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Commit d4adbf28 authored by DarkGod's avatar DarkGod
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Merge branch '1.6b6-TYPOS' into 'master'

1.6b6 typos

mostly double space removal.  
glyphs list now has pretty colours.

See merge request !562
parents 4bce35d9 102e7275
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1 merge request!5621.6b6 typos
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with 34 additions and 34 deletions
......@@ -136,7 +136,7 @@ function _M:setupDLCButtons()
if v then game:floatingTooltip(self.last_display_x, self.last_display_y, "top", {
Image.new{file="dlcs-icons/ashes-banner.png", width=467, height=181},
[[#{bold}##GOLD#Ashes of Urh'Rok - Expansion#LAST##{normal}#
#{italic}##ANTIQUE_WHITE#Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go.#{normal}##LAST#
#{italic}##ANTIQUE_WHITE#Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction wherever they go.#{normal}##LAST#
#{bold}#Features#{normal}#:
#LIGHT_UMBER#New class:#WHITE# Doombringers. These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds
......
......@@ -134,10 +134,10 @@ or [[]])),
}
newChat{ id="hiton",
text = [[What?!? Just because you rescued me from a moderately-to-extremely gruesome death, you think that entitles you to take liberties?!]],
text = [[What?!? Just because you rescued me from a moderately-to-extremely gruesome death, you think that entitles you to take liberties?!]],
answers = {
{"WHY AREN'T WOMEN ATTRACTED TO ME I'M A NICE "..(p.female and "GIRL" or "GUY")..".", quick_reply="Uhh, sorry I hear my father calling, see you.", action=function() ql.nolove = true end},
{"Just a minute, I was just ...", jump="reassurance"},
{"Just a minute, I was just...", jump="reassurance"},
}
}
......
......@@ -27,29 +27,29 @@ newChat{ id="welcome",
newChat{ id="next1",
text = [[But I have never cast a spell in my life!]],
answers = {
{"You are still tainted by that ... foul Demon! The taint is not all gone!", jump="next_am", cond=function(npc, player) return player:attr("forbid_arcane") end},
{"You are still tainted by that ... foul Demon! The taint is not all gone!", jump="next_am", cond=function(npc, player) return player:attr("forbid_arcane") end},
{"There must be some of that demon's taint still inside you.", jump="next_notam", cond=function(npc, player) return not player:attr("forbid_arcane") end},
}
}
newChat{ id="next_am",
text = [[This is terrible! I assure you I had no idea this would happen. You must trust me!]],
text = [[This is terrible! I assure you I had no idea this would happen. You must trust me!]],
answers = {
{"I do. The Ziguranth are not raving zealots, you know. We will look for a way to cure you, as long as you reject the blight.", jump="next2"},
{"I do. The Ziguranth are not raving zealots, you know. We will look for a way to cure you, as long as you reject the blight.", jump="next2"},
}
}
newChat{ id="next_notam",
text = [[This is terrible! What is happening to me?!? You must help me!]],
text = [[This is terrible! What is happening to me?!? You must help me!]],
answers = {
{"I will. We will find a cure for this together.", jump="next2"},
{"I will. We will find a cure for this together.", jump="next2"},
}
}
newChat{ id="next2",
text = [[I'm a very lucky girl, am I not... This is the second time I've had you to save me now.]],
answers = {
{"Over the last weeks you've become very important to me, and I am glad to have you. This is certainly not the place to talk, though, let's go.", jump="next3"},
{"Over the last weeks you've become very important to me, and I am glad to have you. This is certainly not the place to talk, though, let's go.", jump="next3"},
}
}
......
......@@ -20,7 +20,7 @@
newChat{ id="welcome",
text = [[Well met, @playername@. I was sent with a message from King Tolak of Last Hope.
I followed the trail of bodies that you left - very impressive! We are lucky to have you on our side.
But enough talk; take this message. I must go now.
But enough talk; take this message. I must go now.
#LIGHT_GREEN#He gives you a sealed scroll and vanishes into the shadows.#LAST#]],
answers = {
{"Thank you for your courage.", action=function(npc, player)
......
......@@ -59,7 +59,7 @@ Erase him.]],
newChat{ id="tempest-dead",
text = [[So I have heard, @playername@. You prove worthy of your training. Go with the blessing of nature, @playername@ of Zigur.
#LIGHT_GREEN#*She touches your skin. You can feel nature infusing your very being.*#WHITE#
#LIGHT_GREEN#*She touches your skin. You can feel nature infusing your very being.*#WHITE#
This shall help you on your travels. Farewell!]],
answers = {
{"Thank you, Protector.", action=function(npc, player)
......
......@@ -349,9 +349,9 @@ end
Glyph effects will scale with your Spellpower.
Avalable glyphs are:
Glyph of Sunlight - Bind sunlight into a glyph. When triggered it will release a brilliant light, dealing %0.2f light damage and healing you for %d.
Glyph of Moonlight - Bind moonlight into a glyph. When triggered it will release a fatiguing darkness, dealing %0.2f darkness damage and reducing the foes damage dealt by %d%% for %d turns.
Glyph of Twilight - Bind twilight into a glyph. When triggered it will release a burst of twilight, dealing %0.2f light and %0.2f darkness damage and knocking the foe back %d tiles.
#ffd700#Glyph of Sunlight#LAST#: Bind sunlight into a glyph. When triggered it will release a brilliant light, dealing %0.2f light damage and healing you for %d.
#7f7f7f#Glyph of Moonlight#LAST#: Bind moonlight into a glyph. When triggered it will release a fatiguing darkness, dealing %0.2f darkness damage and reducing the foes damage dealt by %d%% for %d turns.
#9D9DC9#Glyph of Twilight#LAST#: Bind twilight into a glyph. When triggered it will release a burst of twilight, dealing %0.2f light and %0.2f darkness damage and knocking the foe back %d tiles.
]]):format(self:getTalentRange(t), t.getDuration(self, t), t.getGlyphCD(self, t),
damDesc(self, DamageType.LIGHT, dam), heal,
damDesc(self, DamageType.DARKNESS, dam), numb, numbDur,
......
......@@ -121,9 +121,9 @@ newTalent{
local damage = t.getDamage(self, t) * 100
local penalty = t.getDamagePenalty(self, t)
return ([[Fire an arrow for %d%% weapon damage and call up to 2 wardens, depending on available space, that will each fire a single arrow before returning to their timelines.
The wardens are out of phase with normal reality and deal %d%% less damage but shoot through friendly targets. All your arrows, including arrows from Shoot and other talents, now phase through friendly targets without causing them harm.
The wardens are out of phase with normal reality and deal %d%% less damage but shoot through friendly targets. All your arrows, including arrows from Shoot and other talents, now phase through friendly targets without causing them harm.
Bow Threading talents will freely swap to your bow when activated if you have one in your secondary slot. You may use the Shoot talent in a similar manner.]])
Bow Threading talents will freely swap to your bow when activated if you have one in your secondary slot. You may use the Shoot talent in a similar manner.]])
:format(damage, penalty)
end
}
......@@ -218,7 +218,7 @@ newTalent{
local damage = t.getDamage(self, t) * 100
local radius = self:getTalentRadius(t)
local aoe = t.getDamageAoE(self, t)
return ([[Fire an arrow for %d%% weapon damage. When the arrow reaches its destination or hits a target it will draw in all other targets in a radius of %d and inflict %0.2f physical damage.
return ([[Fire an arrow for %d%% weapon damage. When the arrow reaches its destination or hits a target it will draw in all other targets in a radius of %d and inflict %0.2f physical damage.
Each target moved beyond the first increases the damage %0.2f (up to %0.2f bonus damage).
Targets take reduced damage the further they are from the epicenter (20%% less per tile).
The additional damage scales with your Spellpower.]])
......
......@@ -301,7 +301,7 @@ newTalent{
info = function(self, t)
local damageChange = t.getDamageChange(self, t, true)
local counterAttackChance = t.getCounterAttackChance(self, t, true)
return ([[You guard against melee damage with a sweep of your hand. So long as you can use Gestures (Requires two free or mindstar-equipped hands), you deflect up to %d damage (%0.1f%% of your best free hand melee damage) from up to %0.1f melee attack(s) each turn (based on your cunning). Deflected attacks cannot be crits.
return ([[You guard against melee damage with a sweep of your hand. So long as you can use Gestures (Requires two free or mindstar-equipped hands), you deflect up to %d damage (%0.1f%% of your best free hand melee damage) from up to %0.1f melee attack(s) each turn (based on your cunning). Deflected attacks cannot be crits.
If Gesture of Pain is active, you also have a %0.1f%% chance to counterattack.]]):
format(damageChange, t.getGuardPercent(self, t), t.getDeflects(self, t, true), counterAttackChance)
end,
......
......@@ -144,7 +144,7 @@ newTalent{
return ([[Smash your psiblades into the ground, creating a tide of crystallized leaves circling you in a radius of 3 for 7 turns.
All foes hit by the leaves will start bleeding for %0.2f per turn (cumulative).
All allies hit will be covered in leaves, granting them %d%% chance to completely avoid any damaging attack.
Damage and avoidance will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier %2.f).]]):
Damage and avoidance will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier %0.2f).]]):
format(dam, c, get_mindstar_power_mult(self))
end,
}
......
......@@ -122,7 +122,7 @@ newTalent{
local area = t.getAreaDamage(self, t) * 0.25
local areamax = t.getAreaDamage(self, t) * 1.25
local radius = self:getTalentRadius(t)
return ([[A powerful concussive punch that deals %d%% weapon damage to your target. If the punch hits, all targets in a radius of %d will take %0.2f to %0.2f damage, depending on the amount of combo points you've accumulated.
return ([[A powerful concussive punch that deals %d%% weapon damage to your target. If the punch hits, all targets in a radius of %d will take %0.2f to %0.2f damage, depending on the amount of combo points you've accumulated.
The area damage will scale with your Strength, and the radius will increase by 1 per combo point.
Using this talent removes your combo points.]])
:format(damage, radius, damDesc(self, DamageType.PHYSICAL, area), damDesc(self, DamageType.PHYSICAL, areamax))
......@@ -192,7 +192,7 @@ newTalent{
return true
end,
info = function(self, t)
return ([[You spin into a flying leap and deliver a powerful kick dealing %d%% weapon damage to all enemies in a radius of 1 as you land. The range will increase by 1 per combo point and total damage will increase by 10%% per combo point.
return ([[You spin into a flying leap and deliver a powerful kick dealing %d%% weapon damage to all enemies in a radius of 1 as you land. The range will increase by 1 per combo point and total damage will increase by 10%% per combo point.
Using this talent removes your combo points and you must have at least 1 combo point to use it.]]):format(t.getDamage(self, t)*100)
end,
}
......@@ -259,7 +259,7 @@ newTalent{
local maxDamage = damage * 2
local stamina = t.getStamina(self, t, 0)/self.max_stamina*100
local staminamax = t.getStamina(self, t, 5)/self.max_stamina*100
return ([[A vicious finishing strike that deals %d%% damage increased by 20%% per combo point you have up to a max of %d%%. If the target ends up with low enough life (<20%%), it might be instantly killed.
return ([[A vicious finishing strike that deals %d%% damage increased by 20%% per combo point you have up to a max of %d%%. If the target ends up with low enough life (<20%%), it might be instantly killed.
Killing a target with Haymaker will instantly restore %d%% to %d%% of your maximum stamina, depending on the amount of combo points you've accumulated.
Using this talent removes your combo points.]])
:format(damage, maxDamage, stamina, staminamax)
......
......@@ -102,7 +102,7 @@ newTalent{
local share = t.getSharePct(self, t)*100
local damage = t.getDamage(self, t)*100
return ([[Make a melee attack for %d%% damage and then attempt to grapple a target up to one size category larger than yourself for %d turns. A grappled opponent will be unable to move, take %d damage each turn, and %d%% of the damage you receive from any source will be redirected to them as physical damage.
Any movement from the target or you will break the grapple. Maintaining a grapple drains %d stamina per turn.
Any movement from the target or you will break the grapple. Maintaining a grapple drains %d stamina per turn.
You may only grapple a single target at a time, and using any targeted unarmed talent on a target that you're not grappling will break the grapple.]])
:format(damage, duration, power, share, drain)
end,
......@@ -141,7 +141,7 @@ newTalent{
local reduction = t.getDamageReduction(self, t)
local slow = t.getSlow(self, t)
return ([[Enhances your grapples with additional effects. All additional effects will apply to every grapple with no additional save or resist check.
return ([[Enhances your grapples with additional effects. All additional effects will apply to every grapple with no additional save or resist check.
#RED#Talent Level 1: Reduces physical power by %d
Talent Level 3: Silences
Talent Level 5: Reduces global action speed by %d%%]])
......
......@@ -70,7 +70,7 @@ newTalent{
}
newTalent{
name = "Double Strike", -- no stamina cost attack that will replace the bump attack under certain conditions
name = "Double Strike", -- no stamina cost attack that will replace the bump attack under certain conditions
type = {"technique/pugilism", 1},
require = techs_dex_req1,
points = 5,
......@@ -145,8 +145,8 @@ newTalent{
end,
info = function(self, t)
local damage = t.getDamage(self, t) * 100
return ([[Deliver two quick punches that deal %d%% damage each, and switch your stance to Striking Stance. If you already have Striking Stance active and Double Strike isn't on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
If either jab connects, you earn one combo point. At talent level 4 or greater, if both jabs connect, you'll earn two combo points.]])
return ([[Deliver two quick punches that deal %d%% damage each, and switch your stance to Striking Stance. If you already have Striking Stance active and Double Strike isn't on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown).
If either jab connects, you earn one combo point. At talent level 4 or greater, if both jabs connect, you'll earn two combo points.]])
:format(damage)
end,
}
......@@ -257,7 +257,7 @@ newTalent{
info = function(self, t)
local damage = t.getDamage(self, t) * 100
local charge =t.chargeBonus(self, t, t.range(self, t)-1)*100
return ([[Attack your foes in a frontal arc with a spinning backhand, doing %d%% damage. If you're not adjacent to the target, you'll step forward as you spin, gaining up to %d%% bonus damage, which increases the farther you move.
return ([[Attack your foes in a frontal arc with a spinning backhand, doing %d%% damage. If you're not adjacent to the target, you'll step forward as you spin, gaining up to %d%% bonus damage, which increases the farther you move.
This attack will remove any grapples you're maintaining, and earn one combo point (or one combo point per attack that connects, if the talent level is 4 or greater).]])
:format(damage, charge)
end,
......@@ -314,7 +314,7 @@ newTalent{
end,
info = function(self, t)
local damage = t.getDamage(self, t) * 100
return ([[Deliver a devastating axe kick dealing %d%% damage. If the blow connects your target is brain damaged, causing all talents to fail for %d turns and earning 2 combo points.
return ([[Deliver a devastating axe kick dealing %d%% damage. If the blow connects your target is brain damaged, causing all talents to fail for %d turns and earning 2 combo points.
This effect cannot be saved against, though it can be dodged and checks confusion immunity.]])
:format(damage, t.getDuration(self, t))
end,
......@@ -379,7 +379,7 @@ newTalent{
info = function(self, t)
local damage = t.getDamage(self, t) * 100
return ([[Lashes out at the target with three quick punches that each deal %d%% damage.
Earns one combo point. If your talent level is 4 or greater, this instead earns one combo point per blow that connects.]])
Earns one combo point. If your talent level is 4 or greater, this instead earns one combo point per blow that connects.]])
:format(damage)
end,
}
......@@ -99,7 +99,7 @@ newTalent{
end,
info = function(self, t)
local damage = t.getDamage(self, t) * 100
return ([[Unleash a flurry of disruptive kicks at your target's vulnerable areas. For each combo point you attack for %d%% weapon damage and deactivate one physical sustain.
return ([[Unleash a flurry of disruptive kicks at your target's vulnerable areas. For each combo point you attack for %d%% weapon damage and deactivate one physical sustain.
At talent level 3 #DARK_ORCHID#Magical#LAST# sustains will also be effected.
At talent level 5 #YELLOW#Mental#LAST# sustains will also be effected.
Using this talent removes your combo points.]])
......@@ -118,7 +118,7 @@ newTalent{
info = function(self, t)
local stamina = t.getStamina(self, t)
local chance = t.getChance(self, t)
return ([[When gaining a combo point, you have a %d%% chance to gain an extra combo point. Additionally, every time you earn a combo point, you will regain %0.2f stamina, or %0.2f stamina if you would exceed 5 combo points.]])
return ([[When gaining a combo point, you have a %d%% chance to gain an extra combo point. Additionally, every time you earn a combo point, you will regain %0.2f stamina, or %0.2f stamina if you would exceed 5 combo points.]])
:format(chance, stamina, stamina*2)
end,
}
......@@ -148,7 +148,7 @@ newTalent{
local block = t.getBlock(self, t)
local maxblock = block*5
return ([[Toughen your body blocking up to %d damage per combo point (Max %d) across 2 turns.
Current block value: %d
Current block value: %d
Using this talent removes your combo points.
The damage absorbed scales with your Physical Power.]])
:format(block, block * 5, block * self:getCombo())
......
......@@ -88,7 +88,7 @@ newTalent{
end
end,
info = function(self, t)
return ([[Your mastery of unarmed combat unifies your body. Increases your Strength by %d based on Cunning and your Constitution by %d based on Dexterity.]]):format(t.getStr(self, t), t.getCon(self, t))
return ([[Your mastery of unarmed combat unifies your body. Increases your Strength by %d based on Cunning and your Constitution by %d based on Dexterity.]]):format(t.getStr(self, t), t.getCon(self, t))
end
}
......
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