Update en_US.yml
Overhaul the kits section with new and improved messages
This commit is contained in:
@@ -405,361 +405,424 @@ perks:
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- '<gray>incoming projectiles.</gray>'
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- '<gray>incoming projectiles.</gray>'
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message: '<aqua>💨 Evaded! The projectile missed you!</aqua>'
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message: '<aqua>💨 Evaded! The projectile missed you!</aqua>'
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# ══════════════════════════════════════════════════════════════════════════════
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# SpeedHG · en_US.yml — kits section (overhauled)
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#
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# Design language:
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# Kit names → gradient (kit-specific colors) + <bold>
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# Lore prefix → <dark_gray>[AGG]</dark_gray> / <dark_aqua>[DEF]</dark_aqua>
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# Lore body → <gray>
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# Key values → <yellow> (numbers, durations, ranges)
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# <green> (positive effects / buffs)
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# <red> (negative effects / debuffs on enemies)
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# Item names → thematic color + Unicode symbol where fitting
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# Messages → keep existing keys intact, polish text only
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# ══════════════════════════════════════════════════════════════════════════════
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kits:
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kits:
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needed_hits: '<gold>⚡ Ability: <white><current>/<required> Hits</white></gold>'
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needed_hits: '<gold>⚡ Ability: <white><current>/<required> Hits</white></gold>'
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ability_charged: '<green><bold>⚡ ABILITY READY!</bold></green>'
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ability_charged: '<green><bold>⚡ ABILITY READY!</bold></green>'
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height_restriction: '<red>⚠ This ability cannot be used at high altitudes!'
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height_restriction: '<red>⚠ This ability cannot be used at high altitudes!'
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# ── Backup ──────────────────────────────────────────────────────────────────
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backup:
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backup:
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name: '<gradient:gold:#ff841f><bold>Backup</bold></gradient>'
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name: '<gradient:gold:#ff841f><bold>Backup</bold></gradient>'
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lore:
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lore:
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- ' '
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- ' '
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- 'Select a kit mid-round at any time.'
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- '<gray>Pick <yellow>any kit</yellow> mid-round — at any time.</gray>'
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- 'All kits are available to pick.'
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- '<gray>No pre-selection required. Adapt on the fly.</gray>'
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# ── Gladiator ────────────────────────────────────────────────────────────────
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gladiator:
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gladiator:
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name: '<gradient:dark_gray:gray><bold>Gladiator</bold></gradient>'
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name: '<gradient:dark_gray:gray><bold>Gladiator</bold></gradient>'
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lore:
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lore:
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- ' '
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- ' '
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- 'Use your ability to fight enemies'
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- '<gray>Challenge any player to a <yellow>1v1 duel</yellow> in the sky.</gray>'
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- 'in a 1v1 above the skies.'
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- '<gray>A cage seals you both in. Only one walks out.</gray>'
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items:
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items:
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ironBars:
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ironBars:
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name: '<gray>Cage</gray>'
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name: '<gray>⚔ Cage Challenge</gray>'
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description: 'Fight an enemy in a 1v1 above the skies'
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description: 'Trap an enemy in a sky arena for a 1v1 duel'
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messages:
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messages:
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cannot_use_abilities: '<red>You cannot use abilities while in a gladiator fight!</red>'
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cannot_use_abilities: '<red>Abilities are disabled inside the gladiator arena!</red>'
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# ── Goblin ───────────────────────────────────────────────────────────────────
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# FIX: Replaced legacy §-codes with MiniMessage. Corrected bunker description
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# (it spawns a bunker around the player, not for 15 s specifically —
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# duration is config-driven, so we keep it vague).
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goblin:
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goblin:
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name: '<gradient:dark_green:gray><bold>Goblin</bold></gradient>'
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name: '<gradient:dark_green:gray><bold>Goblin</bold></gradient>'
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lore:
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lore:
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- ' '
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- ' '
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- 'AGGRESSIVE: Copy your enemies kit'
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- '<dark_gray>[AGG]</dark_gray> <gray>Steal your enemy''s kit for <yellow>60 seconds</yellow>.</gray>'
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- 'DEFENSIVE: Summon a bunker for protection'
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- '<dark_aqua>[DEF]</dark_aqua> <gray>Spawn a <green>bunker</green> around yourself for cover.</gray>'
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items:
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items:
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steal:
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steal:
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name: '§cSteal Kit'
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name: '<green>🗡 Steal Kit</green>'
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description: 'Steal the kit of your opponent for 60 seconds'
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description: 'Copy your opponent''s kit for 60 seconds'
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bunker:
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bunker:
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name: '§2Bunker'
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name: '<dark_green>🧱 Bunker</dark_green>'
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description: 'Create a bunker around yourself for 15 seconds'
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description: 'Construct a protective bunker around yourself'
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messages:
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messages:
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stole_kit: '<green>You have stolen the kit of your opponent (Kit: <kit>)!</green>'
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stole_kit: '<green>⚡ Kit stolen! You are now playing as <yellow><kit></yellow>!</green>'
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spawn_bunker: '<green>You have created a bunker around yourself!'
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spawn_bunker: '<green>🧱 Bunker deployed! Hold your ground!</green>'
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ability_charged: '<yellow>Your ability has been recharged!</yellow>'
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icemage:
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name: '<gradient:dark_aqua:aqua><bold>IceMage</bold></gradient>'
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lore:
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- ' '
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- 'AGGRESSIVE: Gain speed in ice biomes and give slowness'
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- 'DEFENSIVE: Summon snowballs and freeze enemies'
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items:
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snowball:
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name: '<aqua>❄️ Freeze</aqua>'
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description: 'Freeze your enemies by throwing snowballs in all directions'
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ice_spike:
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name: '<aqua>❄️ Ice Spike Burst</aqua>'
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description: 'Right-click: Fire cone of freezing projectiles'
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passive:
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aggressive:
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name: '<aqua>IceStorm</aqua>'
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description: 'Gain speed in cold biomes and give enemies slowness'
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defensive:
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name: '<aqua>Slowness Proc</aqua>'
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description: '33% chance to slow enemies when you hit them'
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messages:
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shoot_snowballs: '<aqua>You have shot frozen snowballs in all directions!</aqua>'
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ability_charged: '<yellow>Your ability has been recharged!</yellow>'
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spike_fired: '<aqua>❄️ Spikes fired!</aqua>'
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spike_cooldown: '<red>Cooldown: <time>s remaining'
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# ── Venom ────────────────────────────────────────────────────────────────────
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# FIX: Replaced legacy §-codes with MiniMessage.
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# Corrected AGGRESSIVE description: the ability applies Blindness I (5 s),
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# Instant Damage (2 hearts) and Wither I — not just a "deafening beam".
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# Added separate passive entries for aggressive/defensive (shield is DEF only).
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venom:
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venom:
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name: '<gradient:dark_red:red><bold>Venom</bold></gradient>'
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name: '<gradient:dark_red:red><bold>Venom</bold></gradient>'
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lore:
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lore:
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- ' '
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- ' '
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- 'AGGRESSIVE: Summon a deafening beam'
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- '<dark_gray>[AGG]</dark_gray> <gray>Blast: <red>Blindness</red>, <red>Wither</red> & <red>2 hearts</red> instant damage.</gray>'
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- 'DEFENSIVE: Create a shield for protection'
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- '<dark_aqua>[DEF]</dark_aqua> <gray>Raise a <green>barrier</green> that blocks hits & projectiles.</gray>'
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items:
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items:
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wither:
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wither:
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name: '§8Deafening Beam'
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name: '<dark_red>☠ Venom Blast</dark_red>'
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description: 'Summon a deafening beam against an enemy'
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description: 'Hit an enemy with Blindness I (5s), Wither I, and 2 hearts of instant damage'
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shield:
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shield:
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name: '§8Shield of Darkness'
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name: '<dark_gray>🛡 Shield of Darkness</dark_gray>'
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description: 'Create a shield and get protected against hits and projectiles'
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description: 'Raise a barrier that absorbs up to 15 damage and reflects projectiles'
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passive:
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passive:
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name: '§8Shield of Darkness'
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aggressive:
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description: 'Create a shield and get protected against hits and projectiles'
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name: '<dark_red>Venom Blast</dark_red>'
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description: 'Active ability: Blindness + Wither + instant damage on use'
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defensive:
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name: '<dark_gray>Shield of Darkness</dark_gray>'
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description: 'Barrier (8 s, 15 HP cap) — blocks projectiles, limits incoming damage to 0.5 hearts'
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messages:
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messages:
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wither_beam: '<gray>You have summoned your deafening beam!</gray>'
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wither_beam: '<dark_red>☠ Venom Blast unleashed!</dark_red>'
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shield_activate: '<gray>Your shield of darkness has been activated!</gray>'
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shield_activate: '<dark_gray>🛡 Shield of Darkness raised!</dark_gray>'
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shield_break: '<red>Your shield of darkness has broken!</red>'
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shield_break: '<red>💥 Your Shield of Darkness has shattered!</red>'
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ability_charged: '<yellow>Your ability has been recharged</yellow>'
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ability_charged: '<yellow>⚡ Ability recharged!</yellow>'
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# ── IceMage ──────────────────────────────────────────────────────────────────
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# FIX: AGGRESSIVE passive is "speed in cold biomes + slowness chance on hit"
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# (IceStorm), not the snowball explosion. Snowball / Freeze is the
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# DEFENSIVE active item. Lore was listing the effects under the wrong style.
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icemage:
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name: '<gradient:dark_aqua:aqua><bold>IceMage</bold></gradient>'
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lore:
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- ' '
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- '<dark_gray>[AGG]</dark_gray> <gray><green>Speed boost</green> in cold biomes. Hits <red>slow</red> enemies.</gray>'
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- '<dark_aqua>[DEF]</dark_aqua> <gray>Throw <aqua>Freeze Snowballs</aqua> in all directions.</gray>'
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items:
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snowball:
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name: '<aqua>❄ Freeze Burst</aqua>'
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description: 'Launch snowballs in all directions — hitting enemies freezes them for 3 s'
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ice_spike:
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name: '<aqua>❄ Ice Spike Burst</aqua>'
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description: 'Right-click: fire a cone of freezing projectiles'
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passive:
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aggressive:
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name: '<aqua>IceStorm</aqua>'
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description: 'Speed I in cold biomes; hits have a chance to apply Slowness to enemies'
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defensive:
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name: '<aqua>Chilling Touch</aqua>'
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description: '33% chance to apply Slowness II to enemies when hit'
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messages:
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shoot_snowballs: '<aqua>❄ Freeze Burst unleashed in all directions!</aqua>'
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ability_charged: '<yellow>❄ Ability recharged!</yellow>'
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spike_fired: '<aqua>❄ Ice Spikes launched!</aqua>'
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spike_cooldown: '<red>Cooldown: <time>s remaining</red>'
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# ── Rattlesnake ───────────────────────────────────────────────────────────────
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# NOTE: Content was accurate. Polished wording and added Speed II mention to lore.
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rattlesnake:
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rattlesnake:
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name: '<gradient:green:dark_green><bold>Rattlesnake</bold></gradient>'
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name: '<gradient:green:dark_green><bold>Rattlesnake</bold></gradient>'
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lore:
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lore:
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- ' '
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- ' '
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- 'AGGRESSIVE: Sneak-charged pounce'
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- '<gray>Always: <green>Speed II</green> — fast and lethal.</gray>'
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- 'DEFENSIVE: 25% counter-venom on hit'
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- '<dark_gray>[AGG]</dark_gray> <gray>Sneak to charge, then <yellow>pounce</yellow> <red>3–10 blocks</red>.</gray>'
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- '<dark_aqua>[DEF]</dark_aqua> <gray><yellow>25%</yellow> chance to reflect <red>Poison II</red> on hit.</gray>'
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items:
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items:
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pounce:
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pounce:
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name: '<green>Pounce</green>'
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name: '<green>🐍 Pounce</green>'
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description: 'Sneak + right-click to lunge at an enemy'
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description: 'Sneak + right-click to charge, then release to leap at enemies'
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passive:
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passive:
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aggressive:
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aggressive:
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name: '<green>Pounce Strike</green>'
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name: '<green>Pounce Strike</green>'
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description: 'Apply Poison II on pounce-hit (x3 after Feast)'
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description: 'Apply Poison II (8 s) on a successful pounce hit'
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defensive:
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defensive:
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name: '<green>Counter Venom</green>'
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name: '<green>Counter Venom</green>'
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description: '25% chance to reflect Poison when hit'
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description: '25% chance to reflect Poison II back at attackers'
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messages:
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messages:
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pounce_hit: '<green>Pounce hit <count> target(s)! Poison II applied!</green>'
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pounce_hit: '<green>🐍 Pounce hit <yellow><count></yellow> target(s)! <red>Poison II</red> applied!</green>'
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pounce_miss: '<red>Pounce missed! Nearby enemies were disoriented.</red>'
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pounce_miss: '<red>Pounce missed! Nearby enemies were disoriented.</red>'
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venom_proc: '<green>Counter Venom triggered!</green>'
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venom_proc: '<green>💉 Counter Venom triggered!</green>'
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# ── Armorer ───────────────────────────────────────────────────────────────────
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armorer:
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armorer:
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name: '<gradient:gray:white><bold>Armorer</bold></gradient>'
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name: '<gradient:gray:white><bold>Armorer</bold></gradient>'
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lore:
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lore:
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- ' '
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- ' '
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- 'Upgrade armor every 2 kills.'
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- '<gray>Upgrade your armor every <yellow>2 kills</yellow>.</gray>'
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- 'Broken armor is auto-replaced.'
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- '<gray>Broken pieces are <green>auto-replaced</green> at your current tier.</gray>'
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passive:
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passive:
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aggressive:
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aggressive:
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name: '<gold>Battle High</gold>'
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name: '<gold>Battle High</gold>'
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description: 'Gain Strength I for 5 s after each kill'
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description: 'Gain Strength I for 5 s after each kill'
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defensive:
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defensive:
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name: '<aqua>Fortified</aqua>'
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name: '<aqua>Fortified</aqua>'
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description: 'Iron / Diamond armor receives Protection I'
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description: 'Iron and Diamond armor pieces receive Protection I'
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messages:
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messages:
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armor_upgraded: '<gold>Armor upgraded to tier <tier>!</gold>'
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armor_upgraded: '<gold>🛡 Armor upgraded to tier <yellow><tier></yellow>!</gold>'
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armor_replaced: '<yellow>Broken armor replaced automatically.</yellow>'
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armor_replaced: '<yellow>🔧 Broken piece auto-replaced at current tier.</yellow>'
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# ── Voodoo ────────────────────────────────────────────────────────────────────
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# NOTE: Content was accurate. Added more detail: root requires <50% HP, 20% Wither chance.
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voodoo:
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voodoo:
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name: '<gradient:dark_purple:light_purple><bold>Voodoo</bold></gradient>'
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name: '<gradient:dark_purple:light_purple><bold>Voodoo</bold></gradient>'
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lore:
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lore:
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- ' '
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- ' '
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- 'AGGRESSIVE: Wither on hit + root below 50%'
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- '<dark_gray>[AGG]</dark_gray> <gray><yellow>20%</yellow> <red>Wither</red> on hit. Root enemies below <red>50% HP</red>.</gray>'
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- 'DEFENSIVE: Curse enemies for buffs'
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- '<dark_aqua>[DEF]</dark_aqua> <gray>Curse nearby enemies — gain <green>buffs</green> while they suffer.</gray>'
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items:
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items:
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root:
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root:
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name: '<dark_purple>Root</dark_purple>'
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name: '<dark_purple>🌑 Root</dark_purple>'
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description: 'Root an enemy below 50% HP for 5 seconds'
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description: 'Root an enemy below 50% HP in place for 5 seconds'
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curse:
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curse:
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name: '<light_purple>Curse</light_purple>'
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name: '<light_purple>🔮 Curse</light_purple>'
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description: 'Curse nearby enemies for 15 seconds'
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description: 'Curse all nearby enemies for 15 seconds and gain buffs while the curse holds'
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passive:
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passive:
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aggressive:
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aggressive:
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name: '<dark_purple>Wither Touch</dark_purple>'
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name: '<dark_purple>Wither Touch</dark_purple>'
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description: '20% chance to apply Wither on melee hit'
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description: '20% chance to apply Wither I on melee hit'
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defensive:
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defensive:
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name: '<light_purple>Dark Pact</light_purple>'
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name: '<light_purple>Dark Pact</light_purple>'
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description: 'Speed + Regen while cursed enemies are nearby'
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description: 'Gain Speed and Regeneration while cursed enemies are nearby'
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messages:
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messages:
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root_activated: '<dark_purple>Enemy rooted for 5 seconds!</dark_purple>'
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root_activated: '<dark_purple>🌑 Enemy rooted for <yellow>5 seconds</yellow>!</dark_purple>'
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root_received: '<red>You are rooted!</red>'
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root_received: '<red>🌑 You are rooted — you cannot move!</red>'
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curse_cast: '<light_purple>Cursed <count> enemy(s) for 15 seconds!</light_purple>'
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curse_cast: '<light_purple>🔮 Cursed <yellow><count></yellow> enemy(s) for <yellow>15 seconds</yellow>!</light_purple>'
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curse_received: '<red>You have been cursed by a Voodoo player!</red>'
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curse_received: '<red>🔮 You have been cursed by a Voodoo player!</red>'
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ability_charged: '<yellow>Ability recharged!</yellow>'
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ability_charged: '<yellow>⚡ Ability recharged!</yellow>'
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||||||
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||||||
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# ── Black Panther ─────────────────────────────────────────────────────────────
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# FIX: Added clarity that AGGRESSIVE is Push + 12 s Vibranium Fists (6.5 dmg/hit).
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||||||
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# DEFENSIVE Wakanda pounce now mentions 3-block fall requirement and crater.
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blackpanther:
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blackpanther:
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name: '<gradient:dark_gray:white><bold>Black Panther</bold></gradient>'
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name: '<gradient:dark_gray:white><bold>Black Panther</bold></gradient>'
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||||||
lore:
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lore:
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||||||
- ' '
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- ' '
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||||||
- 'AGGRESSIVE: Push + Vibranium Fists'
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- '<dark_gray>[AGG]</dark_gray> <gray>Push nearby enemies, then unleash <yellow>6.5 dmg</yellow> fists for <yellow>12 s</yellow>.</gray>'
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||||||
- 'DEFENSIVE: Wakanda Forever! fall-pounce'
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- '<dark_aqua>[DEF]</dark_aqua> <gray>Fall <yellow>3+ blocks</yellow> onto a foe — <red>AOE damage</red> + crater.</gray>'
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items:
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items:
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push:
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push:
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name: '<gray>Vibranium Pulse</gray>'
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name: '<gray>⚡ Vibranium Pulse</gray>'
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||||||
description: 'Knock back all nearby enemies and activate Fist Mode'
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description: 'Knock back all nearby enemies and activate 12 s Vibranium Fist Mode'
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||||||
passive:
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passive:
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||||||
aggressive:
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aggressive:
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||||||
name: '<gray>Vibranium Fists</gray>'
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name: '<gray>Vibranium Fists</gray>'
|
||||||
description: '6.5 bare-hand damage for 12 s after Push'
|
description: '6.5 bare-hand damage for 12 s after activating Push'
|
||||||
defensive:
|
defensive:
|
||||||
name: '<white>Wakanda Forever!</white>'
|
name: '<white>Wakanda Forever!</white>'
|
||||||
description: 'Fall from 3+ blocks onto an enemy for AOE damage + crater'
|
description: 'Fall from 3+ blocks onto an enemy for AOE damage and a crater impact'
|
||||||
messages:
|
messages:
|
||||||
fist_mode_active: '<gray>⚡ Vibranium Fists active for 12 seconds!</gray>'
|
fist_mode_active: '<gray>⚡ Vibranium Fists active for <yellow>12 seconds</yellow>!</gray>'
|
||||||
wakanda_impact: '<white>Wakanda Forever! Hit <count> enemy(s)!</white>'
|
wakanda_impact: '<white>⚡ Wakanda Forever! Hit <yellow><count></yellow> enemy(s)!</white>'
|
||||||
ability_charged: '<yellow>Ability recharged!</yellow>'
|
ability_charged: '<yellow>⚡ Ability recharged!</yellow>'
|
||||||
|
|
||||||
|
# ── TheWorld ──────────────────────────────────────────────────────────────────
|
||||||
|
# NOTE: Content was accurate. Added detail about max 3 blinks and 5-hit freeze cap.
|
||||||
theworld:
|
theworld:
|
||||||
name: '<gradient:dark_gray:white><bold>The World</bold></gradient>'
|
name: '<gradient:dark_gray:white><bold>The World</bold></gradient>'
|
||||||
lore:
|
lore:
|
||||||
- ' '
|
- ' '
|
||||||
- 'AGGRESSIVE: Shockwave + 3x Blink'
|
- '<dark_gray>[AGG]</dark_gray> <gray>Shockwave + <yellow>3x Blink</yellow> in your looking direction.</gray>'
|
||||||
- 'DEFENSIVE: Shockwave + Freeze + 5-Hit Cap'
|
- '<dark_aqua>[DEF]</dark_aqua> <gray>Shockwave + <red>Freeze</red> enemies (<yellow>10 s</yellow>, max <yellow>5 hits</yellow>).</gray>'
|
||||||
items:
|
items:
|
||||||
clock:
|
clock:
|
||||||
aggressive:
|
aggressive:
|
||||||
name: '<gray>The World</gray>'
|
name: '<gray>⏱ The World</gray>'
|
||||||
description: 'Shockwave → right-click 3x to blink in looking direction'
|
description: 'Shockwave in all directions, then right-click up to 3x to blink forward'
|
||||||
defensive:
|
defensive:
|
||||||
name: '<gray>The World</gray>'
|
name: '<gray>⏱ The World</gray>'
|
||||||
description: 'Shockwave + freeze nearby enemies (max 5 hits each)'
|
description: 'Shockwave in all directions, then freeze nearby enemies for 10 s (5-hit limit)'
|
||||||
passive:
|
passive:
|
||||||
defensive:
|
defensive:
|
||||||
name: '<aqua>Time Stop</aqua>'
|
name: '<aqua>Time Stop</aqua>'
|
||||||
description: 'Frozen enemies can only be hit 5 times'
|
description: 'Frozen enemies can only be hit 5 times before the freeze breaks'
|
||||||
messages:
|
messages:
|
||||||
shockwave_and_blink: '<gray>Shockwave! <white><charges> blink charge(s) ready.</white>'
|
shockwave_and_blink: '<gray>⏱ Shockwave! <white><yellow><charges></yellow> blink charge(s) ready.</white></gray>'
|
||||||
teleport_charges: '<aqua>Blinked! <charges> charge(s) remaining.</aqua>'
|
teleport_charges: '<aqua>⚡ Blinked! <yellow><charges></yellow> charge(s) remaining.</aqua>'
|
||||||
charges_exhausted: '<red>All blink charges spent!</red>'
|
charges_exhausted: '<red>All blink charges spent!</red>'
|
||||||
freeze_activated: '<aqua>⏸ Time stopped for <count> enemy(s)!</aqua>'
|
freeze_activated: '<aqua>⏸ Time stopped for <yellow><count></yellow> enemy(s)!</aqua>'
|
||||||
frozen_received: '<red>⏸ You are frozen for 10 seconds!</red>'
|
frozen_received: '<red>⏸ You are frozen for <yellow>10 seconds</yellow>!</red>'
|
||||||
frozen_expired: '<gray>The freeze has worn off.</gray>'
|
frozen_expired: '<gray>The freeze has worn off.</gray>'
|
||||||
freeze_broken: '<gold>Freeze broken — 5 hits reached!</gold>'
|
freeze_broken: '<gold>Freeze broken — 5 hit limit reached!</gold>'
|
||||||
freeze_hits_left: '<aqua>Frozen enemy — <hits> hit(s) remaining.</aqua>'
|
freeze_hits_left: '<aqua>Frozen — <yellow><hits></yellow> hit(s) remaining.</aqua>'
|
||||||
|
|
||||||
|
# ── Tesla ─────────────────────────────────────────────────────────────────────
|
||||||
|
# NOTE: Content was accurate. Clarified that passive knocks back + ignites (no height restriction note
|
||||||
|
# added to passive description since the height cap applies to both abilities equally).
|
||||||
tesla:
|
tesla:
|
||||||
name: '<gradient:yellow:aqua><bold>Tesla</bold></gradient>'
|
name: '<gradient:yellow:aqua><bold>Tesla</bold></gradient>'
|
||||||
lore:
|
lore:
|
||||||
- ' '
|
- ' '
|
||||||
- 'AGGRESSIVE: Lightning strikes (5-block radius)'
|
- '<dark_gray>[AGG]</dark_gray> <gray>Strike <yellow>5 lightning bolts</yellow> in a <yellow>5-block</yellow> radius (<red>1.5 ♥</red> each).</gray>'
|
||||||
- 'DEFENSIVE: Knockback + fire aura'
|
- '<dark_aqua>[DEF]</dark_aqua> <gray><red>Knock back</red> + <red>ignite</red> nearby enemies every 3 s.</gray>'
|
||||||
- '<dark_gray>Disabled above Y ≈ 113'
|
- '<dark_gray>⚠ Disabled above Y ≈ 113.</dark_gray>'
|
||||||
items:
|
items:
|
||||||
rod:
|
rod:
|
||||||
name: '<yellow>Tesla Coil'
|
name: '<yellow>⚡ Tesla Coil</yellow>'
|
||||||
description: 'Strike 5 random bolts in a 5-block radius (1.5 ♥ each)'
|
description: 'Discharge 5 lightning bolts in a 5-block radius — each bolt deals 1.5 hearts'
|
||||||
passive:
|
passive:
|
||||||
name: '<yellow>Electromagnetic Field'
|
name: '<yellow>Electromagnetic Field</yellow>'
|
||||||
description: 'Push back + ignite nearby enemies every 3 s'
|
description: 'Every 3 s: push back and ignite all nearby enemies (disabled above Y ≈ 113)'
|
||||||
messages:
|
messages:
|
||||||
lightning_cast: '<yellow>⚡ Tesla Coil discharged!'
|
lightning_cast: '<yellow>⚡ Tesla Coil discharged!</yellow>'
|
||||||
too_high: '<red>Too high! Tesla requires ground contact.'
|
too_high: '<red>⚠ Too high! Tesla requires ground level (below Y ≈ 113).</red>'
|
||||||
ability_charged: '<yellow>Tesla Coil recharged!'
|
ability_charged: '<yellow>⚡ Tesla Coil recharged!</yellow>'
|
||||||
|
|
||||||
|
# ── Puppet ────────────────────────────────────────────────────────────────────
|
||||||
|
# FIX: "Slowness III" was incorrect. The kit applies Blindness + Slowness (no rank III
|
||||||
|
# specified in README or code docs). Corrected to plain Slowness.
|
||||||
|
# Also corrected drain mechanic: 4 hearts/s per enemy, max 8 hearts total, 2 s duration.
|
||||||
puppet:
|
puppet:
|
||||||
name: '<gradient:dark_purple:light_purple><bold>Puppet</bold></gradient>'
|
name: '<gradient:dark_purple:light_purple><bold>Puppet</bold></gradient>'
|
||||||
lore:
|
lore:
|
||||||
- ' '
|
- ' '
|
||||||
- 'AGGRESSIVE: Life drain (max 8 ♥, 2 s)'
|
- '<dark_gray>[AGG]</dark_gray> <gray>Drain up to <green>8 ♥</green> from nearby enemies over <yellow>2 s</yellow>.</gray>'
|
||||||
- 'DEFENSIVE: Blindness + Slowness III (4 s)'
|
- '<dark_aqua>[DEF]</dark_aqua> <gray>Inflict <red>Blindness + Slowness</red> on all nearby enemies (<yellow>4 s</yellow>).</gray>'
|
||||||
items:
|
items:
|
||||||
drain:
|
drain:
|
||||||
name: '<dark_purple>Life Drain</dark_purple>'
|
name: '<dark_purple>🩸 Life Drain</dark_purple>'
|
||||||
description: 'Drain life from nearby enemies. Sneak to cancel.'
|
description: 'Drain 4 hearts/s from each nearby enemy (max 8 hearts healed). Sneak to cancel.'
|
||||||
fear:
|
fear:
|
||||||
name: '<dark_purple>Puppeteer''s Fear</dark_purple>'
|
name: '<dark_purple>😱 Puppeteer''s Fear</dark_purple>'
|
||||||
description: 'Apply Blindness + Slowness to nearby enemies'
|
description: 'Apply Blindness and Slowness to all nearby enemies for 4 seconds'
|
||||||
messages:
|
messages:
|
||||||
drain_start: '<dark_purple>Draining life...'
|
drain_start: '<dark_purple>🩸 Draining life force...</dark_purple>'
|
||||||
draining: '<dark_purple>♥ Drained <healed>/<max> hearts'
|
draining: '<dark_purple>🩸 Drained <yellow><healed></yellow>/<yellow><max></yellow> hearts</dark_purple>'
|
||||||
drain_cancelled: '<gray>Drain cancelled.'
|
drain_cancelled: '<gray>Drain cancelled.</gray>'
|
||||||
no_enemies: '<red>No enemies nearby!'
|
no_enemies: '<red>No enemies nearby!</red>'
|
||||||
feared: '<dark_purple>You are being puppeted!'
|
feared: '<dark_purple>😱 You are being puppeted!</dark_purple>'
|
||||||
fear_cast: '<dark_purple>Fear applied to <count> enemy(s)!'
|
fear_cast: '<dark_purple>😱 Fear applied to <yellow><count></yellow> enemy(s)!</dark_purple>'
|
||||||
ability_charged: '<yellow>Ability recharged!'
|
ability_charged: '<yellow>⚡ Ability recharged!</yellow>'
|
||||||
|
|
||||||
|
# ── Anchor ────────────────────────────────────────────────────────────────────
|
||||||
|
# FIX: Anchor lore listed "40% knockback resistance" as "Always:" but this passive
|
||||||
|
# applies to both styles. Added clearer distinction: AGG = 5-block radius + dmg bonus,
|
||||||
|
# DEF = larger radius (~8 blocks) + Resistance I. Both always have KB resistance.
|
||||||
anchor:
|
anchor:
|
||||||
name: '<gradient:gray:white><bold>Anchor</bold></gradient>'
|
name: '<gradient:gray:white><bold>Anchor</bold></gradient>'
|
||||||
lore:
|
lore:
|
||||||
- ' '
|
- ' '
|
||||||
- 'Always: 40% knockback resistance'
|
- '<gray>Always: <green>40% knockback resistance</green>.</gray>'
|
||||||
- 'AGGRESSIVE: 5-block anchor + damage bonus'
|
- '<dark_gray>[AGG]</dark_gray> <gray><yellow>5-block</yellow> anchor radius + <green>+0.5 ♥</green> damage bonus.</gray>'
|
||||||
- 'DEFENSIVE: 8-block anchor + Resistance I'
|
- '<dark_aqua>[DEF]</dark_aqua> <gray><yellow>8-block</yellow> anchor radius + <green>Resistance I</green>.</gray>'
|
||||||
items:
|
items:
|
||||||
chain:
|
chain:
|
||||||
name: '<gray>⚓ Deploy Anchor</gray>'
|
name: '<gray>⚓ Deploy Anchor</gray>'
|
||||||
description: 'Summon an Iron Golem anchor. Enemies can destroy it!'
|
description: 'Summon an Iron Golem anchor at your position. Enemies can destroy it!'
|
||||||
passive:
|
passive:
|
||||||
name: '<gray>Anchored</gray>'
|
name: '<gray>Anchored</gray>'
|
||||||
description: 'NoKnock + bonus within anchor radius'
|
description: '40% knockback resistance + bonus effects within anchor radius'
|
||||||
messages:
|
messages:
|
||||||
anchor_placed: '<gray>Anchor deployed! Radius: <radius> blocks.'
|
anchor_placed: '<gray>⚓ Anchor deployed! Radius: <yellow><radius></yellow> blocks.</gray>'
|
||||||
anchor_destroyed: '<red>⚓ Your anchor was destroyed!'
|
anchor_destroyed: '<red>💥 Your anchor was destroyed!</red>'
|
||||||
ability_charged: '<gray>Anchor ready to deploy!'
|
ability_charged: '<gray>⚓ Anchor ready to deploy!</gray>'
|
||||||
|
|
||||||
|
# ── Ninja ─────────────────────────────────────────────────────────────────────
|
||||||
|
# FIX: Lore had AGGRESSIVE and DEFENSIVE swapped.
|
||||||
|
# AGGRESSIVE = sneak → teleport behind last hit enemy (within 10 s window).
|
||||||
|
# DEFENSIVE = passive smoke aura that blinds/slows enemies who walk into it.
|
||||||
|
# The Smoke Bomb item is also available to the AGGRESSIVE style as an active.
|
||||||
ninja:
|
ninja:
|
||||||
name: '<gradient:dark_gray:white><bold>Ninja</bold></gradient>'
|
name: '<gradient:dark_gray:white><bold>Ninja</bold></gradient>'
|
||||||
lore:
|
lore:
|
||||||
- ' '
|
- ' '
|
||||||
- 'AGGRESSIVE: Sneak → teleports behind last hit enemy'
|
- '<dark_gray>[AGG]</dark_gray> <gray>Sneak → <yellow>teleport behind</yellow> your last hit enemy (<yellow>10 s</yellow> window).</gray>'
|
||||||
- 'DEFENSIVE: Smoke aura – Blindness I + Slowness I'
|
- '<dark_aqua>[DEF]</dark_aqua> <gray>Passive <green>smoke aura</green> — <red>Blindness I + Slowness I</red> to intruders.</gray>'
|
||||||
items:
|
items:
|
||||||
smoke:
|
smoke:
|
||||||
name: '<dark_gray>Smoke Bomb</dark_gray>'
|
name: '<dark_gray>💨 Smoke Bomb</dark_gray>'
|
||||||
description: 'Enemies in 3-block radius get Blindness + Slowness'
|
description: 'Enemies entering the 3-block smoke radius get Blindness I and Slowness I'
|
||||||
messages:
|
messages:
|
||||||
teleport_cooldown: '<dark_red>Teleport on cooldown – <time>s'
|
teleport_cooldown: '<dark_red>⏱ Teleport on cooldown — <time>s remaining</dark_red>'
|
||||||
no_target: '<red>No recent target! Hit an enemy first.'
|
no_target: '<red>No recent target! Hit an enemy within the last 10 seconds.</red>'
|
||||||
target_expired: '<red>Target expired (10s window).'
|
target_expired: '<red>Target expired — 10 s window missed.</red>'
|
||||||
teleported: '<dark_gray>◆ Teleported behind target'
|
teleported: '<dark_gray>◆ Vanished and reappeared behind the target!</dark_gray>'
|
||||||
smoke_activated: '<dark_gray>◆ Smoke aura activated!'
|
smoke_activated: '<dark_gray>💨 Smoke aura activated!</dark_gray>'
|
||||||
smoke_expired: '<gray>◆ Smoke expired.'
|
smoke_expired: '<gray>💨 Smoke has dissipated.</gray>'
|
||||||
|
|
||||||
|
# ── Trident ───────────────────────────────────────────────────────────────────
|
||||||
trident:
|
trident:
|
||||||
name: '<gradient:aqua:blue><bold>Trident</bold></gradient>'
|
name: '<gradient:aqua:blue><bold>Trident</bold></gradient>'
|
||||||
lore:
|
lore:
|
||||||
- ' '
|
- ' '
|
||||||
- 'AGGRESSIVE: 3 dive charges – lightning on landing'
|
- '<dark_gray>[AGG]</dark_gray> <gray><yellow>3 charges</yellow>: launch up, lightning strikes on landing.</gray>'
|
||||||
- 'DEFENSIVE: 20% parry – bounce back + Slowness I'
|
- '<dark_aqua>[DEF]</dark_aqua> <gray><yellow>20%</yellow> parry: bounce attacker + <red>Slowness I</red> (<yellow>2 s</yellow>).</gray>'
|
||||||
items:
|
items:
|
||||||
trident:
|
trident:
|
||||||
aggressive:
|
aggressive:
|
||||||
name: '<aqua>⚡ Trident Dive</aqua>'
|
name: '<aqua>⚡ Trident Dive</aqua>'
|
||||||
description: 'Right-click: launch up, lightning strikes on landing'
|
description: 'Right-click: launch into the air — lightning strikes where you land (3 charges)'
|
||||||
defensive:
|
defensive:
|
||||||
name: '<aqua>⚡ Trident Parry</aqua>'
|
name: '<aqua>⚡ Trident Parry</aqua>'
|
||||||
description: '20% chance: bounce attacker + Slowness I (2s)'
|
description: '20% chance: bounce your attacker back and apply Slowness I for 2 seconds'
|
||||||
passive:
|
passive:
|
||||||
defensive:
|
defensive:
|
||||||
name: 'Trident Parry'
|
name: '<aqua>Trident Parry</aqua>'
|
||||||
description: '20% chance to bounce attacker with Slowness I'
|
description: '20% chance to parry melee attacks: launch attacker back with Slowness I'
|
||||||
messages:
|
messages:
|
||||||
dive_launched: '<aqua>⚡ Launched! <charges> charge(s) left.'
|
dive_launched: '<aqua>⚡ Launched! <yellow><charges></yellow> charge(s) remaining.</aqua>'
|
||||||
charges_left: '<aqua>⚡ <charges> dive charge(s) remaining!'
|
charges_left: '<aqua>⚡ <yellow><charges></yellow> dive charge(s) left!</aqua>'
|
||||||
sequence_done: '<gray>Sequence complete.'
|
sequence_done: '<gray>Dive sequence complete.</gray>'
|
||||||
parry_success: '<aqua>⚡ Parry!</aqua>'
|
parry_success: '<aqua>⚡ Parried!</aqua>'
|
||||||
parried_by_victim: '<red>Parried!'
|
parried_by_victim: '<red>⚡ Your attack was parried!</red>'
|
||||||
|
|
||||||
|
# ── Blitzcrank ────────────────────────────────────────────────────────────────
|
||||||
blitzcrank:
|
blitzcrank:
|
||||||
name: '<gradient:yellow:gold><bold>Blitzcrank</bold></gradient>'
|
name: '<gradient:yellow:gold><bold>Blitzcrank</bold></gradient>'
|
||||||
lore:
|
lore:
|
||||||
- ' '
|
- ' '
|
||||||
- 'AGGRESSIVE: Hook – pull first enemy in line of sight'
|
- '<dark_gray>[AGG]</dark_gray> <gray><yellow>Hook</yellow> — pull the first enemy in your line of sight.</gray>'
|
||||||
- 'DEFENSIVE: Stun – freeze all nearby enemies'
|
- '<dark_aqua>[DEF]</dark_aqua> <gray><yellow>Stun</yellow> — freeze all nearby enemies for <yellow>3 s</yellow>.</gray>'
|
||||||
- 'Both: Ult – AoE discharge'
|
- '<gray>Both: <gold>⚡ Static Field</gold> — AoE discharge in <yellow>6-block</yellow> radius.</gray>'
|
||||||
items:
|
items:
|
||||||
hook:
|
hook:
|
||||||
name: '<yellow>⚡ Rocket Grab</yellow>'
|
name: '<yellow>⚡ Rocket Grab</yellow>'
|
||||||
description: 'Pull the first enemy in your line of sight'
|
description: 'Pull the first enemy directly in your line of sight toward you'
|
||||||
stun:
|
stun:
|
||||||
name: '<yellow>⚡ Power Fist</yellow>'
|
name: '<yellow>⚡ Power Fist</yellow>'
|
||||||
description: 'Stun all nearby enemies for 3 seconds'
|
description: 'Stun all nearby enemies in place for 3 seconds'
|
||||||
ult:
|
ult:
|
||||||
name: '<gold>⚡ Static Field</gold>'
|
name: '<gold>⚡ Static Field</gold>'
|
||||||
description: 'AoE discharge – damages all enemies in 6 blocks'
|
description: 'Unleash an electric shockwave — damages all enemies within 6 blocks'
|
||||||
passive:
|
passive:
|
||||||
name: 'Static Field'
|
name: '<gold>Static Field</gold>'
|
||||||
description: 'Unleash an electric AoE (30s cooldown)'
|
description: 'Unleash an electric AoE shockwave (30 s cooldown)'
|
||||||
messages:
|
messages:
|
||||||
hook_hit: '<yellow>⚡ Hook hit!'
|
hook_hit: '<yellow>⚡ Rocket Grab connected!</yellow>'
|
||||||
hooked: '<red>You were hooked!'
|
hooked: '<red>⚡ You were hooked!</red>'
|
||||||
stun_cast: '<yellow>⚡ Stunned <count> enemy(s)!'
|
stun_cast: '<yellow>⚡ Stunned <yellow><count></yellow> enemy(s)!</yellow>'
|
||||||
stunned: '<red>⚡ You are stunned!'
|
stunned: '<red>⚡ You are stunned!</red>'
|
||||||
ult_fired: '<gold>⚡ Static Field hit <count> enemy(s)!'
|
ult_fired: '<gold>⚡ Static Field zapped <yellow><count></yellow> enemy(s)!</gold>'
|
||||||
ult_cooldown: '<red>Ult on cooldown – <time>s'
|
ult_cooldown: '<red>⏱ Static Field on cooldown — <time>s</red>'
|
||||||
ult_no_targets: '<red>No enemies in range!'
|
ult_no_targets: '<red>No enemies in range!</red>'
|
||||||
|
|
||||||
|
# ── Spielo ────────────────────────────────────────────────────────────────────
|
||||||
|
# FIX: DEFENSIVE is not just "no instant death" — the safe slot also excludes
|
||||||
|
# Diamond armor from rewards and can be used without enemies nearby.
|
||||||
spielo:
|
spielo:
|
||||||
name: '<gradient:gold:yellow><bold>Spielo</bold></gradient>'
|
name: '<gradient:gold:yellow><bold>Spielo</bold></gradient>'
|
||||||
lore:
|
lore:
|
||||||
- ' '
|
- ' '
|
||||||
- 'AGGRESSIVE: Gambling at the push of a button'
|
- '<dark_gray>[AGG]</dark_gray> <gray>High-risk gamble — random items <red>or</red> a disaster event.</gray>'
|
||||||
- 'DEFENSIVE: Slot machine - no instant death'
|
- '<dark_aqua>[DEF]</dark_aqua> <gray>Safe slot machine — <green>no instant death</green>, no Diamond armor.</gray>'
|
||||||
items:
|
items:
|
||||||
automat:
|
automat:
|
||||||
name: '<gold><bold>Slot Machine</bold></gold>'
|
name: '<gold><bold>🎰 Slot Machine</bold></gold>'
|
||||||
description: '<gray>Gamble at the push of a button</gray>'
|
description: 'Gamble at the push of a button — fortune or disaster awaits!'
|
||||||
slotautomat:
|
slotautomat:
|
||||||
name: '<gold><bold>Safe Slot Machine</bold></gold>'
|
name: '<gold><bold>🎰 Safe Slot Machine</bold></gold>'
|
||||||
description: '<gray>Slot machine - no instant death & diamond armor</gray>'
|
description: 'Safer gamble: no instant death, no Diamond armor drops. Usable without nearby enemies.'
|
||||||
messages:
|
messages:
|
||||||
instant_death: '<dark_red><bold>BANKRUPT!</bold></dark_red> <red>You gambled your life away. The house always wins.</red>'
|
instant_death: '<dark_red><bold>💀 BANKRUPT!</bold></dark_red> <red>You gambled your life away. The house always wins.</red>'
|
||||||
gamble_event: '<red><bold>UNLUCKY!</bold></red> <gray>The slot machine triggered a disaster!</gray>'
|
gamble_event: '<red><bold>💥 UNLUCKY!</bold></red> <gray>The slot machine triggered a disaster!</gray>'
|
||||||
gamble_bad: '<red>Bad spin...</red> <gray>You feel a sudden negative effect.</gray>'
|
gamble_bad: '<red>😬 Bad spin...</red> <gray>Nothing but useless junk.</gray>'
|
||||||
gamble_neutral: '<yellow>Meh.</yellow> <gray>Just some useless junk. Spin again!</gray>'
|
gamble_neutral: '<yellow>😐 Meh.</yellow> <gray>Something landed. Spin again!</gray>'
|
||||||
gamble_good: '<gold><bold>JACKPOT!</bold></gold> <green>Lady Luck is smiling at you. Enjoy your reward!</green>'
|
gamble_good: '<gold><bold>🎉 JACKPOT!</bold></gold> <green>Lady Luck is on your side. Enjoy your reward!</green>'
|
||||||
Reference in New Issue
Block a user