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mirror of https://github.com/zenorogue/hyperrogue.git synced 2025-01-12 10:20:32 +00:00

updated the descriptions

This commit is contained in:
Zeno Rogue 2017-10-13 21:28:55 +02:00
parent 5867952dd7
commit e930f7dff0
2 changed files with 268 additions and 46 deletions

View File

@ -239,6 +239,41 @@ const char *cadesc =
"(-c0 or -c1 can be given if the same rule is to be used for hexagonal " "(-c0 or -c1 can be given if the same rule is to be used for hexagonal "
"and heptagonal cells)."; "and heptagonal cells).";
const char *huntingdesc =
"The Happy Hunting Ground is the place where hunting is easy; "
"the spirits of hunters go here after their death, if their life was deemed worthy. "
"You did not qualify though, so you will not ever be able to find your way to the places "
"where the hunter spirits and game are... "
"and their hunting dogs will hunt you instead!\n\n"
"You hope to use this to learn some "
"skills in fighting in open hyperbolic space, though.";
const char *terradesc =
"Spending 3-5 turns next to the Terracotta Warriors will cause them to awaken. "
"They have 7 HP, and get stunned for longer and longer time with each attack.";
const char *terraldesc =
"The Emperor's mausoleum. The army "
"of Terracotta Warriors is supposed to protect him in his "
"afterlife, while the traps are to protect the treasures "
"in the mausoleum from thieves.";
const char *arrowtrapdesc =
"The arrow traps will automatically launch a deadly arrow when stepped on. They are quite old though, so the arrow will "
"actually fly at the end of the next turn.";
const char *lavadesc =
"The volcanic activity in this land is extremely unstable. "
"Lava is too hot to walk on. It cools quickly, but another "
"flow will come soon...";
const char *blizzarddesc =
"Once in the past there lived a tribe whose prophets warned about the great blizzard that was to come and freeze the world. "
"They thought it was the wrath of the gods, so they put some altars, so that the gods could hear their pleas. "
"The mighty golems guarded those altars, making sure nobody steals the jewels, because a robbed god is a angry god. "
"Unfortunately winter has come (maybe because only the monks knew how to stop the golems, and they were said to had escaped earlier with some of the jewels). "
"The tribe has frozen to death, altars got covered with snow and ice. Only ice golems still guard them waiting for the spring.";
const char *NODESC = "No description yet."; const char *NODESC = "No description yet.";
const char *NODESCYET = "No description yet."; const char *NODESCYET = "No description yet.";
const char *GENDERSWITCH = NODESC; const char *GENDERSWITCH = NODESC;
@ -696,15 +731,30 @@ monstertype minf[motypes] = {
"If you attack a Mirror Spirit physically, it is delayed, but not destroyed -- " "If you attack a Mirror Spirit physically, it is delayed, but not destroyed -- "
"more reflections will come out of the mirror. Use Mimics to destroy them." "more reflections will come out of the mirror. Use Mimics to destroy them."
}, },
{ 'W', 0x202020, "Hunting Dog", NODESC}, { 'W', 0x202020, "Hunting Dog", huntingdesc},
{ 'T', 0xE2725B, "Terracotta Warrior", NODESC}, { 'T', 0xE2725B, "Terracotta Warrior", terradesc},
{ 'J', 0x50A030, "Jiangshi", NODESC}, { 'J', 0x50A030, "Jiangshi",
{ 'B', 0xA00000, "Void Beast", NODESC}, "You think this was one of the people who have constructed the Terracotta Warriors and the arrow traps. "
{ 'W', 0xA00000, "Lava Wolf", NODESC}, "They have been locked inside, so that they will never release the secrets of the mausoleum. They would like to return their homes and families, though."
{ 'W', 0x202020, "Hunting Dog (guarding)", NODESC}, },
{ 'G', 0xC0C0FF, "Ice Golem", NODESC}, { 'B', 0xA00000, "Void Beast",
"Are creatures of Void actual monsters, or just monster-shaped holes in the air?\n\nVoid Beasts move simply by letting the air move into their current location -- "
"the hole will move to the place where the air came from! Void Beasts are great at moving against the wind, but they have problems "
"moving with the wind."},
{ 'W', 0xA00000, "Lava Wolf",
"While Ice Wolves love heat, their instinct usually will not let tem to go outside the Icy Lands "
"-- they are afraid that they will be unable to get back home, and that they will lose the track of their "
"prey. However, they find the Volcanic Wasteland so hot and attractive that they abandon their "
"natural instincts... and try to track their prey using their other senses and intelligence."},
{ 'W', 0x202020, "Hunting Dog (guarding)", huntingdesc},
{ 'G', 0xC0C0FF, "Ice Golem",
"The Ice Golems are powered by intense magical coldness. When destroyed in the Blizzard or another icy land, they become "
"ice walls, and freeze the land around them."},
{ 'B', 0xC0C0FF, "Sand Bird", NODESC}, { 'B', 0xC0C0FF, "Sand Bird", NODESC},
{ 'S', 0xA00000, "Salamander", NODESC}, { 'S', 0xA00000, "Salamander",
"Salamanders are tough lizard-like creatures. Their tough skin protects them "
"from both physical attacks and heat. Salamanders "
"are stunned for a longer time if you push them into lava, fire, or a solid obstacle."},
// shmup specials // shmup specials
{ '@', 0xC0C0C0, "Rogue", "In the Shoot'em Up mode, you are armed with thrown Knives."}, { '@', 0xC0C0C0, "Rogue", "In the Shoot'em Up mode, you are armed with thrown Knives."},
@ -715,11 +765,11 @@ monstertype minf[motypes] = {
{ '*', 0xFFFFFF, "Airball", "This magical missile pushes back whatever it hits."}, { '*', 0xFFFFFF, "Airball", "This magical missile pushes back whatever it hits."},
// technical // technical
{ '?', 0x00C000, "dead bug", NODESC}, { '?', 0x00C000, "dead bug", NODESC},
{ '?', 0xFFFF00, "electric discharge", NODESC}, // appears as 'killed by electric discharge' { '?', 0xFFFF00, "electric discharge", elecdesc}, // appears as 'killed by electric discharge'
{ '?', 0xE06000, "dead bird", NODESC}, { '?', 0xE06000, "dead bird", NODESC},
{ '?', 0xE06000, "Energy Sword", NODESC}, { '?', 0xE06000, "Energy Sword", NODESC},
{ '!', 0xFF0000, "Warning", warningdesc}, { '!', 0xFF0000, "Warning", warningdesc},
{ '!', 0xFF0000, "arrow trap", NODESC}, { '!', 0xFF0000, "arrow trap", arrowtrapdesc},
{ '*', 0, "vertex", "A vertex from rogueviz."} { '*', 0, "vertex", "A vertex from rogueviz."}
}; };
@ -1195,15 +1245,30 @@ itemtype iinf[ittypes] = {
}, },
{ 'O', 0xF0F0F0, "your orbs", { 'O', 0xF0F0F0, "your orbs",
"Click this to see your orbs."}, "Click this to see your orbs."},
{ '%', 0xE0E000, "Lava Lily", NODESCYET}, { '%', 0xE0E000, "Lava Lily",
{ '*', 0x40E0D0, "Turquoise", NODESCYET}, "This plant, able to survive in the extreme conditions of the Volcanic Wasteland, "
{ '*', 0x009090, "Forgotten Relic", NODESCYET}, "is a valuable alchemical ingredient."
{ '(', 0xFFE080, "Ancient Weapon", NODESCYET}, },
{ 'o', 0x307080, "Orb of Slashing", NODESCYET}, { '*', 0x40E0D0, "Turquoise",
{ 'o', 0x30A080, "Orb of the Triangle", NODESCYET}, "Hunters believe that wearing a Turquoise amulet will improve their accuracy. "
{ 'o', 0x30D080, "Orb of Ferocity", NODESCYET}, "This one has been lost, but the hunting dogs are guarding it until the owner returns."},
{ 'o', 0xD08030, "Orb of Lava", NODESCYET}, { '*', 0x009090, "Forgotten Relic", blizzarddesc},
{ 'o', 0x3080D0, "Orb of Change", NODESCYET}, { '(', 0xFFE080, "Ancient Weapon",
"This ancient weapon is beautifully encrusted with precious gems, but you prefer your own -- it is much lighter."},
{ 'o', 0x307080, "Orb of Slashing",
"Whenever you attack with this Orb, you also hit the monsters adjacent both to you and the monster you originally attacked."},
{ 'o', 0x30A080, "Orb of the Triangle",
"Whenever you attack with this Orb, you also hit the monsters adjacent to you which are neither adjacent nor opposite to the monster "
"you originally attacked."},
{ 'o', 0x30D080, "Orb of Ferocity",
"Whenever you attack with this Orb, you also hit the monsters adjacent to you and opposite to the monster you originally attacked."},
{ 'o', 0xD08030, "Orb of Lava",
"This Orb summons a minor volcanic activity around you. "
"All the heptagonal cells adjacent to enemies in distance at most 5 to you "
"will be set on fire. Does not affect the cell you are on, and enemies resistant to fire."},
{ 'o', 0x3080D0, "Orb of Change",
"This ranged Orb will transform the target monster into one without any special powers. It also stuns them for one turn. "
"Does not affect multi-tile monsters."},
}; };
enum eItem { enum eItem {
@ -1429,11 +1494,11 @@ walltype winf[walltypes] = {
{ '#', 0xC0C0FF, "mirror wall", mirroreddesc}, { '#', 0xC0C0FF, "mirror wall", mirroreddesc},
{ '.', 0xE0E0E0, "stepping stones", "A petrified creature."}, { '.', 0xE0E0E0, "stepping stones", "A petrified creature."},
{ '#', 0x309060, "temporary wall", twdesc}, { '#', 0x309060, "temporary wall", twdesc},
{ 'S', 0xB0B0B0, "warrior statue", NODESCYET}, { 'S', 0xB0B0B0, "warrior statue", terradesc},
{ '=', 0xB0B0B0, "bubbling slime", NODESCYET}, { '=', 0xB0B0B0, "bubbling slime", NODESC},
{ '^', 0xD00000, "arrow trap", NODESCYET}, { '^', 0xD00000, "arrow trap", arrowtrapdesc},
{ '=', 0xE2E2E2, "mercury river", NODESCYET}, { '=', 0xE2E2E2, "mercury river", "A river of mercury."},
{ '&', 0xD00000, "magma", NODESCYET}, { '&', 0xD00000, "lava", lavadesc},
}; };
enum eWall { waNone, waIcewall, waBarrier, waFloorA, waFloorB, waCavewall, waCavefloor, waDeadTroll, waDune, enum eWall { waNone, waIcewall, waBarrier, waFloorA, waFloorB, waCavewall, waCavefloor, waDeadTroll, waDune,
@ -1655,11 +1720,11 @@ const landtype linf[landtypes] = {
{ 0xC8C8FF, "Reflection", mirroreddesc}, { 0xC8C8FF, "Reflection", mirroreddesc},
{ 0xC8C8FF, "Mirror Land", { 0xC8C8FF, "Mirror Land",
"A strange land which contains mirrors and mirages, protected by Mirror Rangers."}, "A strange land which contains mirrors and mirages, protected by Mirror Rangers."},
{ 0xA06000, "Volcanic Wasteland", NODESCYET}, { 0xA06000, "Volcanic Wasteland", lavadesc},
{ 0x8080FF, "Blizzard", NODESCYET}, { 0x8080FF, "Blizzard", blizzarddesc},
{ 0x207068, "Hunting Ground", NODESCYET}, { 0x207068, "Hunting Ground", huntingdesc},
{ 0xE2725B, "Terracotta Army", NODESCYET}, { 0xE2725B, "Terracotta Army", terraldesc},
{ 0xE2725B, "Terracotta Army", NODESCYET} { 0xE2725B, "Terracotta Army", terraldesc}
}; };
enum eLand { laNone, laBarrier, laCrossroads, laDesert, laIce, laCaves, laJungle, laAlchemist, laMirror, laGraveyard, enum eLand { laNone, laBarrier, laCrossroads, laDesert, laIce, laCaves, laJungle, laAlchemist, laMirror, laGraveyard,
@ -1739,22 +1804,22 @@ struct gcell {
#define NODIR 7 #define NODIR 7
#define NOBARRIERS 8 #define NOBARRIERS 8
#define LAND_OVER 53 #define LAND_OVER 57
#define LAND_OVERX 55 #define LAND_OVERX 59
eLand land_over[LAND_OVERX] = { eLand land_over[LAND_OVERX] = {
laIce, laCaves, laDesert, laMotion, laJungle, laAlchemist, laIce, laCaves, laDesert, laHunting, laMotion, laJungle, laAlchemist,
laCrossroads, laCrossroads,
laMirror, laMinefield, laPalace, laPrincessQuest, laZebra, laReptile, laMirror, laMinefield, laPalace, laPrincessQuest, laZebra, laReptile, laVolcano,
laOcean, laWarpCoast, laLivefjord, laKraken, laCaribbean, laWhirlpool, laRlyeh, laTemple, laOcean, laWarpCoast, laLivefjord, laKraken, laCaribbean, laWhirlpool, laRlyeh, laTemple,
laIvoryTower, laEndorian, laDungeon, laMountain, laIvoryTower, laEndorian, laDungeon, laMountain,
laCrossroads2, laCrossroads2,
laDryForest, laWineyard, laDeadCaves, laGraveyard, laHaunted, laHive, laDryForest, laWineyard, laDeadCaves, laGraveyard, laHaunted, laHive, laBlizzard,
laRedRock, laRedRock,
laDragon, laTortoise, laDragon, laTortoise,
laOvergrown, laClearing, laStorms, laWhirlwind, laRose, laBurial, laOvergrown, laClearing, laStorms, laWhirlwind, laRose, laBurial,
laEmerald, laCamelot, laEmerald, laCamelot,
laPrairie, laBull, laPrairie, laBull, laTerracotta,
laElementalWall, laTrollheim, laElementalWall, laTrollheim,
laHell, laCrossroads3, laCocytus, laPower, laCrossroads4, laHell, laCrossroads3, laCocytus, laPower, laCrossroads4,
laCrossroads5, laCrossroads5,
@ -1762,7 +1827,7 @@ eLand land_over[LAND_OVERX] = {
laWildWest, laHalloween laWildWest, laHalloween
}; };
#define LAND_EUC 49 #define LAND_EUC 53
eLand land_euc[LAND_EUC] = { eLand land_euc[LAND_EUC] = {
laIce, laCaves, laDesert, laMotion, laJungle, laIce, laCaves, laDesert, laMotion, laJungle,
laCrossroads, laCrossroads,
@ -1775,7 +1840,8 @@ eLand land_euc[LAND_EUC] = {
laHell, laCrossroads3, laCocytus, laPower, laHell, laCrossroads3, laCocytus, laPower,
laCrossroads4, laCrossroads4,
laWildWest, laWildWest,
laReptile, laMountain, laBull, laPrairie laReptile, laMountain, laBull, laPrairie,
laVolcano, laHunting, laBlizzard, laTerracotta,
}; };
// MISSING: laCrossroads2 // MISSING: laCrossroads2
@ -1795,7 +1861,7 @@ eLand land_sph[LAND_SPH] = {
laWildWest, laPalace, laBull, laPrairie, laCA laWildWest, laPalace, laBull, laPrairie, laCA
}; };
#define LAND_HYP 47 #define LAND_HYP 51
eLand land_hyp[LAND_HYP] = { eLand land_hyp[LAND_HYP] = {
laHell, laCocytus, laGraveyard, laHell, laCocytus, laGraveyard,
laWineyard, laDryForest, laCaves, laWineyard, laDryForest, laCaves,
@ -1810,6 +1876,7 @@ eLand land_hyp[LAND_HYP] = {
laTortoise, laTortoise,
laKraken, laBurial, laTrollheim, laKraken, laBurial, laTrollheim,
laPrairie, laBull, laPrairie, laBull,
laVolcano, laHunting, laBlizzard, laTerracotta,
// always must be last // always must be last
laCrossroads laCrossroads
}; };

View File

@ -5914,35 +5914,154 @@ S("'u' to load current", "'u' by załadować obecne")
//---------------------- //----------------------
N("Hunting Ground", GEN_F, "Kraina Wiecznych Łowów", "Kraina Wiecznych Łowów", "Krainę Wiecznych Łowów", "w Krainie Wiecznych Łowów") N("Hunting Ground", GEN_F, "Kraina Wiecznych Łowów", "Kraina Wiecznych Łowów", "Krainę Wiecznych Łowów", "w Krainie Wiecznych Łowów")
S("The Happy Hunting Ground is the place where hunting is easy; "
"the spirits of hunters go here after their death, if their life was deemed worthy. "
"You did not qualify though, so you will not ever be able to find your way to the places "
"where the hunter spirits and game are... "
"and their hunting dogs will hunt you instead!\n\n"
"You hope to use this to learn some "
"skills in fighting in open hyperbolic space, though.",
"W Krainie Wiecznych Łowów polowanie jest łatwe; dusze myśliwych idą tu po ich śmierci, "
"jeżeli ich życie zostało uznane za godne. Ty się nie kwalifikujesz, także nigdy "
"nie trafisz do miejsc, gdzie przebywają dusze myśliwych i zwierzyna... "
"a ich psy myśliwskie będą polować na Ciebie!\n\n"
"Masz jednak nadzieję, że uda Ci się wykorzystać to miejsce do wytrenowania "
"umiejętności walki w otwartej hiperbolicznej przestrzeni."
)
N("Hunting Dog", GEN_M, "Pies Myśliwski", "Psy Myśliwskie", "Psa Myśliwskiego", "Psem Myśliwskim") N("Hunting Dog", GEN_M, "Pies Myśliwski", "Psy Myśliwskie", "Psa Myśliwskiego", "Psem Myśliwskim")
N("Hunting Dog (guarding)", GEN_M, "Pies Myśliwski (waruje)", "Psy Myśliwskie (warują)", "Psa Myśliwskiego (warującego)", "Psem Myśliwskim (warującym)") N("Hunting Dog (guarding)", GEN_M, "Pies Myśliwski (waruje)", "Psy Myśliwskie (warują)", "Psa Myśliwskiego (warującego)", "Psem Myśliwskim (warującym)")
N("Turquoise", GEN_O, "Turkus", "Turkusy", "Turkus", "Turkusem") N("Turquoise", GEN_O, "Turkus", "Turkusy", "Turkus", "Turkusem")
Orb("Ferocity", "Zaciekłości") Orb("Ferocity", "Zaciekłości")
S("Hunters believe that wearing a Turquoise amulet will improve their accuracy. "
"This one has been lost, but the hunting dogs are guarding it until the owner returns.",
"Myśliwi wierzą, że turkusowy amulet poprawi ich celność. "
"Ten amulet został zgubiony, ale psy myśliwskie go pilnują do czasu powrotu właściciela."
)
S("Whenever you attack with this Orb, you also hit the monsters adjacent to you and opposite to the monster you originally attacked.",
"Gdy atakujesz z tą Sferą, atakujesz także potwory obok Ciebie po przeciwnej stronie od oryginalnie zaatakowanego potwora."
)
// Volcanic Wasteland // Volcanic Wasteland
//-------------------- //--------------------
N("Volcanic Wasteland", GEN_F, "Wulkaniczna Kraina", "Wulkaniczne Krainy", "Wulkaniczną Krainę", "w Wulkanicznej Krainie") N("Volcanic Wasteland", GEN_N, "Wulkaniczne Pustkowie", "Wulkaniczne Pustkowia", "Wulkaniczne Pustkoiwe", "w Wulkanicznym Pustkowiu")
N("lava", GEN_F, "lawa", "lawy", "lawę", "lawą")
S("The volcanic activity in this land is extremely unstable. "
"Lava is too hot to walk on. It cools quickly, but another "
"flow will come soon...",
"W tej krainie aktywność wulkaniczna jest bardzo niestabilna. "
"Lawa jest zbyt gorąca, by po niej chodzić. Stygnie szybko, "
"ale wkrótce przyjdzie kolejny przypływ..."
)
N("Salamander", GEN_F, "Salamandra", "Salamandry", "Salamandrę", "Salamandrą") N("Salamander", GEN_F, "Salamandra", "Salamandry", "Salamandrę", "Salamandrą")
S("Salamanders are tough lizard-like creatures. Their tough skin protects them "
"from both physical attacks and heat. Salamanders "
"are stunned for a longer time if you push them into lava, fire, or a solid obstacle.",
"Salamandry to potężne stworzenia podobne do jaszczurek. Ich skóra chroni je przed "
"atakami fizycznymi i gorącem. Salamandry stają się nieaktywne przez dłuższy czas, "
"jeśli wepchniesz je do lawy, ognia, lub w solidną przeszkodę."
)
N("Lava Wolf", GEN_M, "Wilk Lawowy", "Wilki Lawowe", "Wilka Lawowego", "Wilkiem Lawowym") N("Lava Wolf", GEN_M, "Wilk Lawowy", "Wilki Lawowe", "Wilka Lawowego", "Wilkiem Lawowym")
S("While Ice Wolves love heat, their instinct usually will not let tem to go outside the Icy Lands "
"-- they are afraid that they will be unable to get back home, and that they will lose the track of their "
"prey. However, they find the Volcanic Wasteland so hot and attractive that they abandon their "
"natural instincts... and try to track their prey using their other senses and intelligence.",
"Lodowe Wilki uwielbiają ciepło. Ich instynkt jednak zabrania im wyjść poza Lodową Krainę -- "
"obawiają się, że już nie wrócą do domu, i że nie będą w stanie dalej wyczuwać swoje ofiary. "
"Jednak Wulkaniczne Pustkowie jest dla nich tak gorące i atrakcyjne, że postanawiają "
"porzucić swoje naturalne instynkty... i polować przy użyciu swoich pozostałych zmysłów i inteligencji.")
N("Lava Lily", GEN_F, "Lilia Lawowa", "Lilie Lawowe", "Lilię Lawową", "Lilią Lawową")
S("This plant, able to survive in the extreme conditions of the Volcanic Wasteland, "
"is a valuable alchemical ingredient.",
"Ta roślina, zdolna to przeżycia w ekstremalnych warunkach Wulkanicznego Pustkowia, "
"jest wartościowym składnikiem alchemicznym.")
Orb("Lava", "Lawy") Orb("Lava", "Lawy")
S("This Orb summons a minor volcanic activity around you. "
"All the heptagonal cells adjacent to enemies in distance at most 5 to you "
"will be set on fire. Does not affect the cell you are on, and enemies resistant to fire.",
"Ta Sfera powoduje aktywność wulkaniczną w Twoich okolicach. "
"Wszystkie siedmiokątne pola obok przeciwników w odległości co najwyżej 5 od Ciebie "
"będą się palić. Nie wpływa to na pole, na którym stoisz, ani na przeciwników odpornych na ogień."
)
// Orbs would be destroyed in Volcanic Wasteland // Orbs would be destroyed in Volcanic Wasteland
S("would be destroyed in %the1", "by%ł1by zniszczon%y1 %abl1") S("would be destroyed in %the1", "by%ł1by zniszczon%y1 %abl1")
S(" to go cold", " by ostygnąć") S(" to go cold", " by ostygnąć")
S("%The1 is destroyed by lava!", "%The1 jest zniszczon%y1 przez lawę!") S("%The1 is destroyed by lava!", "%The1 jest zniszczon%y1 przez lawę!")
S("%The1 is killed by lava!", "%The1 jest zabit%y1 przez lawę!") S("%The1 is killed by lava!", "%The1 jest zabit%y1 przez lawę!")
S("Run away from the magma!", "Uciekaj od magmy!") S("Run away from the lava!", "Uciekaj od lawy!")
// Terracotta Army // Terracotta Army
//----------------- //-----------------
N("Terracotta Army", GEN_F, "Armia Terakotowa", "Armie Terakotowe", "Armię Terakotową", "w Armii Terakotowej") N("Terracotta Army", GEN_F, "Armia Terakotowa", "Armie Terakotowe", "Armię Terakotową", "w Armii Terakotowej")
S("The Emperor's mausoleum. The army "
"of Terracotta Warriors is supposed to protect him in his "
"afterlife, while the traps are to protect the treasures "
"in the mausoleum from thieves.",
"Mauzuleum Cesarza. "
"Terakotowi wojownicy mają go chronić w życiu pozagrobowym, "
"a pułapki chronić znajdujące się w mauzoleum skarby "
"przed złodziejami."
)
S("Spending 3-5 turns next to the Terracotta Warriors will cause them to awaken. "
"They have 7 HP, and get stunned for longer and longer time with each attack.",
"Terakotowi Wojownicy budzą się, gdy spędzisz 3 do 5 kolejek obok nich. "
"Mają 7 HP, i z każdym atakiem są ogłuszani na coraz dłuższy czas."
)
N("arrow trap", GEN_F, "strzelająca pułapka", "strzelające pułapki", "strzelającą pułapkę", "strzelającą pułapką") N("arrow trap", GEN_F, "strzelająca pułapka", "strzelające pułapki", "strzelającą pułapkę", "strzelającą pułapką")
S("The arrow traps will automatically launch a deadly arrow when stepped on. They are quite old though, so the arrow will "
"actually fly at the end of the next turn.",
"Te pułapki strzelają zabójczymi strzałami, gdy ktoś na nich stanie. Konstrukcja jest dosyć stara, także strzały "
"wylatują po zakończeniu następnej kolejki."
)
N("mercury river", GEN_F, "rzeka rtęci", "rzeki rtęci", "rzekę rtęci", "rzeką rtęci") N("mercury river", GEN_F, "rzeka rtęci", "rzeki rtęci", "rzekę rtęci", "rzeką rtęci")
S("A river of mercury.", "Rzeka rtęci.")
N("Terracotta Warrior", GEN_M, "Terakotowy Wojownik", "Terakotowi Wojownicy", "Terakotowego Wojownika", "Terakotowym Wojownikiem") N("Terracotta Warrior", GEN_M, "Terakotowy Wojownik", "Terakotowi Wojownicy", "Terakotowego Wojownika", "Terakotowym Wojownikiem")
N("Jiangshi", GEN_M, "Jiangshi", "Jiangshi", "Jiangshi", "Jiangshi") N("Jiangshi", GEN_M, "Jiangshi", "Jiangshi", "Jiangshi", "Jiangshi")
S("You think this was one of the people who have constructed the Terracotta Warriors and the arrow traps. "
"They have been locked inside, so that they will never release the secrets of the mausoleum. They would like to return their homes and families, though.",
"Podejrzewasz, że te istoty kiedyś były rzemieślnikami, którzy skonstruowali Terakotowych Wojowników i "
"pułapki. Zostali tutaj zamknięci, by nigdy nie wydali sekretów mauzoleum. Chcieliby jednak wrócić do swoich domów i rodzin."
)
Orb("Slashing", "Cięcia") Orb("Slashing", "Cięcia")
S("Whenever you attack with this Orb, you also hit the monsters adjacent both to you and the monster you originally attacked.",
"Gdy atakujesz z tą Sferą, atakujesz także potwory obok Ciebie i obok oryginalnie zaatakowanego potwora.")
N("Ancient Weapon", GEN_F, "Starożytna Broń", "Starożytne Bronie", "Starożytną Broń", "Starożytną Bronią")
S("This ancient weapon is beautifully encrusted with precious gems, but you prefer your own -- it is much lighter.",
"Ta starożytna broń jest pięknie zdobiona drogocennymi kamieniami, ale wolisz swoją własną -- jest dużo lżejsza.")
// Blizzard // Blizzard
//---------- //----------
@ -5950,17 +6069,53 @@ Orb("Slashing", "Cięcia")
N("Blizzard", GEN_F, "Zamieć", "Zamieci", "Zamieci", "w Zamieci") N("Blizzard", GEN_F, "Zamieć", "Zamieci", "Zamieci", "w Zamieci")
N("Ice Golem", GEN_M, "Lodowy Golem", "Lodowe Golemy", "Lodowego Golema", "Lodowym Golemem") N("Ice Golem", GEN_M, "Lodowy Golem", "Lodowe Golemy", "Lodowego Golema", "Lodowym Golemem")
N("Void Beast", GEN_F, "Bestia Nicości", "Bestie Nicości", "Bestię Nicości", "Bestią Nicości") N("Void Beast", GEN_F, "Bestia Nicości", "Bestie Nicości", "Bestię Nicości", "Bestią Nicości")
N("Forgotten Relic", GEN_F, "Relikwia", "Relikwie", "Relikwię", "Relikwią") N("Forgotten Relic", GEN_F, "Zgubiona Relikwia", "Zgubione Relikwie", "Zgubioną Relikwię", "Zgubioną Relikwią")
Orb("Change", "Zmiany")
/* S("Once in the past there lived a tribe whose prophets warned about the great blizzard that was to come and freeze the world. " S("The Ice Golems are powered by intense magical coldness. When destroyed in the Blizzard or another icy land, they become "
"ice walls, and freeze the land around them.",
"Lodowe Golemy napędzane są intensywnym, magicznym zimnem. Gdy golem jest zniszczony w Zamieci albo innej "
"lodowej krainie, zamienia się w lodową ścianę, i zamraża ziemię w okolicy.")
S("Are creatures of Void actual monsters, or just monster-shaped holes in the air?\n\nVoid Beasts move simply by letting the air move into their current location -- "
"the hole will move to the place where the air came from! Void Beasts are great at moving against the wind, but they have problems "
"moving with the wind.",
"Czy stworzenia Nicości to rzeczywiście potwory, czy tylko dziury w powietrzu o kształcie potworów?\n\n"
"Bestie Nicości poruszają się poprzez pozwolenie powietrzu na wlecenie w zajmowane przez nie obecnie miejsce -- "
"dziura przesunie się w miejsce, skąd powietrze przyszło! Bestie Nicości świetnie poruszają się pod wiatr, ale "
"nie są w stanie ruszać się z wiatrem."
)
S("Once in the past there lived a tribe whose prophets warned about the great blizzard that was to come and freeze the world. "
"They thought it was the wrath of the gods, so they put some altars, so that the gods could hear their pleas. " "They thought it was the wrath of the gods, so they put some altars, so that the gods could hear their pleas. "
"The mighty golems guarded those altars, making sure nobody steals the jewels, because a robbed god is a angry god. " "The mighty golems guarded those altars, making sure nobody steals the jewels, because a robbed god is a angry god. "
"Unfortunately winter has come (maybe because the monks knew how to stop the golems and were said to had escaped earlier with some of the jewels). " "Unfortunately winter has come (maybe because only the monks knew how to stop the golems, and they were said to had escaped earlier with some of the jewels). "
"The tribe has frozen to death, altars got covered with snow and ice. Only ice golems still guard them waiting for the meltdown.") */ "The tribe has frozen to death, altars got covered with snow and ice. Only ice golems still guard them waiting for the spring.",
"Dawno dawno temu żyło tu plemię, którego prorocy ostrzegali przed wielką zamiecią, która miała zamrozić świat. "
"Według nich był to gniew bogów, także postawili ołtarze, chronione przez golemy, by nikt nie ukradł należących do bogów "
"klejnotów -- okradziony bóg, to rozzłoszczony bóg. Niestety, zima w końcu przyszła (być może dlatego że tylko mnisi wiedzieli, jak sobie radzić z golemami, a ci uciekli z "
"klejnotami). Plemię zamarzło, ołtarze pokryły się lodem. Golemy zostały, czekając na odwilż."
)
// Winter becomes native in Blizzard, while Change replaces Winter in Cocytus
Orb("Change", "Zmiany")
S("This ranged Orb will transform the target monster into one without any special powers. It also stuns them for one turn. "
"Does not affect multi-tile monsters.",
"Ta sfera zamienia wybranego potwora w takiego, który nie ma żadnych specjalnych mocy, a także ogłusza go na jedną kolejkę. "
"Nie działa na potwory zajmujące wiele pól."
)
// yet unused orb // yet unused orb
Orb("the Triangle", "Trójkąta") Orb("the Triangle", "Trójkąta")
S("Whenever you attack with this Orb, you also hit the monsters adjacent to you which are neither adjacent nor opposite to the monster "
"you originally attacked.",
"Gdy atakujesz z tą Sferą, atakujesz także potwory obok Ciebie, które ani nie są obok, ani na przeciwko oryginalnie zaatakowanego potwora.")
S("Using %the1 in %the2 sounds dangerous...", "Używanie %1 %abl2 brzmi niebezpiecznie...")
S("%The1 is mostly useless in %the2...", "%1 jest raczej bezużyteczna %abl2...")
S("%The1 is forbidden in %the2 (disables some achievements)", "%1 zabroniona %abl2 (użycie wyłącza niektóre osiągnięcia")
#undef Orb #undef Orb