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本帖最后由 lomppp 于 2013-3-3 02:40 编辑
在国外论坛上看到这个不错的MOD 不过本人虽然会制作MOD但是却是英文小白 所以只能麻烦大家帮帮忙><
老外的 德鲁伊 职业MOD
<<英文版MOD
<<汉化版MOD 感谢fassade 大大的翻译
2013/03/03 02:38 更新MOD 出生翻譯文本排版
以上檔案为RAR檔案 请先解压缩在使用
PS:技能名称牵涉太多檔案无法更改 请见谅><" 另外本MOD技能全部没有图示.....
以下为需要翻译的文挡><"
翻译完成我来制作中文MOD
"Not all with innate magical ability choose to use it. In a world where Magic is despised, the gift of Magic is seen as a curse.",
"The strong willed will simply suppress their magic, while others will seek out the Ziguranth to remove their 'curse'.",
"A rare few find a different path. They use their abilities to actively balance magical disturbances around them and through meditation find a new way to use magic, with Nature, not against.",
"They use: Willpower and Magic.",
感谢fassade 大大的翻译
Land
Tremors: Makes the ground around you restless, sometimes causing nearby enemies to become off-balance for 1 turn.
Chance to hit increases with talent level.
Rolling Boulder: Starts a nearby boulder rolling in the direction you choose, and enemies that don't get out of the way will take %0.2f physical damage and be knocked back.
The damage will increase with your Spellpower.
Cave In: Causes the surroundings to collapse in on the target area, doing %0.2f physical damage in a radius of %d.
Creatures caught in the collapse have a chance of being stunned.
The damage will increase with your Spellpower.
Earthshaker: Increases the strength of the Tremors around you, nearby enemies that loose their footing will be stunned for up to %d turns.
Increases you Equilibrium by %d per turn and does a fail check, if it fails, both Earthshaker and Tremors will cease.
Stun strength will increase with your Spellpower.
Minerals
Prism-Light: Release the natural energy from an alchemist gem into a beam of light.
The beam will hit for %0.2f %s damage.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower.
Strengthen Bones: Hardens the crystaline structure of your bones, allowing you to hit harder and withstand harder hits.
Increases you physical power by %d and physical save by %d.
Crystal Healing: Not written yet. Will cure magical debuffs and provide a buff based on gems used.
Prism-Nature: Release the natural energy from an alchemist gem into a beam of light.
The beam will hit for %0.2f %s damage.
Each kind of gem will also provide a specific effect.
The damage will improve with better gems and with your Spellpower.
(will likely have a secondary effect)
Winds
Zephyr: Befriend the winds around you, increasing your movement speed by %d%% and slowing enemies by the same amount.
Haste/Slow will scale with your Spellpower.
Gone with the Wind: Use the winds to fly away %d grids from your target.
Range scales with Spellpower.
Sandstorm: Summons a sandstorm that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes %0.2f physical damage and could be blinded.
When it reaches its target, it explodes in a radius of 1 for %0.2f physical damage and possibly blinding. All the sand will also drop onto them, slowing them for 4 turns.
The sandstorm will last for %d turns, or until it reaches its target.
Damage will increase with your Spellpower.
Typhoon: Intensify the Zephyr into a strong windstorm. Each turn enemies have a chance of being blown away for %0.2f physical damage.
Increases you Equilibrium by %d per turn and does a fail check, if it fails, both Typhoon and Zephyr will cease.
The effects will increase with your Spellpower.
Seas
Pure Spring: Call up pure water from the ground. This water will heal you %0.2f per turn and improve your resistance to fire and acid by %d%%.
Healing and resist will scale with your Spellpower.
Surf: Ride on a wave of water to quickly reach an enemy. If the target is reached, you get a free attack doing 120%% weapon damage.
The wave will also crash into enemies around where you end up, doing %0.2f physical/cold damage.
You must start from at least 2 tiles away.
Damage scales with Spellpower.
Waterspout: Summons a waterspout that moves slowly toward its target, following it if it changes position.
Any foe caught in its path takes %0.2f physical/cold damage and could be knocked back.
When it reaches its target, it explodes in a radius of 1 for %0.2f physical/cold damage. All the water will also drop onto them, knocking them all back.
The waterspout will last for %d turns, or until it reaches its target.
Damage will increase with your Spellpower.
Whirlpool: Increases the strength of the Pure Spring around you, raging waters around you will hit enemies for %0.2f physical/cold damage and knockback.
Increases you Equilibrium by %d per turn and does a fail check, if it fails, both Whirlpool and Pure Spring will cease.
The effects will increase with your Spellpower.
Weather
Clear Skies: The weather around you changes to perfectly clear. This increases you sight range by %d and does %0.2f light damage to nearby enemies.
You may only have one Weather active at once.
The damage will increase with your Spellpower.
Whistling Winds: Not coded yet.
The weather around you changes to rather windy. Projectiles are deflected and lingering cloud effects near you get blown away.
You may only have one Weather active at once.
The effects will increase with your Spellpower.
Rainfall: The weather around you changes to a downpour. This causes all nearby creatures become %d%% more vulnerable to cold damage, and %d%% more resistant to fire and acid.
You may only have one Weather active at once.
The effects will increase with your Spellpower.
Bolts from the Blue: The weather around you changes to a thunderstorm. Each turn, each nearby enemy has a chance to be struck by lightning for %0.2f damage, and possibly dazing them.
You may only have one Weather active at once.
The effects will increase with your Spellpower.
Woodland
Poison Ivy: Grows and animates Poison Ivys for %d turns to poison your foes to death. Ivys are really weak in melee and die easily, but their attackers won't be feeling too good afterwards.
It will get %d Dexterity, %d Cunning and %d Constitution.
Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, armour penetration.
Sleeping Poppies: Grows and animates Sleeping Poppies for %d turns to put your foes to sleep. Poppies are really weak in melee and die easily, but their perfume will put their attackers to sleep.
It will get %d Willpower, %d Cunning and %d Constitution.
Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, armour penetration.
Hailing Oak: Grow and animate a Hailing Oak for %d turns. The Oak is tough and will sling acorns at your enemies.
It will get %d Willpower, %d Dexterity and %d Constitution.
Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, armour penetration.
Thorns: Protect your plants with tough thorns.
Increases their armour by %d and melee attackers will take %d physical damage.
(Will likely apply to you when using Thorny Skin totems later.)
High Level class categories:
Volcanism
Fissure: Digs up to %d grids into walls, trees or other impassable terrain. (Will be able to be used to create a line of tripping traps later)
Eruption: Summons a small raging volcano for %d turns. Every turn, it will fire %d molten boulders toward your foes, dealing %0.2f fire and %0.2f physical damage.
The damage will scale with your Spellpower.
Lava Burst: The ground is shattered by a lava explosion, doing %0.2f physical (and bleeding) damage in a radius of %d.
The area will also be covered with burning rock for 5 turns, which will burn for %d fire damage and ignite any that stand on it.
The damage will increase with your Spellpower.
Noxious Gasses: Surround yourself with a cloak of noxious gasses from deep within the earth. This decreases you sight range by 5, your lite radius by 1 and does %0.2f acid damage to nearby enemies, possibly blinding them.
The damage will increase with your Spellpower.
Boreal
Mist Cloak: Cloak yourself with mists, increasing your defense and stealth by %d.
Effects will scale with your Spellpower.
(also causes los blocking mist to appear around you)
Glaciate: Freeze the ground around you in a radius of %d, doing %0.2f cold damage and freezing creatures to the ground for 4 turns.
Affected creatures can still act, but cannot move. The ground will be covered in ice for 4 turns.
The damage will increase with your Spellpower.
Gale: Create a cone of wind dealing %0.2f physical damage in a radius of %d. Any creatures caught inside will be knocked back 4 grids away.
The damage will increase with your Spellpower.
Aurora: Call upon the mysterious green fire from the north to light the sky. Your lite radius increase by 1 and nearby enemies will take %0.2f darkness and nature damage per turn.
The damage will increase with your Spellpower.
Jungle
Tangle Vines: Grows and animates Tangling vines for %d turns to squeeze your foes to death. These vines will grapple nearby enemies.
It will get %d Dexterity, %d Strength and %d Constitution.
Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, armour penetration.
Hedge: Grows a living wall of %d length for %d turns. This hedge will block movement and sight.
Pitcher Plants: Grows and animates Pitcher Plants for %d turns to dissolve your foes. Pitcher Plants are really weak in melee and die easily, but their ranged attack will corrode enemies quickly.
It will get %d Willpower, %d Cunning and %d Constitution.
Your summons inherit some of your stats: increased damage%%, stun/pin/confusion/blindness resistance, armour penetration.
Fertilise: Not coded yet. Every time an enemy dies, there is a %d%% chance that a random plant will grow from the corpse.
New Generic categories:
Seasons
Song of Spring: You sing about the beauty of Spring, granting you +%d%% healing factor and lightning damage.
In addition, some of your other talents may change their effects.
You may only have one Song active at once.
The effects will increase with your Spellpower.
Song of Summer: You sing about the beauty of Summer, granting you +%d%% light and fire damage.
In addition, some of your other talents may change their effects.
You may only have one Song active at once.
The effects will increase with your Spellpower.
Song of Autumn: You sing about the beauty of Autumn, granting you +%d%% acid and nature damage.
In addition, some of your other talents may change their effects.
You may only have one Song active at once.
The effects will increase with your Spellpower.
Song of Winter: You sing about the beauty of Winter, granting you +%d%% cold and darkness damage.
In addition, some of your other talents may change their effects.
You may only have one Song active at once.
The effects will increase with your Spellpower.
(talent effect changes not yet coded)
Gaia's Embrace
Weapons of the Woods: Increases your accuracy by %d, and adds %0.2f nature damage when using non metal weapons.
Accuracy bonus will not stack with Combat Accuracy.
Armour of the Woods: Improves your usage of armours. Increases Armour value by %d, Armour hardiness by %d%% when wearing non metal armour.
Weathered: You have experienced the harshness of nature, and survived. Increases resistance to fire, cold, lightning, acid, nature and physical damage by %d%%.
Avatar of Nature: Not yet coded. Will give you some sort of buffs based on you active Song.
Technique/Staff Combat
Staff Mastery2: Increases Physical Power by %d and adds %0.2f physical damage when hitting with staves.
Damage bonus will increase with Physical Power.
Blunt Thrust2: Hit a target for %d%% melee damage and stun it for %d turns.
Stun duration will improve with talent level.
At level 5 this attack can not miss.
Defensive Posture2: Adopt a defensive posture, increasing your defense and armour by %d.
Effect scales with your Dexterity.
Staffwhirl: Spin around, extending your weapon and damaging all targets around you for %d%% weapon damage.
Followed by a quick slam on your primary target for an extra %d%% weapon damage.
Cunning/Herbalism
Remedy: Increases poison and disease resistance by %d%%
Healing Salve: Apply a healing salve to yourself (or an ally), healing for %d life.
Also cures any poisons or diseases, and closes any wounds or cuts.
Requires the energy of one alchemist gem to accelerate the healing effect.
If applied to your golem, it has a hasting effect instead.
The healing will increase with the highest between you Spellpower and Mindpower.
Quickness Potion: Prepare and ingest a home(dungeon)made concoction for a quick boost to your agility.
Increases your movement speed by %d%% and your evasion chance by %d%% for 10 turns.
This effect will leave you weakened for 5 turns after it expires.
The bonus will increase with the Cunning stat.
Frenzy Potion: Prepare and ingest a home(dungeon)made concoction for a quick boost to your aggressiveness.
Increases your global speed by %d%% and your critical chance by %d%% for 10 turns.
This effect will leave you slowed for 5 turns after it expires.
The bonus will increase with the Cunning stat.
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