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New translations skill-list.yml (Portuguese, Brazilian)
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#GUI display name
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name: 'Selected Skill: &6{skill}'
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#Number of slots in your inventory. Must be
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#between 9 and 54 and must be a multiple of 9.
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slots: 54
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items:
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skill:
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slots:
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- 10
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- 11
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- 12
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- 19
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- 20
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- 21
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- 28
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- 29
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- 30
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- 37
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- 38
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- 39
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function: skill
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name: '&a{skill} &6[{level}]'
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lore:
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- ''
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- '{unlocked}&a✔ Requires Level {unlock}'
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- '{locked}&c✖ Requires Level {unlock}'
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- '{max_level}&e✔ Maximum Level Hit!'
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- ''
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- '{lore}'
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next:
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slots:
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- 47
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function: next
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item: PLAYER_HEAD
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texture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvMTliZjMyOTJlMTI2YTEwNWI1NGViYTcxM2FhMWIxNTJkNTQxYTFkODkzODgyOWM1NjM2NGQxNzhlZDIyYmYifX19
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name: '&aNext'
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lore: { }
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previous:
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slots:
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- 2
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function: previous
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item: PLAYER_HEAD
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texture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYmQ2OWUwNmU1ZGFkZmQ4NGU1ZjNkMWMyMTA2M2YyNTUzYjJmYTk0NWVlMWQ0ZDcxNTJmZGM1NDI1YmMxMmE5In19fQ==
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name: '&aPrevious'
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lore: { }
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reallocate:
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slots:
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- 45
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function: reallocation
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item: CAULDRON
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name: '&aReallocate Skill Points'
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lore:
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- ''
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- 'You have spent a total of &6{total}&7 skill points.'
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- '&7Right click to reallocate them.'
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- ''
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- '&eCosts 1 skill reallocation point.'
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- '&e◆ Skill Reallocation Points: &6{points}'
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slot:
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slots:
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- 8
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- 17
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- 26
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- 35
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- 44
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- 53
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function: slot
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item: GRAY_DYE
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name: '&aSkill Slot {slot}'
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no-skill: '&cNone'
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#If this is filled, the item shown in the GUI when a slot is filled will be the item specified here.
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#Else it will be the display item of the bound skill.
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#filled-item:
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#filled-custom-model-data:
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lore:
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- '&7Current Skill: &6{skill}'
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- ''
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- '{slot-lore}'
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- ''
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- '&7&oCast this spell by pressing [F] followed'
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- '&7&oby the keybind displayed on the action bar.'
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- ''
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- '&e► Left click to bind {selected}.'
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- '&e► Right click to unbind.'
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- '&e► Shift left click to select.'
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skill-level:
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slots:
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- 6
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- 15
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- 24
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- 33
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- 42
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- 51
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function: level
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#Skill level offset, should be changed
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#according to the amount of inventory
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#slots the skill-level item occupies.
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offset: 2
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#Item displayed if the skill level is
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#too low to display a level item in the GUI
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too-low:
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item: AIR
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item: LIME_DYE
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name: '&a{skill} Level {roman}'
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lore:
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- ''
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- '{lore}'
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upgrade:
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slots:
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- 15
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function: upgrade
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item: GREEN_STAINED_GLASS_PANE
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name: '&a&lUPGRADE {skill_caps}'
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lore:
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- '&7Costs 1 skill point.'
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- ''
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- '&eCurrent Skill Points: {skill_points}'
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#This will display the selected item in the skill UI.
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#selected:
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#slots: []
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#function: selected
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#name: '&a{skill} &6[{level}]'
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#lore:
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#- ''
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#- '{lore}'
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