": "Does ${val}% more damage to ${subtype.creature}",
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"core.bonus.HEALER.name": "Healer",
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"core.bonus.HEALER.description": "Heals allied units",
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"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 +276,11 @@
|
||||
"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 +288,7 @@
|
||||
"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 +296,13 @@
|
||||
"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)"
|
||||
}
|
||||
|
Loading…
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Reference in New Issue
Block a user